Tacticular Cancer: We'll have your balls

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

XCOM 2 + War of the Chosen Expansion Thread

Discussion in 'Strategy Gaming' started by Morgoth, May 26, 2015.

  1. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    Click here and disable ads!
    Uff, I had a killer mission yesterday (Dark event one). Had to destroy a device, map was those damn tunnels (always a problem map). Had my B team on it (except my SPARK and Skirmisher): Clp Heavy, Lt Specialist, Major SPARK, Major Skirmisher, Cpt Templar, Lt Ranger. They all had my best gear and plasma level armors and weapons were combination of plasma and mag weapons. A Very Hard mission. I even got an Advent Soldier (as I got that continent bonus) on it.

    I find one pack of two troopers and kill them and end my concealment that way (with SPARK this is fun because since they cannot flank him the AI does not get the attack (antiBeaglerush maneuver) and only move to cover.
    From scouting before I know there is another pack of troopers (trooper, officer, shieldbearer) in next room. I setup to go after them but I they moved away and I find 3 Archons instead.. fighting those without high ground is a terrible experience. I Freeze two and kill the one that was left. On alien turn a Sectopod + Purifier move in as well . Now I am scared a bit. But also a Viper+another Archon show up. I kill what I can (2 archons) and throw a Mimic beacon to distract the enemies.
    One problem is that my advent trooper and my ranger were left on the wrong side of a drainage pipe where I originally setup and needed 2-3 turns just to join the battle to close range. Also my Heavy has no useful skills except for few grenades and War Armor. And my Templar has very low number of Focus charges so his damage sucks (also too low level to have that AoE Rend that makes him useful in late game battles).

    On alien turn they kill the mimic beacon too fast (fucking sectopod), last Archon does his flying-bomb thing and Viper grabs and binds my Specialist.
    And now I got no more distraction tools and the last pack of 3 Advanced advent troops joins the fight. Now I am facing 1 Sectopod, 1 trooper, 1 officer, 1 shieldbearer, 1 viper, 1 archon and 1 purifier.
    So I get desperate. I free the specialist and try to shutdown the Sectopod but forget that ends his turn and don't move him to better cover first and then fail the hack boosting the already too dangerous Sectopod to insane levels. I finish off the viper and try to kill the archon but get a series of fails. I throw some explosives on Sectopod and Purifier so to reduce his armor for next round.

    On enemy turn Sectopod kills my Specialist, and others kill my advent helper and damage my Spark. Timer ticks to 3 turns to kill the device.
    So now I decide to do even more risk to get out of this bad situation. I grapple my Skirmisher to a high ground with low cover from two sides that lets me fire at anything and move my templar to attack enemies while moving my SPARK to stand in front of Sectopod to tank. I take out their Officer and Purifier while the rest finish of the Archon that was left. Job well done I think but then I find out there was another Archon in the battle whose AI got him stuck around the corner in stairs that lead nowhere. At this point they got 1 Sectopod, 1 Archon, 1 advent trooper and 1 shieldbearer.

    On their turn Archon decides to join the battle and double moves to attack the 2 soldiers in the back (heavy+ranger). Sectopod almost kills my SPARK (left on 1 life) and trooper crit hits the skirmisher. Shieldbearer activates the shield on everyone.

    At this point I am thinking on how to disable or kill those that can be killed, I leave the Sectopod for last hoping enough of my guys live to fight him. And there is only 2 turns on the timer. So I send my Templar to attack the device, his damage is low but good enough that he can two hit the device in 2 turns. I use Wrath on Archon with Skirmisher and hit damaging and stunning the archon (I could not see the Sectopod from that position). I then try to pull the trooper with Justice but fail the 80% hit chance. I decide the slash that trooper with ranger hoping to bladestorm him to death on next turn. SPARK heals himself and reduces Shield bearer shield, armor pips and life a bit. Heavy manages to hit the Sectopod and reduce 2 more armor.

    And now the terrible turn happens. Sectopod moves first, uses lightning field to damage my spark and then turns around one hit my ranger. Then trooper attacks him and finishes him after bladestorm misses (it misses more than it hits which is a bug that was fixed in LW2) while shieldbearer hits my spark and kills him as well :(

    At this point I am thinking "Oh fuck,fuck, fuck, fuck. I fucking lost the mission, troops and their gear and maybe my campaign as well."
    I finish off the Trooper with Skirmisher and move him to cover. Heavy shoots at Archon and manages to damage him a lot. Templar finishes off the device in last turn.

