![]() ![]() No, High Stance does not make the Sectopod good at climbing Z-levels or anything like that, in spite of its long legs looking like they could theoretically allow it to climb fairly high. The only time AI-controlled Sectopods will elect to exit High Stance of their own volition is when they spot a good Wrath Cannon opportunity that requires Low Stance to line up the shot correctly. This makes sense, as outside a handful of edge cases the AI clearly isn't coded to account for this is 100% advantageous to it in maps with fairly flat terrain, it's basically boosting its Aim to 90, which is one of the highest values enemies can get in XCOM 2, with no meaningful disadvantage. The Sectopod will pretty much always start its first turn by entering High Stance, and then proceed to never leave it. (Your own troops still use the location of its feet to calculate height advantage, even though their firing animations target its 'head') High Stance raises the Sectopod's firing position 3 Z-levels for purposes of calculating whether it gets height advantage or not and also causes Wall Smash to extend upward appropriately. ![]() Regardless, this means you should endeavor to find and kill the Sectopod pod early if a Retaliation mission includes one if you're scouting with a Reaper, it may be worth considering skirting around other pods, even.Ĭan switch freely (At no action point cost and with no cooldown) between Low Stance and High Stance: Low Stance is normal behavior. I wouldn't be surprised if they can kill three civilians in one turn, though I've personally never seen it happen. Not one to rely on -you should still just kill Sectopods before they get a chance to act whenever possible- but if you're in a desperate situation it may save you.Ĭonversely, Sectopods are uniquely threatening in Retaliation missions, as the game only allowing one pod leader to attack per turn doesn't include any special clauses if the selected pod leader happens to be a Sectopod it's absolutely possible for a Sectopod to shoot a civilian, wander elsewhere, and kill another civilian, all while still inactive. (They have 4 ammo by default, for reference) Also curiously, the Sectopod can't Headshot Lost, making them unexpectedly effective at distracting Sectopods. It's not like the game is willing to airdrop in Sectopods.Īnyway: hooray! The return of 2x2 massiveness of classic X-COM!Īs with Overclocked, this isn't the icon or name used in-game and in fact the icon I'm using is literally just me borrowing the Heavy's Bullet Swarm ability.Ĭuriously, reloading ends the Sectopod's turn where normally that's not a turn-ending action. Humorously, mission generation is still perfectly happy to place them in locations they can't naturally reach, such as on Avatar Project Facility roofs, or on top of UFOs. Heights your own soldiers need to climb or Grapple to reach are utterly beyond a Sectopod's grasp, especially as XCOM 2 is loathe to use ramps there's occasionally stairs inside buildings, but that's about it, with most significant height differences being traversed via climb points/hopping straight down. It's also worth noting that Sectopods cannot rise in Z-levels, with the only exception being they'll pop up short ledges. ![]() Another example of something not explicitly listed in-game, which I'm borrowing an icon from the previous game and assigning a name for convenience purposes.Ĭuriously, I've seen other parts of the internet claim Sectopods are a 3x3 unit, but while they certainly look large enough for that, you can easily affirm that they're not by using melee targeting: you'll end up with a ring around 4 tiles, said ringed tiles being of course the Sectopod.
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