>>45281854 Big words from a TERRORIST hiding behind a screen. Why do you reject the wisdom of the elders, huh? >>45281916 They had a static 5% chance to miss. It was super stupid and im glad it's not in xcom 2.
>>45280786 >that face looking at the camera This just further reinforces my theory your soldiers can see the briefing screen, and fear some of the mission names as much as you do >>45281412 The one you can strap to the exo is a pretty good replacement. Wiped a MEC pod by blowing the floor out. >>45281695 Got a vision of your future right here mate
I absolutely love how every enemy has an "OH FUCK YOU" element to it.
I learned the hard way not to slash the Mutons. Counterattack led to one dead ranger. That Muton which I had counted on being dead proceeded to grenade two of my units that were sandwiched between cars. They took damage from the grenade and the car detonations and got brought down from full health. And fuck Faceless too. I've lost two soldiers to those assholes. Apparently their melee is AoE? Because the damn thing ambushed me and blew up a car I was using as cover. Same mission as that Muton. Only had one man left alive at the end.
>>45282151 I've got a hilarious story about faceless.
I had a ranger taking cover behind a bus when a faceless rolled up. Almost killed it but I misplaced my last guy so I couldn't kill it before my turn ended. Ayy turn it takes a swing and kills my ranger and itself as the entire area goes up in smoke.
>>45282255 Yeah, there's definitely some wallbang issues. I had a VIP extraction scuttled because some civvie discovered they had X-ray vision as my last soldier climbed up the same pipe the rest of the squad had shimmied up with no problem
Oh yeah. And Viper poison is apparently contagious! What the absolutely fuck. You set the afflicted unit next to another soldier and bam, that soldier takes damage too. Yet at the same time Vipers give me less problems than the Thin Men every did despite all the toys they have. Maybe its just because I know they are Thin Men in new clothes and make extra careful they be dead.
Does anybody else kinda suspect that the Faceless and the Gatekeeper are the same alien? Like Mutons and Berzerkers. Both are actually just big pink masses of goo.
>Kill an advent trooper during overwatch >His body goes flying to literally the other side of the map >Sectoid revs him the next turn >He comes flying back from the end of the map and gets up I love the ragdoll fuckery in this game.
>>45282885 I dont know, i havent yet been in a situation where i wouldnt have taken a rez over the sectoid firing its plasma weapon.
Human DNA or no, sectoids just cant help themselves when it comes to using psionics to their own detriment. It's like mindmerge, in theory an aim+ 20~ crit +20~ hp+1 crit buff is pretty scary, but then you just kill the initiator and get a free double. Same thing with newtoids and zombies.
How in the living fuck are you all having so much fun with this?
I've had to re-start the same Blacksite mission on Commander 20 fucking times becuase RNJesus won't give me a fucking BREAK and I SWEAR the patrol paths aren't actually random, but just zero in on your team no matter what.
EVERY crucial shot, I miss, even at 92% or 95%; EVERY fucking hack that isn't TOTALLY TRIVIAL I fuck up; EVERY time, the enemy snipes me from behind cover; EVERY FUCKING time, another patrol shows up at the WORST moment...
I fucking hate this game and I fucking hate that I'm still trying to beat it even when the fucking thing clearly cheats just to make my life a fucking misery.
>>45282981 Either you were cursed by a leprechaun, or you are excagerating the facts, and are making poor tactical decisions. The first blacksite mission on commander isnt that hard (if you just isolate and take out the turrets, make sure you have the high ground for the first couple of pods)
>>45283048 I am really not. Accuracy in half my missions never climbs over 60% average. Sure, I sweep the easy missions where there's only like three pods of enemies, but anything more? >Fuck you here's 4/5 of your squad dead or spending the next 20 days unplayable and then the next however long with 0 will
I put my people in full cover, try to take every pod one at a time and I STILL end up fighting the ENTIRE MAP, usually two or even three at a time. The turrets aren't even a fucking ISSUE to me; I just avoid them, but holy cunt, every single one of the enemies CANNOT be allowed to fire, or I lose someone, or they're rendered useless!
>>45283232 Im just talking in theory. i did nearly wipe once because the pectoid mindcontrolled someone on the same turn a lancer knocked a guy unconscious. Leaving me with only three guys, none of which could reach the 'toid.