    Sectopod moves a lot, flanks Skirmisher and kills him. Archon goes to do his Flying-bomb. Shieldbearer shoots at templar that blocks it.

    I am very angry at myself at this point for losing the SPARK and Skirmisher both (SPARKS take a long time to level up and on skirmisher I spent at least 30 additional ability points).
    I am also desperate. I move my Heavy and manage to do a low hit chance hit on Archon and damage him some. I got lucky earlier and some of the kills left some focus on the ground. My Templar picks that up and now has enough damage to also one shot the Shieldbearer so I do that. But the shieldbearer turns into Psi Zombie (I had that dark event active).

    On alien turn Sectopod moves close to heavy but cannot flank him and misses and activates the AoE attack that charges for one turn. Archon moves to attack the templar. Psi Zombie attack gets blocked by templar parry.

    I finish off the Archon with templar and turned on parry. Heavy moves out of the way and fires at Sectopod managing to damage him and remove all his armor.

    Now Sectopod moves after heavy and manages to hit him leaving him at very low life. Psi zombie cannot kill the templar.

    On my turn I double move heavy to high cover but leave him so he can see enemy so he can shoot again next turn. Templar moves to attack Sectopod and does a lot of damage. Uses Parry.

    Sectopod activates lightning field that ignores templar parry and does good damage and then moves after heavy and manages to kill him. Psi zombies moves next to templar now.

    So my templar is low life now, one hit can kill him and he can parry once and both enemies are close. So I move and hit the sectopod again and use parry. Sectopod fires at templar which is blocked and uses AoE charge up again. Psi zombie moves next to templar and attacks.. and misses.. I am super happy atm. I finish off the sectopod and then finish the zombie and win the mission.

    Everyone died except the templar who is critically wounded. I managed to stop the dark event and I recovered all the upgraded equipment I had on everyone including frost bomb, fusion axe, mimic beacon and the rest. And it all rested on that one hit or miss from the zombie. One fucking roll in the end could have cost me all the good equipment I had.
     
    • Brofist Brofist x 1
    • Balanced Balanced x 1
    ^ Top  
  2. Silvagender: ⚧ Magister

    Silva
    Joined:
    Jul 17, 2005
    Parrots:
    1,393
    Nice story. Ive got one too: Don't know how I was supposed to kill that Assassin bitch when her hideout kept spawning Andromedon and Berserkera at me. You heard right, Andros and Big Bs. That was the cheapest move by the CPU I've seen so far. Also the bitch had a skill that made her immune to melee attacks. The result was a Colonel dead, a Major unconscious and another one on the brink of death. I was about to throw the controller away (it was Ironman, so no loading back) because I was rounded by an Andro and a B, and her life was intact, when my grenadier EXECUTED! her with that gun upgrade that gives a 15% chance to automatically execute an enemy. LOL that shit never worked on anyone so far but dis it exactly on the bitch. Result: Mission accomplished and my Ironman campaign saved (with one less Colonel, but that was a small price to pay). My adrenaline pumped like killing Taurus Deamon the first time. Wooooooosh.
     
    ^ Top  
  3. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    I had exactly zero problems killing Chosen so far. I killed 5 of them in two runs. Killed the Assassin twice already.
    The trick is to use as little limited resources as possible on the area previous to the Assassin fight. Also to not take Templars along if you know she is immune to melee. Rangers with Shotguns and Talon rounds work well as well as units that will blow up her armor pips. Also having units with trained bonds helps to get extra actions.

    But best one for Chosen killing is a Reaper with Banish skill and that weapon upgrade that gives 15% execute chance. You give reaper +3 ammo and that upgrade, move reaper close to Chosen so to get aim bonus let it Banish it. 6 shots each with 15% execute chance works like a charm :)
     
    ^ Top  
  4. Make America Great Again Parabalusgender: ⚧ Arcane

    Parabalus
    Joined:
    Mar 23, 2015
    Parrots:
    1,217
    Bondsman with Bluescreen Rounds is the solution. Templar with invert helps with cover.

    You can end round with everyone next to the square before the sarcophagus aggro triggers, invert the Chosen into open/grenade cover and kill it. Nuke the Sarcophagus the next round with e.g. a pistol Sharpshooter with Bluescreens/dual strike. Only 2 aliens should port in which you can freeze/stasis, and the chosen should respawn with 2/3 HP. Like Archangel said biggest thing is conserving everything you have until you get to him.
     
