I got a breakthrough that allowed me to reuse weapon mods, except you can't remove the mods, just swap them for another one. Thanks, that's not helpful at all, actually.
I got a breakthrough that allowed me to reuse weapon mods, except you can't remove the mods, just swap them for another one. Thanks, that's not helpful at all, actually.
I find it super helpful! I am able to frankenstein them by harvesting good mods from bad guns, leaving only basic Extended Clips or Laser Scopes in my wake. The good mods then go into tailored superweapons, like Superior Extended Clips and Repeators for a Banish/Silent Killer Reaper.
The bad guns can then be used by covert ops guys, in case of Ambush.
I got a breakthrough that allowed me to reuse weapon mods, except you can't remove the mods, just swap them for another one. Thanks, that's not helpful at all, actually.
I find it super helpful! I am able to frankenstein them by harvesting good mods from bad guns, leaving only basic Extended Clips or Laser Scopes in my wake. The good mods then go into tailored superweapons, like Superior Extended Clips and Repeators for a Banish/Silent Killer Reaper.
The bad guns can then be used by covert ops guys, in case of Ambush.
Yeah well my desire to fiddle with every piece of equipment like I'm dressing a child for school is already very low, so not using some mods so I can swap them a million times is not going to happen. I know these games are held together with gum and string, but seriously how hard could it have been to just add a None option.
I've only run into the Hunter once, but he gave me a lot of trouble. The Assassin was pretty easy. I got pretty good at keeping paired Rangers with Bladestorm between the rest of the team and the assassin, and she obligingly kept running into some really big knives. The Warlock is more annoying than anything else. He just shambles along until he enters range my snipers, and then he dies. But the Hunter? He spawned in on my extraction point and camped there, chipping away at the health of everyone via across-the-map snipes. I didn't lose anyone, but five of the six members of the squad ended up needing time in medical.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
I got a breakthrough that allowed me to reuse weapon mods, except you can't remove the mods, just swap them for another one. Thanks, that's not helpful at all, actually.
I find it super helpful! I am able to frankenstein them by harvesting good mods from bad guns, leaving only basic Extended Clips or Laser Scopes in my wake. The good mods then go into tailored superweapons, like Superior Extended Clips and Repeators for a Banish/Silent Killer Reaper.
The bad guns can then be used by covert ops guys, in case of Ambush.
Yeah well my desire to fiddle with every piece of equipment like I'm dressing a child for school is already very low, so not using some mods so I can swap them a million times is not going to happen. I know these games are held together with gum and string, but seriously how hard could it have been to just add a None option.
Man, different strokes.
I love fiddling with every piece of equipment.
I agree that there should be a "none" option, though.
Yeah I'm not a fan of chatty enemies and will install a mod that shuts them up asap. Like I get it sniper dude, you like hunting people, great. And the assassin is such a weeb.
Anyway, even with that you're really missing out if you skip this.
I've still got my vanilla xcom 2 game to finish so i'm not in any rush. I am absolutely going to pick it up, it's just now I have one more condition to be fulfilled before I do so.
One thing I really dig is that having restarted like a dozen times, beyond Gatecrasher/Early-usually-an-engineer-mission/Lost-and-faction-mission there's so much more variety.
Sprinkling in things like the research randomization and the ability points and the soldier bonds makes for a lot of fun little bonuses that get re-rolled. It makes it a lot more entertaining to have so much more variety even before the Blacksite stuff.
Any accepted build orders yet? So far I've got a GTS, Infirmary and Ring, which has me maxed out on power for now so I'm building a temporary power block until I can get to the proper ones on the bottom level.
I think, on Commander and below, the best order would be Ring, GTS, then ideally Proving Grounds for #3. You can swap out for Infirmary third if you really need to wipe some traits, but often you can get by just using a different soldier.
I would, however, say it should be GTS then Ring on Legendary. First, because the Ring isn't worth QUITE as much, because you still get one op per month, and it takes twice as long, so you're only losing out on two or three ops, rather than four or five. Next, because grinding one soldier as hard as you can to get a fifth soldier for your first haven assault is possible and very helpful. On lower difficulties you can get by with only 4, but on Legendary you just have so much shit to deal with on that mission that you really, really want that advantage.
The Laboratory, I feel, isn't actually worth it. Getting a few more breakthroughs sounds nice, but most of the time they're not going to be useful. Yes, you can hit the nut draw and pull +1 Mags right after you finish Magnetic Weapons, or you could get instant excavation (when you're still on the first row), half-off power relays, and an inspiration on Trooper Autopsy. The breakthroughs just don't compare to spending that research time on your vital upgrades. I find getting breakthroughs via the Resistance Ring much more reliable and less costly.
