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On February 07 2016 06:05 Gorsameth wrote:Show nested quote +On February 07 2016 06:01 LaNague wrote: what do i need to use the alien power coil thingies in my ship?
and do i spread out or go for continents? The Power Coils are simply used by clearing them and building a power generator in that square. It provides 10 power instead of 5 like a normal spot (I believe those are the numbers, inside a mission atm so cant check. The continent bonuses are nice (some more so then others) but you want to spread, the reason for this is that alien bases can pop up anywhere and you need to unlock the region before you can do them. The longer you wait with going the base the further along the alien project gets. Edit: Ok now I had some turn bs. 4 Turns to go i'm almost on top of the extraction zone when a reinforcement drops on top of it. The firefight is quickly over but it damages the roof and relocates the extraction zone half way across the map. No way I can get my team there now... yay for reloads.
i cant clear them though
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You need free engineers to clear. Clears just like any other alien junk square in the ship.
Battle scanners are so good. Get rekt faceless bitches, I've started to scan every civilian in retalitions before I go close to them. One scanner can hit several at once since the aoe is so huge.
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My experience with retaliation mission and faceless so far us that the faceless, unless when they reveal due to there being no other enemies on the map, reveals on turn 2 if you have line of sight to the "civilian". This has happened to me in all retaliations missions in both of my campaigns (Had to restart because of bad prioritizations the first time around)
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i cant clear the stupid power coil, i dont know why, i think i miss a tech or something.
OK NEVERMIND, stupid UI.
Did you know you can zoom out with middle mouse? i Didnt.
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On February 07 2016 06:08 LaNague wrote:Show nested quote +On February 07 2016 06:05 Gorsameth wrote:On February 07 2016 06:01 LaNague wrote: what do i need to use the alien power coil thingies in my ship?
and do i spread out or go for continents? The Power Coils are simply used by clearing them and building a power generator in that square. It provides 10 power instead of 5 like a normal spot (I believe those are the numbers, inside a mission atm so cant check. The continent bonuses are nice (some more so then others) but you want to spread, the reason for this is that alien bases can pop up anywhere and you need to unlock the region before you can do them. The longer you wait with going the base the further along the alien project gets. Edit: Ok now I had some turn bs. 4 Turns to go i'm almost on top of the extraction zone when a reinforcement drops on top of it. The firefight is quickly over but it damages the roof and relocates the extraction zone half way across the map. No way I can get my team there now... yay for reloads. i cant clear them though You need to have cleared the adjacent square, and clear them with engineers just like the other ones.
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On February 07 2016 06:28 Gorsameth wrote:Show nested quote +On February 07 2016 06:08 LaNague wrote:On February 07 2016 06:05 Gorsameth wrote:On February 07 2016 06:01 LaNague wrote: what do i need to use the alien power coil thingies in my ship?
and do i spread out or go for continents? The Power Coils are simply used by clearing them and building a power generator in that square. It provides 10 power instead of 5 like a normal spot (I believe those are the numbers, inside a mission atm so cant check. The continent bonuses are nice (some more so then others) but you want to spread, the reason for this is that alien bases can pop up anywhere and you need to unlock the region before you can do them. The longer you wait with going the base the further along the alien project gets. Edit: Ok now I had some turn bs. 4 Turns to go i'm almost on top of the extraction zone when a reinforcement drops on top of it. The firefight is quickly over but it damages the roof and relocates the extraction zone half way across the map. No way I can get my team there now... yay for reloads. i cant clear them though You need to have cleared the adjacent square, and clear them with engineers just like the other ones.
i got it know, must have been confused by the UI
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Jesus, just blundered and activated 3 pods + 2 turrets on a single turn in a Blacksite mission. And god bless Mimic nades and dodge, because I lost no one in that carnage.
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Save scumming classic but don't save during missions. Did my first black site and moving onto another continent. Then finally got tracked down by UFO and shot down. Failed because I let an alien get to my ramp, but didn't expect the berserker to use shut down codes. Freaking meat head with insane health, dashes to ramp and is still tech savy.
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LOL egghead zerker. I wonder if psi zombies count as having shut down codes as well :d
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Random loot is amazing, got poison rounds for the sniper and chem grenade and it helps so much suppression is crazy good with the free reload of xcom2. Flashbangs are kings on rookies, I always find the normal nades a bit too short when manually launched, Also first tier of weapons makes a ton of difference, rofl stomped everything ever since I've gotten it, just beat the 2nd retaliation site easy peasy.
I am still unsure of what the tech path should be, I'm tempted to just rush tier 2 weapons but I might be sacrificing too much on the strategic map with late radio.
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how do radios work, do i just build them everywhere? They seem to increase supply. I miss some info in this game.
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Get radio. I fucked up my first campaign by not going radio.
