Just had the best match. It was a "Destroy Comm. Relay" in sewers. First I killed 2 pods that clumped together during conceal in 1 shot by combining a grenade with a reaper claymore. Then the next round, the chosen (assassin) appeared, right below my concealed reaper who then 1 shot her instantly because of the repeater attachment the reaper had.
Got flawless too boot
[thumb]https://steamuserimages-a.akamaihd.net/ugc/856107890649347605/9BD9243CB348987DEC099A0726347AB7FC79F2E3/[/thumb]
XCOM 2 was 60% off. Why not? Now that I have it barring War of the Chosen for now, anyone know the names of the mods that make character customization fun. I hear that was a massive improvement over the last one.
First time XCOM 2 player here and I feel like I'm doing something wrong. Every mission I go on I seem woefully unprepared for the mission at hand, and it's not like I can wait for them and bulk up, the game complains and wants me to do the missions now.
Anyone recommend a guide? I'm think i'm struggling with research.
From the looks of your steam profile you don't have any experience with Enemy Unknown, which was basically drill camp for most players.
I can't say what you're doing wrong without seeing you play, so I'll give basic rundown of good habits
-Never make a full move. Move every soldier within 'blue range' so that they have an action available if you reveal upon a group or 'pod' of aliens while moving.
-Always have full cover (especially if you have the high ground), it takes away 40 from the enemy chance to hit. Half cover only takes away 20. Unless you have an absolute tank in the lategame, finding full cover should be a higher priority than shooting.
-Flashbangs. Love your flashbangs. Marry your flashbangs. Early game you should have at least half the squad equipped with them. They take off enemy aim, which can sometimes make your units in high cover actually impossible to hit. And most importantly they disable a huge variety of alien abilities. Pectoids can't use Psi abilities, snakes let go, Mutons won't [redacted for FUN], enemy Overwatch is removed (important), Stun Lancers won't use melee attacks (important!), Codex can't teleport or clone (important!!), and hitting the caster of a mind-control will break it (important!!!).
For research, focus on armor and autopsies before story research.
[QUOTE=ScottyWired;52839915]
For research, focus on [b]armor[/b] and autopsies before story research.[/QUOTE]
That's not how you spell "weapons".
[QUOTE=ROFLBURGER;52839627]First time XCOM 2 player here and I feel like I'm doing something wrong. Every mission I go on I seem woefully unprepared for the mission at hand, and it's not like I can wait for them and bulk up, the game complains and wants me to do the missions now.
Anyone recommend a guide? I'm think i'm struggling with research.[/QUOTE]
Early game tips:
- [B]Grenades, grenades, grenades.[/B] On the two lower difficulties grenades are an instant kill on early game troopers, on Commander and Legend it's guaranteed 3 damage with possible cover destruction.
- [B]Go for the flanks, but don't over extend.[/B] A flanking shot is much more accurate and more likely to crit than a regular hit, but they're not worth taking if they leave your soldier exposed.
-[B] Be aware of enemy movement[/B]. The advent troopers can move just as far as a standard XCOM soldier, so while a move may look safe you should consider whether the enemy can move to flank you from your new position.
- The most important tip of all. [b]Advent forces do not get aim bonuses or penalties for range, XCOM soldier do.[/b] Hanging your soldiers back doesn't improve their chances of avoiding being shot.
[editline]31st October 2017[/editline]
Also, ScottyWired is wrong about the research. You want better guns before better armour. On easier difficulties you can weather a hit, on harder difficulties you'll die anyway, and the loss of an equipment slot isn't worth it in the beginning. Get better guns so you can make the enemy dead before they can shoot.
According to a friend, the #1 problem was that I was rushing all the campaign stuff instead of having a proper balance between actual crew strength and campaign progress. Also if a high-ranking crewmember died, I wouldn't restart unless like 3/4 of my team died. I was basically doing a pseudo ironman mode while being retarded with how I spend my supplies. I didn't even have a workshop or a guerilla training center on my first playthrough and those two are the best investments I've made on my second.
#2 problem is of course skill level. I started another game, this time on the lowest instead of veteran, and things are going way too smoothly but I feel like a little bitch because the difficulty is contrasting. Well at least I'm having fun.
Just to add a little here with regards to the Half Cover comment which is not wrong.
The AI always singles out the soldier that is easiest to hit or the lowest hit points (if all soldiers have the same defense). Half Cover soldiers are the easiest to hit by default and thus get shot at the most (after no cover / flanked of course).
relying on half cover is therefore not ideal.
The stats works out like this.
Full Cover = 40 Defense.
Half Cover = 20 Defense.
While half cover alone is 20 worse than Full cover. you actually get equal defense or greater defense by applying any of the following.
Hunkering = 30 Defense + 50 Dodge.
Smoke = 20 Defense
Aid Protocol = 20 Defense.
