And of course, with Long Watch and Killzone, you can activate AND wipe out a pod in one turn! Especially with a patrolling ranger.
And then have your turn. Lol
And of course, with Long Watch and Killzone, you can activate AND wipe out a pod in one turn! Especially with a patrolling ranger.
I really should never have bothered with Ironman.
I've started and abandoned two campaigns now due to botched missions. Yes, I could keep going, but fuck that! I have no idea how people continue with total squad wipes. Completely kills my enthusiasm for that campaign. Have absolutely no interest after that.
Just going to stick with a Veteran normal run to save myself those headaches. It's just not for me.
Edit: Also, lost a squad member due to a stun lancer critting for their entire max HP bar. The hell is that? Doesn't feel right at all. I'm beginning to see why people hate timed missions.
Controversial Opinion: Snipers are a liability.
Seriously, my current campaign has gone THAT MUCH smoother just outright ignoring Sharpshooters, and going full Gunslinger for what Sharpshooters I do bother with. Having six frontline troops who can act in the here and now instead of having to pre-plan all their actions has been the single greatest boon my squad has gotten. Especially so because of all these time-limited set-extract missions.
Gonna miss those moments I used to have where I'd have my last man - A sniper - be kiting enemies around the map in a mad-dash for the extract or waiting for my Request Extract cooldown to finish though. Had some interesting moments doing that.
Regret putting Muton Centurions into my game. They look like Krogan though, so I added them because they looked cool.
NopeJust out of curiosity, anyone else here only use females for Psi troopers?
You've been playing too much Valkyria Chronicles
Only problem with Kill Zone is that the sharpshooter will run out of ammo pretty quickly, even with upgraded ammo capacity.
That's why you give them Auto-Loaders too.
The thing with snipers, if they're paired with a concealed ranger they can start a fight from all the way across the map and keep the enemy at range. Having a battery of snipers with a spotter can be a pretty safe way to go. Additionally, with Armor-Piercing ammo a sniper can take out just about anything with ease. The only problem comes up when the enemy is indoors.
On the other hand, extended mags allows for them to shoot more than 3 enemies in one killzone attempt(let's say you start killzone, start an ambush at range with a ranger, you shoot all three, then on the enemies' turn you can shoot all three again). You don't even need an auto-loader if you have the high ground bonus give you an extra action after a shot.
You give them both. Scopes, Auto-Loaders, and Extended Mags.
Is having 3 mods a continent bonus? Cause, if so, my current playthrough is extremely unlucky in that I don't have a continent with that bonus.
Snipers should do a tad more damage tbh. My ranger does 11-13 on a flank with 101% critical hit chance (yes I saw that number) and can shoot twice for 1 AP. If sniper did 10-12 that'd make them slightly more interesting. Pretty much everything needs to be buttered up for Serial to work so it's pretty much a waste of time. I still use my main sniper because he got me through some tough situations in the early game but now not so much. Wraith suit has been a huge boon since the grapple hook doesn't use any action points and they can shoot after.
Flanked crits are all shotguns really have. Snipers have range and area control that a ranger will never even be able to dream of, but they make up for that with impressive maneuverability and survivability.
No buffs. Only bringing others in line with the power curve (i.e. nerfs).
Everyone is OP
I took a sniper on like....3 missions?
For me it's all rangers, grenadiers and specialists.
A sniper basically has no place in my squad. I'll try to change that in my next playthrough.
Only problem with Kill Zone is that the sharpshooter will run out of ammo pretty quickly, even with upgraded ammo capacity.
i haven't had a dedicated gunslinger yet, but i sure want one. Maybe in a few months when they've ironed out all the shit and there's more mods.
Dat feel when you get to the LZ and then realize the subdued VIP is back at the car. Thankfully godvegeta unlocked run & gun via AWC and was able to make it back just in time.
You'd think that when a secret facility gets busted wide open, ADVENT would at least move the site away, but no, I guess they just put the guy back in the stasis chamber, closed the door and called it a day.
Yep. Armed to the Teeth.
Everyone is OP
Late game protect the device missions can be frustrating and brutal. DirectTV has 44 health, and an Andromedon can hit it for 11, so you have maybe 4-5 turns. On the way there are 2 heavy turrets, with a MEC and 2 trooper types, and 2 Archons right behind them waiting to activate. So you engage and let the device get pummeled, or sneak around them, so they'll flank the hell out of you later. At the device is the Andromedon and 2 Codex lovely ladies, with a Sectopod and a couple more troopers ready to bust in through the wall, Kool-Aid man style, as soon as you start the fight. THEN reinforcements (dark event?) land right behind your position.
XCOM 2s technical problems are the first thing we talk about about when we come in in the morning, claims lead designer Jake Solomon. We take it incredibly seriously. Me and all the leads, thats what we work on all day and thats what were committed to right now.