[QUOTE=Mort Stroodle;52874854]Has anybody ever actually [I]played[/I] XCOM 2 multiplayer? I played a bit of EU multiplayer once in a while, but I could never manage to get into a game of XCOM 2 multiplayer.[/QUOTE]
Played with another FPer once, yeah.
Same basic idea except playing ADVENT mook squads makes losing absolutely hilarious.
[QUOTE=Mort Stroodle;52874854]Has anybody ever actually [I]played[/I] XCOM 2 multiplayer? I played a bit of EU multiplayer once in a while, but I could never manage to get into a game of XCOM 2 multiplayer.[/QUOTE]
XCOM 2 has multiplayer? I thought they dropped it after EU.
Im going to make a new playthough with labs first and see how long it takes for me to bang my head on a wall.
[QUOTE=Mort Stroodle;52874854]Has anybody ever actually [I]played[/I] XCOM 2 multiplayer? I played a bit of EU multiplayer once in a while, but I could never manage to get into a game of XCOM 2 multiplayer.[/QUOTE]
It can be fun. I have tons of victories against pubbies. Played with Nick and got stomped.
Okay, so I've sort of stuck to a meta pretty hard for every campaign I've done so far, with one ranger, one sharpshooter (alternating between sniper and gunslinger depending on mission type because both are so fucking good), one specialist, two grenadiers[sp], and one psi op. However, by the end mission, I realized that I had two magus psi ops in the barracks, and even though one wasn't maxed out, a magus with upgraded insanity and domination is so good that it was worth bringing them along instead of a second grenadier.
Just before the final room, I used a dominated Gatekeeper to rez 4 zombie stunlancers, which in addition to my dominated archon put me at 13 units going in, plus another mind controlled muton after I got inside. Dominated Gatekeepers are so insanely powerful when there's lots of humanoid units around, you just get a free army of meatshields to soak up all the damage, not to mention the massive armor, high health ballboy flying around eating people for health and shooting its big fuckoff crit laser.
Also finally managed to hack a sectopod using bluescreen rounds, so that was fun too.[/sp]
Because of all my gatekeeper shenanigans in both the avenger mission and the final mission, this is what my final scorecard looked like.
[t]https://steamuserimages-a.akamaihd.net/ugc/860612763723120373/79A0C32EEDE7AF210E932B8916F9AB8256023F96/[/t]
Keep in mind that only one of those soldier deaths was actually [I]one of my soldiers.[/I] Most of the other 41 were ADVENT psi zombies I got from dominated gatekeepers, that the game apparently thought were real human beans
[QUOTE=Janus Vesta;52875071]XCOM 2 has multiplayer? I thought they dropped it after EU.[/QUOTE]
Me and brother played a lot using this [URL="https://www.nexusmods.com/xcom2/mods/265/?"]mod[/URL]. You can have 20 vs 20 matches. We played it like it was a campaign. My brother had 4 or 6 human guys vs against my 10 or 15 lesser advent dudes and maybe one strong advent unit.
[QUOTE=Gimme20dollaz;52876495]Man, can I just say fuck that fishing village mission? Last time I "completed" it, I lost pretty much all of my squad to the Chrysallids [sp]and the air strike[/sp]. Even with all the tech and armor I researched on this new run I'm dreading that mission coming back up.[/QUOTE]
There is an easy way to cheese that mission [sp]The amount of chrysallid spawns is finite, just farm them until they stop spawning[/sp]
[QUOTE=Gimme20dollaz;52876495]Man, can I just say fuck that fishing village mission? Last time I "completed" it, I lost pretty much all of my squad to the Chrysallids [sp]and the air strike[/sp]. Even with all the tech and armor I researched on this new run I'm dreading that mission coming back up.[/QUOTE]
The trick with Newfoundland is to take it slow until you get to the ship. Kill all the zombies in the house on the right at the start of the mission. Then do a blue move + overwatch crawl with your whole squad densely packed together on the raised part of the map above the docks towards the ship.
When you reach the ship, send an assault to the top tip of the ship to trigger the transponder, using the rest of the squad to cover him with overwatch. Quickly pull back your assault in a dash and overwatch him with Run and Gun. Then do a calculated mix of a fighting retreat and dash moves back to the Skyranger along the same way you got to the ship.
