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Xcom 2 unconscious unit
Xcom 2 unconscious unit









Turret innate stats are also slightly misleading. And since they can't move, running right up to the edge of their detection radius doesn't even carry real risk!! So where sneaking around a patrolling pod requires a wide berth to avoid getting stuck, Turrets are seriously trivial to sneak past. You can get surprisingly close to a Turret without it noticing so long as you're under Concealment. Sneaking around them is relatively easy due to another unique quality they have: an unusually small detection radius relative to every other enemy.

xcom 2 unconscious unit

Sneak around them and find something actually worth breaking Concealment for if at all possible. Related to this don't waste your ambush on Turrets! Since they can't move, an Overwatch ambush won't actually trigger on them, and since they can't take Cover it's not like it would be helping even if it did work. Also, to be completely clear, while Turret nodes not in use is a thing and a pretty strong indicator Turrets are possible, Turrets can be placed at locations that don't normally have Turret nodes, even on maps that do have Turret nodes. Similarly, Chosen Strongholds use a different visual style from typical ADVENT construction, but there's a specific room type with ADVENT barriers that can have Turrets. Landed UFOs, for example, have no ADVENT-style buildings, but can have these ADVENT barriers, and you can find Turrets among them. Note that by 'ADVENT modular construction', I don't just mean the style of building used for Avatar Project Facilities and other ADVENT military infrastructure, I'm including a certain kind of Low Cover barrier that litters a number of maps. In general, if an ADVENT train is present, or ADVENT modular construction is present, Turrets are a possibility, whereas if neither is present Turrets are probably impossible. For example, Old World city maps, the kind that Lost-mandating missions use, can never have Turrets, and never have Turret nodes, whereas Avatar Project Facilities usually have Turrets and usually have Turret nodes. unless a Turret spawned into that spot, in which case that's not Cover, even once the Turret is dead) If there are no turret nodes, this usually means they can't. (Annoying bit of inconsistency: a Turret node constitutes Low Cover. If a mission is allowed to pick maps with Turret nodes, Turrets can spawn in, replacing some Turret nodes. You can mostly predict which missions can or can't have Turrets in them by mission type, as mission type controls map type.

xcom 2 unconscious unit

A non-obvious, extremely unique quality of Turrets is that their generation is handled primarily on the map generation level instead of the more normal enemy pod level.











Xcom 2 unconscious unit