Don't you think if they'd altered combat mechanics that 2 post review would have included it? Tactical choices are still limited to movement/placement/facing of your hunters and choices to fire, guard, or simply stand there. If you found H:E1 too limited in scope, you will find H2 equally limited in scope. The AI is seemingly identical to where it got in H:E1 around v1.1, map generation is slightly better, and the re-jiggering to weapons spruced up combat some, but it is, for better or worse, what the first game always wanted to be but never quite got there due to bugs, glitches, limited funding, etc.. It is not, however, to where we *wished* H:E1 had gotten In terms of tactical depth, I don't think anything is going to touch Ravenmark on iOS. I'm still amazed those guys even tried it and how well they pulled it off. EDIT: Although, after some gaming tonight (loving the multiple save slots), I would say don't underestimate what Hardcore mode does for those lean tactical choices. Even going with easy difficulty because I'm only so much of a masochist, the idea that one stupid move is the end of everything adds some gamer adrenaline to the mix ----- As in my personal goal to kill all of Caius' uber team that can fire a sniper rifle at your guy AND somehow go into Guard mode with that same sniper rifle. If the game is telling you can't take on something and should avoid it, my natural instinct is to take it on So far, not up to the task, but I'll get there. I might need a team of all level 10s with all legendary gear, but I will go in kill everyone on the map eventually.
Seeing a number of recycled maps on the dailies already. I've had the game since Friday. Are there so few maps?
It seems just like the first one: map pieces, tile sets. Randomize the pieces, "paint" with a tile set. That produces a lot of very similar maps. I've only seen one virtually, maybe even actually, identical map myself, but I haven't played the daily missions for today if there's something else there.
Which type of character do you choose for your team ? As for me i've chosen a Charger (Combat/Scouting), a Devastator (Combat/Vengeance) and a Zealot (Survival/Vengeance). I think i'll add soon a support one (with sniper rifle). Does the Massacre skill work with a hammer ?
I've already got several. I'm just approaching it from the p.o.v. of matching weapons to talent builds, e.g. I've got two snipers, combat/support, light armor; final build will be 1 point in sniper rifle training, 1 point in the support for Sentry, 3 points in combat for Massacre & Second Chance, 2 points in Improved Accuracy, 2 points in Improved Damage. As best I can tell, massacre works with everything, but it's only once per mission regardless of weapon type. I've not used it with a hammer yet, but I've used it with heavy weapons so I can't see why it wouldn't work with a hammer (although I have a hard time picturing how often a scenario comes up where hammer + massacre is useful, but that's for you to decide )
I'm in the same boat, I see this as the ultimate challenge. I've been able to kill three of the Elite Hunters but some of that came down to getting in some good critical hits. Was a little disappointed that the loot they dropped wasn't very good but in the end its all about clearing the area.
For a Combat/Support Sniper, is it really useful to improve accuracy ? So far I really like the Combat/Scouting combo with the last point in steroids ^^' Big hammer & Light armor => Crystal cannon xD
When is it not useful to increase accuracy? I'm not positive if it's actually all that useful compared to, say, dropping those points into more damage or stimpacks, but that's the build I'm working toward for now. Even with the best sniper rifle I've found so far, an 89% accuracy legendary, that would still only give me a 99% base accuracy if I've moved the sniper, which is most of the time.
When you have Second chance ? ^^' Btw i really prefer playing a sniper as a support (waiting and covering). Moreover you have the Sentry talent...
When you get one shot a turn on average, it had better count. The higher the base accuracy, the better. To use an example, consider my 89% base accuracy legendary sniper rifle. Assuming no other modifiers in place, it misses 11 out of 100 shots, even with second chance, it only makes 9 of the second chance shots. With the two points to boost accuracy by 10%, the hunter now hits 99 out of 100 times, and only misses the second shot once every hundred misses. They support one another nicely. I have no preference, I use my snipers as the situation dictates. If they'd be under fire, I duck out and shoot, duck back. If I've got a clear zone, I set them up to wait. Sentry only comes into play when it does.
