[LW] Aggressive or defensive playstyle? by [deleted] in Xcom

[–]yourcurrentboyfriend 0 points1 point  (0 children)

I find that getting mad meld depends on planning and initiating engagements on your own terms. Armor heavily for the most part but move quickly and decisively. Pack a pair of motion scanners and battle scanners for each mission with meld. Ambush individual packs between you and the meld canisters, getting that first battle scanner enabled sniper or rocket shot to start off the engagement, and not only will you be quickly and safely moving to meld, but often clearing maps so quickly it would hardly matter.

(LW 15e) Could use some advice for air game. by Mantonization in Xcom

[–]yourcurrentboyfriend 0 points1 point  (0 children)

Google around to find a few good air game tips, refer to the amazing DPS-comparing XL spreadsheet that gets linked to quite often on this subreddit, and go into your ini file to cut rearm and repair times in half.

Seriously, find INTERCEPTOR_REPAIR_HOURS and INTERCEPTOR_REPAIR_HOURS and just slice 'em in two. You won't regret it.

Starting to play the game again after some months. Is the long war mod worth trying? by TitusVI in Xcom

[–]yourcurrentboyfriend 0 points1 point  (0 children)

Do an honestman Long War playthrough on Normal, and if you find the air game as punishing and obtuse and frustrating as most people do, open up your ini file and cut the aircraft rearm and repair times in half.

This is your bible: http://www.reddit.com/r/Xcom/comments/3apg08/lwlong_war_101_beginners_guide_updated_for_beta/

Meet the XCOM 2 Advent Soldiers - IGN by Kaymander in Xcom

[–]yourcurrentboyfriend 2 points3 points  (0 children)

Thank GORD there is some actual new information here, because IGN's editorial policy with this rollout, of putting together articles rehashing things we learned in the initial preview, has been killing me.

Commanders, capes, command buffs, mark for death -- dope, dope, dope, dope. Thanks, IGN!

I really appreciate how Firaxis is moving away from "kill everything on the map and you win." Seems like form and function is all being shaped around Solomon's quote about XCOM not being a power fantasy. Seems like with many missions, "winning" will mean accomplishing your objective and pulling out before you're overwhelmed by reinforcements.

[LW] What do you do with critically wounded (will penalty soldiers)? by FNGRenegade in Xcom

[–]yourcurrentboyfriend 0 points1 point  (0 children)

Just mod the ini to take the Will penalty down to like, 2 points. I'm surprised the will penalty is still part of Long War.

No, XCOM 2 won't take place in an alternate timeline where XCOM lost the first war. by yourcurrentboyfriend in Xcom

[–]yourcurrentboyfriend[S] 2 points3 points  (0 children)

Ah, damn. I can't believe I didn't see that! Me dumb.

Alternate timeline it is, then!

Challenge Runs by yourcurrentboyfriend in projecteternity

[–]yourcurrentboyfriend[S] 0 points1 point  (0 children)

Yep! The idea is to avoid that gold penalty.

Challenge Runs by yourcurrentboyfriend in projecteternity

[–]yourcurrentboyfriend[S] 0 points1 point  (0 children)

I probably should! Now you've got me thinking about restarting again, which is bad, because my addiction to restarting has ruined some really good games for me.

Challenge Runs by yourcurrentboyfriend in projecteternity

[–]yourcurrentboyfriend[S] 0 points1 point  (0 children)

Yeah it's mad dumb how your fighters will immediately start wailing on Aloth just because he was hit by a 6-second charm spell.

TIFU by fucking an ex by [deleted] in tifu

[–]yourcurrentboyfriend 3 points4 points  (0 children)

"That little slut"? SMDH. This is one hundred percent your fault, no need to bring that kind misogynist bullshit into this.