Movement on the map is affected by leadership. You can see this bonus when you select the destination and it tells you how long it will take. The bonus is leadership - 25. So leadership 100 vs 25 is 4 times faster. You can make different teams and have them race to test it :)
Really enjoying the methodical approach of this playthrough. Even in situations that are not ideal that kind of playstyle still allows for a good outcome.
They say "the Major will hear of this!" as though it's some kind of threat; let's hope he does hear of it, and trembles in terror at his inevitable demise.
Just FYI you always want to hack with Livewire. She gets double intel due to her PDA. Also you can break the pipebombs down for powder. Right click and combine with wire cutters.
Hm, I was really hoping Livewire's hacking perk worked passively as long as she was in the party. But, noted. Also, I didn't even think to combine the pipe bombs with the wire cutters. I'll check that out. :)
You've just discovered one of the mechanics of the game (Greasy Basil from Tutorial Island mentioned this as well), you can only cross bodies of water from a port. So going from flea town to the other side of the river was fine, because Fleatown has a port in it. But going back is a problem because you have to now capture a port on that side.
Edward longhsanks "By god sir earl, either go or hang." Earl of Norfolk "By the same oath oh king, I shall neither go nor hang." Somewhat more classy, but essential the same exchange as between Ret and the ganger.
45:00 A dissent on the value of Pin Down. I would suggest it's preferable for snipers to pin down when they can. Because: 1) It's a low AP action that can usually be taken after a shot. Presuming the sniper did not need to move and shoot. 2) It leaves enough AP after the subsequent shot to either move, shoot again, or set overwatch on the following turn. Since 3 AP won't net you even 1 overwatch shot anyway, this is competing with either movement or Take Cover. I'd choose the Pin down unless the sniper is in danger. Also, I'd missed our favorite Bullet Sponge. Glad to see him back. 😄
Ah, the zombies disease 🤔 The same as the 2, i guess. Pretty fun part. Military virus-weapon research going wrong, Ombrella-corp way is always fun. In a game of course 😂
with father tucker...you want to be saving some diamonds to buy the boxes from another fellow which allows you to get something called metaviron. one is used to recruit the crazy bomb expert. outside of that one time fee of metaviron the merc is free and has no upkeep charges. this is one of the 3 or one of the 4 i'm aware of in the game.
Eh, true, but you can randomly find Metaviron in other places too, so it's not vital. But it would be nice to have another explosives expert on-hand to craft more grenades for our main squad. :)
As mentioned below... NEVER scrap lockpicks! I have a list of locked containers I must still go back to after I eventually found another lockpick. I actually hired Vicki for her special repairable lockpick recently :-) Also, that hunker down ability is actually rather useful, caries some AP over to your next turn. Useful when repositioning for a shotgun or a grenade. The mine straight north from tutorial island is a great first stop as well btw, went there first on my new campaign. No settlement so no loyalty, full profit from the moment you claim it and you can hire more miners in Fleatown to boost income further!
Yeah, I've had a few recommendations to go after Diamond Red. I'll probably make that our third goal after I finish securing Fleatown and Port Cacao. :)
Crowbars and lockpicks are very rare further into the game and the durability loss is like 10-15% per use and you are scraping the crowbars for 2 parts !! You will need to use them a lot in the future.
You know I do hope that at some time you grab scully I don't know why but I often feel like things are incomplete if I don't use scully when is a safe bet to recruit him and keep him around is a me thing but man I just love using Scully
Give livewire double barrel shotgun, she has free weapon switch, so when someone gets in her face, double barrel to the head with aim, and thats 100+ damage
I only tend to do that when someone's injured and I'm just trying to buy them time for someone else to come to their rescue. Otherwise I tend to lean into Overwatch for a more proactive defense. :)
@@RetconRaider its good when you are not in good place for overwatch, or for a flanking guy, who needs to wait a turn before fight develops, its a good thing to know at least, and utilise when opportunity happens. Like for instance Meltdown owerwatch is weak, but if you save the points, she can do damage next turn, also dont forget SMGs have 3 3shot burst ability, so if you save points with smg, you can do 3 shot burst ability in close range, and still left points for finnishing, or running away
@@RetconRaider Also good on shotgun, especially if you take free movement after bomb or shotgun, and those lungs from agility that increases your free movement. Mod that auto shotgun with short barrel, which then sets your shots at 3 ap, and you can run and gun across the haf of the map with 15+ ap you saved and bunch of free movement, get in the face and blast them. Remember to use you initial free movement before you shoot, because first time you shoot you lose it. Another neet trick is to use ctrl+y(stay stand up at the end of the movement) on you initial free move, which lets you move 1 square more, and all other movements after are running. There are some grenades like smoke that cost less ap to throw you can keep in case of emergency, and you need cover. Also, its fun to run in after flashbang, and clean up the house :D Shotguns have breacher ammo which is good against med armour(and suppresses instead of bleeds), but its really short range, so it really pays of to be able to get in close and clean up
@@RetconRaider Later on when enemies become beefier, its goot to spend on someone with bad shot, like livewire or MD, so kalina can do crit, if you can do 2 shots per turn, make one shot, and then mark down for kill shot if she misses
Movement on the map is affected by leadership. You can see this bonus when you select the destination and it tells you how long it will take. The bonus is leadership - 25. So leadership 100 vs 25 is 4 times faster. You can make different teams and have them race to test it :)
Yep, confirmed this by testing it myself last night. Also, there are breakpoints that increase the speed advantage beyond linear progression.
