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XCOM 2 - Page 57

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SagaZ
Profile Blog Joined May 2009
France3460 Posts
February 13 2016 07:24 GMT
#1121
I want to say that snipers aren't that good but then I see that my sniper has 2x more kills than the rest of the squad.
stacking aim and anti mech bullets, that refund action on kill is amazing.

They also make activation extremely easy with a stealth ranger.
Be nice, buy wards and don't feed double buff.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 13 2016 12:53 GMT
#1122
On February 13 2016 03:01 Latham wrote:
Show nested quote +
On February 13 2016 02:38 -Archangel- wrote:
On February 13 2016 00:33 Latham wrote:
I'd agree with killzone missing a lot. I feel like its just a waste of ammo actually. Out of 6 enemies you'll hit maybe 1. While lightning hands, faceoff and fanfire actually get things done.
Overwatch in general is pretty shitty this game. Between max range overwatch which has some disgusting penalties and sprinting opponents that get dodged: grazed, later on in the game I find myself just hunkering down more. The aliens have better AIM than you anyway, hitting max range shots roughly 50% of the time, even plain old stupid ADVENT troopers.

Only thing that cripples the pistol is huge amounts of armor - Sectopods, gatekeeper that have generally 5-6 armor making the pistol hit only for 2-3 each shot.

You reduce armor with your grenades first. Also get EMP rounds for the sniper, mech units are mostly those with armor and you can use extra damage vs them.


I run 2 grenadiers with Shred and 1 of them has acid nade, the other flashbang + both of them have 1 plasma grenade each. I know how to shred bro. I'm just saying that other soliders say support, sniper, ranger can deal respectable damage themselves and should not be forced to gimp themselves in order to armor shred instead of dealing their own damage.

This bring me to the 6 solider composition you want to run - What is your ideal composition?
I've changed things up from 2 grens 2snipers 1ranger 1specialist to -1 sniper +1psi ops. IMO 2 grens are absolutely necessary not only for nade spam but those mechs. Psi Ops is OPopie also with null lance, domination, self-revival and all those other goodies, but I can't seem to fit a 2nd one in. I was thinking about take out 1 of the heavies but... well, it's a heavy.

Yea, that is what I do. 1 sniper, 2 grenades, 1 Psi Ops, 1 scouting ranger and 1 healbot specialist.
daemir
Profile Joined September 2010
Finland8662 Posts
February 13 2016 13:12 GMT
#1123
Psi ops scale exponentially to the number you bring, but the long training time means you can't immediately rely on multiples. Just keep training more of them while you play with a grenadier based squad. Once you hit 4 highly trained psi-ops (if your game goes that long), just swap over. MCing 4 aliens (over a full pod!) turns any mission into child's play. Expendable meatshield scouts ftw.
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 13 2016 13:15 GMT
#1124
well you can probably end the game before you have 4 strong psi ops even if you rush them.
daemir
Profile Joined September 2010
Finland8662 Posts
February 13 2016 13:17 GMT
#1125
I was up to 3.5 trained ones before I opened the last mission on this run, but I could probably have opened it earlier.
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 13 2016 13:41 GMT
#1126
On February 13 2016 14:09 deth2munkies wrote:
I dunno. Having a sniper that has an Aim PCS, Scope, and Extended mag who Kill Zones a pack that you pull by grenading it can usually take out the entire thing. I remember doing that to a double muton Andro + triple Advent pack. Only survivor after the OW shots was the Andro.

That and maybe it's just me, but my grenadiers have never hit anything. In the entire game. Even on 90%+ shots. They just can't shoot anything that's not a grenade.

You need to put aim PCS on grenadiers, as you would do with any class except the shotgun that you want to hit something lategame to be honest. The -X defense can be a bitch. I had one with Aim PCS + Scope + Superior expanded maganize. He was a beast.
Latham
Profile Blog Joined May 2007
9568 Posts
Last Edited: 2016-02-13 13:50:36
February 13 2016 13:46 GMT
#1127
Can we talk about the ending? + Show Spoiler [Ending] +
So... what exactly happened there? The commander got out of the avatar safely (or not?).
The Ethereals got his avatar body I presume, 3 or 4 minds sharing 1 avatar body? Or did it die in the explosion of the underwater facility? Does it even need air to breathe or can it just chill underwater for however long it wants?
Your squad may or may not have escaped, the facility got destroyed but the Ethereals' sarcophagi were still semi-active in the cutscene (glowing) and... the purple light in the depths... A throwback to "Terror from the Deep" perhaps?

Did the commander really get out safely? Or maybe did an ethereal overpower him and possessed him and now his real body?
Will the ethereals corrupt some aquatic creatures to make into their pawns or has there been something under the sea all along? Sharkpeople?! Stonefish launchers?! C'thulu magi?! Bluering octopi poison?!
Also, the Moon? Moon base? Yes? Would be fun? They came from outerspace, afterall.