Labs aren't really for breakthroughs on Legend, you get labs so your mag weapons or plated armor rush comes faster. I haven't really tried out builds in WotC because I'm basically on my first campaign still, but I'm pretty sure a lab first tech rush build could be really good in WotC.
I'm actually really glad I didn't build a lab. I have no room for any more rooms with all the IMO required rooms and a workshop.
I have everything I need, plus a lab, with one space left on the Avenger. Only rooms I don't have are a turret defense and a workshop (I have 9 engineers).
Once you have bought everything from the GTS, is there a reason to keep it around beyond it's ability to train rookies? Like, you don't lose those bonuses if you replace the GTS with something else, yeah?
Once you have bought everything from the GTS, is there a reason to keep it around beyond it's ability to train rookies? Like, you don't lose those bonuses if you replace the GTS with something else, yeah?
Nope, getting rid of the building will disable all the bonuses you purchased from it.
Just got a Sitrep for a mission that only soldiers below sergeant can enter.
Oh well looks like the rookies are coming out to play. Have to say the new stamina system is good thing to force rotations on your teams.
I spent a good number of days scanning a resistance rumor to get a Supply Raid mission, only for it to have that Sitrep. The ONLY people I had below sergeant was two rookies just put into Psy training. I think they had one ability at that point? I just had to let the mission go and lost the region
My first one only recovered two crates because I was spending all my time fending off lost, advent patrols and the chosen assassin. I don't have a max size squad yet but still, this was only veteran
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
I know I've seen the option before, but I can't seem to figure out how to look at the stats of the chosen. I'm about to assault the warlock and want to review his abilities and weaknesses.
I know I've seen the option before, but I can't seem to figure out how to look at the stats of the chosen. I'm about to assault the warlock and want to review his abilities and weaknesses.
On the geoscape there's a little chosen icon (elongated triangle pointing down) at the top of the screen, by the dark events button. Click it.
I know I've seen the option before, but I can't seem to figure out how to look at the stats of the chosen. I'm about to assault the warlock and want to review his abilities and weaknesses.
On the geoscape there's a little chosen icon (elongated triangle pointing down) at the top of the screen, by the dark events button. Click it.
Ah! Thank you. Never noticed that button there before.
XBL Gamertag: Ipori
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Orphanerivers of redthat run to seaRegistered Userregular
My first one only recovered two crates because I was spending all my time fending off lost, advent patrols and the chosen assassin. I don't have a max size squad yet but still, this was only veteran
the early ones are rough but it smooths out later because then you just go hambo and kill all the advent to secure the area
Had a Very Difficult Retaliation mission where there were only a total of 12 civilians on the map, and the Chosen Hunter was there, too.
Oh yeah, and a metric fuck-ton of Chrysalids. So many that some of them ended up t-posing when I killed them, which really made me angry for a moment when I couldn't target all the enemies on-screen.
I made the most out of it though when I finished the mission.
More specifically, it doesn't trigger on enemies that are taking their "reaction" move from being revealed. For example if you are not concealed and a pod of 3 wanders into your field of view, the first guy will trigger killzone, but the second 2 will not. Similarly if you are concealed, you won't shoot any of them (as something else is causing them to become revealed).
To be perfectly clear, so now you can't ambush with killzone? My specialist will break concealment and the sniper will just let them take cover? It can be pretty important to know this stuff before I try it out on iron man.
You can still just put killzone on them after they've revealed of course, and you'll shoot anyone trying anything. But it's a lot less safe to let a bunch of aliens activate. I'll try some out if my campaign ever gets a sniper to that rank.
@Vic_Hazard Yes I am fairly sure that's how it works now. I've only done a few tests myself, but it certainly wasn't working as I expected with killzone on unrevealed enemies, and fairly sure that's the conclusion I came up with.
When you assault a chosen base, can they leave or will they fight to the death?
No, that's the end of them. It's hard though, it's a long mission and at the end you have to do a lot of damage to a psi-crystal over several turns while fending off enemies.
Well, it was bound to happen. I finally lost an important mission.
Surgical sitrep, meaning you only get three soldiers to take down a transmitter to stop the "ambush on any covert op" Dark Event. I was under the impression that this lowered the number of enemies as well. Heh.
