XCOM 2 - Page 87
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FeyFey
Germany10114 Posts
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Godwrath
Spain10091 Posts
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Mercy13
United States718 Posts
Any suggestions besides doing a better job of spreading out? Should high ground be avoided when mecs are around? | ||
Godwrath
Spain10091 Posts
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Mercy13
United States718 Posts
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Godwrath
Spain10091 Posts
To alleviate that you need the enfermery pretty early. While i did things differently, if i had to change my build order it would be : GTS Covert missions ring Enfermery Power relay | ||
Latham
9516 Posts
All the more reason to build the infirmary as one of your very first buildings on legend. I go Guerilla Tactics School (squad sizes are a must have ASAP), Resistance Ring and Infirmary on my very top level of the Avenger. | ||
Warri
Germany3208 Posts
Wanted to replay the mission but somehow it only autosaved the first three turns.. On the other hand i also had a very lucky turn. Priest goes stasis on 1hp, in enemy turn a pod of andromedon + 2 codex adds. The priest comes out of stasis and casts holy warrior on the andromedon, which gives him 6 shield. Without knowing, i kill the priest and the andromedon gets 18 dmg from that and goes into melee mode. I throw a mimic beacon and end the turn. The 2 codex teleport to the beacon, go to cover and shoot it, the andromedon charges the beacon and melees it, which destroys the cover of both codexes. Easy shooting for me next turn :D | ||
Latham
9516 Posts
On September 07 2017 03:51 Warri wrote: Wow found another bug that is pretty annoying. Had one of those missions where you have to knock out a VIP and get him to the evac zone. Moved all soldiers to the evac zone and pressed evac before they arrive as i usually do to make it faster. So its move, 3 3 tab move 3 3 tab etc. Apparently, it counts as evac before the soldier arrives in the zone, so technically the VIP wasnt carried to the zone at the time my soldier evacced and so i didnt get objective done for that. Wanted to replay the mission but somehow it only autosaved the first three turns.. On the other hand i also had a very lucky turn. Priest goes stasis on 1hp, in enemy turn a pod of andromedon + 2 codex adds. The priest comes out of stasis and casts holy warrior on the andromedon, which gives him 6 shield. Without knowing, i kill the priest and the andromedon gets 18 dmg from that and goes into melee mode. I throw a mimic beacon and end the turn. The 2 codex teleport to the beacon, go to cover and shoot it, the andromedon charges the beacon and melees it, which destroys the cover of both codexes. Easy shooting for me next turn :D This also happens if you evac the soldier carrying the VIP last. It's not a new bug, been there since day 1 of vanilla. I guess they don't care enough to fix it though. Just keep telling yourself that while playing that you need to extract the VIP or soldier carrying the VIP first. It'll become a habit eventually. | ||
xDaunt
United States17988 Posts
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Mercy13
United States718 Posts
Edit: It wasn't too difficult to deal with on normal missions, but it was brutal on missions where you don't start concealed or longer missions like the black site. | ||
Latham
9516 Posts
Early game is still the hardest, getting progressively easier as time goes on. Nothing really changed in the tree tech, so you'll want to beeline to magnetic weapons anyway. You might get an inspiration or a breakthrough tech that might make you consider researching something else other than mag weapons asap, but tech tree feels largely untouched from vanilla. You'll want mag weapons about the time mutons start hitting the field. Preferably before. Building order I dunno, but I think you'll want infirmary very soon, getting your guys hit once to become gravely wounded and being out of action for 40+ days at once WILL deplete your roster very quickly if you don't build the infirmary. Otherwise resistance comms and power supply will cuck you if you neglect them, but I guess its part of the vanilla experience too. A new building called Resistance Ring is another thing you'll want super early on. It gives you covert missions to send soldiers on. You can get just about any reward from these covert ops - supplies, intel, reaper/skirmisher/templar bonus soldier, shave off avatar progress, scientists, engineers. You get hero classes and chosens to fight. The chosen are a bit OP especially early on and can appear on any given mission including retaliation strikes, which can throw a big wrench into your plans. If they come at a bad time it WILL force you to abandon the mission or you can let a soldier be captured and they retreat. Adds a bit more flavor to the whole ground mission campaign IMO. If you're worried about Avatar Project looming over you like a time bomb, with WotC it is now easier than ever to delay it to infinity and beyond with covert ops and destroying research sites. But research sites are still guarded by Ruler Aliens if you have the DLC. A bit less OP than vanilla rulers but still a pain in the dickhole regardless. Soldiers, even if not wounded will become fatigued after a mission and if you send them on one after the other the fatigue will accumulate and they'll refuse to be sent on any more for a time. Slower rank progression I feel. No more super fast captains for squad size 2. Overall I feel the pacing has been slowed down to enjoy the game more, tech tree feels no different, build order will change up a tiny bit but power/comms will cockblock you regardless, ground missions have more flavor to them. On September 07 2017 05:20 Mercy13 wrote: Is there any way getting the Lost World DE early on isn't run ending? : ( Edit: It wasn't too difficult to deal with on normal missions, but it was brutal on missions where you don't start concealed or longer missions like the black site. Roll "Hit Between the Eyes" resistance order from Reapers that lets you 1-shot any lost regardless of HP as long as you hit. Makes a sniper with even basic pistol mow down literally hordes of them every fucking turn. But Lost World DE AFAIK is bugged right now - it doesn't rotate out at the start of a new month, so yeah right now its gamebreaking without Hit Between the Eyes. | ||
Mercy13
United States718 Posts
