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Author Topic: X-Com 2: Et Elegit Sanguis Infectus  (Read 315412 times)

scriver

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6945 on: September 13, 2017, 05:06:01 pm »

"...But most of the time I just hung out in the barracks bar."
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Mephansteras

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6946 on: September 13, 2017, 05:57:24 pm »

I kinda like how a lot of my lower level troops mostly do covert ops missions. Means they really aren't just sitting in the bar the whole damn war like they used to, and they actually perform an important service. Plus it levels them so when I do need them they aren't completely useless.
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Tack

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6947 on: September 13, 2017, 11:24:54 pm »

By the end of the game I was completely unable to play those maps. Because of the tiredness mechanic, my rookies just kept on seeing action despite my best efforts.
I probably could have hired more, but that's money.
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6948 on: September 14, 2017, 01:51:41 am »

To counter tiredness I've looked into efficient ways of making weak soldiers useful.  High cohesion rookie + vet bonds are nice, since the rookie is guaranteed one useful turn of AP assist + shoot.  Also works out nicely since most difficult covert ops require an experienced soldier + any soldier.  Psi ops with support skills like stasis, inspire and solace can turn the tide even if underleveled.  Likewise, train a rookie into a specialist in the GTS, use easy missions/covert ops to promote them once, then spend the 10 AP to give them both the medical and combat gremlin skills.  Bam, cheap soldier that should be able to spend both their AP every turn in combat even from beyond LoS.  Granted don't pull the 10 AP out of the Xcom pool unless you really need the manpower.
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forsaken1111

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6949 on: September 14, 2017, 07:51:33 am »

By the end I had 45 total recruits so tiredness was never an issue. I had two main teams, all leveled to max, and two 'b' teams up to lieutenant. Each team was one spark, one sharpshooter, two rangers, one specialist, one heavy. Anyone not in those four teams was used for covert ops.

To fund all of that I basically hit every single mission that gave bonus supplies, ever.
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Parsely

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6950 on: September 14, 2017, 08:27:07 am »

So far in my veteran playthrough I've lost one squaddie to a full cover crit, and it's rare to make it through a mission without someone getting wounded. The attrition on 11 men is pretty intense, pretty much the second guys get out of the hospital they're being sent back into combat. This is my first XCOM 2 playthrough and I sense my build order is shit. A few months in and I just got my second engineer as well... I'm wondering what's going to happen if I can't get armor before the game starts upping the difficulty.

GiglameshDespair

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6951 on: September 14, 2017, 11:01:43 am »

Early on, at least, engineers are more important than scientists. Getting a GTS for squad size and training rookies and an infirmary is pretty vital.
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Aklyon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6952 on: September 14, 2017, 01:48:30 pm »

So this is more useful than I thought it would be. Lets you staff the Infirmary and Ring (and Psi Lab) with scientists.
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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6953 on: September 14, 2017, 07:26:14 pm »

Recently picked the game up again, and am going through modding out all the arbitrary mechanics that may it Xcom so that I can enjoy a leisurely, alien-themed TBS.

Has anyone found a way to remove panic from the game entirely? I haven't been able to find a suitable mod yet, and without it (and a lot of the other over RNG'd garbo), higher difficulty settings would actually petty fun.
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Sentient Bowtie

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6954 on: September 14, 2017, 08:52:10 pm »

There's probably an .ini setting you can edit for that, but I didn't see anything useful on Google (yes, please, throw strategy at the guy who directly asked how to stop panic, that's a good idea).
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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6955 on: September 14, 2017, 09:29:09 pm »

There's probably an .ini setting you can edit for that, but I didn't see anything useful on Google (yes, please, throw strategy at the guy who directly asked how to stop panic, that's a good idea).

Naw, I appreciate it. I just modded willpower up a bit, to the point where it feels just right.
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6956 on: September 15, 2017, 02:25:35 am »

Challenge mode is so great.

Quiver in fear before my stealthopod
Spoiler (click to show/hide)

And its trusty sidekick, Hover Andromedon
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6957 on: September 20, 2017, 02:51:26 pm »

I'm going to have to retract my defense that the late game doesn't get stale.  Turns out when I said that I had a bunch of majors on the edge of promotion but no colonels.  Now I've almost finished off the lategame upgrades, all my majors promoted and the game just started throwing new colonel recruits into my lap.

To keep things fresh I've tried out legendary before finishing my other caimpaign.  One of my eternal complaints is how luck based the legendary earlygame is.  Well, they minorly addressed that; you can now start out with a hero unit in your squad for gatecrasher.  Templars unfortunately not viable (or at least no more viable than 4 rookies).  Haven't tried reapers, but with a skirmisher I beat the mission on my first try.  Was very careful to pick my first fight well, but there was definitely some malign force moving enemy squads so I could never quite ambush one at a time... in the end I got bored and took an opportunity.
Spoiler (click to show/hide)
Was it a good idea?  Probably not, but it was fucking satisfying.  Ended up with two deaths, one to a psi zombie and one to a mind controlled skirmisher.  Someone on the internet pointed out that advent troopers have no crit chance and max 3 damage, once I knew that it was a lot easier planning things to avoid deaths.  Unfortunately both the sectopod and officer really can't be allowed to take a turn ever, and your only really reliable kill on either is justice which has a 4 turn cooldown, so... still pretty luck based.
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

umiman

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6958 on: September 20, 2017, 03:11:02 pm »

You don't actually get a choice. You HAVE to start with a hero character now. All the second wave options do is tailor which one specifically.

forsaken1111

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6959 on: September 20, 2017, 03:19:10 pm »

Don't think you get a hero if you disable "lost and abandoned"
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