I sent in my Colonel Specialist Red (with the Warlock rifle), his Bonded Major Ranger Zero (packing the Assassin weapons and the RAGE suit + Shreadstorm Cannon), and my #2 psyker in a WAR suit (+Blaster Launcher). I even got a free ADVENT defector from my Pacifica continent bonus. I expected a cakewalk, a grand day out. Heh.
My first turn, the Ranger got revealed when he climbed onto a roof and met an Andromedon. Moving to flank the Andromedon revealed three more pods, Codex, Snake, and an Officer. Wow, I thought, they must have had all the pods randomly in the same location. Heh.
Then I got reinforcements, so I had Zero run towards the objective, figuring that there couldn't be more than one pod left. Heh.
So Zero gets up there while Red and the psyker do quite poorly in the firefight. Welp. THREE more pods, including several Heavy MECs and a Gatekeeper. If you're counting, that's six full strength pods against three XCOM soldiers and an Elite ADVENT Trooper. Heh.
Zero managed to complete the mission but died. The Psi Ops died embarrassingly to swarming troopers flanking him (I can't remember his name because he had all but one of the psi skills but had only been on like three missions). Red was knocked out and captured by a Stun Lancer, and everything is terrible. I lost a pile of irreplaceable loot and three of my best soldiers.
Two can play that game. I retaliated by killing the Hunter, ending the threat of the Chosen for good. You're next, Elders. Heh heh heh.
WELP, RIP first Commander run already. Lost my Specialist on Mission #2 to a crit (the only hit I took that mission). Then my 5th trooper rolled Sharpshooter, the rescue mission rolled another Sharpshooter, so I had to carry 2 Sharpshooters into the retaliation mission, rolled the Warlock with 3 attacks weakness, and then lost my Templar to Mind Control + Faceless. Wheeeee :sad:
Edit: And now all my soldiers are dumb-dumbs. All standard intelligence, except for 2 above average and 1 genius. DERP.
Posts
http://www.pcgamer.com/torture-brainwash-or-kill-enemy-agents-in-this-xcom-style-cold-war-game/
Yes, YES, open the floodgates! Spy XCOM. Mario XCOM. What should be next? My Little Pony XCOM? Street Fighter XCOM? Inception XCOM?
It's called Phoenix Point I think
I find it super helpful! I am able to frankenstein them by harvesting good mods from bad guns, leaving only basic Extended Clips or Laser Scopes in my wake. The good mods then go into tailored superweapons, like Superior Extended Clips and Repeators for a Banish/Silent Killer Reaper.
The bad guns can then be used by covert ops guys, in case of Ambush.
That is Julian Gollop's new game, so it is one to watch.
I also want to try Hard West. You know, when I get sick of War of the Chosen in a year or two.
I've only run into the Hunter once, but he gave me a lot of trouble. The Assassin was pretty easy. I got pretty good at keeping paired Rangers with Bladestorm between the rest of the team and the assassin, and she obligingly kept running into some really big knives. The Warlock is more annoying than anything else. He just shambles along until he enters range my snipers, and then he dies. But the Hunter? He spawned in on my extraction point and camped there, chipping away at the health of everyone via across-the-map snipes. I didn't lose anyone, but five of the six members of the squad ended up needing time in medical.
Wait what's this? I must check this out immediately.
Man, different strokes.
I love fiddling with every piece of equipment.
I agree that there should be a "none" option, though.
Phoenix Point. Procedurally adaptive enemies and evolving human faction relationships.
I've still got my vanilla xcom 2 game to finish so i'm not in any rush. I am absolutely going to pick it up, it's just now I have one more condition to be fulfilled before I do so.
Sprinkling in things like the research randomization and the ability points and the soldier bonds makes for a lot of fun little bonuses that get re-rolled. It makes it a lot more entertaining to have so much more variety even before the Blacksite stuff.
I think, on Commander and below, the best order would be Ring, GTS, then ideally Proving Grounds for #3. You can swap out for Infirmary third if you really need to wipe some traits, but often you can get by just using a different soldier.
I would, however, say it should be GTS then Ring on Legendary. First, because the Ring isn't worth QUITE as much, because you still get one op per month, and it takes twice as long, so you're only losing out on two or three ops, rather than four or five. Next, because grinding one soldier as hard as you can to get a fifth soldier for your first haven assault is possible and very helpful. On lower difficulties you can get by with only 4, but on Legendary you just have so much shit to deal with on that mission that you really, really want that advantage.
