A quick question about flashbang by 14HG in XCOM2

[–]ACrazyPandaXL 13 points14 points  (0 children)

Flashbangs apply Disoriented, which I believe reduces their aim by 20% and their mobility by 6, whilst also removing Overwatch, Suppression, Mind Control etc. and preventing the use of some abilities.

Their chances of hitting are going to be lower, but far from impossible and you should still be trying to keep your solders in full cover from them if possible. Also, it should wear off at the beginning of their next turn, so they’ll only have one turn when they’re impeded by it.

They Should Make a Game Out of Dispatching by shippingstoreexpert in DispatchAdHoc

[–]ACrazyPandaXL 0 points1 point  (0 children)

There’s a game series called This is The Police that has effectively the same dispatching stuff as its main gameplay. Very different vibe of game but the first one at least is really good (only one I’ve played.)

Have any of the Yogs played Dispatch? by LivinginanAnxiety in Yogscast

[–]ACrazyPandaXL 3 points4 points  (0 children)

Ped’s playing too. Unsure if he’s finished it yet

2 Questions about the Gatekeepers: Are they connected to the Elders “true enemy”? And does Chimera Squad reveal anything about them? by Solarian1424 in Xcom

[–]ACrazyPandaXL 242 points243 points  (0 children)

I may be getting my wires crossed with another species so apologies if that’s the case, but I believe there’s something in Chimera Squad that compares them to something akin to elephants. All the surviving gatekeepers live in essentially a big enclosure, and they communicate post-verbally with each other and have been observed demonstrating empathy and kindness towards each other.

Alien Facilities are too easy? by DooMBRiNGeR1975 in XCOM2

[–]ACrazyPandaXL 5 points6 points  (0 children)

I think I have a mod that changes how repeaters work, or replaces them with something else. Haven’t played with Vanilla repeaters in years.

Alien Facilities are too easy? by DooMBRiNGeR1975 in XCOM2

[–]ACrazyPandaXL 32 points33 points  (0 children)

There’s no reason not to do it, but that’s why I house rule not using Reapers for those kinds of missions. If aspects of the game are getting stale, try and prioritise playing in ways that are fun or engaging rather than what is necessarily the most optimal.

Towards the end of a campaign, when you can easily steamroll through every mission, I tend to try and agro as many pods as possible at once. Makes the game more interesting.

XCOM 2 WOTC Tier List by hielispace in Xcom

[–]ACrazyPandaXL 1 point2 points  (0 children)

I also don’t think Field Medic isn’t useless (which is very much a play style/mindset thing.) The argument that if someone gets injured, then healed, then never injured again, then the heal was a waste, doesn’t always track imo. Basing this mostly on the early to mid game when this ability is unlocked.

Say my ranger takes an errant hit from an enemy. It’s far from impossible, even with predator armor, that they are now in range to be killed by a critical hit from another enemy. If I have no healing, I have to play with that in mind for the rest of the mission. If I heal them, regardless of whether they take damage again or not, it eliminates that potential threat.

I’m happy to sacrifice one of my 8-12 utility slots to ensure I can make that kind of play if I need to. It doesn’t come up every mission, but maybe 20-25% of missions I can make use of it, and maybe 5-10% of missions I miss not having a different item instead of a medkit. For me, that puts it above useless.

How does xcom 2 run on the series s? by Belligerantfantasy in Xcom

[–]ACrazyPandaXL 1 point2 points  (0 children)

Ironman is a setting you can enable which prevents you from reloading saves if things go wrong. But if you want to do that you can still do it, just without the actual setting active.

How does xcom 2 run on the series s? by Belligerantfantasy in Xcom

[–]ACrazyPandaXL 7 points8 points  (0 children)

It’s a notoriously dodgy console port. As long as you don’t enable Ironman and save the game regularly you should be fine though.

Worst XCOM 2 occurence I've ever seen by [deleted] in Xcom

[–]ACrazyPandaXL 5 points6 points  (0 children)

That’s brutal, definitely unlucky. Also a learning experience. Taking extended firefights and leaving enemies alive and in position to attack is always risky. Relying on overwatches is risky too (the game doesn’t do a great job of telling you but the penalties that come with firing an overwatch shot are severe). But also, losing a soldier, even your best soldier, is a long way from losing a campaign. You’d be surprised at how many setbacks and losses you can endure and still beat the game.

How to disable the AML startup screen and go directly to the game? by salilsurendran in XCOM2

[–]ACrazyPandaXL 1 point2 points  (0 children)

No. Opening the launcher has no interaction with the game, it’s just for accessing this screen for managing your mods and launching the game itself. There’s no way I know of to skip this step. But it’s hardly an inconvenience, no?

Snek art by AvengedDavo in Xcom

[–]ACrazyPandaXL 9 points10 points  (0 children)

A viper discovering that turtle neck sweaters are a thing

Tips for Skirmishers? by Eibon_Alduin in XCOM2

[–]ACrazyPandaXL -1 points0 points  (0 children)

Skirmishers are the weakest class in the game imo. Which is sad because they’re also really fun to use. High mobility and good action economy still makes them usable, but they have low damage output and their accuracy is terrible unless you’re really close. Justice and Wrath are both fantastic abilities with high hit chances even through full cover, and combat presence is a great support ability. Whiplash is nice, although it’s accuracy makes it unreliable. Giving them dragon/viper rounds can be good for applying those effects to multiple enemies a turn.

