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Thread: implications of the ghost suit

  1. #1
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    implications of the ghost suit

    Maybe this isn't new (but I haven't found any earlier threads), but I'm assuming the invisibility suit isn't human technology just waiting for scientists to research it. Which means....INVISIBLE ALIENS.
    Personally I'm already soiling myself.

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    Which means....INVISIBLE ALIENS.
    the devs have already said invisibility is human technology.

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    Quote Originally Posted by carldivine View Post
    the devs have already said invisibility is human technology.
    Probably requires to be researched first though.

    I'm curious about the effectivity of the ghost suit.
    I'm pretty sure the suit isn't 100% invisible all the time or else it will make the game too easy by equipping everybody with it (they did said any class could wear any armor type. Other classes wearing the "Psi-suit" other than the psionic soldier wouldn't make sense though).
    I wonder what its weaknesses will be and what ways will the enemy discover your stealth soldier.
    Attacking the enemy seems obvious enough.
    A charge/recharge system would make sense.
    Does it only cloak your soldier's appearance or does it also dampen the sounds they make?
    How close can you get to an enemy before it discovers that you're stealth soldier is there?

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    Quote Originally Posted by Agent Trunk View Post
    I'm curious about the effectivity of the ghost suit.
    Apparently it has three charges per mission. I'm not aware of any other info besides that, but I'm sure it'll be balanced. Maybe some aliens will have sensors or something. But if you ask me, I don't mind if it isn't balanced too well, personally I was quite fond of the imbalanced gear in the original. Damn aliens deserved it.
    Pity about invisible aliens though, would have been pretty scary!

  5. #5
    I like the 3 charges on the suit, a spam-able invisibility suit would be to OP.

    There are some tactical things to do with this suit, getting ontop of a building unseen or behind an Alien (assuming they weaker from behind). Having 3 charges brings some extra tactical decisions in the game.

    I like the grappling hook as well, before i even knew the game would have one i was like.
    It would be awesome to have a grappling hook in this game. I felt much joy when i found out they have it.

    Im excited about this game the different armors the little tank buddy's seems awesome and the tactical decisions seems endless with these suits.

    Also, invisible aliens...
    I would get proper nightmares from them, like i had with them old chrysalids back in the days.
    Would be awesome if they have them ingame

  6. #6
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    Quote Originally Posted by Agent Trunk View Post
    Probably requires to be researched first though.

    I'm curious about the effectivity of the ghost suit.
    I'm pretty sure the suit isn't 100% invisible all the time or else it will make the game too easy by equipping everybody with it (they did said any class could wear any armor type. Other classes wearing the "Psi-suit" other than the psionic soldier wouldn't make sense though).
    I wonder what its weaknesses will be and what ways will the enemy discover your stealth soldier.
    Attacking the enemy seems obvious enough.
    A charge/recharge system would make sense.
    Does it only cloak your soldier's appearance or does it also dampen the sounds they make?
    How close can you get to an enemy before it discovers that you're stealth soldier is there?
    I seem to recall someone clarifying how it worked, but I can't remember from where.

    Ghost suit will have 3 charges. Invisibility only lasts for the players turn. Speculation is that it will have more armor than standard gear, but less than archangel and other armors.

    The primary tactical function of the suit is to counter overwatch and suppression tactics. If they overwatch or suppress you, you pop invisible and move out of their fire and pinning zone. You then can get to a better position and/or fire back without penalty.

    In a heavily cover-based combat system, the ghost suit will excel at being able to maintain a strong tactical position by avoiding overwatch and suppression and always benefiting from strong cover. However, it is limited by charges and, should you be taken by surprise/out-of-cover on the enemy turn, you would be very vulnerable because of low armor value.

    I see this as great for snipers to defensively avoid a bad situation and get back to a reclusive high-visibility cover position. I also see it being usefull for assault class to get a toehold in a new position (think walking through the front door of an alien craft without immediately prompting reaction fire).

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    Look up the game balancing thread I started.

    One thing about using the ghost armor offensively is that if you uncloak behind an alien, point blank shoot it for the kill, you are now alone behind enemy lines for one turn.. This means that you will likely be swarmed/flanked by any remaining aliens, so it is likely that you will need to use it selectively offensively.

    As someone mentioned above, I think the primary use will be defensively, where you can cloak and shift, gaining a tactical advantage.