I'm pondering on if psi-rush would work on this like it worked in Long War. Get radio, then rush into Psi labs and while that's building and training (min 10 days of training to get a useful psi-op) rush magnetic weapons and try to survive until the first psi troops with stasis and insanity enter the field.
Worked like a charm in LW, if you rushed psi troops, the aliens you'd encounter would still be beatable with conventional weapons and mind fray was such a beast of a skill. Sigh ranged-single target flash bang that did 1 damage, perfect for isolating and damaging aliens for capture.
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Anyone else have "most under fire: mimic beacon decoy"?
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On February 07 2016 08:21 LaNague wrote: how do radios work, do i just build them everywhere? They seem to increase supply. I miss some info in this game. I assume your talking about the towers you can build on the map.
Building them down 2 things, firstly it increases supply income from the reason. Secondly it costs 40 intel x the distance from your closest tower to open a new sector. (The game mentions this at some point but its just some side talking Central does and is easy to miss.
In theory building them everywhere is good but early on I find myself very limited by supply and it takes several months for a single tower to earn itself back so currently I am only building them in every other sector (So i don't play more then 80 intel to unlock them).
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RIP Mimic Beacon Decoy. You served Earth admirably. Yeah it can get the award for the mission.
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Haven't gotten very far into the story because I'm bad, but it reminds me a lot of Half-Life 2, the Spokesman being a Wallace Breen-type character.
Also I really love how they've implemented the character pools in the level design too, with your soldiers showing up on wanted signs in city maps. Reminds me of that scene in the last Hunger Games movie when the protagonists see their pictures on all the posters and broadcasts. Was just a neat thing that I noticed, I had a guy taking cover behind a holo-billboard-thing that was projecting his face on it.
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Netherlands45349 Posts
Is it just me or are faceless the only unit capeable of triggering and attacking on the same turn, I got absolutely rekt by 1.
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i like when u defend the base, its basically free exp
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On February 07 2016 08:59 Kipsate wrote: Is it just me or are faceless the only unit capeable of triggering and attacking on the same turn, I got absolutely rekt by 1. I got one activating while I was nowhere near him, immediately moved and one shot my soldier I still believe it's a bug, cause it doesn't make sense. I am cautious to avoid rescuing civs unless I am in position to take down a faceless, but now I am supposed to stay away from move range of all the civilians? I guess battlescanner is the truth
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On February 06 2016 11:21 daemir wrote: If you have 8 turns time and your squad just keeps whiffing 90% shots, then it doesn't matter how many I/I longwar runs you finished, you're good and fucked and none of your own doing. Depends if you did your LW I/I runs with BS / OW / Sniperino stuff - then yeah, it does no help. LW searched sooo long for a way to reward aggressive playstyle, in xcom2 you are forced in to it. In total, it's a good change for me even though I dont like timers either (as its an unelegant solution). But the timers keep endless-OWing or Squadsighting in check, it's more of a which-calculated-risks-do-I-take-game now.
Concelaed troops are really good now, esp as you can easily circumvent the 1st or even 2nd pod on a mission and ambush the 3rd/closest to the objective with like 3-4 turns left on Commander difficulty, then activating the objective and having enough time to mop up the remaining pods in slowcrawl style.
Sometimes you get fucked up (last pod fleeing towards pod# 1 and 2, acitvating them all, ohyeah baby), but then again, you don't actually have to win all misssions, can always sky ranger away to save your veteran soldiers (which are easier to replance than in LW, too).
Personally don't mind the timed missions. The very slow overwatch creep always felt a bit cheesy to me but if you want to play like that I can certainly understand the frustration.
The world map tho. yeah there might just be to much stuff popping up trying to draw your attention from here to there. Don't really feel like I am time pressured there tho. I do almost all the 'gathering' so long as the reward is useful and so long as you do a blacksite now and then the avatar program is no issue (sofar, in July atm)
Yeah, world map is cluttered with pop-ups and I dont feel the pressure to do every blacksite "NOW OHMAIGOD!!" either, especially when you figure out that you don't insta-lose at 12, but get XX more days (14 on commander) to do something.
The timed missions are quite turn generous though, remote hacking or dashing+still being able to Evac is basically 1 more turn than you'd have had in xcom 1 / LW, also the +3move for first 2 turns project really helps. It comes down to good action management - something that was missing in Xcom 1 and could be circumvented in LW. Here its crucial, as soon as I realized that, timed missions started to be a challenge making fun.
So flashbangs are really good? I'm in love with my frag grenades(esp for rookies) but I guess thats an Xcom 1 thing. Awesome, especially due to their 8 (!) tile radius. you can easily get whole pods which makes life easier in those "§%$§$%& moments (which some are describing even in this thread). PS: bring both, thats what a grenadier is for (boom) while your other troops can carry flashbangs and medkits (midgame+ only). T2 armor makes this choice significanly easier though :D
Anyone else have "most under fire: mimic beacon decoy"? Heck, yeah!
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