DLC? Proper Xpack? XCOM 3?


About PCS: From my humble experience with them, you always want AIM PCSes. I don't think others come close, at least I haven't found more useful ones.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
daemir
Profile Joined September 2010
Finland8662 Posts
February 13 2016 13:59 GMT
#1128
Mobility PCS on your scout. Scouting in this game is much like in starcraft, you'll wanna do it well to avoid any nasty surprises. Also, mobility on your psi-ops as well, they might as well not carry a gun for all the good it does to them. Stick some SMGs for more movement, positioning for powers is more important.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2678 Posts
February 13 2016 14:07 GMT
#1129
On February 13 2016 22:46 Latham wrote:
Can we talk about the ending? + Show Spoiler [Ending] +
So... what exactly happened there? The commander got out of the avatar safely (or not?).
The Ethereals got his avatar body I presume, 3 or 4 minds sharing 1 avatar body? Or did it die in the explosion of the underwater facility? Does it even need air to breathe or can it just chill underwater for however long it wants?
Your squad may or may not have escaped, the facility got destroyed but the Ethereals' sarcophagi were still semi-active in the cutscene (glowing) and... the purple light in the depths... A throwback to "Terror from the Deep" perhaps?

Did the commander really get out safely? Or maybe did an ethereal overpower him and possessed him and now his real body?
Will the ethereals corrupt some aquatic creatures to make into their pawns or has there been something under the sea all along? Sharkpeople?! Stonefish launchers?! C'thulu magi?! Bluering octopi poison?!
Also, the Moon? Moon base? Yes? Would be fun? They came from outerspace, afterall.

DLC? Proper Xpack? XCOM 3?


About PCS: From my humble experience with them, you always want AIM PCSes. I don't think others come close, at least I haven't found more useful ones.


+move is extremely nice. People usually underrate movement but not only does it shorten missions which help with timers but it generally means you get better cover and more flanks.
It's best on rangers of course but if you don't have +aim it's pretty good on snipers and anyone else as well.

What do you guys think is the best weapon mods? For me it's in order of importance:

Rangers: laser sight, reload, whatever
Specialists: stocks, repeaters, whatever
Snipers: scope, extended mag (free reload works but mag is much better), hair triggers
Grenadiers: scope, extended mag or free reloads, repeaters
Psi: stocks, repeaters, whatever

Also people keep saying that mag weapons are more important than armor. I don't know how people can afford it. You have to research 3 things instead of one and it costs like 3-4x as much to get the upgrades. I get that damage is better but it's so freaking expensive to get your snipers and grenadiers kitted out with it early on.

If I do a second run I'm also thinking about just doing something totally different and rushing Psi + AWC instead of GWC and mag weapons or armor.
Probably 1 ranger, 2 grenadiers and 1 specialists until you get a trained psi op. It's going to suck not having a sniper early on with the early squadsize boost but on the other hand you don't get it until people have leveled a bit anyway and with reduced healing time you should be fine.
waaaaaaaaaaaooooow - Felicia, SPF2:T
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-13 14:13:50
February 13 2016 14:10 GMT
#1130
Tip if you really plan to rush straight to psi without weaps/armor is to bring as many grenadiers as you can. You'll need those nades to nuke cover and aliens. It will be a long time before you have psi-ops that are actually worth having in a mission and every kill they take during those missions is XP out of someone who actually levels from kills. It'll be near the end of 2nd month I'd reckon before you get your first psi units to field with 2 abilities. And if you get bad luck, you'll roll something like insanity with no upgrade or inspire or similar on the first skills. You really need things like stasis or rift or lance to make them worth having super early on, though if you get lance, then that's one hell of an ace to have.
Gorsameth
Profile Joined April 2010
Netherlands22005 Posts
February 13 2016 14:14 GMT
#1131
On February 13 2016 22:46 Latham wrote:
Can we talk about the ending? + Show Spoiler [Ending] +
So... what exactly happened there? The commander got out of the avatar safely (or not?).
The Ethereals got his avatar body I presume, 3 or 4 minds sharing 1 avatar body? Or did it die in the explosion of the underwater facility? Does it even need air to breathe or can it just chill underwater for however long it wants?
Your squad may or may not have escaped, the facility got destroyed but the Ethereals' sarcophagi were still semi-active in the cutscene (glowing) and... the purple light in the depths... A throwback to "Terror from the Deep" perhaps?

Did the commander really get out safely? Or maybe did an ethereal overpower him and possessed him and now his real body?
Will the ethereals corrupt some aquatic creatures to make into their pawns or has there been something under the sea all along? Sharkpeople?! Stonefish launchers?! C'thulu magi?! Bluering octopi poison?!
Also, the Moon? Moon base? Yes? Would be fun? They came from outerspace, afterall.

DLC? Proper Xpack? XCOM 3?


