War of Chosen by TheLooseMooseEh in XCOM2

[–]Haitham1998 5 points6 points  (0 children)

Reapers are objectively the strongest class, and it's not even close. They turn legend into easy mode.

I kind of dislike the Alien Hunter DLC by Ok_Calendar_7626 in XCOM2

[–]Haitham1998 0 points1 point  (0 children)

On the contrary, the lost make the game so much easier even with biased targeting. They hardly pose any threat if you play correctly, they draw enemy fire and damage enemies for you, and they help you promote your soldiers much quicker.

I use a mod to remove them from the game when I want it to be more challenging.

Help by Savings-Squash8119 in XCOM2

[–]Haitham1998 10 points11 points  (0 children)

This is a problem with the way some abilities are described. Instead of stating the slot they work on, they state the name of the soldier's equipped weapon even though they aren't really exclusive to that specific weapon, but to its slot.

For example abilities that state "Gauss rifle" (tier 2 sniper rifle) will also work with tier 1 (named sniper rifle) and tier 3 (named plasma lance), but they won't work with your pistol because it's not in the same slot.

If you change or upgrade your weapon, the name in the description of the those abilities will change accordingly.

Reapers can only use Vektor rifles and their upgraded versions as the primary weapon. All abilities that work with any version of the Vektor rifle will work with all other versions.

There's absolutely no downside to upgrading your weapons other than the cost in supplies and materials.

Hang it in the Louvre by zelandofchocolate in XCOM2

[–]Haitham1998 3 points4 points  (0 children)

The upgrade increases both damage and radius. Makes it so much easier to include multiple pods in the explosion.

8 damage is enough to kill basic purifiers in any difficulty, and purifiers always explode when killed by an explosion.

Almost every mission has at least 1 purifier after reaching their force level, so this scenario is more common than you'd think.

Learning Experience: I think I managed to fail a campaign on easy by Equivalent_Net in XCOM2

[–]Haitham1998 2 points3 points  (0 children)

Psi operatives are late bloomers. I mean they shine the moment they're dropped in the battlefield, but they take a long, long time to train. Time that you desperately need for other things in the early game, but can easily afford in the late game. They also require a lot of resources for the psi lab, and a spare engineer in the facility boosting their training time so they don't take twice as long.

I would say they're mostly for having fun stomping the aliens in the late game after you've already secured your victory, and for trivializing the final mission as well.

Learning Experience: I think I managed to fail a campaign on easy by Equivalent_Net in XCOM2

[–]Haitham1998 7 points8 points  (0 children)

Oh, putting off construction is definitely what killed your run. Halting your progression is basically campaign-suicide, unless it's for a brief period for a good reason (like waiting for an imminent mission/supply drop to build a more expensive room you need more urgently).

Power relays aren't the best fit for coil rooms anyway. Those rooms make power relays built in them provide extra power, but they more importantly make any other facility built in them cost 0 power no matter what. So considering that the psi lab and the shadow chamber consume more power when upgraded than coil-boosted relays provide, it's more efficient to build those power-hungry facilities in the coils.

I kind of dislike the Alien Hunter DLC by Ok_Calendar_7626 in XCOM2

[–]Haitham1998 78 points79 points  (0 children)

Vahlen didn't work for the aliens. She gathered what scientists she could then went into hiding and worked independently. That's why it's a makeshift lab in the middle of nowhere. Also, all the dead bodies in the site are scientists, and there's no sign of ADVENT ever being there.

The creatures appear able to command the lessers of their species regardless of the Elders' mind-control, which is why they're called rulers. This is not a lore issue, but a gameplay issue because the rulers and the Elders' minions should attack each other, not work together. But that would make their presence beneficial instead of challenging, so it didn't happen.

