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XCOM 2 - Page 35

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hfglgg
Profile Joined December 2012
Germany5372 Posts
February 07 2016 07:07 GMT
#681
how do you deal with archons and andromedons?
i have surprisingly few difficulties with stunlancers or codex but those two are always a complete horror in my games. for archons flashbangs work ok but their innate defense and large hp pool makes them hard to kill in one round and their huge aoe damage attack often forces you into bad positions.
andromedons i have no idea what can work except mimic beacons. aoe poison attack, high armor, high hp and a second life. fuck them.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 07 2016 10:45 GMT
#682
I have a mission up next called operation Shadow Slap.

It really feels like someone at Firaxis sent out a mass-email to everyone at the company to get a list of all adjectives and nouns that they could possible think of, then used those in the operation name pool. I'm not complaining, I love it.
EZ4ENCE
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-07 11:37:41
February 07 2016 11:37 GMT
#683
I'm starting to feel like if the Mimic Beacon isn't the top attacked at the end stats, I've fucked up. That thing is so powerful.


Also Stasis. My god. Stasis is so good.
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 07 2016 11:57 GMT
#684
On February 07 2016 15:57 Salazarz wrote:
My sword ranger has 51 kills after 10 missions without me purposefully 'feeding' her or anything. By Sgt. rank HP is high enough to not care if she gets shot once in a while even without upgraded armor, and you reliably one-shot anything less meaty than a Muton with the sword; also the advantage over using a shotgun is that you can't always get in range / line of sight for a flanking shot from a shotgun on a blue move, so whenever run & gun is on cooldown it's quite often chopchop time. The autochop ability is amazing too, while the 'sneaky' ranger perks are IMO rather underwhelming.


Shotguns are leagues above melee attacks. Easy 100%, easy 95+% crit chance, higher damage range, they do way more damage per attack than blades. In other words, shotguns are in another league.

About perks. Some are, some are not, luckily you can pick up what you like

Phantom is AMAZING.

Shadowstrike is very useful until you have advanced laser sight and talon rounds, so i prefer shadowstep, even tho you can just get shadowstrike and respec later to shadowstep.

Run and gun. There is no contest.

Bladestorm is nice, but implacable allows you to go crazy for kills that would otherwise left you exposed. Get those extra movement PCS and armor ^^.

Untouchable, is much stronger. Yes you can overwatch and get deep cover, but it reduces your visibility range. You don't really need deep cover.

Rapid fire. If you have the SMG mod installed, this is the moment where you should start using those babies. In the other hand, the raw power of a shotgun can practically one shot berserkers with this perk.
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 07 2016 12:41 GMT
#685
i think conceal is stronger than run and gun in most missions.
with a full concealment ranger (conceal, shadowstrike, phantom) you can double move your whole squad up to 3 times and set up ambushes when needed. with concealment you can double move, scout ahead and follow with the rest of your squad if no enemies are in sight. without a concealment ranger i am often forced to single move after initial contact because an unlucky activation may mean a dead soldier. i think you can get 1 or 2 extra turns out of each mission and it has nice synergy with with kill zone snipers. you can also kill turrets from afar without any risk whatsoever.
daemir
Profile Joined September 2010
Finland8662 Posts
February 07 2016 13:22 GMT
#686
I lucked out so hard, both my hacker specialist and my medic specialist got the Phantom extra perk. Aa yea.
Gorsameth
Profile Joined April 2010
Netherlands22003 Posts
February 07 2016 13:36 GMT
#687
On February 07 2016 22:22 daemir wrote:
I lucked out so hard, both my hacker specialist and my medic specialist got the Phantom extra perk. Aa yea.

Rupture sharpshooter. Whats even better is that she can move and still fire her sniper rifle with Rupture.
To bad it doesn't benefit from squadsight ^^

Rupture being the highest tier Grenadier skill that is a 100% crit and +3 dmg for every shot to the target after.
It ignores such insignificant forces as time, entropy, and death
bluzi
Profile Joined May 2011
4703 Posts
February 07 2016 13:39 GMT
#688
I love reaper I soft them up with some bombs and then run in with my Samurai`s and clean up
I also leaning towards removing my snipers , they don't hit that well suck vs armor units and are slow in the "8 rounds go get this" , I guess bombardiers are the better option , you can kill everything with it , make holes in building and shoot twice!!! they are the new OP unit i guess .... I'm getting home today and replacing a sniper.... ill have 1 for nostalgic value i guess.....
so 2Bomb,2Ranger,1Spe,1sniper is my setup.....
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-07 13:53:12
February 07 2016 13:52 GMT
#689
The thing with Phantom hacker is that apparently, haywiring something does not cause concealment to drop on the hacker :d
infinite stealth hacks.

