![]() ![]() When it’s your turn, you can use the AP system to simply step up to the corner of the building, take a shot, then step back into Full Cover again.Īlso, because Cover obstacles block bullet trajectories, you don’t have to completely hug a Cover obstacle to get cover from it. The good news is that once you’ve got a handle on how cover works in this game, you can make it work to your advantage.įor instance, if you’re standing one tile back from the corner of a building, nothing can see you and you are in completely Full Cover. In addition, since there is no Hunker Down facility currently in PP, any part of your body that is sticking out from behind that cover is fair game. High Cover (Full Shield) can block everything up to your full height, but only if the shooter is within the front 30 degree arc of the cover! This isn’t a hard-and-fast rule, but anything flanking you by more than around 30 degrees can see round your cover and can shoot at you freely. In practical terms, this means that Low Cover (Half Shield) will protect your legs and lower torso, but leaves your head, chest and arms completely exposed. If the bullet’s trajectory doesn’t cross that obstacle, the Cover gives you no protection at all. However, a full Shield Icon simply means that the cover obstacle is higher than your head, NOT that it will give you 90% Cover.īecause of the way PP’s ballistic system works, Cover in PP is simply an obstacle along the trajectory of the bullet. Weapons can also be looted from numerous situations - which is cool as a game concept overall but leaves base building hollow as why would you build a bunch of factories then :)ģ.Atmo, the game uses the same Cover Icons as XCOM (which is only fair since Julian Gollop coined them for the original X-com). There is barely any buildings to build and they are less important then in any other title e.g.: you can get resources without buildings, steal tech or get tech from alliance and the more advanced planes and tanks are not researched but stolen or received via alliance. A single reactor can power the entire baseĢ. Worst: It falls short of its own ambition: the reduced amount of base building space and the tile blockers in each base point towards the fact that the system should have posed a challenge to players in what to build where but this is simply not the case:ġ. ![]() Just comparing the current base building system with that of the competitors: Xenonauts and XCOM (Firaxis ones) is vastly inferior and Xenonauts dev team was something like 2 persons "Phoenix Point is the new strategy game from the creator of the original X-COM series."īut we can look at the game also by ignoring the fact its designer is the designer of an almost perfectly identical game that was also the bases of other identical type games which this new title is lifting over mechanics from :): Originally posted by Phexfunk:No it really wasn't. There are so many ways this mechanic could have been improved upon (staffing by proximity of haven pops, buildings from factions and all the innovations other games have brought to the formula) so its strange why the game took 2 steps back from 1994 and there doesnt seem to be any motivation to improve it There is no original version of Phoenix Point. Originally posted by zolobolo:Yes its not the most important element of the game but was a core element in the original and done better in both XCOM remakes and Xenonauts - I was expecting the core game mechanic to be improved upon There are so many ways this mechanic could have been improved upon (staffing by proximity of haven pops, buildings from factions and all the innovations other games have brought to the formula) so its strange why the game took 2 steps back from 1994 and there doesnt seem to be any motivation to improve it There is no shortage of energy, staff, place (one hangar covers all planes and many bases means endless space to build) no tile blockers, no adjacency bonus So its an element that is both visually and mechanically very underwhelming We just find everything and need to only repair it if we like which take out almost all of the decisions: bases, buildings are positioned already There are almost no restrictions anymore on building: in the original, each base had a considerable build cost plus the building of necessary base infra. Planes are not visually represented anymore (this was a "feature" of the original game) - maybe with the festering skies DLC it will come dont knowĢ. There are far too many issues with the current design to list them all but some of the most noteworthy:ġ. Yes its not the most important element of the game but was a core element in the original and done better in both XCOM remakes and Xenonauts - I was expecting the core game mechanic to be improved upon ![]()
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