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XCOM 2 - Page 90

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Sermokala
Profile Blog Joined November 2010
United States14051 Posts
September 11 2017 15:39 GMT
#1781
I have all my team members have flashbangs for most of the game. The way they neuter a lot of enemies is unparalleled and can save you a lot of the time. Even assults early I find the minus one to mobility is a fair sacrifice for a flashbang.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
Last Edited: 2017-09-11 16:14:25
September 11 2017 16:13 GMT
#1782
What difficulty are you playing at? In my commander playthrough, I feel I would usually rather have a grenade to blow up cover and kill things faster. The only exception (though it's relevant enough to warrant bringing a single on early missions) is stopping mind control.
Bora Pain minha porra!
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2017-09-11 16:28:17
September 11 2017 16:25 GMT
#1783
Flashbang always cool to deal with the accidental double pod, that would put your soldier in high danger with their abilities. Or to prevent the psy alien types from being annoying survivable.
And Lost don't care if you flash stuff haha. Of course if you don't have flankers. Blowing up everything in your way works too.
Lancers still can't melee when disoriented. Atleast my Lancer couldn't heh. They have been a rare sight for me. Unlike the running advent bombs >.<
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 11 2017 20:26 GMT
#1784
On September 12 2017 01:25 FeyFey wrote:
Flashbang always cool to deal with the accidental double pod, that would put your soldier in high danger with their abilities. Or to prevent the psy alien types from being annoying survivable.
And Lost don't care if you flash stuff haha. Of course if you don't have flankers. Blowing up everything in your way works too.
Lancers still can't melee when disoriented. Atleast my Lancer couldn't heh. They have been a rare sight for me. Unlike the running advent bombs >.<

Lost do care if you use Flashbangs. Like normal grenades, Flashbangs also summon more Lost
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 12 2017 10:31 GMT
#1785
Oh guess then I had removed all lost prior to using it last time or just got lucky.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 12 2017 13:15 GMT
#1786
On September 12 2017 19:31 FeyFey wrote:
Oh guess then I had removed all lost prior to using it last time or just got lucky.

I tried to use it on a Chosen. I found out they are immune to Flashbangs and managed to summon more Lost :D
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
Last Edited: 2017-09-16 00:38:58
September 16 2017 00:37 GMT
#1787
Not really a fan of the chosen, it feels like the alien boss DLC where it just messes up the game's balance. Throwing a superpowered boss into a mission, that randomly appears and disables a soldier, just doesn't mesh well with the balance they already had in the game.
Isualin
Profile Joined March 2011
Germany1903 Posts
Last Edited: 2017-09-16 10:36:01
September 16 2017 10:26 GMT
#1788
edit: wrong topic sorry
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
Mercy13
Profile Joined January 2011
United States718 Posts
September 16 2017 20:18 GMT
#1789
PSA: On the resistance faction missions where you rescue an agent plus 1 or 2 soldiers, if you activate the soldiers while in concealment the soldiers are in concealment also : )

On the other hand when you activate the agent (engineer/scientist) it seems to break concealment.

I was able to get a flawless mission, 96 intel, a scientist, and 2 sharpshooters early on in my L/I campaign by activating the sharpshooters (before the scientist) with my reaper and then sitting back and relaxing while the lost and advent beat each other up.
Mercy13
Profile Joined January 2011
United States718 Posts
September 21 2017 03:40 GMT
#1790
Finally did it : )

[image loading]

A few thoughts:

1. After my first campaign on Veteran I posted something about not being too impressed with reapers. That may have been the dumbest thing I've posted on TL, which is a high bar to clear. When used well they pretty much break the game. The ability that makes kill shots not reveal them means they are great at mopping up, and banish + repeater is just silly. Nothing like one-shotting the archon king with 120 health. Also I think remote start is the funnest ability in the game.

2. The bond system can also be abused pretty aggressively. Most attack actions end a soldier's turn, but they still only take one action. This means that you can shoot with soldier A, take an action from soldier B, and then attack with both of them again. Or use duel strike and attack with one of them three times. It's almost like having an extra soldier during key turns. Or you can just attack a lot with a single soldier. One mission my ranger took two actions from her bond mate and one from my skirmisher and was able to fire her shotgun five times in one turn and wipe out a whole pod.

