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XCOM 2 SG - It Continues?

I'm taking the save.
Surprise! Turns out I'm a girl!
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Might not get to it, my computer keeps crashing for seemingly no reason.
Surprise! Turns out I'm a girl!
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Base management:

Took holo targeting and guardian, then built a workshop:




Not the greatest positioning, it will do though. $2 left, need 45 for mindshield and will see how much one will cost once lew gets better. Avatar project is reduced by 1 after clearing the blacksite, scanning for the faster contact speed since we will get resistance comms soon. Comms finish with 5 days left on the cost down, I do not contact yet as the cost is 80 and I want to cut it a bit. Proving grounds finish, experimental ammo first using an engie to get it down to 5 days, with the other one cutting the workshop construction time down to 9. Minor breakthrough goes off, wipes out the progress that blacksite gave us. It ticks up again a day later. Retaliation a day before ammo but after a wounded soldier returns:




Loadout goes like this. Game initially proposes me, Sareln, Jowy, JKaen, WK, and Dreylin for 2 specialists, 2 sharpshooters, 1 ranger, and 1 grenadier. I swap Sareln for Spark, as we don't need healing. JKaen gets a dodge PCS, as he is likely to be running at enemies in order to cut them in half and will get shot at a bunch. Final loadout:




The retaliation:
Initial position:




Plan is to get on the building as fast as possible. Squad moves up, overwatches and spreads out due to the kind of bad cover. IBT:




Muton and trooper, lovely. Also see this:




Yet another muton. The first one dodged 3 overwatches, so I have to figure out how to deal with him. T2 Dreylin takes a lightning hands against the trooper:




It was only a 55%, but it could have instantly killed him and it is better to start the cooldown on it sooner rather than later. Both the muton and trooper have high cover, so I send up WK to shred the armour and remove the cover:




This causes the both of them to go invisible. Why is this game like this. I move up spark to get a better movement, and the trooper flashes in for a second before vanishing. JKaen finds them though, but no one has a shot still for some inexplicable reason. I move up and kill the trooper with shadowfall:




The muton is still there. Seriously, this is insane:




Only the two on the left can see the muton currently, everyone in the picture could before the grenade. I feel I have to use the axe here, I have a 80% with it followed by a 70% to get the kill with JKaen. If that fails I will need to move Dreylin into no cover to pistol the bastard to death. Of course, the axe misses:




Shotgun rolls min damage:




Dreylin moves up to shoot with the pistol, onto open ground. There is a rocket for backup, so this is safe. 100%, I'm ready to roll min damage:




Let's go!




Finally, this hell of glitches is over. And that was just the first pod! Muton plasmas another civ in the fog, not sure why I get to see it
T3 I decide to start finding faceless by checking the nearby civ. They are clean however, and that + the one I got last turn gets me 1/3rd of the way to victory. Muton is to the NW, so I start heading there. I use my concealment to dash forward:




Looks like a faceless party to me. Lose another civ. Find the pod with me:




Dreylin can hit 2 and says he can oneshot the lancer. I wait however, most of the squad is out of position. IBT STUFF HAPPENS.
Faceless shows up:





muton takes a step forward, shot twice:




Thought this one killed him:




It left him on 1. Then he activated, and died:




Then another pod from the right:




SPARK missed:




The faceless gets a turn for some reason, swipes and reveals me:




T4 I have some decisions to make. Jkaen and WK are coverless and flanked, so they need to move. I'm only flanked by faceless which I expect to kill, so I'm good. SPARk has overdrive and a rocket, both of which will probably be used this turn. Jowy starts by trying haywire protocol on the mech:




OH COME ON THAT WENT OVER THE LINE. welp, worst case scenario. I just barely avoid solo killing the faceless with my 3 total shots:










Then, SPARK lines up a rocket on the second squad. He can hit the entirety of either just barely, but the second one is larger and the close one can be frost bombed. First overdrive is used, the pixel is hunted:




You don't want to know how long that took. Then:




Next, WK, who was apparently standing in fire and is set alight when they move, frost bombs the initial pod. Or at least, that was the plan until I discovered that being on fire prevented the use of explosives. Instead, she takes out her frustration on the faceless:




Dreylin has the choice between a 92% on an officer, or two 70%s to kill either the mech or the stun lancer. I decide to shoot first with SPARK, who goes for a 65% on the officer with no bonuses or penalties. This is worse than I thought, but:




SPARK ends turn by reloading. Jkaen moves up and takes out their anger with a 60% on a stun lancer:




Crits all round today. Only Dreylin is left, main choice is between a 70% on a boosted mech or a 50% on high cover stun lancer, with the 50% regular trooper being set to the side. I pick the mech:




Feels good. Gets a promotion. IBT, the AI shows some amazing target prioritisation skills:




Stabbing thin air is all the rage (it was really a civ)




T5 (feels like T5000). WK burns for 3. The lancer is even worse than I thought:




Jkaen has no ammo, but can axe either target. WK takes a point blank range shot:




Please damage rolls, don't fail me now:




Missed the killcam. Then:




Thought I was done, but they are far enough away that they went back into the fog after the animation. I heal WK, move up with everyone for overwatch. IBT:




Not such a crack shot




better




Dammit, he had 3HP left. T6:




You picked a bad spot to stop. At this point, the choice is based upon who needs a promotion the most, and I decide to give it to myself, using a completely fair and democratic purpose called "Being the turnplayer". Honestly though, I did not know who to give it to, Jowy has most of the good stuff already, Jkaen and Dreylin are getting promotions already, WK will be out for a while, and I don't even know if SPARK gets EXP.