This, a thousand times. There really are a ton of tactical options here, and hardcore mode brings them out in a big way. Now your decisions matter not just on the battlefield, but back on your ship, too. With pre-mission character selection, skill allocation, weapon and armour loadout, and in-mission positioning, target acquisition, and execution, you're swimming in choices. The fact that every weapon is now a viable option in the right situation means that you have lots of fun tools to go hunting with, too. Although in hardcore mode, it sometimes feels like they're hunting you. The more I play this game, the better it gets. This is rapidly becoming my favourite TBS on iOS.
@C.Hannum : Imagine 2 different situations : 1) You don't move and you have 99% accuracy (thanks to your 2 points) If you check the description of the Sniper Rifle trait, you will see that when you don't move, your accuracy is 100% no matter the accuracy of your sniper rifle. So if you don't move before shooting, you don't need accuracy. 2) You move and you try to shot after that (considering you'll lose 10% accuracy after moving one time) You will shot one time with 89% accuracy (so you will miss 11 out of 100). With second chance, after moving, you will have 79% accuracy, so you will miss 21 out of 100 the first time, but after that you shoot again with 79% accuracy : 441 miss out of 10000 => 96% accuracy.
For my sniper, I'm using a light armored Scout/support with full scout skill tree, sniper, 2 accuracy bonus, and 2 damage bonus. He has a ridiculous amount of action pts for the first 2 turns... I also have a hammer-wielding stalker (scout/survival) with full scout and survival trees, heavy armor (highest hp rating possible to maximize the 10% regeneration). Other than that, I don't really have any set loadouts for many of the other weapons. I'm trying to find a great class set-up for a chain-gunner, flamethrower, shotgunner, and rocket launcher. Any ideas? I'm thinking maybe a zealot for a flamethrower/shotgunner (extra survivability + retribution), and a charger for chaingunner (second chance)?
@ Brrobotix : For a shotgunner : Heavy Armor Survival/Vengeance and the last point in armor plating or resistance For a chaingunner : Medium Armor Combat/Vengeance and the last point in stimpacks ^^'
You don't lose accuracy for moving in Hunters 2, there's even a loading tip about how snipers in light armor can pop out of cover and pop back. http://wiki.rodeogames.co.uk/index.php/Sniper_Rifle Not really sure why you're debating this. If not for the fact of accuracy penalties from other sources (e.g. camo), You'd actually be better off just dumping 3 points into Improved Accuracy, raising base to 100+%, and skipping Second Chance altogether.
Are Assault Rifles more useful in H2? In H1 they were my least utilized weapon type. Hammers owned for close-in work, followed by Shotguns. For distance shooting, Sniper Rifles for solo enemies and Rockets into crowds. Flamers were weak once armor was high enough quality. SMGs were decent all-arounders, but even those were less interesting when you could generally cross the gap and slam the enemy with a Hammer before he could do enough damage.
Since there is NO mention of a movement penalty beyond losing the free 100% accuracy, I'm as sure as I am of anything with the mechanics Since moving does lose you the free 100% and there is no mention in the wiki about sniper rifles having any additional penalty from movement, Occam's Razor says anyone still assuming there is an actual hit to accuracy for movement based on H:E1 is wrong. Remember, this is Hunters 2, not Hunters: Episode One, and all the weapons have been rebalanced.
All the weapons have been rebalanced such that none are perfect all arounders like the SMG was in H:E1 (which was just removed from the game). In particular, burst weapons got a nice re-jiggering in that each bullet gets its own to-hit roll, so Assault Rifles still don't do that much damage, but they almost never miss, and if you combine them with something like "Crippling Shot", they can be pretty amazing for whittling and pinning down the enemy. I have found no weapon that I can't use so far, and I've used all of them except the Rocket Launcher, which I just bought a hunter for that purpose. I'm having a lot more fun with the mechanics of H2 than the first one.