3. The best resistance orders are the ones that give you more time to complete missions. I got the one which gives you +2 on the turn counter pretty early on, so I was able to play much more carefully during the most challenging part of the game. I had fewer injuries and deaths as a result, and my snowball got rolling sooner than in other campaigns. Most people seem to think tactical awareness (the one that causes enemies revealed on your turn to lose an action on their next turn) is better, but I found that having the extra turns allowed me to move deliberately enough to not worry about activating pods before I was ready.

4. Unlike reapers, I think the templars are pretty unimpressive on Legend difficulty. They don't do enough damage to one shot chryssalids or faceless even at full focus, so bladestorm can't be used to wipe out whole pods like on the lower difficulties. I also had a difficult time using their melee attack without activating additional pods. I think their best use is as a support unit in the mid game - using volt to get +15 aim, and amplify. Also invert was fun to use on chosen sometimes. Still I found on legend that I mostly just used my templar to throw mimic beacons and pass actions to other soldiers. I think reapers and skirmishers are better options.




-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2017-09-21 07:07:39
September 21 2017 07:06 GMT
#1791
About 4. I am using a Templar heavily in my L/I run and I find them super useful, at least for the moment. I have yet to reach Plasma tier and face strongest enemies. But so far they have been good at 100% chance to murder someone you need murdering and they take one shot in the face during enemy turn without effect. I just wish they would be able to kill Spectre as well when they move next to them to take them over..
But yea, Banish with its OP damage is for sure better to take out a high value target that has massive HP.
Razhil
Profile Joined May 2011
Belgium208 Posts
September 21 2017 08:07 GMT
#1792
About 3, I think the best resistance order is that one :

Infiltrate: Mission Timers will only activate when concealment is broken.

This usually lets me win way more than 2 turns. I can spy the whole map with my Reaper if I want to without feeling pressured.

(Also the one that remove the Ambush mechanic from the covert ops is welcome, I hate those 2-man missions.)
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 21 2017 09:04 GMT
#1793
On September 21 2017 17:07 Razhil wrote:
About 3, I think the best resistance order is that one :

Infiltrate: Mission Timers will only activate when concealment is broken.

This usually lets me win way more than 2 turns. I can spy the whole map with my Reaper if I want to without feeling pressured.

(Also the one that remove the Ambush mechanic from the covert ops is welcome, I hate those 2-man missions.)

Send a Reaper or Concealment Ranger on medium and high chance ones and don't fight anyone.
Mercy13
Profile Joined January 2011
United States718 Posts
Last Edited: 2017-09-21 13:05:57
September 21 2017 12:54 GMT
#1794
On September 21 2017 16:06 -Archangel- wrote:
About 4. I am using a Templar heavily in my L/I run and I find them super useful, at least for the moment. I have yet to reach Plasma tier and face strongest enemies. But so far they have been good at 100% chance to murder someone you need murdering and they take one shot in the face during enemy turn without effect. I just wish they would be able to kill Spectre as well when they move next to them to take them over..
But yea, Banish with its OP damage is for sure better to take out a high value target that has massive HP.


Maybe you're better than I am at not activating extra pods... it seemed like every time I killed something with the Templar he activated more enemies.

Edit: Also my Templar didn't roll bladestorm this run. I think that might have caused him to be much less useful.

On September 21 2017 17:07 Razhil wrote:
About 3, I think the best resistance order is that one :

Infiltrate: Mission Timers will only activate when concealment is broken.

This usually lets me win way more than 2 turns. I can spy the whole map with my Reaper if I want to without feeling pressured.


(Also the one that remove the Ambush mechanic from the covert ops is welcome, I hate those 2-man missions.)



I didn't get that one until the end of my run, but I agree it sounds pretty effective.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 21 2017 13:29 GMT
#1795
On September 21 2017 21:54 Mercy13 wrote:
Show nested quote +
On September 21 2017 16:06 -Archangel- wrote:
About 4. I am using a Templar heavily in my L/I run and I find them super useful, at least for the moment. I have yet to reach Plasma tier and face strongest enemies. But so far they have been good at 100% chance to murder someone you need murdering and they take one shot in the face during enemy turn without effect. I just wish they would be able to kill Spectre as well when they move next to them to take them over..
But yea, Banish with its OP damage is for sure better to take out a high value target that has massive HP.