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    If it is human tech, will the aliens be able to reverse engineer our tech by researching a fallen ghost-wearing soldier?

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    Quote Originally Posted by ShanDaMan View Post
    If it is human tech, will the aliens be able to reverse engineer our tech by researching a fallen ghost-wearing soldier?
    Only if they are equipped with the anal probe.

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    Quote Originally Posted by ShanDaMan View Post
    If it is human tech, will the aliens be able to reverse engineer our tech by researching a fallen ghost-wearing soldier?
    i'm guessing no, but they could mind control your ghost soldier, have him then sneak up and blow away his buddies.

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    It's weakness it probably cover is broken once you fire.

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    For me, the prime use of cloak is to scout out the location of the aliens (and cowering civilians). Makes me wish we could call in artillery strikes.

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    Quote Originally Posted by Babboo View Post
    For me, the prime use of cloak is to scout out the location of the aliens (and cowering civilians). Makes me wish we could call in artillery strikes.
    i agree with the scout send in an assault trooper with a shot gun and if necesarry sacrifice him for the greater good and as to the artillery strikes i wouldnt want any it would make it a little to easy if dealing with zerkers chrysalids etc.

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    makes me wish we could call in artillery strikes.
    nuclear launch detected!

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    Quote Originally Posted by Babboo View Post
    Makes me wish we could call in artillery strikes.
    There are bazookas in the game so maybe there are also mortars (or mortar-like weapons)?
    The Blaster Launcher was the artillery of the first game so perhaps there is a weapon in this game with a similar function.
    Maybe you can call on missile equipped interceptors for an airstrike. That could be a useful ability.
    Perhaps there is a SHIV type that fills such a role.
    Granades can also act as artillery... assuming that the grenadier can throw that far that is.

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    Quote Originally Posted by katscan View Post
    One thing about using the ghost armor offensively is that if you uncloak behind an alien, point blank shoot it for the kill, you are now alone behind enemy lines for one turn.. This means that you will likely be swarmed/flanked by any remaining aliens, so it is likely that you will need to use it selectively offensively..
    I think that sums it up pretty well. If you use it to attack you will be finishing a turn in a very bad place. The cloak will be great for scouting out the map and seeing what you are up against. Or if you are pinned in a corner of probing aliens but on the attack you might have some cannon fodder soldiers.

    Quote Originally Posted by carldivine View Post
    nuclear launch detected!

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    Quote Originally Posted by carldivine View Post
    nuclear launch detected!
    Maybe something for the DLC!

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    Quote Originally Posted by katscan View Post
    Look up the game balancing thread I started.

    One thing about using the ghost armor offensively is that if you uncloak behind an alien, point blank shoot it for the kill, you are now alone behind enemy lines for one turn.. This means that you will likely be swarmed/flanked by any remaining aliens, so it is likely that you will need to use it selectively offensively.
    It will be interesting to see the enemy AI in this game. If they tend to maintain a tight formation in their attack, then ghosting behind, shooting and then getting swarmed seems likely, as you say. If they are bad about maintaining formation, then perhaps you can use that tactic and then ghost out again before the others locate you. The three ghosting limit per mission will become very important.

    EDIT: I just saw a video in which the ghost shot a berzerker, but did not seem to lose her ghosting. interesting.

  19. #19
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    Quote Originally Posted by Agent Trunk View Post
    There are bazookas in the game so maybe there are also mortars (or mortar-like weapons)?
    The Blaster Launcher was the artillery of the first game so perhaps there is a weapon in this game with a similar function.
    Maybe you can call on missile equipped interceptors for an airstrike. That could be a useful ability.
    Perhaps there is a SHIV type that fills such a role.
    Granades can also act as artillery... assuming that the grenadier can throw that far that is.
    Having a shiv with a howitzer just sitting still where it dropped, in throwing out an explosive shell with indirect fire properties, sounds a tad OTT.

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    Quote Originally Posted by Schuesseled View Post
    Having a shiv with a howitzer just sitting still where it dropped, in throwing out an explosive shell with indirect fire properties, sounds a tad OTT.
    With the existence of Blaster Launchers and psionics, artillery SHIVs doesn't seem that over the top. :\

  21. #21
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    My greatest logical conclusion of the ghost armor is that it's a mobility armor, it adds almost nothing in the way of defense against weapon damage, the only defense you have is that they can't see the person. This is to say that it's not like a carapace armor which sounds like it provides defensive boosts.

