No I was hacking a tower. I was comparing the percentages. 0% on a tower (which completed) and 100% on objective (which completed) is weird.
the thing on the ower was percentage chance of feedback
depending on which reward you chose it will show both percantages adding up to 100%
For missions where you don't have to go to an evac point at the end, do I have to be carrying anyone that's unconcious in order to not leave them behind in the field?
With the Implacible bonus, do you have to move when the bonus is triggered? How do I just say, "I want to stay where I am". I can't hunker down or over watch.
OK. I've been doing that - just wish there was a way to end that soldier's turn individually. Its annoying having the selector return to them multiple times.Just end turn once everyone else is finished.
Yes. Knocked out people are only recovered by default in missions that end by killing all the enemies. Same with the unique gear of dead soldiers.
I found my new love. Blaster bombs, guided rockets with a range of 45 that do 10 AOE damage. Have a phantom spot a crowd and you can launch a rocket from across the map. And once you get the suits for it, any class can use them.
where are the save files?
gonna re-download on the SSD. performance is already bad but I dont wanna have to deal with load times too
bye witcher 3 for a while
Documents\My Games\XCOM2\XComGame\SaveData
Playing this game for 2 days I realized how screwed I became with the stupid choices I made in the early game. I was having big problems clearing groups of enemies with 4 soldiers and was constantly running out of supply and Intel. It didn't get better since I completely misunderstood how to access those radio towers to gain the ability to complete missions to slow down the Avatar timer.
Now I have restarted and got a 5 man army and its already a lot easier in the early game, need to unlock the last one
Yeah, if there's one complaint I have, it's that Intel and Supply mechanics aren't fully explained in the early game.
You don't have to carry them. You only need to pick up loot and corpses if you're escaping using an evac zone.So, I don't have to be carrying someone if there isn't an evac point?
You kinda responded one way, and then seemed to say the opposite in your explanation, so just want to make sure.
So...
are these turn timers just straight-up bugged or did they really expect me to go through all that bullshit in ~8 turns?
As a really aggressive "gun-jumper" this seems impossible without having to download a mod.
So...
are these turn timers just straight-up bugged or did they really expect me to go through all that bullshit in ~8 turns?
As a really aggressive "gun-jumper" this seems impossible without having to download a mod.
How long does "Obtaining World stats" last? Feels like 10 minutes now...
I think they attack it, because you normally throw it to a place near the enemies without cover, so they have the best chance to hit. If you throw your beacon behind full cover, they would probably chose someone else.
Not a fan of the timer in some missions, it seems quite arbitrary... I lost one guy because he was one square away from an evac zone even though all enemies in the level were dead
There is a mod to turn it off however. would be nice to turn it off for specific missions though.
I put mine behind full cover last mission and an archon ran face first into a bunch of overwatch just to shoot at it. He actually ended his turn in the square next to my grenadier who was closer.
A mod to turn off the timers you say? I'll be picking that one up.
Game will be way too easy without timers. It's balanced with timers in mind.
Mod to increase timers by a few turns would be more feasible in my opinion.
A mod to turn off the timers you say? I'll be picking that one up.
A mod to turn off the timers you say? I'll be picking that one up.
Really smooths out the difficulty curve. Plus you get to, you know, employ strategies and shit that don't amount to 'sprint lots and don't miss'.
Really smooths out the difficulty curve. Plus you get to, you know, employ strategies and shit that don't amount to 'sprint lots and don't miss'.
Is there a way to see what benefits weapons mods have when in the field?
If this is your strategy, then of course you will have problems with the turn timer. That's not how to play it. Be aggressive with explosives in the early game and you'll be fine, by the late game your squad should be good enough that the turn timers are not a problem.
Last mission. Ironman veteran. Wish me luck, Neogaf!
Forgive me if this has been mentioned but, 18 hours in, I just found out that applying a PCS will instantly take a Gravely Wounded soldier and make them available for deployment.