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XCOM 2 - Till The Last Man Standing

Forgot to mention one thing, we'll have a terror mission soon, probably next. Fingers crossed for no Chrysalids.
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lol
Gotta say I wasn't that hopeful when I saw it was me and 3 rooks headed out to play. At least I crit something!
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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In regards to that odd activation, you might have been detected by a unit in the pod that was in the fog before you moved, so you couldn't see their detection range.
Surprise! Turns out I'm a girl!
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I never really got into XCOM before but this is really selling me on it. I don't have 1 or 2 but I'm very interested now. If only I hadn't already bought another big title that comes out in a couple of weeks lol
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(October 13th, 2016, 09:58)Dp101 Wrote: In regards to that odd activation, you might have been detected by a unit in the pod that was in the fog before you moved, so you couldn't see their detection range.

The Spotted Enemy! notification was shown with the first pod only.
EDIT: Ah, you mean the viper? Hmm. That might be it actually. It was standing further away, but on ground level.

(October 13th, 2016, 09:52)Lewwyn Wrote: lol 
Gotta say I wasn't that hopeful when I saw it was me and 3 rooks headed out to play. At least I crit something!

OTOH I was taking risks with the rookies and kept you safest. Not that it would help much if we had a full squad wipe :P Or, you know, if I run you into an overwatch..

(October 13th, 2016, 10:26)BRickAstley Wrote: I never really got into XCOM before but this is really selling me on it. I don't have 1 or 2 but I'm very interested now. If only I hadn't already bought another big title that comes out in a couple of weeks lol

We can run that SG some day after the Civ6 buzz has died down.
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Enjoying the read; definitely encouraging me to revisit the first one. Also, I'll volunteer once you have some good equipment and suchlike... wink
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I've never noticed a problem with the detection warning thingy. It does only warn you about enemies you can currently see though.
It's very annoying that when you move one trooper away so you can longer see an enemy, you can't see their detection range any more either. Why not keep showing the enemy's location and detection range until the end of the turn? Not as if they'll be moving or dying on your turn without you knowing about it.
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At the rate that the dying's going, I'll be up to bat soon enough.

Great read so far. It's interesting playing along with X-COM 1994 - all this stuff about pods is going over my head.
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You can use my name too. I purchased XCOM2 recently as well, but wanted to play through a full classic-ironman + all DLC campaign of the modern XCOM first, that campaign is wrapping up as I've got the tech tree finished and am training psi-soldiers for the temple-ship.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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Fenn: the biggest difference in the tactical battles compared to the original is that enemies now patrol around in small groups (pods). A pod wakes up when one of its members spots or is attacked by one of your soldiers. They get a free half turn to move into cover, then you fight it out however you wish.
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