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Thats the proper way to rant.
It wasnt the lost though man.
You werent prepared. Sewers can be tough, because of indestructible hard cover. And you stayed in concealment too long. You have to identifiy scenarios that can evolve into really risky trades sooner. If things really look bad, they often times truely are kinda bad. ANother thing is....you had a very limited roster.
You should have an almost equally ranked, skilled and equipped (pcs) B squad. An alternative squad, that is basically just as powerful. What you describe as B squad would be my C squad.
Another thing is...you put yourself in a scenario, where you fight an Andromedon, a Gatekeeper, 2 spectires, 8 codices and lost. You were fighting like 4 pods or prolly even 5 pods as you prolly didnt play with bigger pods?
As I said, you waited way x 100 too long.
Very careful and conservative/lengthy positioning can be costly. Pods are moving, specially in the intial phase of a mission and with mods even longer, throughout an entire mission. You should have brutally hammered the first pod or first 2 pods you established los on. A late game squad that is facing stuff like gatekeepers should easily, absolutely easily terminate even 3 late game pods. You somehow managed to fight all the pods on the map at the same time. But even that should be well within the capabilities of a real late game squad with all the toys.
Instead, you go in with a squad that has multiple sergeants, prolly no superior perception, no very high aim, no late game skills such as serial or saturation fire. And then, on top of that, you dont take on one or two pods at a time, plus maybe some lost....you face all the pods. Ive lost a number of soldiers and missions, cause I thought as you did: 'great....i got the sitrep that shows me all hostiles and their position'. You get overconfident and dont take it seriously.
Always take sewer maps seriously, specially in end game, specially if theres additional lost and even more so if you go in with an ultra weak C squad. That wasnt a B squad.
A standard 'B' squad in late game, in 'later' late game (facing gatekeepers) would look like this:
Reaper, 2 grenadiers at captain to colonel level with superior perception and scopes plus superior expanded magazines, end game ranger with 16 plus mobility, either big armor suit or mobility suit at major plus rank, major/colonel sniper with max aim, major/colonel specialist as a healer and overwatch monster and max aim. At that point you can even have 2 colonel reapers. One colonel reaper could have claymored 2 times and next turn it could have taken out the gate keeper by itself and possibly even dmg adjacent units with banish as well with just one single action.
Facing stuff like gatekeepers without army killing aoe skills will put you in positions, where you might pull additional stuff. Just like throughout all of xcom 2. You might face a lot more than just one pod. That is why the game gives you so many über powerful aoe skills. Serial, saturation fire, ranger reaper skill, boating aim, blasterbombs and all of that.
You werent prepared. You should have gone in with a much more powerful squad to ensure that you have the best chance.
If I had to use such a C squad, a squad you described, then the only way to minimize risk is to stoically and enthusiastically follow the most basic strat of engaging only one pod at a time. Meaning, you approach the first one or two pods and immediately hammer them hard. Take them off the battlefield asap. No delay. No careful navigating and waiting for lost to do tiny amounts of dmg vs tier 3 enemies. Lost are good to soak up a few hits and distract advent, but even with fair lost targeting you would have been in a very similar position the way you play.
You underestimated the map/tier 3 enemies/lost combo and on top of that you went in with a C or even D squad.
You need 2 full elite squads. A and B squad have to basically be equally powerful and C squad should also be stronger than your B squad. This endless waiting and preparing for an all sparks squad somehow completly messed up your roster. Wheres all the high ranking late game soldiers with superior pcs??
You should have way, waayyy more very high ranking soldiers.
When you start a campaign, put the mouse away, lean back, drink a fresh, hot, black coffee and do the following:
Think what kind of focus you have in your squad. Which soldier class will be the back bone of your squads?
I love grenadiers. One of the very best classes in the game if they get certain bonus skills. A max aim, icarus propelled serial grenadier is a brutal killing machine. I love them, I use them, they badass.
In a squad of 6, a standard squad of 6 I almost always have 2 serial grenadiers. In a squad of 7 I use 3 grenadiers. If I play some missions without a reaper, I even go up to 4 ! grenadiers in a single squad. As I immediateley look for the most elite powerful and imba bonus skills, I sometimes go up to 6 initial grenadiers and briefly after I get another 2 to 3 grenadiers. going up to like 8 grenadiers even before midgame. Because they are the back bone of all my squads. Such a high number ensures I can build several squads, even if some are tired or injured. even, if one or two of them die. Going up to 8 soldiers of your favorit or most used class means you will definitely have at least one or prolly even 2 very powerful skill combos.
So, which class do you like and use a lot?
A lot of ppl love rangers. If thats the case, personally, id go up to like 6 (minimum) or better 8 rangers if I used like 2 or more rangers in a squad.
Evybody loves rangers and they are quite powerful, but when it comes to laying down massive amounts of aoe dmg then grenadiers are just way, way, way x 1000 better. Max aim saturation fire of just one late game grenaider would have massively dmged, or killed (bluescreen) all of those enemies in the confinement of the sewers. Just one single late game grenadier with all the toys would have scared the living hell out of all those enemies.
Youre not really using the toys and skills the game provides, but go in with sergeants.
Wheres your roster??
A real roster, especially and most certainly in an unmodded l/i wotc run, would terminate even twice the number of the hardest missions in the same time. Even if there was only 3 days rest between each mission.
Wheres your roster?
Wheres the major and colonels with late game skills?