I got into a game of XCOM: EW multiplayer again, and got destroyed, again. Turns out that taking it slow and steady like in singleplayer is all well and good until a fucking heavy floater waltzes over to you and frags your Thin Mints and a Muton, all clustered together ready to breach a door.
So then my worst fear shows up which I still haven't adopted: A Sectoid Commander, who for some reason mindfrays the almost dead Muton instead of mindcontrolling the healthy one. I take the opportunity to blow him to pieces with two grenades before my near death Muton croaks, which he does next turn. With everyone in cover and under Dense Smoke, I start taking potshots and kill his Muton Elite. All that leaves is a Sectoid, two drones, and a Heavy Floater. I kill off the bastard drones when they try and surround me, overloading my drone to destroy his two. I then use Overwatch after throwing my Muton into another room in order to try and prepare for an assault, but that kills his Sectoid, who just revealed his position to the perfectly healthy Floater. He kills him, and as a result it's one Heavy Floater vs one EXALT Elite Medic.
The victor of course was not the EXALT Elite Medic.
[QUOTE=Dr.Critic;52876520]The trick with Newfoundland is to take it slow until you get to the ship. Kill all the zombies in the house on the right at the start of the mission. Then do a blue move + overwatch crawl with your whole squad densely packed together on the raised part of the map above the docks towards the ship.
When you reach the ship, send an assault to the top tip of the ship to trigger the transponder, using the rest of the squad to cover him with overwatch. Quickly pull back your assault in a dash and overwatch him with Run and Gun. Then do a calculated mix of a fighting retreat and dash moves back to the Skyranger along the same way you got to the ship.[/QUOTE]
Alternatively, box strat the whale until it stops spawning chrysalids, move the entire team back except the one with the most movement, and have that unfortunate SOB hit the transponder and make a mad dash to the evac.
Like most EU council missions, Newfoundland suffers horribly from having completely fixed enemy types, and yet appearing randomly in your campaign. You can get it like month two and have to try to face dozens of cryssalids with corporals and sergeants, or you can get it lategame and have an army of decked out badasses who can stomp the bugs like it's nothing. It's just RNG on whether you get it at a point where you can face them or not.
For some reason the berserker queen wont attack the lost if they attack her and she has no line of sight with any of your soldiers and ending up taking damage from a lost brute until she decides to run away.
So it looks to me like Mimetic Skin lets you basically cheat in multiplayer. Just had my entire squad soloed by some guy using a Psi Warrior Lurker Assault unit in EW's multiplayer. Is there any counter to this short of just leaving if they decide they want to curbstomp you effortlessly?
[QUOTE=JerryAnderson;52880329]So it looks to me like Mimetic Skin lets you basically cheat in multiplayer. Just had my entire squad soloed by some guy using a Psi Warrior Lurker Assault unit in EW's multiplayer. Is there any counter to this short of just leaving if they decide they want to curbstomp you effortlessly?[/QUOTE]
You can cheat too! Mouse over every tile you're in movement range of. If you try to mouse over a tile and it doesn't let you select it, that means there's an invisible unit there. You can then use grenades, flamethrowers, mech punches, or any aoe attack, to kill them before they get the chance to do anything to you.
Mimetic Skin is why I only play with friends or just play EU's multiplayer instead
How long does it take to find a match in EU/EW multiplayer? I'm missing the two multiplayer achievements, and according to some post here, people still play said gamemode.
Do it raw, the difficulty spike alone is enough to throw you off, especially with the improved AI. If you haven't tried it, Ironman(Or honestman because XCOM is a glitchfest) also changes the feel of the campaign a lot, although expect to lose a few times.
Hey, I'm really new to the series. I got XCOM: Enemy Within on my phone and I'm still learning to play it.
I had kind of a rough time because I ran into an enemy that kills civilians and turns them into zombies on the next turn. I didn't know this ahead of time so the newly created zombie spawned really close to my best unit on the next turn and ripped her a new asshole for a OHKO. Things kinda spiraled out of control from there and long story short I ended up abandoning that save and deciding to start over. Kind of a bummer.
I know how to deal with those guys now, but are there any other enemy units I should watch out for that have dangerous quirks like that? :v:
Thanks!
