XCOM 2 - Page 90
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Sermokala
United States13542 Posts
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Sbrubbles
Brazil5763 Posts
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FeyFey
Germany10114 Posts
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-
Croatia7457 Posts
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
Germany10114 Posts
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-Archangel-
Croatia7457 Posts
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
United States7224 Posts
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Isualin
Turkey1903 Posts
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Mercy13
United States718 Posts
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
United States718 Posts
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-
Croatia7457 Posts
But yea, Banish with its OP damage is for sure better to take out a high value target that has massive HP. | ||
Razhil
Belgium208 Posts
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-
Croatia7457 Posts
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
United States718 Posts
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-
Croatia7457 Posts
On September 21 2017 21:54 Mercy13 wrote: 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
Spain10091 Posts
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-
Croatia7457 Posts
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
Spain10091 Posts
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
United States718 Posts
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
United States60190 Posts
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