On September 07 2017 04:45 xDaunt wrote: Is legendary fun with the expansion or is it still a bit of a chore with little room for deviation in strategy/build order? I like the tactical challenge of legendary in vanilla and am definitely a legendary-caliber player, but I hate the legendary macro game and how limited you are in effective options given how scarce time is as a resource. I'm not a great player so take this with a grain of salt. I think the order you build facilities is still pretty constrained, but there are a few new mechanics that add a lot of strategic flexibility in other areas. In particular they reworked how research works and added a covert missions mechanic. For research, in addition to the old system they added inspirations and breakthroughs. Both have to be started immediately in order to get them. Inspirations allow you to research something quicker, and breakthroughs give you random benefits like additional upgrade slots for weapons or additional damage. You have to choose whether to pursue these, or go for more standard research. Covert missions allow you to send soldiers out to gather resources and upgrades, and to unlock new resistance orders. The resistance orders provide benefits you can choose each month. Sort of like reverse dark events. There are A LOT to choose from, and it's often genuinely difficult to choose which ones to take. It's still definitely deeper on the tactics side of things but I think they did a good job adding more strategic options as well. | ||
Mercy13
United States718 Posts
On September 07 2017 05:36 Latham wrote: Hmmm how to put this... Early game is still the hardest, getting progressively easier as time goes on. Nothing really changed in the tree tech, so you'll want to beeline to magnetic weapons anyway. You might get an inspiration or a breakthrough tech that might make you consider researching something else other than mag weapons asap, but tech tree feels largely untouched from vanilla. You'll want mag weapons about the time mutons start hitting the field. Preferably before. Building order I dunno, but I think you'll want infirmary very soon, getting your guys hit once to become gravely wounded and being out of action for 40+ days at once WILL deplete your roster very quickly if you don't build the infirmary. Otherwise resistance comms and power supply will cuck you if you neglect them, but I guess its part of the vanilla experience too. A new building called Resistance Ring is another thing you'll want super early on. It gives you covert missions to send soldiers on. You can get just about any reward from these covert ops - supplies, intel, reaper/skirmisher/templar bonus soldier, shave off avatar progress, scientists, engineers. You get hero classes and chosens to fight. The chosen are a bit OP especially early on and can appear on any given mission including retaliation strikes, which can throw a big wrench into your plans. If they come at a bad time it WILL force you to abandon the mission or you can let a soldier be captured and they retreat. Adds a bit more flavor to the whole ground mission campaign IMO. If you're worried about Avatar Project looming over you like a time bomb, with WotC it is now easier than ever to delay it to infinity and beyond with covert ops and destroying research sites. But research sites are still guarded by Ruler Aliens if you have the DLC. A bit less OP than vanilla rulers but still a pain in the dickhole regardless. Soldiers, even if not wounded will become fatigued after a mission and if you send them on one after the other the fatigue will accumulate and they'll refuse to be sent on any more for a time. Slower rank progression I feel. No more super fast captains for squad size 2. Overall I feel the pacing has been slowed down to enjoy the game more, tech tree feels no different, build order will change up a tiny bit but power/comms will cockblock you regardless, ground missions have more flavor to them. Roll "Hit Between the Eyes" resistance order from Reapers that lets you 1-shot any lost regardless of HP as long as you hit. Makes a sniper with even basic pistol mow down literally hordes of them every fucking turn. But Lost World DE AFAIK is bugged right now - it doesn't rotate out at the start of a new month, so yeah right now its gamebreaking without Hit Between the Eyes. Thanks, I just found a mod that says it fixes it. I was wondering why they kept coming even after the tag had left. I had like a 2 hour long retaliation mission because a new swarm spawned every time I tried to move forward. Oh well, there's another campaign down the drain. Have you tried lost lures? I was thinking I probably should have built those as well. | ||
xDaunt
United States17988 Posts
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Plansix
United States60190 Posts
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Latham
9516 Posts
On September 07 2017 05:45 xDaunt wrote: Is AWC gone? Or was the healing function simply stripped out of it and put into the infirmary? AWC is gone, split into 2 new buildings - Infirmary that improves wound heal time and can remove soldier phobia, and the Training Center where you buy additional solider skills with points acquired on missions or from ranking up. Kinda a bit like hidden abilities.. but no longer hidden, and you gotta pay for 'em now. You can also buy the other promotion skill that you didn't choose from rank up, so in theory you can have both skill trees now on 1 guy. | ||
xDaunt
United States17988 Posts
On September 07 2017 06:00 Latham wrote: AWC is gone, split into 2 new buildings - Infirmary that improves wound heal time and can remove soldier phobia, and the Training Center where you buy additional solider skills with points acquired on missions or from ranking up. Kinda a bit like hidden abilities.. but no longer hidden, and you gotta pay for 'em now. You can also buy the other promotion skill that you didn't choose from rank up, so in theory you can have both skill trees now on 1 guy. Ah, sweet. So now I can guarantee that I get my guardian blademaster rangers. I love planting those fuckers right in the middle of reinforcement drops. | ||
Plansix
United States60190 Posts
On September 07 2017 06:12 xDaunt wrote: Ah, sweet. So now I can guarantee that I get my guardian blademaster rangers. I love planting those fuckers right in the middle of reinforcement drops. You will love the templar, which is like if Xcom had a protoss dropped in it from tier 1. | ||
Mercy13
United States718 Posts
On September 07 2017 06:12 xDaunt wrote: Ah, sweet. So now I can guarantee that I get my guardian blademaster rangers. I love planting those fuckers right in the middle of reinforcement drops. Until the drop includes purifiers : ) | ||
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