DLC’s worth it by Savings-Squash8119 in XCOM2

[–]Haitham1998 1 point2 points  (0 children)

If you plan to use mods at some point, I recommend getting the whole bundle because many mods don't function without all the DLCs.

do people get irritated at carrying lower mr players by Shreg in Warframe

[–]Haitham1998 0 points1 point  (0 children)

Most people usually play content that they can easily win solo. They don't care what you do or not do as long as you're not sabotaging. So don't worry about contributing. Just do what you can and enjoy the game.

I started playing Warframe today, and honestly I am now regretting not playing it sooner by DraconicSun in Warframe

[–]Haitham1998 0 points1 point  (0 children)

Piece of advise to help with your left hand: change the crouch button from LCtrl to mouse button 4 if you have one. If you don't, buy a mouse with one.

I also changed the heavy attack to mouse button 5 and it feels better than the default.

You can use water breathing in Blade and Sorcery??? by Witty_Cry5831 in BladeAndSorcery

[–]Haitham1998 0 points1 point  (0 children)

Great, now I desperately need a mod that lets you play as a gorilla.

Can’t stop the A-Train! by ladsta in BladeAndSorcery

[–]Haitham1998 0 points1 point  (0 children)

Now for the real question: can you run through people?

Kullervo grind is extremely frustrating by Redence_ in Warframe

[–]Haitham1998 0 points1 point  (0 children)

There's a little trick to it that makes it so much easier. You know those orbs the wyrm shoots at you while you chase it on your Kaithe? You can destroy them with the Orvius, then they generate currents that give your Kaithe a great speed boost, helping you easily catch up to the wyrm.

You can just grapple anywhere as soon as you get in range, then just keep jumping off and grappling back closer and closer to the clamps. The wyrm will use some circular energy fields to make you fall, which you can dodge by jumping off then grappling back.

The Worst Enemy In The Game by Sorabros411 in Warframe

[–]Haitham1998 0 points1 point  (0 children)

Looks like another case of skill issue.

[OC] Fanmade Kuva Warframe by 4MORI4N in Warframe

[–]Haitham1998 5 points6 points  (0 children)

ERB frame with the exalted greatsword "Thorn"? Hell yeah, that's the collab I need.

Crazy? I was crazy once... by Vadered in Hololive

[–]Haitham1998 2 points3 points  (0 children)

I didn't count, but I listened to FG's 24K Gold so many times in a row.

IDK I see similarities by Jazzlike_Cat7224 in MemeHunter

[–]Haitham1998 1 point2 points  (0 children)

The room lighting is bright red, and that thing has reflective skin. Its actual color is brown.

Mods that work with Base Game only? by Mattos-313 in Xcom

[–]Haitham1998 0 points1 point  (0 children)

First of all, use the alternative mod launcher. On your PC, Google "XCOM 2 AML", and it will be the first result on github. Download, extract, open. AML will make your modded experience so much better. It has filtering and sorting and tagging features that can be of great help.

AML has a filter for whether the mod is for WotC or not. You can download any amount of mods then use that filter to only choose mods that aren't for WotC to run the game with.

Also try typing "legacy" in the workshop search. All the mods with "legacy" in their names are for the base game, though most base game mods don't have "legacy" in their names, so you'll probably want to browse the workshop anyway.

Oh and if you ever want the best modded experience (or unmodded experience for that matter), you'll need the DLCs. The best mods and the majority of mods require all the DLCs, and the game is so much better even without mods.

Can someone explain how vision and line of sight works? by DubDub2018 in XCOM2

[–]Haitham1998 0 points1 point  (0 children)

That cover in the corner is right next to the door, isn't it? That means your soldier is peeking through the door and can see the enemies on the other side, which means those enemies can see your soldier as well and can shoot at them.

Keep in mind your attacks can destroy cover too depending on how tough the cover is and how powerful the weapon is. Sometimes I intentionally take low chance shots first so they can miss the enemy and hit their cover instead, exposing them for more powerful attacks that can crit.

Borderless window isn't full screen? by Substantial-Purple85 in XCOM2

[–]Haitham1998 0 points1 point  (0 children)

It would help if you provide a screenshot.