About PCS: From my humble experience with them, you always want AIM PCSes. I don't think others come close, at least I haven't found more useful ones.

+ Show Spoiler +
A lot is not explicit so this is ofcourse just my own interpretation.

The commander's mind got out since your waking up at the end. that is 100%.
It is unknown if the Avatar body got out but I would assume so since Shen made it clear the connection could not be broken.
Your squad got out. They are gone when the screen goes back to the base after the portal first closes. The Commander reopens the portal and the squad gets through. Ethereals attack him before he gets through himself.
It is very strongly implied with the beam battle that the Commander overpowers the Ethereals. If they are dead dead is unclear.

The purple light seems like a clear throwback to TftD. The cause is unclear, could be a remnant of the defeated Ethereals spirits or something else entirely.

And there is still the great consuming thing that drove the Ethereals from their homeworld.
It ignores such insignificant forces as time, entropy, and death
Gorsameth
Profile Joined April 2010
Netherlands22005 Posts
Last Edited: 2016-02-13 14:22:15
February 13 2016 14:18 GMT
#1132
On February 13 2016 23:10 daemir wrote:
Tip if you really plan to rush straight to psi without weaps/armor is to bring as many grenadiers as you can. You'll need those nades to nuke cover and aliens. It will be a long time before you have psi-ops that are actually worth having in a mission and every kill they take during those missions is XP out of someone who actually levels from kills. It'll be near the end of 2nd month I'd reckon before you get your first psi units to field with 2 abilities. And if you get bad luck, you'll roll something like insanity with no upgrade or inspire or similar on the first skills. You really need things like stasis or rift or lance to make them worth having super early on, though if you get lance, then that's one hell of an ace to have.

You can't actually rush Psi that fast. You will complete Mag Weapons/Armor before you can actually get your first Psi ops out in the field.
Your waiting for a scientist (needed for Sectoid autopsy) and your waiting a long time for Elerium (needed for Psi research).
Took me until the 6e April before getting Elerium.

As for why weapons > Armor?
Your not going to win attrition battles, the more damage you take the more recovery, the more risks of actually dying ect.
It is better to kill the aliens before they can hurt you then live slightly longer when they do hurt you.
Between Flashbangs and Mimic Beacons you should not be getting shot at enough for the armor to be critical. Atleast not for the limit time where you can have 1 tech but not the other.
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2016-02-13 14:23:55
February 13 2016 14:20 GMT
#1133
I'm sure that's down to RNG, you could get an early scan event for alloys+elerium. Do some squares of digging the ship give elerium? I know you get supplies and alloys. I wonder if the blackmarket sells any during the first month.
Gorsameth
Profile Joined April 2010
Netherlands22005 Posts
February 13 2016 14:23 GMT
#1134
On February 13 2016 23:20 daemir wrote:
I'm sure that's down to RNG, you could get an early scan event for alloys+elerium. Do some squares of digging the ship give elerium? I know you get supplies and alloys.

Elerium on the ship is from the power coil sections which are to far down the ship to get in time.
But yes its down to rng when you get a supply raid or scan event. Sadly the Blacksite does not grant elerium.
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
February 13 2016 14:24 GMT
#1135
Well the coil locations are random, the current game I'm playing, I had a coil on the 3rd row directly down from the one spot I started open. So I could dig that out real quick.
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 13 2016 14:35 GMT
#1136
i think you can get elerium from the black market every month. so that shouldnt be an issue if you really want to rush psi.
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 13 2016 15:06 GMT
#1137
I never get the 3 Mods on weapon continental bonus. Such is my luck, i keep getting the recruits now cost 10 instead of 40 for the first one, and my starting continent is like 70% of the time Asia. Super useful.
forsakeNXE
Profile Joined October 2011
Germany539 Posts
February 13 2016 15:09 GMT
#1138
I really want a mod, that lets me chose the class of my rookies from the start =(
Let's learn together!
CuddlyCuteKitten
Profile Joined January 2004
Sweden2678 Posts
February 13 2016 15:18 GMT
#1139
I have played 3 starts and got a supply raid early on for every single one before black market got revealed and all of them have elerium crystals. Also black market. Or reroll start for powercoil. What is really going to set you back is that you need a scientist for the autopsy and you need an enginer to get buildings.
If you take a scientist reward on your first mission you can take the tech going but you really need to excavate which will be slow. Plus if you get guerilla center to train grenadiers and get squadsize and beeline for psylab you dont get resistance coms untill after you build your powerstation which given you lack engineers will take a while.

However psi operatives do train pretty fast, 5 days with an enginer is like 6 levels a month.
waaaaaaaaaaaooooow - Felicia, SPF2:T
daemir
Profile Joined September 2010
Finland8662 Posts
February 13 2016 15:40 GMT
#1140
Don't forget you can pause one research and do something in between. I do this for comms every time, I feel it's too important to delay, but it's not available directly to research.
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