XCOM

Tldr Warlock and the Lost meet up on Avenger defense mission, and my brain froze like my PC when a Gatekeeper enacted a mass resurrection of a large collection of fallen Lost and for my sanity required me to redirect every available resource to the Gatekeeper to not lose the campaign by virtue of locking myself out of the game if the enemy Gatekeeper survived. Ended the mission with, if I recall correctly, 355 kills of which most of them where caused by the Gatekeeper who effectively doubled the body count More detailed account: ::: spoiler spoiler On a Ironman Commander difficulty chill run, decided to take my time with the Chosen and deal with them as a pre-final mission victory lap. So leave them to their devices and deal with the Avenger defenses as they come. This ideal changed very quickly once I was accosted by the Warlock with "The Lost" Dark Event. So I take it slow as every 2 turns I have to deal with the 4 exploding ghosts the Warlock likes to pop into battle. This forced me into a defensive position and had my Reaper scout and move towards the cannon while snipers pick off what I could in between down time. Of course, I could not always get the ghosts so they explode and draw in Lost. So I end up digging in around the Avenger with the rest of the team setting up a "Kill Zone" in a nice convenient pass. By the time I gain control of the situation and start working towards finishing up the mission, I am sitting with the pass with a graveyard of probably about 100 Lost corpses lying about. I move the rest of the team forward, taking enemy forces as I advance and on enemy turn, a Gatekeeper, spotted earlier but not finished as I had assigned it a "lesser threat" moved into range towards the Lost graveyard. Needless to say, I could not finish it with what little overwatch I had in place and it did its psionic wizardry. Game hangs for quite a while and eventually comes to as it is now in control of an army of Lost. My turn has a new objective now that forces me to ignore everything else to kill that Gatekeeper as I cannot handle the thought of having 100+ enemies take their turn if I fail. Fortunately I was able to kill it with every explosive and ability I had on hand and experienced an equally cathartic release of emotion as my PC was catching up to the sound of the hordes dying out in the ensuing psionic backlash. Needless to say, I was able to complete the mission with 355 kills to the mission - which the game counts revived enemy zombies as a "kill" if they go down :::

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I like to have one of each on my team, but if I absolutely have to pick between the two, Id go engineer, at least until the Recoiless rifle upgrade. I like engineers because I know exactly where the grenade will go, and, if sapper is picked, what terrain will most likely be damaged. Rocketeers are fun however for those "fuck it" moments, when you need to deal a lot of damage to a large number of nearby enemies. The wide explosion radius also helps a lot with the native tile spread they have. Which to you prefer?

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Look, its ok in normal xcom when 5 thin men drop in on overwatch flanking everyone, but LONG WAR THIN MEN CAN GO STUFF IT! I know, i know, thats the reason i have scouts. But still, council missions are the only missions ive actively restarted. Why do they feel so incredibly difficult compared to the normal missions which are tough, and ive lost soldiers on, but never soul crushing like these?

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xcom
XCOM trslim 4mo ago 100%
How cooked am I?

Alright, Im playing Long War. Im no expert at long war, but i do have a pretty good idea when im falling behind. Its early June of first year, and I just got laser weapons. How far behind am I? Also I recently lost 3 soldiers, an assault Specialist and 2 Corporals on a landed medium UFO, but eeked out a victory with my other soldiers. Big loss, but not irrecoverable, right?

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cross-posted from: https://lemm.ee/post/21580314 > Patient Recommendation: The Bureau - XCOM Declassified > > I want to tell you about an often overlooked game that I really enjoyed my time with. > > The setting is AMAZING, you are in 1960s America trying to contain an alien invasion with your team. > > It got a lot of flak because it used the XCOM name while being a completely different type of game and it definitely had some flaws (the gameplay reminds one most of Mass Effect 1) - but if you see it on sale somewhere give it a chance, I think you won’t regret it. > If anyone else has played it, do share your thoughts :)

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cross-posted from: https://startrek.website/post/5553318 > It's important to relax, Commander.

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https://files.catbox.moe/bnc7f7.webm

It was an *Advanced* Repeater, so the odds were 10%, but it's still dumb lol.

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github.com

I reinstalled XCOM:EW recently and wanted to restart a campaign with some mods. Unsure what else I can try while waiting for a response from Github.

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(as always, feel free to steal/repost any meme I post!) I had some fun playing around with the cut/erase tool on some XCOM pics for this one. Still sloppy, but getting better.

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How come you cannot send out two squads at the same time? I realize i cannot fight them both at the same time, but i could do one mission and then the next and the game test it as if they both happened at the same time.

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In the past, Ive always used Proton GE on Linux. It seems the community launcher doesn't work beyond Proton 8. Unsure what causes it but, if you're having issues, try Proton 8.03.

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About at mid game and I am currently sending out a gunner with a ballistic tier machine gun and my Scout and Rocketeer with tac vests. I thought it would be a waste of money to repair my laser saw as I had just finished building my gauss saw, and decided to not to repair my spare sets of armor to save money. Attempted a ufo landing, turned out to be a trap ufo, bailed before anyone got killed but I took a few hits and had a some armor and my machine gun break, immediately got hit with an abduction mission right after so I didn't have time to repair any of my stuff.

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For context, Extended Information is a mod that shows hit chance popups for every shot, like the older Perfect Information, which (when it works) helps you develop a better sense of how much risk you're really incurring from enemy shots. I've got a long and complicated mod list which is mostly (but not entirely) cribbed from ChristopherOdd's last Youtube playthrough, and I've noticed that the percentages EI displays, especially for enemy shots, are wrong. The most obvious evidence is that they frequently miss shots that EI displayed as 100%, but it will also show absurd numbers like 89% chance to hit by a basic trooper against a target in full cover while the shooter is wounded, and they'll usually also miss. I think the problem is with shots that are modified by certain other mods, and I currently suspect EU Aim Rolls (which separates hit, crit, and dodge into separate rolls, as well as offering some specific tweaks) and Complicated Red Fog (which applies penalties to aim and other stats based on missing health). There is a link in the Steam workshop page to a Discord server where supposedly the mod developer posted an experimental, updated version that solved some of this (at least with regard to EU Aim Rolls), but that link is now defunct (either the server no longer exists or it's private). Does anyone happen to have that version and be willing to share it, or know of another, more compatible mod? Edit: For now I have disabled EI and I'm using EU Aim Rolls' built-in stat reporting. It isn't as nice, because it's just plain text on the right side of the screen instead of a color-coded popup over the shooter, and it doesn't have some of the extra info on the HUD that EI provides, but it does appear to be *right*, which is a good start!

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xcom
XCOM jballs 1y ago 86%
Time to lawyer up
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