>>45282981 The game doesn't cheat, it's the same shit as XCOM and that one didn't cheat either. It's entirely possible to roll 3 1s in a row on a d20, which is the equivalent to missing 3 shots @ 95% odds. So yeah, cry less, play harder.
>>45283875 While i fundamentally agree with your point, enemy unknown did infact cheat. On difficulties lower than classic, the game would only use soft-rng to calculate player shots, meaning a 60% chance to hit translated directly into a 60% hit rate. On classic and higher, the player would use true rng, and the aliens would use soft-rng.
>>45282205 >very first retribution mission >large three-story building towards the back, fields with scattered cars and junk heaps between >going good, killed a couple troopers and saved some dudes >sectoid and officer with troopers off to the left >run a grenadier into the bottom floor to flank >doesn't have LoS, but overwatch will catch the sectoid when it tries to move into range >building is crawling with civilians >alien turn >civilian on the floor above walks directly over my grenadier, becomes a Faceless, and melee attacks straight through the floor, nearly killing him >floor destroyed >wait fuck you can destroy floors now? >Faceless falls on top of soldier >soldier dies
>sectoid later tanks a deadeye sniper round with one health left, mind controls ranger, and flees >ranger decapitates sniper before I can kill the sectoid >final score: two dead, one wounded for 22 days,one wounded for 7 days and shaken
>>45283997 Yes, but what i meant is that game behind-the-scenes, made sure that if a player on normal failed a high % shot, his next should would be more likely to hit. Essentially, every other 50% shot was a garuanteed hit. On classic and higher, the player would loose this safety net, and the aliens would gain it.
>>45283875 I've had a storm of 5 overwatches miss every shot; I've had a snake graze 4 shots in a row and then miss on my melee; in dice, I've rolled 3 on 3d6, three times in a row; my luck is legendarily bad among everyone I know.
>>45283968 >the aliens would use soft-rng. The aliens never did that. On Classic and Impossible, Enemy Unknown's RNG worked exactly as advertised, on lower difficulty it used streak breakers and stuff in favor of the player. XCOM 2 seems to use those on anything lower than Legendary, according to ini divers.
>>45281488 >Grenade launchers don't miss and can have different ammo types. I miss original xcom rocket launchers where if I didn't care I could go Full Auto with the auto-cannon and HE ammo OG xcom had some straight up problems, but these new Xcoms STILL haven't surpassed it in my view, only approached it
>>45282164 Kind of, I've had instances of units shooting through perfectly intact roofs, enemy's standing in the floor, 3 minuet+ loading time and frame rate stuttering all over the place. Still way better than a couple of days ago though.
>>45282951 >Human DNA or no, sectoids just cant help themselves when it comes to using psionics to their own detriment. It's like mindmerge, in theory an aim+ 20~ crit +20~ hp+1 crit buff is pretty scary, but then you just kill the initiator and get a free double. Same thing with newtoids and zombies. This Every time a Sectoid did a rez, I thought "oh thank god he's not trying to mind control the rook"
>>45284531 Also still waiting to get back 14-man limit from the word go 6 mans doesn't really feel right. It feels more right in Xcom2 than in XcomEU since at least 2 is going for the whole "sneeki breeki terrorists" thing rather than "war what is it good for."
But I still want to bring more partisans So I can always bring a few worthless to scout far ahead
>>45284143 As unlucky as that is, a huge part of XCOM is planning for the inevitable failure. One turn of all misses shouldn't hamper you hugely, you should be able to recover from that.
And if you need to hit, then there are options for that. Run 6 Grenadiers and rush Exo Suits. It's not like you need the weapon upgrades you destroy if you're never firing a shot that isn't Hail of Bullets.
>>45284745 Go into your config folder in the program files. Search for the .ini that's titled DefaultGameData.ini Open it in Notepad, then ctrl+f or manually search for the line titled MaxSoldiersOnMission. Change it from 4 to 12, with the GTS upgrades that's 14 men every mission.
You... won't be able to choose all of them, it will just pull random people. Also the GUI can't really handle that much.
>>45284957 Actually the engine handles it pretty well, in my experience. Once you get to the actual mission, at least. On the other hand I'm rocking framerates in the teens everywhere BUT in combat, so I really don't know what this game's deal is.
