Marvel’s Midnight Suns: How The Combat Works

How does Marvel’s Midnight Suns combat work? There’s a lot to get to grips with in Firaxis Games’ latest release and in this video we’ll be telling you everything you need to know about how combat works, and how to make the most of your team of Marvel heroes.

Marvel’s Midnight Suns arrives on PC, PS5, and Xbox Series X/S on December 2, 2022.

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Foreign I should probably tell you the same Thing There's a tricky but boundlessly Creative combat system power in Marvel's Midnight Suns a tactics game from XCOM Developer for axis it relies on drawing And playing Marvel character cards Making it different enough from the Studio's traditional team tactics Formula but not as close to Marvel snaps Turn-based deck build and as it may Initially sound it's a new Twist on Familiar Concepts combining to create Something truly unique but it does take A little getting used to in order for You to make the most of its intricate Systems discover some crafty Combos and Pick your perfect team here's a brief Guide to how combat Works in Marvel's Midnight Suns Foreign Each Mission requires you to bring in Three different superheroes chosen from The likes of Blade Ghost Rider Captain Marvel and many others each is equipped With a pull of signature ability cards Which act as their special moves from The comics and films with Iron Man Shooting repulsa beams or Doctor Strange Unleashing combat magic these cards are Shuffled into a randomized deck at the Start of each battle and every turn You'll usually only be able to play a

Maximum of three freshly drawn moves if Any of these cards don't fit your Current strategy you can redraw two of Them before having to end your turn some Cards are easy to play right away Without any restriction just pick your Target and let loose these skills will Help build up your heroism meter which Can be spent to rage out with much more Powerful abilities you can also spend Heroism to kick leap over throw or knock Down objects in the environment a useful Way to chip chunks of damage off a Baddie without necessarily having the Right cards in hand unlike XCOM there's No Grid or cover system Your Heroes have A little bit of movement to make sure They're in the right position to get out Of danger or the correct angle for Sending objects flying in the right Direction but this means defensive Tactics are far more about using cards For healing taunting blocking or Determining which enemies you need to Focus damage on to ensure they're Dispatched before they deal too much Damage right back at you While your party can only move one Character per turn certain cards will Move characters to specific spots on the Map denoted by a green mark on the floor Sometimes settle in for a weaker card to Gain better Battlefield position can be A smarter play Given how many powerful

Skills will hit all enemies in a line Environmental interactions often require You to be lined up correctly as well so Always be thinking one step ahead Thank you [Applause] Some cards have traits which offer Additional tactical advantages in battle Examples include quick cards which don't Count against the max limit you're able To play in a turn as long as they're Used to knock an enemy out since some Enemies are weak enough to be taken care Of in a single hit these are essentially Like playing a card for free if the card Says knockback you might get lucky and Send the enemy flying into another for Two easy Kos or Hull them into a wall to Deal extra damage battles aren't just About trying to clear the board of any Opponents there are sometimes other Objectives to focus your attention on Too in one Mission you'll need to stop a Helicopter from taken off by focusing Your attacks on it while also making Sure that you aren't overwhelmed by Regular enemies in the process defeating Some foes might add cards into your deck For the battle that prevent the target From retreating for a turn or make it More vulnerable to attacks spend too Much time taking down the small targets And not enough on the main task though And the helicopter will escape with

Mission failure swiftly following Foreign [Music] If you're lucky you'll find gamma coils On some of your outings as either Mission Rewards or hidden in boxes on The map between battles you can turn These coils into three new cards each For a different character but you'll Only be able to keep one select a Duplicate of a card you already have and They'll be combined upgrade in one and Add in a new card text to it choose a Totally new card and you'll have to make Space in that character's deck by taking Another out this limitation means Your Heroes can't be a jack of all trades and A best tailored to your own particular Playstyle the best approach is to build Archetypes choose an abilities that help The hero combo better with others play In easier cards which don't rely on Spending heroism for more consistency Every time you draw or a mixture of Everything importantly and perhaps Obviously you can't use character cards If the corresponding hero isn't brought Into battle with you and since they Might occasionally become unavailable Through injury in battle it's a good Idea to spread out your upgrade choices And not overpower one hero at the Expense of everyone else Every character has an eccentricity

About their playstyle and fully Understanding their abilities is your Way to unlocking massive damage XCOM was Renowned for the possibility of complete Failure although that's mostly not the Case in Midnight Suns as all of your Attacks will absolutely hit their Intended targets the hero Nico minoru Thrives on Randomness with some of their Cards having hidden quirks or uncertain Levels of damage Ghost Rider can create A hole in the map which might instantly KO an enemy if they're unlucky enough to Fall in decided with a risky percentage Chance so you'll want to pair them up With team partners who have equipped a Lot of knockback attacks characters with A lot of quick cards like blade or Iron Man quick mean in the card gets refunded When used to kill an enemy are great for Building heroism that you can unleash With a massive damage dealing character Like Ghost Rider or Captain Marvel If you want to think a bit outside the Box magic and Spider-Man are great Teammates since they both focus on Knockback abilities and environmental Interactions but you can quickly get Overwhelmed if you try to get too cute With positioning and don't deal enough Damage swapping Spider-Man out for Someone like Ghost Rider or Captain Marvel may be a little more cut and dry But using Magic's portals and knockback

Abilities to line goons up and devastate Them with high heroism attacks is Undeniably satisfying these are all just Suggestions but a lot of the fun of Midnight Suns is building the team that You want if you have a hole in your Roster with a specific need make sure to Check out each Hero's profile page as They'll tell you exactly what they can Do for your team This should be just enough to get you Started in Marvel's midnight Suns keep An eye out for the full review soon and For everything else stick with IGN Foreign [Music]

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