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This latest iteration is the kindest ever in terms of getting replacement soldiers, not only do you get them as mission rewards giving ranked soldiers (as you did in XCOM 2012), but you can get them from scan events occasionally, and very regularly from the HQ and Black market. I've just got to the end of my latest campaign and I have 17 colonels, 2 magi, 1 major and 3 captains. That's a hell of a lot of wiggle room.
There's nothing wrong with a game that doesn't have risk and reward, loss and setback as core mechanics, but these are some of the things that are truly, distinctively part of the unique XCOM experience and part of its appeal. Take them away and you've got something very different, that may not appeal to the current core audience.
point is stop getting your soldiers killed and you won't have to customize more of them. I play on legend. my guys rarely die.
My guys rarely die too and i just started playing the game 2 days ago, and still learning. I've already managed to master a lot of different creative tactics, and should have recorded some of my missions to show people. I was a chess champion at 9 years old so this comes easy to me. See youre not the only one with an ego.
The Computer can afford to make crap decisions and all it takes is 1 random lucky shot to mess your campaign/squad up completelly. You, on the other hand, cannot.
This right here is exactly why so many people opt to savescum.
In XCOM:EU/EW the computer actually had some regard for its units, played safe, was smart, didn't just rush in and use brute force to get hits. In this game, especially early-mid game, you don't have the soldiers or tools to deal with all the ♥♥♥♥♥♥♥♥ coming your way, so sooner or later you *will* start toying with RNG aswell hoping to get lucky hits, and it becomes a vicious cycle after that.
I remember the devs saying they didn't want Legend to become XCOM1's Impossible difficulty, hard but not downright abusive... Well, in my opinion, the only trouble in XCOM1's Impossible was the difficulty spike in that one first council mission with the thin men. After that it was doable if you weren't a total derp. In this game though, you just have to rely on rng in multiple situations to come out on top up until you get plasma stuff, soldiers fully promoted and upgraded, etc. The timers help it in no way either.
All in all, it's a fun game, yes, but it is incredibly masochistic if you chose to only play Legend Ironman.
Sincerelly, a "Legend Ironman"- only player
I.E. the month 1 council mission and the month 2 week 1 landed large scout. were the difficult missions barring slingshot. which is purely a mission of memory since every drops in a certain spot and can be predicted.
beyond that (which i generally solve with MEC units and rockets) it was the panic spike from abduction missions. I think in classic you get 2 pips for not doing an abduction, and impossible was 3 so you can lose a bunch of countries even after the first month. since its 5 to lose.
On Classic I wouldn't lose any countries if I start in Asia or Europe. on Impossible...I'd lose several.
Sure sometimes things will go wrong, and this is why you should have a high priority on upgrading your armour. Its also why you make sure your units are in cover at all times when there are enemies alive. Its only really dangerous at the very start of the game where a lucky hit/crit can 1 shot one of your characters - by the time you have majors and colonels your guys should be able to take 2-3 hits, and really if you're letting the enemy get that many shots at you - you're doing something wrong. Sure it sucks to lose characters early on - but its not too difficult to train someone else back up to their level, and once you have better weapons/armour (and super leveled squad-mates to carry them through) leveling becomes much easier and quicker.
X-com 2 is not a game where you hunker down and have a prolonged fire-fight, hoping a lucky shot will get through. You're meant to be making aggressive moves and exterminating the enemy force before they get a chance to retaliate. Once you work out how to manage enemy pods (basically just do not over-extend, and only use the Ranger's slash ability as a last resort) this becomes fairly simple.
If the enemy cannot attack you - they cannot kill anyone on your squad. Always try to kill them all on the first turn of combat. Never advance any further ahead of your forward-most unit once you have discovered the enemy, always try to keep your squad in positions where they can assist the rest of their team (so if you have a turn where you do not discover any enemies, feel free to move everyone forward, out of cover if necessary, just so that they will be in range to help out in the next turn that you find enemies). Bring grenades, lots of grenades. Grenades are guaranteed damage, and destroy cover allows for better hit and crit chances.
Good luck.
I'm doing all this already. All of this is common sense to experienced players. You can't always wipe out enemies before retaliation because of the rng. Soldiers WILL die, and anyone that says otherwise is lying. Soldiers can't take 2-3 hits late game, because the enemies also do more damage. You're right about one thing though, nobody should ever allow 2 or 3 hits to begin with, but we all know its the beginning of xcom that hurts, not late when you become offensively op (if you make it that far)
Your entire argument is based on the assumption that you'll always hit your shots and/or get max damage rolls/crits on every single enemy every.damn.time . No mather what you do, you will never ever get such odds 100% of the time so I don't get your point here.
Also, as you pointed, killing stuff fast is the way to go, so why do you then say getting better armor is a priority? Contradicting yourself there.
Grenade, shoot, repeat 🔂