Also, Snipers with Serial skill and armor piercing ammo do the cleanup like Reaper but from a safe distance. Mod the gun for extra ammo or free reloads.
Godwrath
Profile Joined August 2012
Spain10134 Posts
Last Edited: 2016-02-07 15:14:53
February 07 2016 14:58 GMT
#690
[image loading]
Reaper you say ? Lightning hands + faceoff. Bitches screaming.

Got "Now i am the dead" and "Heroes of the resistance" achievements on legendary right after.

First turn i got berserker + 2 lancers activating right off them bat on my OW while i was starting to scout with my phantom's rangers. Some shots after they are dead, still advanced.

On my second turn i get greedy but get an OW trap into another zerker + mk2 Troopers. The zerker reveals my phantom ranger, and she is very very deep into their territory. Viper, stun lancers, advents, advents. Luckily my overwatch managed to almost kill the zerker. Next turn i kill 2 advent troopers (sharpshooter + poison is awesome, and phantom ranger with implacable and 95% crit chance... then break los) break los, kill the zerker, use mimic beacon in full cover.

They all bunched up together to gang on the mimic beacon which avoided all the damage, except one faceless that popped after i used a grenade.

And this is the third turn after 2 frag grenades, with 2 rangers + 1 specialist still waiting on what to do xD.

Man i love this game.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 07 2016 15:01 GMT
#691
is advanced warfare center retroactive?
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 07 2016 15:05 GMT
#692
On February 08 2016 00:01 LaNague wrote:
is advanced warfare center retroactive?

Nop. Got my captains before i managed to build it =/
Gorsameth
Profile Joined April 2010
Netherlands22003 Posts
February 07 2016 15:28 GMT
#693
I'd build an AWC as soon as you can fit it in, halving recovery time is great and the bonus skills are just gravy on top.
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-07 15:30:22
February 07 2016 15:29 GMT
#694
The free perk from AWC is retroactive, you'll get it at random remaining level up or if max level, then likely after next mission. The recovery time bonus is the main draw of the building for sure. Gravely wounded for 4 days, yes please.
Godwrath
Profile Joined August 2012
Spain10134 Posts
Last Edited: 2016-02-07 15:33:15
February 07 2016 15:31 GMT
#695
On February 08 2016 00:29 daemir wrote:
The free perk from AWC is retroactive, you'll get it at random remaining level up or if max level, then likely after next mission. The recovery time bonus is the main draw of the building for sure. Gravely wounded for 4 days, yes please.

Cool, will check it out later then.

Btw, there seems to be an XP cap on missions. I got my specialist to captain before my gunslinger, who had like 10 more kills, because my spec kills normally 2 and sometimes 3 per mission with combat protocol. Would like to know how it works out, but checking the ini everything gives 10xp.
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-07 15:40:16
February 07 2016 15:34 GMT
#696
Oh and yea psi units get reeeeal crazy. I just got Null Lance, huge line beam that does 9-14 damage that pierces everything in it. Haven't tried if it penetrates armor like Soulfire yet, but...Also, Insanity is doing 5 dmg + Rupture on the target + the original debuff as well now. Some of this shit is real crazy. If tech rushed early, I'm sure it'd make a lot of early missions where you start hitting armored enemies a whole lot easier.

..yeap seems Lance goes through armor. RIP chrysalid pod.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 07 2016 15:38 GMT
#697
The guerrilla tactic perk that gives bonus XP from kills is retroactive as well. Got one of my soldiers promoted as soon as I bought it.

Speaking of the AWC, I have specialist with Death from Above, Gunslinger Sharpshooter with Lightning Reflexes, Assault Ranger with Covering Fire and Medic Specialist with Rupture
EZ4ENCE
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-07 16:00:49
February 07 2016 15:41 GMT
#698
I got rapid fire for my sniper :D Yea that thing is pretty good when paired with Serial.

Ok, Faceless units are not counted in the unit counter from the Shadow building that gives info on missions apparently.
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 07 2016 15:54 GMT
#699
ok i just realized that this overdrive stimpack is one use only and with one use i mean one use and you have to rebuild it.
for that it is kinda underwhelming even though still very strong.
zev318
Profile Joined October 2010
Canada4306 Posts
February 07 2016 16:30 GMT
#700
i dont remember getting anything after completing AWC?
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