And yes you can stack Smoke, Aid and Hunker. to give you 90 Defense and 50 dodge. Which is double the effectiveness of full cover (and 10 more) which means the AI is not ever likely to shoot this person anyway, but even if it did there's still the 50 dodge to get past which essentially translates to bascially being untouchable is essenitally overkill aswell. You only need higher defense than the rest of the squad to avoid special advent treatment.
Anyway the point is, Half cover is terrible to fight from without bonus defense, but it's reletively fine to hunker down in.
Edit: This assumes you are in the base game not WOTC, i havent got the Xpack so i can't comment there.
The odd thing I noticed is that in XCOM: Enemy Within or Enemy Unknown, it was largely down to personal preference which you would choose. Either you could play it slow, or go full [highlight]RIP AND TEAR YOUR ALIEN GUTS[/highlight] with Carapace or Laser respectively. Both had good pros and cons, the Carapace/Skeleton allowing your soldiers to tank a hit, but Laser allowing you to shoot the bastards and destroy their cover before they can try and shoot.
XCOM 2 on the other hand largely seems to prefer you go for weapons first. Previously in EU/EW if your soldier survived a shot and didn't take damage past the amount the armor provided, they'd be perfectly fine and ready to go when the next anal probing commenced. Here on the other hand there's not much of a point from the looks of it to prioritize armor. Your soldier gets shot, he's still going to be screaming and flailing on the way back home and out of the fight for the next five quintillion years or so, plus the destruction of cover being incredibly valuable.
In general, you're kind of funneled into what you should and shouldn't do for research in 2.
Weapons>Comms/Items>Armor>Story, then stick Psionics in there somewhere (or never, cause it takes forever at first). WotC tried to change it up with breakthroughs and inspirations, but I still found I'd just go next tier weapon ASAP. The game just still focused on the "THINGS NEED DEAD NOW. YOU GET 9 TURNS GO!" and not strategic planning like most TBSs. Maybe Beta Strike could offer that - but then I'd feel it'd just drags things out unnecessarily.
that's been the grudge i've held against xcom 2 from the beginning until i realized i could change literally everything in the ini files
lately i've been messing around with slightly increasing cover bonuses across the board (only slightly for half cover and a just bit more for full) and using extended timers. it's a very, very simplistic way of going about it but under these conditions high mobility/psionic/high aim enemies are still threatening and the gameplay remains mostly the same except for the fact that frontline AI/fodder troops have to work harder to hit you. obviously the same is true for you.
i think this way the margin for risk/reward is a bit more situational and flexible, and there's less pressure to kill everything in one turn or risk everything. it's not perfect but i'm starting to think it's more like the EW/EU experience in the way firefights play out. again, super simple but LW1 did the same thing and it worked.
To me, it feels like XCOM 2 throws a lot more tanks at you than EW did, and a lot faster. I never checked the numbers specifically, but it seems around the time you're fighting 10 HP Mutons in EW, you're dealing with 16 HP Spectres, 8 HP (high dodge) Vipers, 8 HP / 2 Armor MEC's, and if you have WotC, a Chosen every other mission. And ontop of that, while EW's Aliens all seemed balanced between Offense and Defense, XCOM 2's enemies are often ultra-aggressive. Stun Lancers, Vipers, Spectres, the Chosen.
Don't use flashbangs on pectoids, that just encourages them to shoot you. Like oh no, he's going to raise a zombie to stand still looking menacingly at me, I'd much rather he shot one of my guys in the face
[QUOTE=Mort Stroodle;52842607]"Don't use flashbangs on pectoids, that just encourages them to shoot you." Like oh no, he's going to raise a zombie to stand still looking menacingly at me, [B][I]I'd much rather he shot one of my guys in the face[/I][/B][/QUOTE]
"T...thanks commander."
Well one thing led to another and I decided "Fuck it!" and bought WOTC too. Can't wait to play the darn thing!
[QUOTE=Mort Stroodle;52842607]Don't use flashbangs on pectoids, that just encourages them to shoot you. Like oh no, he's going to raise a zombie to stand still looking menacingly at me, I'd much rather he shot one of my guys in the face[/QUOTE]
But if the toid is flashbanged he won't hit your guys with his low aim.
[QUOTE=Destroyox;52843040]But if the toid is flashbanged he won't hit your guys with his low aim.[/QUOTE]
There's a chance though, and that's all it takes to lose one of your guys.
[QUOTE=PotatoArmada;52843055]There's a chance though, and that's all it takes to lose one of your guys.[/QUOTE]
A Commander's never won a war without taking some risks. When making the mother of all omelets you can't fret over every egg,
[QUOTE=Mort Stroodle;52842607]Don't use flashbangs on pectoids, that just encourages them to shoot you. Like oh no, he's going to raise a zombie to stand still looking menacingly at me, I'd much rather he shot one of my guys in the face[/QUOTE]
I got a mod that makes them shoot at me anyway :v:
[QUOTE=Mort Stroodle;52842607]Don't use flashbangs on pectoids, that just encourages them to shoot you. Like oh no, he's going to raise a zombie to stand still looking menacingly at me, I'd much rather he shot one of my guys in the face[/QUOTE]
Sectoid snipers are deadly. I once lost two of my best men to Sectoid snipers. Mind control and zombies are far less dangerous.
