RandomSeed
Member
Armed to the teeth continent bonus? First time I've got that one. Seems like it could be powerful as hell, having 3 slots for mods.
Ok this UFO attack is driving me crazy. I've tried literally everything I can at this point. Concealed ranger isn't working out since the enemies are covering the entire battlefield. No amount of Snipers on Killzone can even put a noteworthy dent in their forces and I even made a strategy where within a single move I can take out the spike with rockets but even then I get some random bullshit come my way like a shock trooper come paralyze a troop so I can't leave.
I'm caught between making a new save so I can at least go back to playing the game or dropping it and going back to EU to be honest. I've spent most of the my day just trying anything and everything to either avoid the fight or at least survive it and I'm getting nowhere with it.
Never even noticed that in the build options to be honest but yeah I'm gonna be making one when I start a new save. Damn my squad was really shaping up the way I wanted them too.
And this is why you build a Defense Matrix early on and staff it with an Engineer.
Armed to the teeth continent bonus? First time I've got that one. Seems like it could be powerful as hell, having 3 slots for mods.
Oh man things have been going flawlessly lately which means something tragic is about to happen!
I've got three engineers on a power conduit and once that finishes I'll be able to start building my comms finally. Psi op in a few days, just got the advanced grenade launcher so I think that means everything is up to Tier 2 as far as research goes.
I have a question about the advanced grenades/weapons/etc. So that version of the foundry is the only way to obtain those, right? You can't just build them outright? Kinda sucks that I have to wait if I want to outfit more than one person with EXO stuff. Also, with the advanced ammo/grenades, is it up to RNG as to what I get? I still haven't seen bluescreen rounds and after skulljacking an advent trooper, well I'd sure as hell like to have some of those handy. Thank god for flashbangs.
I have a question about the advanced grenades/weapons/etc. So that version of the foundry is the only way to obtain those, right? You can't just build them outright? Kinda sucks that I have to wait if I want to outfit more than one person with EXO stuff. Also, with the advanced ammo/grenades, is it up to RNG as to what I get?
There's a mod that adds experimental items to the normal engineering build list after you create them the first time. Still runs you an elerium core and some supplies for each one, though.
Armed to the teeth continent bonus? First time I've got that one. Seems like it could be powerful as hell, having 3 slots for mods.
Continent bonuses are randomized? Cool. I have that one in Asia.
Mimic beacons.Extraction mission. Five turns left. Three enemies remaining, reinforcements arriving.
Next turn, reinforcements show up, pod comes from out of nowhere. One civilian turns into a faceless.
Four turns left and now i have 3 vipers, 2 sectoids, 1 codex, 1 mec, 1 faceless, 2 advent troops...
Extraction mission. Five turns left. Three enemies remaining, reinforcements arriving.
Next turn, reinforcements show up, pod comes from out of nowhere. One civilian turns into a faceless.
Four turns left and now i have 3 vipers, 2 sectoids, 1 codex, 1 mec, 1 faceless, 2 advent troops...
Grenades don't miss.Stage a perfect ambush on a MEC, a Stun Lancer, and an Advent Trooper.
All six of my guys have clear shots.
Open up with my Ranger shotgun to the Stun Lancer - miss.
Sniper aims at MEC - miss.
Grenadiers both aim at MEC - miss.
Second sniper opens up on Stun lancer, kills him, thank god.
Specialist opens up on MEC - miss.
Six shots, only one hit. Next turn, MEC blows out my sniper's cover with bombs, Advent Trooper shoots her in the face for a kill.
...XCOM, baby.
Grenades don't miss.
Who says you'd only use one?Even if I'd started with a grenade, that's 3-4 damage, 1-2 on the MEC thanks to armor, and with everyone else missing they'd still both be alive.
Who says you'd only use one?
You can never have enough grenades, or mimic beacons for when you run out.
Um...is there a way to control more than one person on an ambush? I thought once you fire the first shot, the enemies get to react and move into cover, so the best thing to do is put everyone else in overwatch, then launch a shot/grenade to hit them when they dash for cover?