The Laboratory, I feel, isn't actually worth it. Getting a few more breakthroughs sounds nice, but most of the time they're not going to be useful. Yes, you can hit the nut draw and pull +1 Mags right after you finish Magnetic Weapons, or you could get instant excavation (when you're still on the first row), half-off power relays, and an inspiration on Trooper Autopsy. The breakthroughs just don't compare to spending that research time on your vital upgrades. I find getting breakthroughs via the Resistance Ring much more reliable and less costly.
It's still there and functional. It hasn't been updated much for a while, but mostly because new submissions have been few and far between.
Happy to put more people in if they're submitted. @Dracomicron just submitted a couple so I know the form still works.
--Mark Twain
I uploaded a character to it last week and @Durinia fiddled with it to make sure the links were right.
I'm trying to get the regulars to upload a hero unit in addition to their regular soldiers, since they don't pull from the same pool.
Edit: beatn so hard.
I have everything I need, plus a lab, with one space left on the Avenger. Only rooms I don't have are a turret defense and a workshop (I have 9 engineers).
Cool. I probably won't be submitting any soldiers, but I did just download it for my current campaign.
Nope, getting rid of the building will disable all the bonuses you purchased from it.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Oh well looks like the rookies are coming out to play. Have to say the new stamina system is good thing to force rotations on your teams.
I spent a good number of days scanning a resistance rumor to get a Supply Raid mission, only for it to have that Sitrep. The ONLY people I had below sergeant was two rookies just put into Psy training. I think they had one ability at that point? I just had to let the mission go and lost the region
My first one only recovered two crates because I was spending all my time fending off lost, advent patrols and the chosen assassin. I don't have a max size squad yet but still, this was only veteran
that's why we call it the struggle, you're supposed to sweat
On the geoscape there's a little chosen icon (elongated triangle pointing down) at the top of the screen, by the dark events button. Click it.
Ah! Thank you. Never noticed that button there before.
the early ones are rough but it smooths out later because then you just go hambo and kill all the advent to secure the area
Oh yeah, and a metric fuck-ton of Chrysalids. So many that some of them ended up t-posing when I killed them, which really made me angry for a moment when I couldn't target all the enemies on-screen.
I made the most out of it though when I finished the mission.
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
@Vic_Hazard Yes I am fairly sure that's how it works now. I've only done a few tests myself, but it certainly wasn't working as I expected with killzone on unrevealed enemies, and fairly sure that's the conclusion I came up with.
Origin: KafkaAU B-Net: Kafka#1778
They will fight to the death.
Surgical sitrep, meaning you only get three soldiers to take down a transmitter to stop the "ambush on any covert op" Dark Event. I was under the impression that this lowered the number of enemies as well. Heh.
I sent in my Colonel Specialist Red (with the Warlock rifle), his Bonded Major Ranger Zero (packing the Assassin weapons and the RAGE suit + Shreadstorm Cannon), and my #2 psyker in a WAR suit (+Blaster Launcher). I even got a free ADVENT defector from my Pacifica continent bonus. I expected a cakewalk, a grand day out. Heh.
My first turn, the Ranger got revealed when he climbed onto a roof and met an Andromedon. Moving to flank the Andromedon revealed three more pods, Codex, Snake, and an Officer. Wow, I thought, they must have had all the pods randomly in the same location. Heh.
Then I got reinforcements, so I had Zero run towards the objective, figuring that there couldn't be more than one pod left. Heh.
So Zero gets up there while Red and the psyker do quite poorly in the firefight. Welp. THREE more pods, including several Heavy MECs and a Gatekeeper. If you're counting, that's six full strength pods against three XCOM soldiers and an Elite ADVENT Trooper. Heh.
Zero managed to complete the mission but died. The Psi Ops died embarrassingly to swarming troopers flanking him (I can't remember his name because he had all but one of the psi skills but had only been on like three missions). Red was knocked out and captured by a Stun Lancer, and everything is terrible. I lost a pile of irreplaceable loot and three of my best soldiers.
Two can play that game. I retaliated by killing the Hunter, ending the threat of the Chosen for good. You're next, Elders. Heh heh heh.
(as soon as I rescue Red).
If so, I got extremely lucky with my Templar. He rolled both Bladestorm and Reaper.
Hes also got Genius level for combat intelligence. In 6 missions hes ranked up from Squaddie to Major. 82 kills.
Basically, he's the best
Edit: And now all my soldiers are dumb-dumbs. All standard intelligence, except for 2 above average and 1 genius. DERP.