[QUOTE=Mr. Someguy;52842297]And ontop of that, while EW's Aliens all seemed balanced between Offense and Defense, XCOM 2's enemies are often ultra-aggressive. Stun Lancers, Vipers, Spectres, the Chosen.[/QUOTE]
This is my main gripe with X2. Enemies seems to have dropped all sense of self-preservation and would rather just bum-rush you, willing to open themselves to flanks just to deal a few points of damage. This could happen in EU as well but generally only when the aliens were in control of the battle.
I don't think I've ever seen an enemy retreat in X2.
I'm playing XCOM 2 on the lowest difficulty and I've noticed that the robotic units like to retreat a lot and group themselves back up with squads that haven't been detected yet. On veteran, I've never seen them do this, and on all difficulties I've never seen organics do this.
Mec's are just stupid full stop in the base game regardless of difficulty.
Despite my soldiers being flanked by them quiet a few times. I only recall 1 situation where I was shot at by a MEC when flanked, and the damn thing missed anyway.
When i looked into the reasons, it transpires that even if they have a flank shot on someone, they almost always prioritse micro missles over shooting or overwatching.
The requirments for micro missle attacks are.
1) Any 2 enemies that will be hit by the attack, regardless of allied units in the way.
2) No other MEC has already fired micro missles that turn, (to stop the player being spammed into oblivion by them).
As such you can almost guarentee that a single mec will opt to bomb something rather than shoot.
Easily exploitable, just like Sectoids and their Voodoo bullshit, and Advent troopers with their blind charges into overwatch traps.
As with all my posts though, WOTC may have changed that.
[QUOTE=Destroyox;52843040]But if the toid is flashbanged he won't hit your guys with his low aim.[/QUOTE]
Sectoids basically never shoot unless they've flanked an enemy, they'd rather sit back and summon useless zombies and try to mind control.
When I've flashbanged sectoids, they [I]always[/I] shoot, never miss, and crit most of the time.
From my own experience playing on Impossible, enemies retreat when they're organic and the only one left in their squad. Usually sectoids/advent. I noticed it a lot in the beginning when the fights don't easily end, so it's usually the 1 guy who's still alive and he runs off to the other pod.
[editline]1st November 2017[/editline]
[QUOTE=Saber15;52843867]When I've flashbanged sectoids, they [I]always[/I] shoot, never miss, and crit most of the time.[/QUOTE]
That's because of how stupid the calculation role is done in XCOM 2 compared to EU, cause it's all 1 dice roll. If you have 20% chance to hit and 10% chance to crit, your chance to crit isn't 10% it's 50%. It basically checks if you hit first and then uses your hit chance as an overall basis for other stuff like dodge/crit. So the stupid bit is, if you have 10% chance to hit and 10% chance to crit, every successful shot WILL crit. That's why you just get this mod and solve the issue: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=1123516056[/url].
Anyone getting a problem where the game freezes up at scanning sites? Can't even alt-tab out of it, always needed to restart my computer and that gets pretty annoying because now I need to exit whatever else I'm working on just to play X2.
[QUOTE=ROFLBURGER;52843691]I'm playing XCOM 2 on the lowest difficulty and I've noticed that the robotic units like to retreat a lot and group themselves back up with squads that haven't been detected yet. On veteran, I've never seen them do this, and on all difficulties I've never seen organics do this.[/QUOTE]
Happens fairly often with me and I play on Legend, although it's not just robots, I notice Advent Officers, Sectoids and Vipers do it pretty often.
Does anybody know if WOTC fixes the steam controller bug where left clicking counted as two inputs? It really fucks up trying to buy stuff in engineering, you end up buying two at once. I know there were some steam controller updates over the last while so those might have fixed it already in the base game, but I haven't tested it recently. Anybody have both a steam controller and WOTC?
[editline]1st November 2017[/editline]
also
[img]https://i.imgur.com/CwgWgvU.png[/img]
[QUOTE=ROFLBURGER;52843691]I'm playing XCOM 2 on the lowest difficulty and I've noticed that the robotic units like to retreat a lot and group themselves back up with squads that haven't been detected yet. On veteran, I've never seen them do this, and on all difficulties I've never seen organics do this.[/QUOTE]
In my experience, Organic units do retreat, but they're very stubborn. If they're alone they'll sometimes retreat, if they're alone and wounded they seem to have a higher chance to retreat. If they're ultra-aggressive units like the Stun Lancer or bull-headed like the Muton, I don't think they ever retreat. Story-wise, Stun Lancers are hopped up on combat stims and Mutons are death-before-dishonor types.
Sorry, you need to Log In to post a reply to this thread.