Oh, no. I don't like relying on overwatch once you've got a decent squad. I prefer opening on the first move of the turn with something damaging that also shreds, then I have almost an entire turn to deal with the pod before they get a chance to attack. Overwatch ambushes are alright early on since you don't have a lot of tools otherwise, but once you're geared up a bit more it's more reliable to just deal with them after activation than to rely on overwatch.Um...is there a way to control more than one person on an ambush? I thought once you fire the first shot, the enemies get to react and move into cover, so the best thing to do is put everyone else in overwatch, then launch a shot/grenade to hit them when they dash for cover?
It's kinda weird that projectiles can no longer miss, now that I think of it. I'm certain that was in XCOM: EU. (And it sure looked ridiculous)
Wonder why they took it away?
You're correct. Once the player is revealed, enemies scramble for cover. Since concealed overwatch has no penalty, it's best use is to set up an ambush/crossfire during this scrambling period, while they're still out of cover.
Ideally, you'll want to use the first action to: blow away their cover so they have to move farther, use a special ability, or take down a specific threat.
Oh, no. I don't like relying on overwatch once you've got a decent squad. I prefer opening on the first move of the turn with something damaging that also shreds, then I have almost an entire turn to deal with the pod before they get a chance to attack. Overwatch ambushes are alright early on since you don't have a lot of tools otherwise, but once you're geared up a bit more it's more reliable to just deal with them after activation than to rely on overwatch.
Mimic beacons.
Blow through the ones between you and the objective and stage a fighting retreat.
Oh, no. I don't like relying on overwatch once you've got a decent squad. I prefer opening on the first move of the turn with something damaging that also shreds, then I have almost an entire turn to deal with the pod before they get a chance to attack. Overwatch ambushes are alright early on since you don't have a lot of tools otherwise, but once you're geared up a bit more it's more reliable to just deal with them after activation than to rely on overwatch.
Watching Christopher Odd's playthrough and I've noticed that his soldiers are super whiny and rude. Why are they like that? Mine are all happy and obedient
I think the worst gripe I have with this gameplay is that the avatar project starts so early, but I'm not sure when the appropriate time would be. It's great to force you to really make smart decisions about your facilities and not just spend forever researching before a particular story beat, but still...
Fill your squad with flashbangs and chunk them everywhere.I just learned you should probably rush up to 5 people squads in ironman.
2 Stun Lancers and 1 Sectoid on screen. And then single turn I go from full health to a unit unconscious, another unit unconscious, and another unit mind controlled. Last guy had no chance 4 on 1.
Maybe I should have played it more safe, but that's so hard to do when there's such a tight clock on these missions.
You're supposed to initiate ambushes with nades. I like throwing them where any cover behind them gets destroyed so they don't have anywhere to run to.This. They present overwatch ambushes as something to be desired early on in the game but I haven't found them very useful. If you do that then the aliens pretty much get a whole turn to react after you've set up your ambush. Often times that means somebody is gonna get caught somewhere they shouldn't be after 1 movement turn + 1 normal turn from the aliens. I'd much rather just set up overwatch ambush with snipers, hit the aliens with something else, and then my other guys are free to react once things scramble for cover.
Just for fun, I've created an XCOM 2 dodge/crit chance calculator.
Stage a perfect ambush on a MEC, a Stun Lancer, and an Advent Trooper.
All six of my guys have clear shots.
Open up with my Ranger shotgun to the Stun Lancer - miss.
Sniper aims at MEC - miss.
Grenadiers both aim at MEC - miss.
Second sniper opens up on Stun lancer, kills him, thank god.
Specialist opens up on MEC - miss.
Six shots, only one hit. Next turn, MEC blows out my sniper's cover with bombs, Advent Trooper shoots her in the face for a kill.
...XCOM, baby.
How do you calculate Graze, 25% of Aim?
Do you have any story objectives still to complete? There might be projects left that you haven't unlocked.It's not letting me do the Avatar Autopsy shadow project because all other shadow projects must be completed, but I don't have any others to do. What gives?
Do you have any story objectives still to complete? There might be projects left that you haven't unlocked.
I still have no idea how he's stomping the game so easily. Hardest difficulty, and he never, ever, ever has any setbacks. His luck is unholy.
It depends on the difficulty and enemy, but yes, 25% or 33% (or whatever) of aim and then if dodge + crit chance > aim then dodge takes precedence over crit.
SaveScummingGate
It's about ethics in XCOM YouTube.
And this is why you build a Defense Matrix early on and staff it with an Engineer.