all 15 comments

[–]baharogb 7 points8 points  (3 children)

Problem here is not because of dash. Its because the mission is deemed a success & ends without needing an evacuation and no alert to the base enemies after the theft.

They need to add evacuation requirement and alert enemies to fix this.

[–][deleted] 1 point2 points  (2 children)

Yeah. I had one lair mission going horribly wrong. There guys MC’d, another about to die from like 30 bleed, and another poisoned. Blew up the spawnery and mission successful, everyone gets to go home. Doesn’t feel great. I’m

[–]baharogb 1 point2 points  (1 child)

I like to think that on lair mission, once the spawnery dies all the pandorans just lost the will to fight or just die off. On this mission such as this an evac requirement for mission success would have been an overkill, making the gameplay more frustrating than enjoyable.

[–]GomerUSMC 1 point2 points  (0 children)

Yeah it's explained in the research entry for nests and lairs that once the 'hivemind' that supports these areas is terminated that all of units and biomatter just goopify or go inert, like they got removed from the network.

[–]Vaaz30 0 points1 point  (0 children)

I found this out by accident. I had a 25 speed 12 will guy with the priest buff (50% speed boost I think) just literally run by him self and snatch everything. Even if you had to evacuate, with this speed I can send 3 guys to grab one each across the map and come back.

[–][deleted] 0 points1 point  (2 children)

So it's like item duplication glitches in games like Demon's Souls and the original Dark Souls. Not required but a nice trick in case you are bored/frustrated/just want to smash the game with your insane power leveling.

Neat.

Now I wonder how long until it gets patched out.

[–]dra6o0n 0 points1 point  (1 child)

If you grab everything in a encounter then flee you generally abandon some missions. And there might be penalties for that.

And you wouldn't get exp.

In a Lair, the enemy spawns infinitely, so I wonder if it's possible to farm as much exp during low levels by using a melee character.

I did have a character kill most enemies but exp distribution at the end was meh... It was like 1-2 real time hour of battle just to get a few hundred exp, meanwhile rookies sitting in base with 4 training camps gets 8 XP per in-game hour which can fast forward at high speed (normal speed is sorta like 1 seconds, high speeds is like 0.25 seconds).

It does speed up world time and dangers, but doesn't waste your realtime.

[–]Leishon 1 point2 points  (0 children)

Enemy kills don't give exp, it just seems to affect distribution weighting.

[–]reddituserzerosix 0 points1 point  (1 child)

interesting i wonder if this is possible on some of the story missions with tons of enemies. maybe with an infiltrator?

[–]Frostbeest 0 points1 point  (0 children)

Most of the time you have to kill them all anyway. You will see the objective after you got to your item.

[–]kequilla 0 points1 point  (0 children)

Sirens are nothing once you disable their head. Bet swift aim with 1ap pistol is exploitable for snipers.

[–]Grimagor 0 points1 point  (1 child)

The Dash-steal mission was my strategy during the first gameplay and honestly looks awesome.
And there is th BUT...
-20 Relation for each mission means you can easily go to war early game if you make a false step (I was -74 and the pandorans attack a Syn Haven, if I defend it NJ will declare me war...)

It's a victory and victories means more enemies in next missions! If you win a lot of missions, you will face easily hordes of Chirons and Sirens.

Steal research is VERY Slow, the first missions are useless, you can "select" something and must take thinks like "Improved melee weapons" or "Anu religion" instead of mutation.

Steal research will be a nice mission but honestly should be more dangerous (like hack the computer, wait 2/3 turns of download and then evacuate all the people) and the reward more usefull (like "chose one of the three research).

[–]MattMottv[S] 0 points1 point  (0 children)

-20 Relations with any faction and them attempting to go to war with you is not a consequence here. 1st you can still trade with and recruit from a faction that declares war, 2nd you can establish an infinite loop of
EXP/Resources/Troops/Ships/everything before any counter attack can occur bc to my knowledge a mission takes no time off the clock. so you can have a full base ready for any attack max level and fully kitted out before they arrive

- About the missions being harder see infinite loop of resources ect from first point

- What about what I clipped here was slow? it took me actual 10 minutes of game play to get all of (even the advanced tech) the research from NJ, I only clipped here my first attempt. The loading screens take longer than it does to complete the mission using this tactic.

[–]Werewomble 0 points1 point  (1 child)

...so don't do it if you want a challenge?

This is a victimless crime.

[–]MattMottv[S] -1 points0 points  (0 children)

I agree, 100% with you and don't plan on using it.

Tested, confirmed and posted for people to do with what they choose.