>>45282387 You wanna talk about dumb rag doll, I've had the mouth of a Berserker start flapping open and close and it's arm start twitching after I killed it with a shard gun. I'd like to imagine it's was left lying in that clearing after the Avenger took off, still flapping away.
>>45285019 There's no dedicated driver and the cutscenes are sloppily made.
>>45285145 That's not that difficult to do, you can alter how many Exalt spawn per pod just as much. DefaultMissions.ini MaxSpawnCount to fuck with the pod numbers. What you get is large enemy forces, large ground forces, and a slight bump in supplies as you sell the PILES OF CORPSES to the Black Market.
You can even go into DefaultGameData_SoldierSkills.ini and set STEALTH_CHARGES to higher than 1 so your stealth isn't a drop in the bucket in tactical operations.
>>45284753 >>45284143 >>45282981 Weighing in on this: Six Grenadiers with Exo suits means: 3x3x6 + 4x6 = 76 assured damage, without the upgraded grenades, crit grenades, etc. This assumes you only ever hit single targets; each point of damage above is an aoe.
>>45285661 They do 3-4 on everything, the 3 is calculated for above. Just saturate grenades ASAP.
Likewise, rushing EXO suits can come before nearly any research. Rush the officer autopsy, followed by the Proving Grounds and GTS, then dick around until you can start outfitting 2+ people with them, then go after the main missions. Blast Padding + EXO makes you mighty durable.
>>45279982 I recently got Bradford's sweater. It's warm, practical, and the itchy wool constantly reminds me of my responsibility to protect humanity. If only the Vigilo Confido patches weren't so small.
>>45284143 Git gud faggit. Sometimes you will have squad wide panic, sometimes you will lose everyone except one guy, sometimes you position a VIP poorly and he dies, sometimes you lose a mission. It's part of the game, you fuck up. Brush the dust off your clothes and make those deaths on the memorial be a reminder of why you should plan harder and fight harder, to try and at least diminish the consequences of inevitable bad luck.
>>45286331 The game was heavily advertised and designed to be incredibly moddable, more so than a huge swathe of games in existence, and certainly more than any AAA title.
They released the whole developer shell with the game and advertised this.
The game was inspired by the former game's mod community, not the failed results of the former XBAWKS release.
The .inis were released transparent and easily moddable *so that you could do exactly this*. They paid Beaglerush to show off the game, and one of the features he was on payroll showing off was 30-man squads before the game was even released.
You really, really picked the wrong game if you feel that being gifted massive control of the very fabric of the game is laziness by the developers.
>>45287611 That doesn't mean I get to choose which soldiers go and stay, retard >>45287612 The basic functionality of the game you fucking moron. Choosing which members go and stay, choosing their loadout without having to run back and forth to the barracks to arm them individually and then hoping they get pulled along anyway.
>>45287646 The Lone Agony must be the one solider who wasn't injured being sad that he doesn't get to have a slumber party in hospital with all his friends
Also in EU IIRC if an armor gave you extra health, and you only took that much health in damage, then you didn't count as injured coming out of it. It seems different here, if you take even one point of damage you are "injured"
My squad just got trashed by whatever the white walkers are. First one I see, first turn it's active. Four of my guys are up on a rail, spread out with a space in between; other two are down on the ground level. Mortar strike hits the center of the rail and collapses it underneath them; instant kill for all four. Ground guys got trashed and taken prisoner because Sectoid mind control.
Just beat the game. This screenshot is pretty out of date, but observe my star player. I have this going every time I activate Reaper:
During one of the Avenger defense missions he managed to kill about 7 Ayyys on a single turn. Chryssalids, Advent troopers, a Mec, and then managed to make it back to cover. Where he had Ever Vigilant and killed ANOTHER Ayy that came running at him with his shotgun.
Lord Frederick Mercarius, everybody. Fucking glorious.
I also had a Barry White Psion that I wanted to have mind control the sexy lady snakes but he died before I could get that to happen.
Some tips for people having trouble: Use LOTS of grenades, prepare to endure casualties and hire experienced people so you can rotate stuff. Don't be afraid to use the "speed up healing" option in lieu of picking up those alloys after 7 days of scans. Don't be afraid to pop concealment on the first group you find. Just set up a good ambush. Grenades are a great way to start those. Hackers seem like shit but if you have the skulljack upgraded it's like a free kill against one enemy per mission, plus it gives you free intel. With the bonus from skullmining to hacking they're awesome at taking over Mecs and the like as well. A medic and a hacker are like separate classes. The guaranteed damage the hacker side gets is utterly invaluable, especially with gremlin upgrades.
