I haven't played PD so I can't speak to the system it uses, however there are a fair few elements to the breach system here, that you kind of pick up as you go. For instance, it was a while before I twigged that not only can you set which order the agents go through the different breach points, by doing so you also set the order in which they'll take their turn during the rest of the encounter. This was a game-changer! Then, they'll gradually pick up items and skills that allow them to do different things than just burst into the room and fire, for instance dropping a bomb that gives a 50-point buff to crit chance, or disables enemy weapons, or a flashbang, smoke bomb, heal, chance to panic units inside etc. There's actually quite a lot going on and a bit of strategy to the order of things.DjchunKfunK wrote: ↑Sat Apr 25, 2020 2:32 pmI was disappointed with the breach system, I expected it to be more involved, similar to Phantom Doctrine. Overall from what I have watched of people playing this it is very similar to that game in other respects.
For example, while your sectoid agent is relatively squishy, by sending him in first it allows him to use his levitate ability on an enemy inside rather than shooting, which lifts them out of cover, giving the agents who come in next a better chance to hit them, which if you've set another agent to deploy the crit-bomb can be an instant kill on a big hp enemy. And that's not even mentioning the different types of buff (or debuff) you get from the different entry points, which can make sense to use on a particular agent or at a particular point in the turn order.