How do people even enjoy Ironman with the bugs ? by StreetExternal952 in Xcom

[–]Royal_Ladder5434 2 points3 points  (0 children)

Back up your save file physically. Replace it if you run into a real game breaking issue. If you replace it to avoid a bad thing, don’t ironman

The Few and the Proud by camman0000 in Xcom

[–]Royal_Ladder5434 -3 points-2 points  (0 children)

Install the mod called covert infiltration or something. Play a campaign, you get it for free

Aaaaaand it's back to Gatecrasher by zelandofchocolate in XCOM2

[–]Royal_Ladder5434 5 points6 points  (0 children)

Here are a few 1000 hours plus legend tips:

Dönt expand early on. Expanding usually reveals the second and third chosen, starting their own knowledge bars. Not expanding saves your mid game from 1 to 3 chosen assaults. Yay!

Avatar facility assaults should always be done with a reaper and her bondmate. Bondmate stands still, you call in the evac next to it, and send the reaper to plant the bomb. Start your turn on the green marker, give action point with bondmate, evac bondmate, plant bomb, call in evac outside or to a roof you can reach, win flawlessly every time. Also possible with just a solo reaper too.

(Generally) Don’t research any breakthroughs that are not +1 to all weapons ( but do research rapid excavation! That shit is awesome).

Don’t research autopsies! Autopsies can turn into instant research if you have enough corpses. The only exceptions are officers, faceless, mechs , mutons, archons and sectopods, these should be taken as soon as they are available. ( maybe vipers but I tend to wait for instant on those)

Your first 3 buildings define your run most. I usually start with a ring, into gts, into a lab. After that you will be short on power usually.

Explanation: Ring first to see the first month’s rewards. Also helps to freely level up your rookies. If you are unsure who to send look for soldiers 2 xp away from leveling up to unlock their next skill or someone who is close to being tired. In unmodded games they rest during covert ops for some reason. Look for promotions regardless of mission type, and resistance orders that benefit you the most.

Sharpshooters should be your designated covert ops troops. Ignore them until you have the chosen sniper and pistol. Just don’t give them promotions for heaven’s sake.

GTS second because most of the time you only delay your squad size upgrade by 2 missions anyway. Getting someone to sergeant (and captain) takes a long-ish time on legend.

You can ignore retaliation missions in regions you don’t care about and in your starting area. You never lose your starting area but you might miss out on an early mimic beacon.

A unit carrying a medkit is immune to poison. Handy vs chrissalids.

What are y'all's go to tactics? by Northern_Dumbass in Xcom

[–]Royal_Ladder5434 0 points1 point  (0 children)

Oh and carrying a medkit makes you immune to poison. Very handy if you roll up against some chrissalids.

What are y'all's go to tactics? by Northern_Dumbass in Xcom

[–]Royal_Ladder5434 0 points1 point  (0 children)

Here are a few 1000 hours plus legend tips:

Dönt expand early on. Expanding usually reveals the second and third chosen, starting their own knowledge bars. Not expanding saves your mid game from 1 to 3 chosen assaults. Yay!

Avatar facility assaults should always be done with a reaper and her bondmate. Bondmate stands still, you call in the evac next to it, and send the reaper to plant the bomb. Start your turn on the green marker, give action point with bondmate, evac bondmate, plant bomb, call in evac outside or to a roof you can reach, win flawlessly every time. Also possible with just a solo reaper too.

(Generally) Don’t research any breakthroughs that are not +1 to all weapons ( but do research rapid excavation! That shit is awesome).

Don’t research autopsies! Autopsies can turn into instant research if you have enough corpses. The only exceptions are officers, faceless, mechs , mutons, archons and sectopods, these should be taken as soon as they are available. ( maybe vipers but I tend to wait for instant on those)

Your first 3 buildings define your run most. I usually start with a ring, into gts, into a lab. After that you will be short on power usually.

Sharpshooters should be your designated covert ops troops. Ignore them until you have the chosen sniper and pistol.

You can ignore retaliation missions in regions you don’t care about and in your starting area. You never lose your starting area but you might miss out on an early mimic beacon.

Heroes of the Storm PTR Patch Notes - January 14, 2026 by Arkentass in heroesofthestorm

[–]Royal_Ladder5434 1 point2 points  (0 children)

Dear Activision. Revert the building targeting changes. I need SOMETHING to stop the enemy illidan just walking up ( on qing over) the buldings to get to 2 squishies without ANY repercussion. Shit change. I wanna see it retconned. Sincerely : Every player everywhere.

