The problem with medics lie not in tactical layer but strategic layer. Because of the way injuries work (along with their tuning) prevention is very literally better than cure. To scrutinize an obvious choice for example, Combat Protocol as guaranteed damage (especially against MECs) to finish off an enemy at the end of a turn is a far better idea than letting it shoot at you, which is when Medical Protocol becomes useful.
(Obviously this also requires a certain mindset and playstyle)
Are you sure you didn't get grenadier and blademaster swapped around there :V
Wraith+Untouchable gives you the potential to kill several enemies in a turn.
In the late game, the grenades hardly do any damage. They shred armor, great. But they don't do enough damage by themselves to warrant them. Plus your own soldiers can carry the same grenades
Salvo is great, and was a good strategy, but my heavy definitely did not pull the same weight as my sniper, ranger, and specialist.
I think better cover and less effective grenades is the answer, not more HP. Long War did both, and it's a large part of what makes firefights in it fun. Also just more enemies. If you're controlling pod activations in XCOM 2, you almost always outnumber the enemy, sometimes by three or four soldiers.
In XCOM 2 right now, I basically kill everything on the turn I reveal it or I mimic beacon/shutdown/stasis what's left. I have two mimic beacons, so I can afford two turns where I don't kill or neuter everything on the turn I reveal it. The result is I almost never get shot at, which becomes dull.
Wraith+Untouchable gives you the potential to kill several enemies in a turn.
In the late game, the grenades hardly do any damage. They shred armor, great. But they don't do enough damage by themselves to warrant them. Plus your own soldiers can carry the same grenades
Salvo is great, and was a good strategy, but my heavy definitely did not pull the same weight as my sniper, ranger, and specialist.
Wraith+Untouchable gives you the potential to kill several enemies in a turn.
In the late game, the grenades hardly do any damage. They shred armor, great. But they don't do enough damage by themselves to warrant them. Plus your own soldiers can carry the same grenades
Salvo is great, and was a good strategy, but my heavy definitely did not pull the same weight as my sniper, ranger, and specialist.
Ranger is so Op. My killing machine (Jane ' lights out' Kelly, 51 kills on 20 missions') killed 7 aliens in 2 turns. I started the round by having her squadmates each hit one of the 6 targets. I then activated ' reaper mode' on Jelly, what followed was a bloodbath. She tore through the aliens one by one, on the approach to the sixth alien aawoke. The turn ended, but not before her 'untouchable' perk kicked in. The next round started with thefacelessswinging at her dead to rights, of course it missed, because of Kellys perk. I could only laugh as the cpu round ended with thefacelessbeing 100% exposed to the rest of my squad.. Needless to say, it didn't end well for him. I hope they don't nerf this class, such a joy to play.faceless
Such a young psi op on the battlefield. I keep them locked into their cage until they mature enough to have either mind control or void rift.
Yeah, and the effect is even more pronounced in the early game, where losing your newly-minted corporal/sergeant for several weeks isn't much better than just having them die. Cool, I refilled my soldier's five-pip health bar, but I still won't get to use them again for a month. And if it's your Concealment Ranger just before the first Retaliation mission? >_<The problem with medics lie not in tactical layer but strategic layer. Because of the way injuries work (along with their tuning) prevention is very literally better than cure. To scrutinize an obvious choice for example, Combat Protocol as guaranteed damage (especially against MECs) to finish off an enemy at the end of a turn is a far better idea than letting it shoot at you, which is when Medical Protocol becomes useful.
(Obviously this also requires a certain mindset and playstyle)
I think better cover and less effective grenades is the answer, not more HP. Long War did both, and it's a large part of what makes firefights in it fun. Also just more enemies. If you're controlling pod activations in XCOM 2, you almost always outnumber the enemy, sometimes by three or four soldiers.
In XCOM 2 right now, I basically kill everything on the turn I reveal it or I mimic beacon/shutdown/stasis what's left. I have two mimic beacons, so I can afford two turns where I don't kill or neuter everything on the turn I reveal it. The result is I almost never get shot at, which becomes dull.
Heavies chucking plasma grenades with the right upgrades can do north of 10 damage while destroying cover and shredding armor on multiple targets over a huge area at mid-long range. And they can carry multiple grenades. And some of the special grenades are even crazier. And they can fire a grenade and then take another action.In the late game, the grenades hardly do any damage. They shred armor, great. But they don't do enough damage by themselves to warrant them. Plus your own soldiers can carry the same grenades
It's all fun and games until you activate Reaper and miss your first attack.Ranger is so Op. My killing machine (Jane ' lights out' Kelly, 51 kills on 20 missions') killed 7 aliens in 2 turns. I started the round by having her squadmates each hit one of the 6 targets. I then activated ' reaper mode' on Jelly, what followed was a bloodbath. She tore through the aliens one by one, on the approach to the sixth alien aawoke. The turn ended, but not before her 'untouchable' perk kicked in. The next round started with thefacelessswinging at her dead to rights, of course it missed, because of Kellys perk. I could only laugh as the cpu round ended with thefacelessbeing 100% exposed to the rest of my squad.. Needless to say, it didn't end well for him. I hope they don't nerf this class, such a joy to play.faceless
Grenades (from Demos) and Psi-Op are, imo, the most currently overtuned parts of the game and they eventually break the game with how good they are completely trivializing firefights. The former is incredibly good damage and armor breaking while also destroying all cover. The latter is an over-capable jack-of-all-trades and the point where you realize you can Dominate a Gatekeeper with >65% probability (and pretty much everything else 100%) is the point where you realize how broken it is. Or just wipe out/panic all organics with a Rift.