    ^ Top  
  5. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    Actually, Bladestorm Templar can be golden to dispose of the adds. Just station one (or even better, a Bladestorm Ranger), on one of the spawn point, and reinforcements become much easier to manage.
    Another thing I did was to give her an extra turn instead of finishing her with the last action. That gave me more actions to throw to the respawn device before she came back.
     
    ^ Top  
  6. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    Unfortunately Bladestorm is a random ability for Templars and it is buggy for rangers unless you got the Assassin's Sword. Also there are 4 spawn points and reinforcements only comes from 2.
     
    ^ Top  
  7. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    Are you sure it is buggy on rangers? Isn't it just counting the -20% overwatch penalty or something?
    I know, but templars that don't get BS early on are not worth bothering with anyway IMO.
    Reinforcements can also come from the same point, so here too, you need some luck indeed, but even if you only get a single hit on average (because you brought 2 rangers), it makes things a lot more manageable.
     
    ^ Top  
  8. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    Seems it is 20% reaction penalty, then also dashing move penalty and if enemies that cannot use cover they go base defense making Bladestorm almost useless without Assassin's Blades.
     
    ^ Top  
  9. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    Ok I just got this mission in late late game. This is the craziest mission I ever seen in this game:
    Show Spoiler
    [​IMG]

    Alien numbers alone are crazy, then the toughest sitrep and then the hardest mission type for late game :D
    Fuck. What team can accomplish this mission :D
     
    • Despair Despair x 2
    ^ Top  
  10. ssergender: ⚧ Arcane Cuck

    sser
    Joined:
    Mar 10, 2011
    Parrots:
    1,865,086
    Location:
    Texas
  11. Silvagender: ⚧ Magister

    Silva
    Joined:
    Jul 17, 2005
    Parrots:
    1,393
    Did they nerf the ambush overwatch? In vanilla it was the easiest method to deal with pods, as overwatch from ambushe (aka when your squad is entirely hidden) didn't get aim penalties. But in DLC I noticed my soldiers miss lots of shots this way.
     
    ^ Top  
  12. oasis789gender: ⚧ Arcane

    oasis789
    Joined:
    Oct 9, 2012
    Parrots:
    4,532
    No, overwatch penalty is the same. Overwatch from concealment always had aim penalties. You can test that yourself using perfect information with vanilla.

    However, there are new overwatch rules in WOTC about when overwatch procs in order to ensure targets leaving cover receive cover bonuses, that have more or less nerfed it outside of ambushes. You can mod it back to the original rules if you want.
     
    • decline decline x 1
    ^ Top  
  13. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    I am almost certain overwatch from concealment gave you the same to hit chance than regular shots. That was the whole point of using concealed OW without the "beaglerush maneuver". That said, it was still rather poor because you could not crit nor allocate target. Not sure about how it is now.
    At least, it seems to be the general consensus.
    Regarding Dynamic pod Activation, I had issues using Robojumper squad select, so I could not put the base squad size to 6. However, playing with the
    Start with Squad Size Upgrades works. It makes the beginning easier and the end harder (because you are still stuck at 6 guys, and the aliens are much more dengerous with DPA and better AI), which I find a welcome change.
     
    ^ Top  
  14. Make America Great Again Parabalusgender: ⚧ Arcane

    Parabalus
    Joined:
    Mar 23, 2015
    Parrots:
    1,217
    3 PSI ops with dominate on gatekeeper and archon would likely do it, with some luck on pods too.

    Surgical is not worth the trouble though, best to just skip it. First time I got it I naively thought it also reduced pod counts and got destroyed.
     
    ^ Top  
  15. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    Indeed, just say no to surgical (and low profile)!
     
    ^ Top  
  16. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    Unless you fail that Dominate and get destroyed afterwards :D
     
    ^ Top  
  17. Make America Great Again Alienmangender: ⚧ Arcane Patron

    Alienman
    Joined:
    Sep 10, 2014
    Parrots:
    5,679
    Location:
    Mars
    Codex 2016 - The Age of Grimoire Shadorwun: Hong Kong Divinity: Original Sin 2
    Arc thrower feels a bit OP in the Long War 2. Especially if you upgrade it a bit. Just took down the king of lizards by stunning him and then chopping him to death before he had any chance to do anything.
     