[QUOTE=Bathacker;52882802]Hey, I'm really new to the series. I got XCOM: Enemy Within on my phone and I'm still learning to play it.
I had kind of a rough time because I ran into an enemy that kills civilians and turns them into zombies on the next turn. I didn't know this ahead of time so the newly created zombie spawned really close to my best unit on the next turn and ripped her a new asshole for a OHKO. Things kinda spiraled out of control from there and long story short I ended up abandoning that save and deciding to start over. Kind of a bummer.
I know how to deal with those guys now, but are there any other enemy units I should watch out for that have dangerous quirks like that? :v:
Thanks![/QUOTE]
It's kind of spoilery, you sure you don't want to just find out yourself?
The only thing I can think of is [sp]psionic enemies who can mind-control your troops[/sp]
[QUOTE=Bathacker;52882802]Hey, I'm really new to the series. I got XCOM: Enemy Within on my phone and I'm still learning to play it.
I had kind of a rough time because I ran into an enemy that kills civilians and turns them into zombies on the next turn. I didn't know this ahead of time so the newly created zombie spawned really close to my best unit on the next turn and ripped her a new asshole for a OHKO. Things kinda spiraled out of control from there and long story short I ended up abandoning that save and deciding to start over. Kind of a bummer.
I know how to deal with those guys now, but are there any other enemy units I should watch out for that have dangerous quirks like that? :v:
Thanks![/QUOTE]
Personally I'd advise you go in blind. You will die, repeatedly. But that's the point. You encounter a new enemy, go "WHAT THE FUCK IS THAT THING HOLY SHIT" and start adapting your strategy. Once you learn the units, you'll be able to kick their asses just like they've been kicking yours. If you must bring it upon yourself to read up however, I won't stop you.
Cyberdisks [sp]are incredibly dangerous robotic units that can effortlessly flank you, have an innate half-cover bonus to defense while doing so, and even toss grenades if you cluster up. Their flight ability combined with their powerful main cannon will obliterate you even with Carapace armor. Your best bet is to focus fire, and make sure no units are near it when it dies. It WILL explode.[/sp]
You may not encounter them depending on how quickly you complete the game, but Sectopods [sp]in EW are among the most intimidating enemies in the game, and are nigh impossible to kill. With what is essentially 60 HP (30+a 50% damage reduction), and one of the most devastating attacks in the game, AND being able to use it twice, [B]AND[/B] getting free Overwatch afterwards, these are one of the most deadly enemies in the game. If that wasn't enough, they get a cluster bomb ability which they can use infinitely with a cooldown, and is one of the largest explosive attacks in the game.[/sp]
Berserkers [sp]are Mutons with a melee weapon, and upgraded armor. They have a trait called Bloodlust which gives them a free move towards a unit that shot them, but won't let them attack. With 20 HP, this could actually be useful with an Assault unit with Close Combat Specialist to exploit the free moves.[/sp]
The Sectoid Commander [sp]only encountered after the Base Assault mission. They are in possession of an Alien Grenade, 10 HP, and perhaps most importantly some devastating Psionic powers such as Mind Control, Mindfray or Psi Panic. If you encounter them in groups on UFOs, your best bet is to use explosives and forget recovering the weapon fragments. Neural Feedback might not kill them if they start MCing, and Neural Dampening will put your soldiers out of the fight, which could prove disastrous with the very last enemy on this list.[/sp]
Since I assume you've already encountered Seekers, [sp]use either Bioelectric Skin or a Battle Scanner to find them.[/sp] Another enemy added exclusively from Enemy Within is the Mechtoid. The Mechtoid is [sp]a deadly mechanized combat suit wielded by the Sectoid. While not TOO intimidating on its own, if they don't move they get to shoot twice with a fairly powerful plasma cannon. If you encounter multiple, they can be a pain in the ass to deal with. ESPECIALLY if a Sectoid mind merges with it to give it a shield. Unlike normal Sectoids, killing the merge initiator will only damage it by three and remove the shield. Overall you'd be better off focusing fire, even if it'll be a tough kill.[/sp]
Oh, is that really part of the experience? I was confused because the first few new units they gave me some sort of heads up as to what they do. Thin men, seekers, those floaty torso guys, etc. The zombie thing they didn't bring up until after my unit died so I thought it was something I should have known ahead of time.