Pretty good!




Only missed OW (and lightning hands, which apparently doesn't count), and never got shot at!







2 day recovery is halved right now, but still good. What is this:




Why. Give this to Jowy, not to a ranger. SPARK has +1 armour and high cover to surrounding squadmates vs no recoil in overdrive. Again, why:




You can see the options he has there. I vote run and gun, death from above, and bulwark. Got a regular and advanced hair trigger for 2 regulars in total, we should give them to shotgunners probably due to the increase in total damage and the much greater potential to use them to clutch a situation. We get muton and mech autopsies, as well as +24 supplies a month. If not for the random fire spreading that I had no way of noticing (I did not use any explosives next to WK's cover) this was great.


Attached Files
.zip   save18.zip (Size: 1.03 MB / Downloads: 1)
Surprise! Turns out I'm a girl!
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2 unfortunate AWC promos I see. frown Dunno what the SPARK should take (no experience with SPARK units) but I agree with Run & Gun and Death from above for the others.

Didn't Sareln get a hacking boost a couple of missions ago? In that case wouldn't it be better in the long run to make Sareln our hacker and use AWC to give him haywire protocol? That doesn't mean Jowy needs to switch to a healer though, Sareln can continue being a healer even without revival protocol and Jowy can use the overwatch promos + bolt caster to be effective. We do lose revival protocol but IMO that ability is fairly situational so it isn't a huge loss.
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I gave my Spark Bulwark; probably the armour made the most difference, although the High Cover made traversing open areas safer - I can't recall actually ever being shot at while hugging behind it. My typical Overdrive was usually Rocket, Shot, reload, so not sure if No Recoil would gain us much.

Definitely DfA for me, please. Lewwyn is our Phantom Ranger and will want Conceal, so R&G for Jkaen makes sense.
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got it
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Base Management

So as discussed I went for Bulwark, DFA and R&G as the upgrades from last round


Review of the base concluded the following:
Science: 15 days to go with our 1 scientist on Plated Armour
Engineers: 1 6 days to workshop, 1 in proving ground, 1 in AWC
Proving Ground: 2 days to experimental Ammo
AWC: 4 days till everybody is healthy
Bank: $2 supplies, 123 intel, 19/22 power and 3/4 contacts

   

World map: 6 days for supplies cache
choose to go with black smoke to reduce contact cost (1 day) - next region contact reduced by 50%

   

Next I went with getting the contacts in the new arctic to lock down the asia territory bonus (+5 power)

Meanwhile the proving ground comes in with dragon (fire) rounds, and I start work on a experimental grenade

   

The dark event from last time round completes and doubles recruitment costs

Contact made with new artic, full on contacts at the moment so go for the supplies cache

   

Month end comes and they are happy with us, shortly after that an additional supply drop found, this is 3 days to unlock as opposed to 5 for the cache so go there.

The possible dark events for the month pop up and they are not all that bad

Workshop Facility Completes. Engineer works there and gives gremlin to AWC (freeing an engineer) and comms (giving us 2 more available)
Decide we need supplies so start clearing another alien machinery for 118 supplies and 20 alloys with the freed engineer and the one in the AWC (all troops now healthy) - 15 days to complete
Grenade research comes in as an acid grenade. I decide not to use our last core on another research in case it was being saved for something

   

Supply drop collected
Buy another scientist for 190 supplies, as we are dragging on research with just 1 on it
Start to make contact with new indonesia

new alien facility announced in western america, which we can reach as soon as we have the intel

avatar project goes 8/12

Indonesia comes in, I decide to leave australia (was going to be the next contact) and hit western america, but find i am short on intel so head to base to gather intel there

Guerilla ops target pops up
moderate recover - scientist reward - faster facility penalty
difficult protect - 112 intel reward - minor breakthrough penalty
moderate hack - ranger sgt reward - hidden penalty

I decide to get the scientist
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Base Management 2

Just as I start setting up the mission, my computer crashes, autosave has it at the point above where the workshop completes

I play the map exactly the same as above (felt it would be cheating to start unlocking Western USA instead)

Missions now are:
moderate recover - scientist - hidden penalty
difficult protect - 82 intel - facility finished 2 weeks quicker
moderate hack - ranger sgt - minor breakthrough

i go scientist again
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Sounds like we're starting to get quite high on Avatar pips - especially with the two pending Dark events ... do we have a Skulljack yet?
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I had no money to build it. The bar was I think slightly less than half full after I played.
Surprise! Turns out I'm a girl!
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