Maybe you're better than I am at not activating extra pods... it seemed like every time I killed something with the Templar he activated more enemies.

Edit: Also my Templar didn't roll bladestorm this run. I think that might have caused him to be much less useful.

Yea, Templar without Bladestorm loses half his damage output (and vs Lost is mostly useless)
Godwrath
Profile Joined August 2012
Spain10133 Posts
Last Edited: 2017-09-21 22:00:41
September 21 2017 21:57 GMT
#1796
Tactical awareness is better. Not only it works in non timed missions, but you actually use it to be very aggressive for that reason. You can exploit it because flanked enemies will always use move as their actions. It also alleviates a lot getting extra pods (which no matter how good you are, happens). I can see how for people who are extra careful it might sound better the 2 extra turns, but i went for tactical awareness and extra shredding for my first to go intelligences and never looked back. You just rush the enemies, you activate a second pod ? No big dealm flank, or strip cover and they won't shoot at you.

At the end of the day, VIP missions give you plenty of time, and failing a mission isn't that important once you got done your first ones.

The templars lose their power on plasma tier, but by that point they fulfilled their purpose, specially if you got a fortify, reaper, bladestorm genius like i did. It is extra fun on Lost missions where you can use reaper to AOE down advent easilly ;p

Piece of advice, if you are sending your templar or assault deep against the enemy and you might think there could be alien pods. Send him first before you do anything with other soldiers, and do the regular movement, and then dash + melee. It can save you a lot of trouble sometimes.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2017-09-22 08:27:33
September 22 2017 08:26 GMT
#1797
On September 22 2017 06:57 Godwrath wrote:
Tactical awareness is better. Not only it works in non timed missions, but you actually use it to be very aggressive for that reason. You can exploit it because flanked enemies will always use move as their actions. It also alleviates a lot getting extra pods (which no matter how good you are, happens). I can see how for people who are extra careful it might sound better the 2 extra turns, but i went for tactical awareness and extra shredding for my first to go intelligences and never looked back. You just rush the enemies, you activate a second pod ? No big dealm flank, or strip cover and they won't shoot at you.

At the end of the day, VIP missions give you plenty of time, and failing a mission isn't that important once you got done your first ones.

The templars lose their power on plasma tier, but by that point they fulfilled their purpose, specially if you got a fortify, reaper, bladestorm genius like i did. It is extra fun on Lost missions where you can use reaper to AOE down advent easilly ;p

Piece of advice, if you are sending your templar or assault deep against the enemy and you might think there could be alien pods. Send him first before you do anything with other soldiers, and do the regular movement, and then dash + melee. It can save you a lot of trouble sometimes.

Not true. There are also old VIP missions with 12 turns where you must evacuate on the other side of the map or lose soldiers. These missions also always have big enemy numbers. And just like in vanilla Xcom 2, these missions are still the most bullshit mission in the game.
At least with dark event missions if you fail them you keep your soldiers.
Godwrath
Profile Joined August 2012
Spain10133 Posts
Last Edited: 2017-09-22 10:15:12
September 22 2017 10:11 GMT
#1798
Completely true man if you can dash withouth worrying hard on spotting new pods, which is why i am talking that 12 turns is more than enough with tactical awareness. I got mine pretty quick and have 3 turns or more left, even in the longest maps with ballistics was the norm.

It is actually kind of funny because at some points you actually prefer to spot aliens in your turn because it is as close to getting two rounds of combat for free as it gets.
Mercy13
Profile Joined January 2011
United States718 Posts
September 22 2017 13:47 GMT
#1799
Maybe it depends on your play style? There are enough mediocre orders that if tactical awareness and +turns are available I would definitely take them both. But if I can only get one I'd probably take the extra turns.

That's a good point about flanking forcing them to move, but this isn't as effective against the enemies who can't be flanked. I have a special hatred for mecs.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 22 2017 14:12 GMT
#1800
The biggest issue I have with Xcom 2 WotC is that the posters you make can’t be directly posted to twitter or other social media. One does not make a photo mode and then made me alt tab out of the game and dig through screen shots.
I have the Honor to be your Obedient Servant, P.6
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