And if you got that much intel flying around....you should have already bought multiple superior perceptions. Dunno what exactly you spend your intel on, but you waste if for completly unnecessary stuff and failed to buy the truely powerful imba stuff. Superior perception is one of the most poewrful upgrades you can get. Combines with scopes and superior magazines it is a lethal combo. If a colonel grenadier has access to such things.....itll saturate the the entire sewer tunnel with deah, pain and misery.
gotta be a mod out there somewhere that'd make things easier on you. i know "Sensible mission penalties" lets you skip those supply-run missions without consiquence. there's probably something out there that makes Lost fight Advent more often. might need to look into that myself.
https://steamcommunity.com/sharedfiles/filedetails/?id=1123260291&searchtext=lost
If the reason is simply the fact they are kind of silly and boring I suggest adding Lost Mod(s) that give them more types and looks makes them a lot more interesting and a slight bit hard potentially.
2. Lost grenade, you just throw it at advent and they will ignore you.
I know. I admitted as much to begin with. I spent a lot of my upgrades on SPARKs and ignored B-squad. It is crucially important, for this play, that we beat up the wizard with the robots. You read that part, right?
Still I appreciate the advice for optimizing squads. It's all sound, and I may try to use Reapers more. But maybe not. Reapers are incredibly cheesy. Nobody in the world is THAT stealthy.
Grenadiers used to be a favorite class of mine as well until WoTC, by the way. I once played a vanilla XCOM2 game with nothing but Grenadiers. I still like them, I just don't need them with an admittedly inefficient SPARK squad that does the same things.
I read it.
And I didnt mean to make it sound as if you did everything wrong. Its a learning process. I made a ton of mistakes for a long time and still do basic mistakes. Nowadays, the biggest threat is to play when im starting to get a bit tired or exhausted. I lost runs where I hadnt taken any casaulties till late game and then I thought 'just one more mission/a few more turns' even though I was dead tired. And then I lost an entire squad, my A squad and all the toys and rage quit and was angry with myself cause I know I play abysmal, when not completly concentrated/enthusiastic anymore.
In my experience, it is rarely a good idea to put the mission objective over your squads survival. In 9 out of 10 cases, it is always better to evac immediately, when you feel youre losing control over the situation. If too many enemies (specially late game enemies) survive and theres also lost , then even multiple mimic beacons wont be enough. A mission can quickly deteriorate and reach a point of no return. If 2 high end soldiers with powerful gear get mind controlled or end up in enemy's stasis, then I almost always tried to stay and somehow save them.
Only to take more and more casaulties.
For some reason, the sitrep that gives you vision on all enemies' positions, has cost me entire runs on numerous occasions. The game offers a false sense of security. I found myself to relax too much in those missions, trusting that vision on enemies too much, only to make major mistakes.
You can reduce losses like that by not being shy to evac.
Lost and normal pods...they tend to start finding your concealed units at some point. The game punishes you if you stay close to enemies without engaging them. It is absolutelyl risky especially when lost are involved, because pods are already activated, even though you are still concealed. If such an activated pod reveals one of your soldiers it can get nasty. If theres a big number of pods on top of each other, then suddenly you face many enemies.
Its not as bad if you have late game skills and aim. Those skills can take care of vast numbers of enemies. You just learned valuable lessons. If you dont make those mistakes again then you learned more quickly than I did. I often times made the same big mistakes multiple times till they finally sunk in.
Is the sparks only squad just a personal goal cause you want a robo only squad just for the heck of it? Or do you believe the Warlock will be too powreful later on and Sparks are safer?
Even the modded Warlock (Better Chosen mod) aint no match for a late game squad. Not even if its accompanied by lets say a sectopod-pod and an andromedon pod. 2 grenadiers with max aim and saturation fire will dish out so much dmg to a substantial area that even the most powerful (unmodded) enemies cant just shrugg that kind of dmg off. On top of that, they have salvo and could have carpet bombed a big area (specially in the narrow sewers corridors) with plasma grenades or blaster bombs or even better, with shredstorm cannnons. Thats just 2 soldiers. Its not even unlikely, that just 2 of those well equipped grenadiers would have decimated 50 - 75 % of all the enemies and the lost in that area. Ppl always say grenadiers are okay but fall of late game.
In my experience, its the exact opposite. Theres not a single class that can dish out that kind of aoe dmg. 2 grenadiers with salvo and saturation fire and/or serial will terminate vast number of even the most powerful enemies.
They are superior to Sparks and they can have much better aim.
Nothing in unmodded l/i has any chance vs a squad with 2 grenadiers that are buffed and geared in such a way. I truely never understood why anybody woud label them mediocre. They are so strong that im inclined to give them place 1 when it comes to who is the deadliest force out there. Theres classes that are more powerful in certain scenarios, in specific instances, but when it comes to overall prowess, those grenadiers that get serial as bonus skills (some also get run and gun or other awesome secondary bonus skills which makes them even more lethal) are unmatched. They dont care if its multiple sectopods, 20 vipers. 10 andromedons. 2 overlapping shredstormcannons, then one grenadier lays down a max aim saturation fire, then the second grenadier with serial icarus jumps to the perfect spod and just kills everybody. I havent seen anything, literally anything in unmodded l/i runs, that can survive that. Nothing survives that. ITs just way too much dmg.
Which is why I love grenadiers.
Totally disagree that they are not as strong late game. With the right gear and skills, they are evil sith lords of destruction.
Their aoe saturation fire doesnt care much how many enemies try to rush you. It could be 10 or 50. You can literally take out 20 approaching sectopods if they are just a bit clumped up. If they are in those overlapping cones of shredstorm (blaster bombs works almost as well) and then saturation fire, they all die.
They just all die no matter how many.
No other class can lay down that kind of dmg and destruction.
"Then right before the assault on what I presume to be Isengard"
That made me LOL
I actually ran around with a reaper and my reaper noticed several advent troops being attacked by the lost. When I started attacking half of the advent troops were dead and the other half damaged. So it does seem to work, not sure if there are certain parameters that should be met.