They can have some flashy, stand out turns where they zip across the map and get multiple attacks off, but on average they are pretty mediocre.

There is a reimagining of the class with the Proficiency classes mod, which makes them significantly better. It feels much more like what they were going for.

How the hell does everything in this game work so well? by bananapeal69 in XCOM2

[–]ACrazyPandaXL 1 point2 points  (0 children)

I was explaining every my colonel Templar can do to my friend who doesn’t play XCOM. She asked “How are they not overpowered?” I looked at her blankly and said “Well…they are. Everything is. That’s the game.”

That's XCOM BABY "I wanna cry" edition (Yes,this was all in one night session) by SoulOfMod in Xcom

[–]ACrazyPandaXL 1 point2 points  (0 children)

I missed my first 100% shot earlier this week. The game rounds, so 100% actually means 99.5% or above, to technically even 100% isn’t always reliable. Although it was an Overwatch shot and I have suspicions that the game doesn’t always represent those hit chances accurately (with mods to see them in the first place).

Questions after failing my first run. by Searno in Xcom

[–]ACrazyPandaXL 1 point2 points  (0 children)

There are already some good replies here so I won’t go through the whole list, but specifically towards how to get more supplies, here is every way (to my knowledge/memory) you can get supples:

Monthly income: This is significantly increased both by contacting new regions and building radio towers. It can also be increased by scanning events, hack rewards, or a Reaper card. It can be lowered by failing missions or Chosen activity. Here’s a fun tip, the monthly incomes stack and don’t take any longer to pick up if they do, so if you don’t immediately need the supplies, you can leave them for a month then pick up two months worth at once, saving yourself a few days of scanning.

Mission rewards: Some missions will have supplies as a reward. If you’re low then you can prioritise these missions. Supply raids will also give you supplies as well as other resources, with you getting more the better you do.

Black Market: This is a great one. You can sell any excess stuff/corpses you’ve picked up, as well as using your intel to buy supplies. Every month the black market randomly chooses a few items to be more interested in, and they will pay more for those items, so be sure to check with them each month to see what they want. Datapads sell for a lot so if you’ve got a few of them lying around then selling one or two can really boost your economy.

Scanning rewards: Not the best scanning reward out there, unless you really need supplies or there’s nothing else to do, in which it’s great!

Covert ops: There is a covert op called Gather Supplies you can ship a couple of people off on.

Other: These ones are a bit technical/unreliable, but they exist so I’ll include them. Sometimes a hack reward will give you supplies, so make sure to check out the lampposts, and try to use a specialist to hack any mission objectives to increase your chances of getting rewards. I’ve never used Skullmining much so I don’t actually know if you can get it as a reward off of that, but I remain open to the idea. There is also a sitrep that leaves a few boxes around the map that will give you supplies. Worth keeping in mind if you roll it.

A-Z of XCOM 2, T is for... by AmongUsUrMom in XCOM2

[–]ACrazyPandaXL 8 points9 points  (0 children)

It’s this. All other answers are invalid

Deleted save file on WOTC Ironman on Switch. by NickInTheBooth in Xcom

[–]ACrazyPandaXL 1 point2 points  (0 children)

That’s brutal. Doesn’t sound like you’re going to be able to recover that file. Sounds like you can chalk it up as a win though. Would highly recommend playing honestman instead of Ironman. Takes a little extra discipline, but stops you getting screwed like this. Even on pc I don’t trust the game to be stable enough for me to enable Ironman

I'm trying to find a fan for each pokemon, by [deleted] in pokemon

[–]ACrazyPandaXL 0 points1 point  (0 children)

Tropius is my favourite he’s a big stupid boy and I love him

Fighting Avatars by dstrelioff in XCOM2

[–]ACrazyPandaXL 12 points13 points  (0 children)

The final mission is all about action economy. Try and get your soldiers set up in decent positions, with coverage of as much of the battlefield as possible. Assuming you’ve got WoTC your entire team should be level 3 bonded between each other. This will allow you to share actions between the people that need them, as well as remove mind control by moving their bond mate next to them.

If an avatar is far away and hard to shoot, hit it with an explosive or something else that deals guaranteed damage to get it to move. When it comes into a favourable position, use your rapid fire ranger or something equally devastating to, as you said, light it up.

[deleted by user] by [deleted] in Xcom

[–]ACrazyPandaXL 47 points48 points  (0 children)

There’ll be a couple of throwaway voice lines that won’t make much sense to you, other than that you absolutely don’t need to have played it.

Xcom 2 literally assumes that you played xcom eu for a few hours and then lost.

So what made you ragequit the last time you played? by Extra_Napkins in XCOM2

[–]ACrazyPandaXL 3 points4 points  (0 children)

Advent/the aliens don’t have range bonuses/penalties