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    Quote Originally Posted by Agent Trunk View Post
    With the existence of Blaster Launchers and psionics, artillery SHIVs doesn't seem that over the top. :\
    Your right, they should definetly cut those

  23. #23
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    I hope they have camo aliens. I read somewhere there was a snake alien that could camo. They could still put that in there, but make your chance to hit from longer than the range of a shotgun hard to hit percentage wise.

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    Love the Invisible Suit. How do you put it on?

    Funny....

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    Quote Originally Posted by mbpopolano24 View Post
    Love the Invisible Suit. How do you put it on?

    Funny....
    I really wish you would shut the ☺☺☺☺ up

  26. #26
    Feed him more ?

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    feeding trolls is my god given right

  28. #28
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    Well the ghost suit might be human technology but, for everyone hoping for an invisible alien, remember there are still those frikkin aliens in the trailer which materialise out of thin air. I figure they'll fill that "I know they're here somewhAAAAAA" factor.

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    Quote Originally Posted by katscan View Post
    Only if they are equipped with the anal probe.
    Hahahaha...awesome

  30. #30
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    who revived this long dead thread??

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    If it's really one turn and 3 per mission, I'll never use it unless it has better protection than anything else when it's available. Pointless.

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    Quote Originally Posted by kingsword View Post
    If it's really one turn and 3 per mission, I'll never use it unless it has better protection than anything else when it's available. Pointless.
    Different tactics for different folks I guess..

    I see quite a few potential uses for the ghost suit.

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    Best toy in the world to get close enough for live captures. The ghost suits will absolutely add some unique tactical options.

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    Quote Originally Posted by rotsa View Post
    Best toy in the world to get close enough for live captures. The ghost suits will absolutely add some unique tactical options.
    This. Assault with storming + Stealth to ignore overwatch = Great for getting right up on an opponent and tazing him.

  35. #35
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    Quote Originally Posted by TheMediator View Post
    This. Assault with storming + Stealth to ignore overwatch = Great for getting right up on an opponent and tazing him.
    Or use a couple levelled snipers in flying armor who have squad sight (plus whatever other perks).

    Send the assault in ghost armor on a 'run and gun' - at the end of his full move, have him toss a sensor grenade. Your snipers can now fire in complete safety from a couple screens away at anything he uncovers. Next turn the assault can ghost away if things are too hot.

    The ability to move invisibly and ignore overwatch is far from useless.

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    Quote Originally Posted by TheFinn View Post
    Or use a couple levelled snipers in flying armor who have squad sight (plus whatever other perks).

    Send the assault in ghost armor on a 'run and gun' - at the end of his full move, have him toss a sensor grenade. Your snipers can now fire in complete safety from a couple screens away at anything he uncovers. Next turn the assault can ghost away if things are too hot.

    The ability to move invisibly and ignore overwatch is far from useless.
    That makes sense too.

    By the way is there a list of confirmed powers somewhere? I never heard of this sensor grenade... I assumed there were just flares.

  37. #37
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    Quote Originally Posted by TheMediator View Post
    That makes sense too.

    By the way is there a list of confirmed powers somewhere? I never heard of this sensor grenade... I assumed there were just flares.
    The sticked Information Summarized thread I think lists some powers.

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    Definite tactic. Bazooka/Rocket launcher Invisi suit. Move into a great position undetected from the rear pop the group with the rock launcher/grenade.

  39. #39
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    Grats being the first ninja to engage in Double thread ressurection. This is the second time someone ressurected this dead thread.

    Edit: I think the rules say 2 weeks is the threshold. Might want to look at the last post date before you reply next time

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    Even if the character were only invisible for the player's turn (mp footage at PAX runs counter to this) it would still be incredibly useful to allow a character to move without suppression or overwatch fire and choose their vantage point.

    If the character is also invisible for the enemy's turn then it also becomes *incredibly* useful for scouting even with just a few turns worth of charge. (And would pair very nicely with the sniper ability that allows shooting enemies spotted by others; though not sure how that interacts with environment obstacles...)

    I do hope that some enemies take advantage. If they are only invisible on their turn, in particular, it would be tactically interesting without risking being broken I think. (Would be hilarious if the devs did have the aliens reverse engineer some human technology to get it. )

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