Rangers are great but don't overestimate them. Give them proper support and always be ready to pull them back when they get in over their heads.
Fuck Archons. FUCK Archons. Don't advance the plot until you're ready. I advanced too early and ended up fighting them with Predator Armor and Mag weapons. You can handle it - but if you pop a pod of two Archons at once with that level of firepower you might as well just give up. You need at least a sniper for them, and I recommend two with the extra-damage ability because that ability lowers accuracy.
>>45290752 Oh yeah, if you're pretty confident you've got the firepower to deal with the consequences of failure Skullmining is a good way to take out those annoying Codexes. It's a one hit KO if it works.
>>45291214 its a squad tactics game where your characters can go insane and shoot a rocket lancher into your own squad or go insane and kill ayy lmaos left and right
there's perma death so if your whole squad gets wiped out you have to use Rookies on high level missions, you need funding for better equipment and the more successful missions the more funding the gub'mint gives you, the same applies in reverse
Aliens are way better than you in all ways but by the time you equal them in tech lategame its more evenly matched but in the just released game a single alien showing up in the battlefield is a "HOLY SHIT" moment and a sign you are about to get your shit pushed in hard
>>45291184 It's a juggle. Here's what you do. The first blacksite is a story advancement. Make sure you're relatively comfortable with the missions you're doing before you hit it. B-line for gauss weapons and you'll be fairly solid.
The real shit-kickers are the special mission sites you get from the Shadow Chamber. I took on the first one well before I should have. Running into things like Sectopods was a clue, and the first council mission after that had two archons on it.
You want alien grenades. I had Gauss weapons and Predator armor, but regular grenades and that was a big part of the hurt. After you do those missions you end up fighting elite troops (kill those shieldbearer fucks ASAP) and much tougher enemies. Part of my issues were with not knowing how the enemies worked. I didn't realize what flaming pinions did and lost some people because of it. When they first show up Archons are super tough, hard to hit and can one-hit KO anyone in melee. You need stuff that won't miss like exo-suit weapons, grenades and probably about two snipers that can deal extra damage to take them down reliably without losing people. And you need to take them down on the first turn you see them if you can. It's WAY too early if you don't have Mag-weapons and Predator armor. Once you have plasma weapons and power armor they're chumps.
Black sites are more or less fine; aggressively pursue them above all else. The difficulty increase isn't that bad when you do that first one, just make sure you get those mag-weapons fast. Always counter Avatar Project advancement before any other dark events (after that it's personal preference). I never got the counter over 2/3rds full as a result.
Xcom 2 is not Gears of War Tactics. Think of it like a board game with an idiot GM.
I've had enemy patrols teleport onto the third story and break my concealment when they started their turn just walking around. It made it easy to kill them, I'm not complaining, but come on. I want to get MGS my way through this game.
It's also horribly optimized. Get your code together, Firaxis. Is the real reason you ditched consoles because you didn't want to do quality control? My rig requires a call to PG&E with all the power and fans it has every time I want to turn it on, and you still stutter.
>>45291544 Those missions are actually some of the easiest in the game too, as there's no timer and the enemies are a lot easier than I expected. Go for them as fast as you can. They're pretty fun and kinda essential.
>>45291955 >Is the real reason you ditched consoles because you didn't want to do quality control? Actually, it's because Microsoft wanted to charge them full price for every patch, so they couldn't update at all. Sadly, taking that pressure off let them rebound too far in the opposite direction. I just hope they don't follow in Bethesda's footsteps by coming to expect that modders will fix everything for them.
>>45290752 Going to have to second hacking being amazing. Turrets are piss easy to hack in the very beginning, MECs can be stunned fairly easily or taken over if your hacker is a bit more talented. The alien AI seems to have a hateboner for hacked units, especially if they're closer to them than your other units or are huge like turrets are.