Alright I didn't know that. I'll stay away from spoilers and experience it for myself.
Thanks guys!
[QUOTE=Eonart;52881697]Well I've finally beat EU and EW on Normal both, and I think I'm ready to head onto Classic. I want to use Second Wave options so there's more variety but I can understand if people believe Classic will just feel different enough on it's own for me to go in raw, so:
[IMG]https://facepunch.com/fp/ratings/wrench.png[/IMG] to do Classic Mode raw
[IMG]https://facepunch.com/fp/ratings/palette.png[/IMG] to do Classic Mode with random starting stats, hidden potential and training roulette[/QUOTE]
Personally I'd go raw Classic. It might just be me, but Training Roulette feels like a personal hell to me. Forming a coherent strategy with your units is going to be nigh impossible when your Assault unit gets Grenadier, Field Medic and Suppression while your heavy gets Low Profile and Rapid Fire, while the sniper gets fancy with Suppression, Close Combat Specialist, Flush, and Field Conditioning.
Of course you're welcome to this hellish realm separated from the mortal coil, but then again the farthest I've gone is Normal difficulty, so take my opinion with a grain of salt, and only a grain otherwise you'll get an entire fist-full of salt.
Weird los shenanigans seem to be a part of xcom as of lately even on wotc,i cant count how many times my sniper shot their pistol through walls because of squadsight and a open door
pistols don't work in squadsight tho
[editline]12th November 2017[/editline]
except in EU where you could OW squadsight people with the pistol across the map lol
Speaking of LOS shenanigans, is there a mod that fixes breaking LOS triggering overwatch?
[editline]13th November 2017[/editline]
I.E restores the EW OW behavior, so that pulling back from a high-cover step-out position to a fully obscured position (such as when leaving the corner of a building) won't get you shot?
One thing I'm curious about with XCOM 2's story: When exactly did XCOM lose?
War of The Chosen [sp]AFAIK says that the Templars are made ENTIRELY of people from XCOM who either were or are now Psi-capable. In the intro cutscene with the Commander getting skullfucked to remove an implant, we see a "humanized" Muton beat the shit out of him in the base, and a Temple Ship in the atmosphere. Did the aliens get to the final stage and after the Volunteer connected to the hivemind, say "wait oh fuck oh fuck this won't work" and then start nuking things? Or was it fairly early on?[/sp]
There are conflicting claims in the game, but I believe the most common statement was about 3 months in. The idea that XCOM 2 is caused by losing in XEU is slightly wrong, because it's heavily implied that in the X2 timeline the temple ship arrives from the word go, with XCOM never really standing a chance.
[QUOTE=Robinate;52885859]There are conflicting claims in the game, but I believe the most common statement was about 3 months in. The idea that XCOM 2 is caused by losing in XEU is slightly wrong, because it's heavily implied that in the X2 timeline the temple ship arrives from the word go, with XCOM never really standing a chance.[/QUOTE]
How is it that there are any sort of Psi-capable soldiers three months in, let alone enough to create an army of sorts? If the aliens had their way we wouldn't have even been able to try and get into the alien base for Psi-powers. The only reason we could is because the Outsiders magically could be turned into a key, something which the Ayys were no doubt aware of.
[QUOTE=JerryAnderson;52885975]How is it that there are any sort of Psi-capable soldiers three months in, let alone enough to create an army of sorts? If the aliens had their way we wouldn't have even been able to try and get into the alien base for Psi-powers. The only reason we could is because the Outsiders magically could be turned into a key, something which the Ayys were no doubt aware of.[/QUOTE]
TBH it makes the most sense if you just think that XCOM got pretty close towards the end of the game but was overwhelmingly crushed because they had no idea what they were truly up against. The current "canon" means EXALT never even existed which isn't fun and there are other inconsistencies like with prionics which just makes the whole thing muddled.
[QUOTE=JerryAnderson;52885975]How is it that there are any sort of Psi-capable soldiers three months in, let alone enough to create an army of sorts?[/QUOTE]
The Commander and Doc V were on a real bender that night. Don't worry about it.
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