Really enjoying the methodical approach of this playthrough. Even in situations that are not ideal that kind of playstyle still allows for a good outcome.
They say "the Major will hear of this!" as though it's some kind of threat; let's hope he does hear of it, and trembles in terror at his inevitable demise.
Thank you for the work you put into these videos, I’m really enjoying them. And I finally got a chance to catch up on them.
Accidental blunder turned into taking a fort with ease. Having multiple characters wounded and tired as well, nice!
Just FYI you always want to hack with Livewire. She gets double intel due to her PDA. Also you can break the pipebombs down for powder. Right click and combine with wire cutters.
Hm, I was really hoping Livewire's hacking perk worked passively as long as she was in the party. But, noted.
Also, I didn't even think to combine the pipe bombs with the wire cutters. I'll check that out. :)
@@RetconRaider i think thats a mod that lets you break ammo and bombs for crafting powder
@@duje44pipebomb + wirecutter is in base game. Ammo + wirecutter is a mod Ammo Disassembly.
Excellent angle on the Fort, amazingly entertaining to watch you having to 'blunder' into that sector and then clear it out as clean as you did!
You've just discovered one of the mechanics of the game (Greasy Basil from Tutorial Island mentioned this as well), you can only cross bodies of water from a port. So going from flea town to the other side of the river was fine, because Fleatown has a port in it. But going back is a problem because you have to now capture a port on that side.
Ah, fair, he did imply that. :)
Guess it’s something like your mercenaries tried to swim / row across but got swept up by the river currents?
Edward longhsanks "By god sir earl, either go or hang." Earl of Norfolk "By the same oath oh king, I shall neither go nor hang." Somewhat more classy, but essential the same exchange as between Ret and the ganger.
45:00 A dissent on the value of Pin Down.
I would suggest it's preferable for snipers to pin down when they can. Because:
1) It's a low AP action that can usually be taken after a shot. Presuming the sniper did not need to move and shoot.
2) It leaves enough AP after the subsequent shot to either move, shoot again, or set overwatch on the following turn.
Since 3 AP won't net you even 1 overwatch shot anyway, this is competing with either movement or Take Cover. I'd choose the Pin down unless the sniper is in danger.
Also, I'd missed our favorite Bullet Sponge. Glad to see him back. 😄
I didn't plan to over-run your base and kill everybody. It's was an accident. At least today. :)
Hey, I was just passing through. They're the ones who didn't get out of the way. :O
Really, just let us borrow a boat, and I promise we won't kill you for a whole week!
Ah, the zombies disease 🤔
The same as the 2, i guess. Pretty fun part. Military virus-weapon research going wrong, Ombrella-corp way is always fun.
In a game of course 😂
When you scrap a gun the ammo is automatically unloaded.
I gave Blood a short-barrel Auto5, the reduced AP to fire, with Blood's agility and talents, it was a bit like Barry's shaped charge.
even tho it wasn't planned, it was a great episode. I enjoyed the accidental suspense.
'shinny new shotgun!' chuckles demonically.
"I think I'll just run to where these two grenade craters are. What could possibly go wrong?"
with father tucker...you want to be saving some diamonds to buy the boxes from another fellow which allows you to get something called metaviron. one is used to recruit the crazy bomb expert. outside of that one time fee of metaviron the merc is free and has no upkeep charges. this is one of the 3 or one of the 4 i'm aware of in the game.
Eh, true, but you can randomly find Metaviron in other places too, so it's not vital. But it would be nice to have another explosives expert on-hand to craft more grenades for our main squad. :)
A Bridge Too Far? I love that movie!
What a miraculous river, an unpowered boat will float upstream, not downstream.
Actually South of Equator, rivers tend to flow North. So it probably is downriver.
@@shawngillogly6873 Rivers flow towards the sea, they do not flow towards their source.
From what I've seen, shotguns are the undisputed king of overwatch weapons. They can be set up for short or long range.