>>45291975 That's probably your best bet. There's no reason to buy on launch day; you get all the bugs but none of the pre-order bonuses, worst of both worlds. I'll just be content with the fact that despite the shit performance, I can have my whole squad cheeki breeki it up in balvalkas, and you never will. Maybe this will ease the pain of 13FPS at the menu.
>>45292163 It's the standard Al's preference for choosing the highest hit percentage, followed by threat as a flanking unit. When you hack/control something it's usually not in cover relative to it's allies, so as far as the AI is concerned it's the same as though you had a ranger sprint out and melee someone in an open field. Sitting ducks first.
>>45292163 Well, I think I figured out why the AI targets them. Mostly you get Mecs and Turrets, and those units are basically never in cover. Unit next to enemies not in cover = high priority target.
I didn't know how much skullmining improved hacking or how much the gremlin upgrades improved it so I put it off for a long time. With decent hacking stats you get guaranteed shutdowns of enemy units and high chances to control them outright, plus free intel and supplies from those stations you can hack. Some of the most OP situations I've been in was due to a hacker. For instance I saw two enemy pods, popped them both on overwatch, then had the hacker hack a station at 100% chance to give everyone back their action points. I then FINISHED wiping out the two pods that were heavily weakened by the ambush.
>>45292263 Enemies target either the closest enemy if they're melee or the unit with the lowest defense. You could abuse the fuck out of this in Long War to make enemies target MECs and tank Assaults that they had no chance of significantly hurting.
>>45293268 Given the constant pace you have to keep up on most missions I don't bother with a sniper unless it's a gunslinger. I roll with 2 grenadiers, 2 specialists, an assault and either a 3rd grenadier or a psion when I get them.
Yeah, it feels rigged. You're going to get fucked over, your dudes are all gonna get shot, you're going to miss "unmissable" shots. You're going to have a dude panic and shotgun your sniper to hell. Someone will get mind controlled and you'll have to leave them behind.
And you say no. Not one more inch. You fight, tooth and nail for every scrap of ground. You earn every victory with blood. You refuse to give in.
Every game of XCOM is the speech from Independence Day. You battle back against impossible odds just because you refuse to lose.
>>45293420 >I don't bother with a sniper unless it's a gunslinger But you get squadsight free from the start. It's trivially easy to park a sniper at a vantage point and fire every turn. I usually run out of ammo before running out of targets.
The thing with snipers is that since the rifle always requires two actions, they effectively lose nothing for dashing. Thus, when advancing into uncleared areas, a sniper is effectively twice as fast as your other units, because you're going to want at least one or two of them to leave actions open for overwatch or reloads.
Hell, on some maps I don't need to move the sniper up at all, and on even more I only need to adjust them slightly for LoS, which doesn't even interrupt your firing speed if you time it to a reload.
>>45293415 They're shit stock, but increasingly get better and better with upgrades. Critical point the game doesn't tell you: Zaps don't end the move like attacks do, which means you can zap and shoot same turn.
>>45293415 They're not for doing damage to virgin, untouched targets. They're for saving your ass when you've fired everything you have and don't want to take the chance on a 50% to hit. They're GUARANTEED damage. That's utterly, positively, totally invaluable beyond all reason or measure. Two damage is fine for the early game, but you'll want to upgrade it. By the end of the game it's six guaranteed damage per use with more for robotic enemies (though you'll want to hack them instead) so it can really save your ass. It also ignores armor, so it's invaluable for finishing off high-armor enemies like Gatekeepers.
>>45293625 Yep. Limited uses, though, starting at two per mission. But just think of those times you’ve got that one asshole sectoid in full cover with a zombie and a dude mind controlled, and the only guy you can get flanking it only manages to knock it down to 2 health. You wanna bet your squad on a 34% shot, or have the robot do it?
They could have done it better. So much better. Let the player win, canonically. But make the most powerful psychic found.. The Commander.
So on the final mission he trundles along with the team, geared to the nines until he manages to perform the way the Volunteer did in the last game. Then the second Temple Ship is revealed. Xcom 2 goes on as normal, xcom is disbanded, unable to cope without the commander. Wait 20 years. The resistance thrives, sort of, under Bradford.
Then the Commander's psychic resonance recongeals and Bradford beats the shit out of someone with a fire extinguisher because goddamned that scene was awesome. Commander's back, XCOM 2 goes on.