Acid is even better except it doesn't destroy buildings/cover. It deals a good chunk of upfront damage, removes 3-5 layers of armor, and Acid Burns for 3 damage a turn. Their damage output is incredible on AoE hits (which are easy to align with larger radii), and the ability to remove cover makes them even better for the rest of the team.
Unfortunately never got Acid grenades so can't comment.
At the end my specialists both had rocket launchers and because I had Africa, everyone carried grenades. It just seems that most of the heavy's abilities have been repurposed elsewhere. I agree destroying cover is mostly essential, but I never worried too much. Both snipers had superior scopes, tracer rounds, and aim stims.
Some of heavy's abilities would be better but the ammo penalty is very harsh, rupture drains 3 ammo, which is all of it without the extended clip
I use medics a lot.
It's bc I'm getting hit all the time because I keep running folks into enemy pods in the FOW
I don't actually get hurt too much, but I'm extremely OCD about having health topped up
I don't know if this a bug or what, but I'm pretty far into the game, I have the final armor, but It won't let me use all three slots to carry items. It shows me the third slot but it's locked and says I need Advanced Armor or something. I don't know what that could mean, I've literally run out of things to research. Am I missing something or is this just a bug?
Such a young psi op on the battlefield. I keep them locked into their cage until they mature enough to have either mind control or void rift.
It's all fun and games until you activate Reaper and miss your first attack.
I do miss the old system. Healing alone is a bit lower in the tree of useful options when it does no alleviation of wounds after.
That's true. AWC pretty much solves the problem by mid game though especially once you have a deeper amount of skilled units.
Now Stabilize, that is super useless!
It's all fun and games until you activate Reaper and miss your first attack.
This happens with my sniper in Serial mode as well, like 4/5 times I swear. I can't even remotely trust the damage indicator telling me that my 100% to hit will "definitely kill them" since now every unit has high dodge and/or armor.
Okay, then until you miss the second attack.But you are guaranteed to hit that first attack.
Okay, then until you miss the second attack.
Sure, but running into a bug is different from getting burned by RNG.Fair enough I guess. For me its all fun and games until me blowing up an enemies cover suddenly makes them untargetable by my other guys even though he could be shot at before when in cover.
Just curious what order is everyone else building facilities in generally? I was looking back at my saves and noticed I spent a lot of time ignoring the rest of the world and built up stuff like the AWC and psilab over comms and it seems like it paid off pretty well, but just wondering if people focused on expansion first and reaped much benefit? It kinda felt like I'd have had plenty of resources with little to spend it on that way.
Also is it just me or are the three options to counter the aliens always moot? The option to prevent avatar progress and buy more time to build gear is always a huge advantage compared to stuff like prevent venom rounds or prevent random faceless spawns.
I use medics a lot.
It's bc I'm getting hit all the time because I keep running folks into enemy pods in the FOW
Guerrilla school, AWC, power, workshop, comms, psi breeding, proving ground.
Sure, but running into a bug is different from getting burned by RNG.
The entire point of tactics in XCOM2 is to mitigate RNG fucking you as much as possible. Reaper (and the sword in general) is just too unreliable.
I haven't had a soldier bleed out or go into that state yet
Nvidia users should do this to get nice looking HBAO with better performance that the vanilla SSAO:
https://www.reddit.com/r/Xcom/comments/46333l/hbao_works_in_xcom_2_and_gives_a_good_performance/
I've only seen it after I bought the guerilla school upgrade. Had it come up three times since then. Don't know what the percentages are though.
It's a percentage chance based on will above 50 afaik. Don't recall the specifics right now
Seems a bit too strong when using the inspector AO, but meh. Less GPU usage than SSAO, more than Tile AO. ]
Did you try setting it to High Quality instead of Very High.
Might help with it being too dark.
Yeah, same. I like using medics because they're a good fall back if you fuck things up and still do alright damage. They can also still hack lightposts for buffs(and extra exp on fails) pretty consistently with a skilljack equipped. Additionally the later overwatch abilities make them decent frontliners.
Grenades need a nerf (mod already exists for this) with damage falloff by distance.
That makes no sense even in a game where you're fighting robots and aliens and whatever-the-hell else these things are. A grenade is a grenade no matter how far you fling it.
That makes no sense even in a game where you're fighting robots and aliens and whatever-the-hell else these things are. A grenade is a grenade no matter how far you fling it.