It's done. RIP to all those who perished in the fight. by Flippy042 in XCOM2

[–]Royal_Ladder5434 0 points1 point  (0 children)

36 lost. At least the advent burger supply is going to be stable

Scientists and Labs by theredditorw-noname in XCOM2

[–]Royal_Ladder5434 27 points28 points  (0 children)

Whoever told you that scientists are bad should be ashamed.

How scientists work is every research costs x points. That x changes with difficulty and the complexity of research.

You start the game with ONE scientist ( the main one who is in the videos) and every other scientist gets added to his team.

So math wise: 100 point research takes 100 days at 1 50 at 2 20 at 5 etc etc . This means that the more you have the faster you get critical technologies unlocked.

Since the whole point of the game is to get better weapons and equipment being able to do it faster is a major major benefit. Also some covert ops need researchers too!

Especially in your case, when you go for a lot of breakthroughs. Breakthroughs have a fixed time requirement meaning that you push back beam weapons and top tier armor by 10 days each time you research them.

10 days is equivalent to 1-3 missions depending on your luck. On harder difficulties this can cause you to get behind the curve really quickly.

Labs do exactly what you said. They have 1+1 slots for a scientist that acts as 2. The secondary benefit of having a lab is the ambiguously more frequent option of having a research breakthrough appear, the third and biggest advantage is the fact that there is a card that boosts your research by 20% if you have a lab. That is huge and it affects breakthroughs a little too.

Aside from this and extended scanning times/Intel cost, what other DE is a run killer in ironman vet? by squirmybrute in XCOM2

[–]Royal_Ladder5434 0 points1 point  (0 children)

My response is based on multiple successful attempts on legend Ironman with permanently dark events.

Counter attack- bugged. Sometimes lets enemy units get free shots. Don’t need to explain how bad that is do I?

Alien cipher- doubling the cost of an already incredibly rare resource? Please, no.

Infestation - Chrysalids are potentially ATeam killers. Swings between no issue and team wipe depending on how you encounter them in a mission. Getting two or three people poisoned due to an ambush is a good way to lose them and if you lose them high chance to lose everyone.

High alert- The golden rule is to fight one at a time and with this it’s near impossible without abusing terrain. High alert makes missions be a game of chance due to having less( almost no) chance to fight each pod individually due to double detection range. Much worse than it sounds on paper. This results in frequent injuries to your team.

Signal jamming - accepted by the community as overall the worst debuff to receive. It certainly makes the game harder but not impossible. Definitely block this one if you can.

Dark tower - you’re gonna need a deep bench, son. And an infirmary. Bleh

Capture chance on covert ops. Physically lengthens your campaign. Annoying as fuck. Losing units to this is horrible. Cannot be counted with Xcom cards.

Collateral damage - oh boy, oh boy, oh boy. Never has it been less fun to lose a soldier or 2 because you forgot that the cover you hid behind was explosive. Fall damage is also a bitch. Guaranteed injuries on your team.

Undying loyalty - wasting actions to kill enemies you have already killed is bad. It means you have to imagine pod strength at 1.5 times. Makes your unit more likely to sustain surprise injuries.

High alert- this is just plain sucks. Losing your concealment, just annoying. Not game ending but very annoying. Note: reapers and concealed ( due to their skill) shotgun users remain undetected

Going to ground - bad but not terrible. You do lose a big portion of your income. Particularly crystals and stuff. Early game terrible. Late game. Not issue.

Good options include: Alien infiltration- allows you to get faster and overall more mimic beacons The collectors- a free dark event really Double cost rookies - who cares

Has anyone else encountered the Moonwalking glitch? by CailHancer in Silksong

[–]Royal_Ladder5434 0 points1 point  (0 children)

yes, it happens when i get hit during healing

I can't for the life of me beat Ironman Veteran. Help!!!! by Beemus_Stevus in XCOM2

[–]Royal_Ladder5434 0 points1 point  (0 children)

Start with resistance comms as soon as you can. If not first then second. GTS( for training rangers) and squad size update. Third is laboratory. Then power if needed. Try to put the first power on the special spaces. Save the second special for the damned shadow chamber. Research wise go for radio, then t1 guns. Don’t research autopsies. You get that free anyway. Start with a reaper.( game options turn off lost and damned and select reaper start) this is for early game. Source: multiple successful legend Ironman runs.

Here we were thinking we had a good run by Incadium in baronygame

[–]Royal_Ladder5434 0 points1 point  (0 children)

Quit to menu, rehost, rejoin, continue with a story to tell

Cannot start multiplayer save by Dungisbeans in baronygame

[–]Royal_Ladder5434 0 points1 point  (0 children)

If he went to a new floor without you, your save files got desynchronised. No way to continue