>>45293844 Shame. Well, I'm still waiting on my copy. I guess I'll crack long war vanilla for a bit, because I am a glutton for punishment and nothing says 'easy gameplay' like 25 crysalids running you down screaming for blood.
>>45293912 >Oh. Damn. Well, I like my "Der commandur is sekretly teh psychic" path, but that makes a fuck of a lot more sense.
It's sort of implied he is, his implant functions psionicallt, albiet supposedly off of the base levels everyone has. But black science man says the amount of data being processed through him should have killed him. Basically the Commander is a super autist, a mentat, a living military super computer.
>>45293940 No prob. Here's another numerous of wisdom the game never mentions: Flashbangs break mind control and reanimation when used on the alien with the ability. Always give a grenadier one for reliable un-brainwashing.
>>45293981 I assume the implants are psychic tech given by the Aliens as a bit of a friendly go fuck yourself, with the reload function being shown as him calculating possible scenarios with the power of R9K grade autism? Either way, hyped for the damn thing to arrive.
Not attached to the psychic path, but it's a bit neat anyway. I sort of meant psychic in the sense that Herr Doktor would check the readings and notice, hey, why do we have a huge psi beacon in the base right now? She'd grab a few soldiers and run to the source, kicking down a toilet door to find the commander frantically beating off to a picture of Bradford. They'd stick him in the tank in exchange for never mentioning this again, test him and find out that, hey, this guy has more psionic potential than your average ethereal, kit him up and send him on the last mission because his mastery and power was enough that he mastered all the tricks in a heartbeat. And the whole 'self resurrection' thing burnt him out psionically.
But like I said, I want to REEEEE a lot less now i know the actual tale. Makes more sense than mine.
>>45294031 Adjust your pace. You can't take the same pace every mission.
In missions where you have concealment don't be afraid to dash a bit. Usually you'll see aliens before they see you.
In missions without concealment play more conservative. Scout and corner check properly.
Balance these against turn counters accordingly, but you usually get 8-12 turns which is more than enough for most missions. On missions without any counters at all or dying civilians, play the overwatch crawl
>>45282151 >Encounter enemy MEC for the first time >MEC shoots sniper and specialist on the roof >Both take damage from explosion, fall two stories and die >Reinforcements slaughter the rest of my team
And that how I learned about the existence of MECs and falling damage, all at once.
>>45294088 When XCom rescues you in the first mission they pull an implant out of your brain, that the aleins jammed in there when they out you on ice. It basically networked you to the Advent ground forces, and the aliens used you to process tactical data and exercises, effectively training their entire military off of you. The first thing they do is yank it out, almost killing you, but crippling the alien network
I know what they were aiming for, but I'm still mad about that quantum mechanical fog of war. I know it's supposed to represent uncertainty, but I'm fairly certain that the dilapidated buildings we are fighting in don't have teleporters to the roof.
>>45293760 XCOM does succeed canonically, just not in the timeline of XCOM 2. You get used as a military computer as your skill at Commandering could have trounced the Aliens if it weren't for the Council throwing you to the dogs.
Also I'm pretty sure the Commander is supposed to basically be a self insert. They're only mentioned by sex like twice in the book and the suit they put you in at the start of XCOM 2 can easily conceal a figure.
>>45295141 Regs prevent me from fucking the boots even if I had any interest, the other support staff are uninteresting and Vahlen has taken her accent and fucked off to Neverland or something. That only leaves civis and I don't do long distance relationships.
>>45293602 It's so much easier to just constantly push through with a barrage of artillery though. Moving and blowing leaves anyone behind cover damaged, shredded and open to everyone elses shots that now count as flanking. Especially on the pain in the ass missions where you don't get corpses and have to evac at a certain zone. No time to fuck about with positioning a sniper in high ground behind my own lines.
I'm at the point where Lancers, zerkers and archons have started showing up with mag weapons and predator armor. Assholes sprinting into weapons range kinda obviates squadsight. Not looking forward to Chrysallids. Maybe the spider armor changes it but currently the advancing under artillery approach counters the melee units nicely.
>>45293415 They're amazing once you get a MK2 gremlin (Advent mec autopsy). They ignore armor and deal x2 damage against robotic enemies. It's basically a 'Insta-gib Robot' button.