Don't be silly. Clearly Kalyna is the king of overwatch. :D
@@RetconRaider No, she is the QUEEN of overwatch!
Al Capone ran a soup kitchen in Chicago...
As mentioned below... NEVER scrap lockpicks! I have a list of locked containers I must still go back to after I eventually found another lockpick. I actually hired Vicki for her special repairable lockpick recently :-)
Also, that hunker down ability is actually rather useful, caries some AP over to your next turn. Useful when repositioning for a shotgun or a grenade.
The mine straight north from tutorial island is a great first stop as well btw, went there first on my new campaign. No settlement so no loyalty, full profit from the moment you claim it and you can hire more miners in Fleatown to boost income further!
Yeah, I've had a few recommendations to go after Diamond Red. I'll probably make that our third goal after I finish securing Fleatown and Port Cacao. :)
21:54 S.T.A.R. eh? Almost S.T.A.R.S. if you know what I mean ;)
Great episode
FYI, "rout" and "routed" are pronounced with an "ow" as in "ow, that hurt!"
Not sure if you figured it out but you can use wirecutters on the pipe bombs for more gunpowder and parts. Dont think it works on any other grenades
Yup! I end up doing it in Episode 10. :D
Crowbars and lockpicks are very rare further into the game and the durability loss is like 10-15% per use and you are scraping the crowbars for 2 parts !! You will need to use them a lot in the future.
Noted. I suppose I should pick a spot to start stashing them so they don't clutter up our inventory.
You know I do hope that at some time you grab scully I don't know why but I often feel like things are incomplete if I don't use scully when is a safe bet to recruit him and keep him around is a me thing but man I just love using Scully
poor ghost...
Is it just me, or do others always expect something creepy when they hear the word "sanitarium?"
Paix is read like pet (without the t)
un pet, oui en francais aussi...lol
hmm ak should have barrel grenades too... i hope those exist...
They do, you just have to build them in the mod menu with a steel pipe and a big pile of weapon parts. :)
Wohoo
Swap out the gooair rifle.....lol. Propper pronunciation is Gu-Vair. W's are Vs, V's are F's.
Well that's just silly. Those are clearly completely different letters!
sorry for any spoilers
i think you miss a chair
Give livewire double barrel shotgun, she has free weapon switch, so when someone gets in her face, double barrel to the head with aim, and thats 100+ damage
Movie reference: en.wikipedia.org/wiki/Rabid_(1977_film) at 6:25
also if you didnt know, hunker down saves you points over 4 you spend on it for the next turn
Crazy good if you need extra AP next turn + just grazing hits on you if you are not flanked.
I only tend to do that when someone's injured and I'm just trying to buy them time for someone else to come to their rescue. Otherwise I tend to lean into Overwatch for a more proactive defense. :)
@@RetconRaider its good when you are not in good place for overwatch, or for a flanking guy, who needs to wait a turn before fight develops, its a good thing to know at least, and utilise when opportunity happens. Like for instance Meltdown owerwatch is weak, but if you save the points, she can do damage next turn, also dont forget SMGs have 3 3shot burst ability, so if you save points with smg, you can do 3 shot burst ability in close range, and still left points for finnishing, or running away
@@duje44 Fair. I'll keep that in mind. :)
@@RetconRaider Also good on shotgun, especially if you take free movement after bomb or shotgun, and those lungs from agility that increases your free movement. Mod that auto shotgun with short barrel, which then sets your shots at 3 ap, and you can run and gun across the haf of the map with 15+ ap you saved and bunch of free movement, get in the face and blast them.
Remember to use you initial free movement before you shoot, because first time you shoot you lose it.
Another neet trick is to use ctrl+y(stay stand up at the end of the movement) on you initial free move, which lets you move 1 square more, and all other movements after are running.
There are some grenades like smoke that cost less ap to throw you can keep in case of emergency, and you need cover.
Also, its fun to run in after flashbang, and clean up the house :D
Shotguns have breacher ammo which is good against med armour(and suppresses instead of bleeds), but its really short range, so it really pays of to be able to get in close and clean up
shotgun does not just make them bleed, but also exposed, losing their cover, which makes you other guys more acurate
Yeah, that caught me a little off-guard. For some reason I was thinking that only Saltshot allowed a shotgun to inflict Exposed.
Pin down makes them marked, that means anyone next shot is crit even during the turn you marked
True, I just always end up feeling like there's something better I could have spent my AP on. :)
@@RetconRaider Later on when enemies become beefier, its goot to spend on someone with bad shot, like livewire or MD, so kalina can do crit, if you can do 2 shots per turn, make one shot, and then mark down for kill shot if she misses