    ^ Top  
  18. ArchAngelgender: ⚧ Magister

    ArchAngel
    Joined:
    Mar 16, 2015
    Parrots:
    7,640
    Long War 2 has multiple build options. Arc Thrower builds work, same like others.
     
    • Thanks! Thanks! x 1
    ^ Top  
  19. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    I have got +1 dmg assault rifle damage and +1 cannon damage among my first 4 techs in my current modded LI playthrhough (I have settled for Dynamic Pod Activation, larger pods, start with squad upgrades, more squad upgrades, better AI).
    These breakthroughs sure make the early game much easier (and on top of that, I am against the Hunter)...
    The game balance has become much more luck dependent now IMO (as the first chosen does change a lot too). Sure, the 20 days lost for beam weapons could be bad, but having these breakthroughs early on is even stronger because they are almost not affected by scientists and labs, so focusing on getting scientists, or getting a lab up later can make up for that.
     
    • Agree Agree x 1
    ^ Top  
  20. oasis789gender: ⚧ Arcane

    oasis789
    Joined:
    Oct 9, 2012
    Parrots:
    4,532
    Cannon bonus is nice but AR bonus: specialists, rookies. How often do you use these guys for damage dealing? Rather suboptimal imo when you could have been spending that 10 research days on mag rush, predator rush, psi rush. It would probably be much better in a LWOTC where there are many more rifle classes.
     
    ^ Top  
  21. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    Granted, AR are not that useful later on, but rookies are quite common early on (I had +1 dmg on assault rifles right after modular weapons).
    Until Rangers get later shotguns, they are better with the +1 dmg AR. As I said, getting more scientists will more than make up for it:
    I lost 5 days with zero scientist, and 5 days with 1 scientist, so that is 15 scientist days, which is negligible compared to making sure advent troopers get one shot.
     
    ^ Top  
  22. Silvagender: ⚧ Magister

    Silva
    Joined:
    Jul 17, 2005
    Parrots:
    1,393
    Who else think that sniper rifle from the Chosen Hunter looks badassely similar to Champ's Zillion ? It even fires red like the animation!

    [​IMG]
     
    • Agree Agree x 1
    • Prestigious Prestigious x 1
    ^ Top  
  23. Space Satangender: ⚧ Arcane

    Space Satan
    Joined:
    May 13, 2013
    Parrots:
    2,986
    Location:
    Space Hell
    Ok, completed my first Classic\Ironman, losing only 2 soldiers. Off to L\I to fondle my masochism.
    So far, rule of the thumb - if you have a breakthrough for +1 damage - TAKE IT ASAP. It is ridiculous how good is this +1 bonus. Plus, pistol-leveled snipers with Chosen sniper rifle can take down legions. Mine wiped a stack with andromedon and 2 spectres alone. Haven't yet practiced rushing Psi-Lab. But standart opening of +squad is mandatory becaue first retaliation means chosen.
     
    • Agree Agree x 2
    • Salute Salute x 1
    ^ Top  
  24. Galdredgender: ⚧ Generalist Patron

    Galdred
    Joined:
    May 6, 2011
    Parrots:
    1,819
    Location:
    Middle Empire
    Divinity: Original Sin 2
    I have given Sparks a try in my new playthrough, and I am quite happy with their performance:
    Given that I have not got many perception PCS, their high aim really makes them deadly and overdrive can lead to some awesome pod clearing goodness.
    Maybe soldiers with fully developed bonds and good (Death from above, killzone) XCOM ability stats are better, but I have yet to develop any of these:
    Sparks are so good they make delaying the training center reasonable (I am trying to get a psylab first), especially given that I didn't have any stellar AP skill yet.
    Obviously, they clear the psionic storm maps (all enemies are psionics) almost by themselves.
    I had one of my 2 Sparks as my MVP 4 missions in a row (according to nice mission debrief).
    The skirmisher is much better than I gave him credit for. His 100% stun on ripjack at T2 is insane (I don't get why you have to pay to downgrade it at T3, though...), especially given that killing everyone befire they hit back is no longer possible with Dynamic pod Activation and larger pods (that also makes Sparks better because having damage sponges really helps).
     
    ^ Top  
  25. Ivangender: ⚧ Arcane

    Ivan
    Joined:
    Jun 22, 2013
    Parrots:
    3,618
    Did this fix the 3 RPG dudes rofltstomping the game?
     
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)