>>45295205 >>45293602 Also Sniper accuracy seems to have been nerfed from XcomEU to now. I'm pretty sure in 1 when you have Squadsight you lost nothing in accuracy from being across the map. Here you lose accuracy AND base accuracy seems lower. Gone are the days when I parked a guy at the mission start and enjoyed 100% tohit shots for the entire mission AND now having to reach evac point means the sniper can't sit around anymore anyway.
I still use them, but snipers have fallen far since EU
>>45295227 Skulljacks are just for story purposes until you get skullmining done, then they're like one-use arc throwers that work on basically any enemy regardless of health.
So say you run into a codex. Instead of shooting her, have her clone herself and hit your squad with an ammo-depleting AOE attack, you simply have your support run up and shove his fist into her brain.
Skullmining works equally well on advent troopers though, and is very good to keep around in case one of them is in a bad position.
You mostly want them on specialists because they're expensive and give boosts to hacking, which lets you shut down mecs and sectopods or control them.
>>45295281 They're still powerful as all hell, depending on the build. A pistol-sniper is amazing on timer missions and for dealing last-shot damage to enemies; a true sniper is great for hordes of opponents by laying down the cone in the right spot. Just make sure to give them larger magazines.
Range decreasing accuracy a bit isn't too bad. They're just not gods now. They're still amazing when used right.
>>45295674 Can never get the image of a trio of sectoids walking through XCOM hq in full nigger gear out of my head. They have a boom box blaring 'fuck the police' as everyone frantically tries to shoot them, causing friendly casualties but no x-ray death.
Well, my campaign just ended in flames. Clusterfuck of death and injuries, but through it all, one character who's literally one of my tabletop characters never got critically wounded or killed. Loaded them up with an exo suit and gauss rifle/mag pistol, sent them in with my last two rookies.
Knocked unconscious in the first turn, both rookies die. She can't even die at the END of the campaign! God damnit.
>playing legendary >got much better after researching plasma grenades and gauss weaponry >full avatar project progress bar >31 days left until gg >closest facility at another country >no resistance comms room >16 days to build >7 days to establish contact with south america >facility is in the southern region of SA >??? Am I fucked? Or will I be able to assault the base after getting in contact with SA resistance?
What I've got is: - fast transition to >10 HP enemies - slow research time (something like 45 days for magnetic weapons, stacked 6 scientists and a black market boost to do it) - very slow build and excavation time (35 days for psi lab) - slow healing (48 days with no engineer) - 8 turns on timed missions against 4 packs of aliums - "not-krogans" hitting operatives hunkered down under heavy cover (I swear the only way to deal with this bullshit is to suppress/flashbang them then destroy their cover and kill) - typically 125+ hacking difficulties
Frankly, mutons are the worst and their appear waaay too early. I had to use default weapons against them initially because research takes so damn long. >shooting muton point-blank with a grenadier is 70-ish chance
>>45295299 >she's still around, in some secret lair somewhere. who knows, we might even see her later on in DLC As leader of the EXALT, which will now help XCOM remove ayyys in exchange for looted tech
>>45296470 Yep, the status effect is literally called Shaken - then you get them through a mission having killed ayy lmaos without getting hurt, and they're back to normal with an increase in the stat. Shit is cash.
I'm all for being able to permanently lose a guy but it was heartbreaking to see a guy get left behind on every mission because he'd taken a few too many hits and just wasn't worth bringing any more. Fucking Psychics.
>>45296596 There's a difference between tweaking numbers and certain mechanics (like in the EU Long War mod) and having to create, or alter, 3D models. You could just slap a different coat of paint on a Chryssalid to make a nid, but even that takes a far bit of work
I like the whole "Xcom is really the buttboy" theory.
They claim to have created an elite multinational initiative with only the best.
Instead you get a shitload of idiots who can't even take fire missing them without panicking, a pair of specialists who were clearly problems for their governments, one harried bastard to run it all and a few ancient interceptors. The countries keep the rest for themselves. And the commander still makes it work.
>>45288977 The "litterd with blood part" of this template is only ever used properly in the American original. I suppose the subversion is part of standard now, but if it were not, it could read "gotta be litterd with blood of rookies" instead.
>tfw you can't equip your operatives with explosive vests >tfw no option to set booby traps/take hostages or other morally grey ends justify the means tactics >not being able to recruit vengeful meat shields
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