XCOM 2
francjac6 Sep 15, 2017 @ 7:18am
The Lost are not the best idea around...
The Lost were conceptually an excellent idea.

In pratice, as anyone notice in game, they are terribly vulnerable to rangers with blademaster (a little late) and to any sharpshooters (quite early in the game), to the point that I mostly see them as an opportunity to farm AP for the sharshooters. The ''card'' that insta kill them is just the icing on the cake. They are actually to a large degree an help to the player, as ADVENT keep firing on them instead on XCOM.

A very annoying thing however is that when a swarm erupt, there is a noticable performance dip.
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Showing 1-15 of 18 comments
SpunkyJones Sep 15, 2017 @ 7:29am 
I like the Lost, they just bring another element to deal with, a minor element I'll grant you, but i think that is for the best.
Včelí medvídek Sep 15, 2017 @ 7:29am 
Well lot of things in game is bit unique experience and have some things that affect it.

I am currently in legendary ironman playthrough with magnetic weapons. Part of Lost horde are brutes with about 7-9 hp, which is beyond treshold, half of soldiers can one shot (or "one-slash") at this stage (not to mention my guys and lads miss there and there even with 98% shots:p

Turns where swarm is running towards me each 2 turns (cus enemy troopers love to use grenades in those missions:p, pinned with enemy pod, have to runa round amrking crates before ADVENT steal them from me and chosen assasin messing from shadows are sometime pretty hectic (also note that by default Lost tends attack you more than Advent if they have choice).
Last edited by Včelí medvídek; Sep 15, 2017 @ 7:35am
Mavkiel Sep 15, 2017 @ 7:39am 
My largest annoyance is that some of them count as hostiles. Clear out every advent on the map, game doesnt end, because some brute is hiding away in a corner.
a Orc Sep 15, 2017 @ 7:46am 
I agree they are an interesting concept, but the execution has some issues. The "between the eyes" card is just too powerful, it makes lost missions trivial. That and blocking stairs. They need some rebalancing. For example, maybe they could climb on each other to reach heights. And some could explode in a poisonous cloud when killed. Have chance to revive one turn after being killed.
Hasefrexx Sep 15, 2017 @ 8:13am 
First missions are fine and make for a change but oh how boring it became when I rolled the "lost on every mission" dark event coupled with permanent dark event option. Battles took so much longer and overall became so much easier, because stun lancers or berserk wasting a move to kill a single lost while I was killing advent. I can't even say there are very challenging as it's easy to 1 shot them most of the time (high ground easily makes for 100% hit on those that are in melee range) with last round dedicated to advent. Also the lack of diversity means it just ends up in a hack'n'slash sort of game which is far from what makes XCOM fun, ignoring most of the game rules.

It would be more interesting if they added a few abilities to a few lost with more HP.
TheSuit Sep 15, 2017 @ 8:35am 
Originally posted by francjac6:
The Lost were conceptually an excellent idea.

In pratice, as anyone notice in game, they are terribly vulnerable to rangers with blademaster (a little late) and to any sharpshooters (quite early in the game), to the point that I mostly see them as an opportunity to farm AP for the sharshooters. The ''card'' that insta kill them is just the icing on the cake. They are actually to a large degree an help to the player, as ADVENT keep firing on them instead on XCOM.

A very annoying thing however is that when a swarm erupt, there is a noticable performance dip.

Harder difficulties Adven will actually ignore lost - find a spot where lost can't reach them and just shoot you instead.

So so many misionns. Advent ignored lost right next to them to try to pick off my soldiers instead.
Forcing me to fight the lost + advent at same time.
Adaarable Sep 15, 2017 @ 11:42pm 
I just had a VIP retrireval mission (with 2 grenadier extras) with lost attached. Started in concealment and just watched 2-3 pods of ADVENT attract more and more Lost, until a pod patrol managed to work around me from behind and caught me off guard. Still managed to finish the mission, got a Flawless run, with 2 Col. grenadiers and a scientist.
Black Raven Sep 16, 2017 @ 12:10am 
Farming lost for AP is a very bad idea, one reason is xp from them is so low that it's a long grind, reason 2, each time a pod is spotted you lose will, so your fatigued lingers, and because lost never stop spawning they you're going tire you guys out for minimal gain, and possibly give them negative trait's as a result
Incunabulum Sep 16, 2017 @ 1:04am 
Originally posted by francjac6:
The Lost were conceptually an excellent idea.

In pratice, as anyone notice in game, they are terribly vulnerable to rangers with blademaster (a little late) and to any sharpshooters (quite early in the game), to the point that I mostly see them as an opportunity to farm AP for the sharshooters. The ''card'' that insta kill them is just the icing on the cake. They are actually to a large degree an help to the player, as ADVENT keep firing on them instead on XCOM.

A very annoying thing however is that when a swarm erupt, there is a noticable performance dip.

They're mainly to add difficulty in encounters with Advent. But still, a sharpshooter or Ranger (or two) can trim them all off in one go.
LordBlade Sep 16, 2017 @ 1:13am 
I like the Lost. They're a neat mechanic.
Sure, if you're prepared they're not really a threat. But at the same time when caught out of position, you can easily get overrun.

And because they attack the aliens, they add a neat layer of strategy. I'm loving the noise grenades. :)
Tiasmoon Sep 16, 2017 @ 1:48am 
Lost arent that easy without 'between the eyes' and can get quite annoying. For me they overstayed their welcome.

Originally posted by The | Suit:
Originally posted by francjac6:
The Lost were conceptually an excellent idea.

In pratice, as anyone notice in game, they are terribly vulnerable to rangers with blademaster (a little late) and to any sharpshooters (quite early in the game), to the point that I mostly see them as an opportunity to farm AP for the sharshooters. The ''card'' that insta kill them is just the icing on the cake. They are actually to a large degree an help to the player, as ADVENT keep firing on them instead on XCOM.

A very annoying thing however is that when a swarm erupt, there is a noticable performance dip.

Harder difficulties Adven will actually ignore lost - find a spot where lost can't reach them and just shoot you instead.

So so many misionns. Advent ignored lost right next to them to try to pick off my soldiers instead.
Forcing me to fight the lost + advent at same time.

Nope, higher difficulty Advent attack the Lost just as often. I imagine it depends on how many lost there are, where they are; where your own team is etc, tho.
Reffy Sep 16, 2017 @ 1:51am 
I think it's about 50/50 if an Advent soldier attacks you or the Lost. But it's still a bit weird. I had an Advent mech being surrounded by 4 lost. The mech casually walked by them and attacked one of my soldiers. Like the mech knows it's in a game, and tries to hurt the player. :p

I like the lost bytheway.
Last edited by Reffy; Sep 16, 2017 @ 1:52am
Artek [General] Sep 16, 2017 @ 1:59am 
Originally posted by Reffy:
I think it's about 50/50 if an Advent soldier attacks you or the Lost. But it's still a bit weird. I had an Advent mech being surrounded by 4 lost. The mech casually walked by them and attacked one of my soldiers. Like the mech knows it's in a game, and tries to hurt the player. :p

I like the lost bytheway.
To add to that - the lost are programmed to focus the player too.
When lost decide who to attack its 70% that it will be you and 30% advent.

I know that because i saw a mod that brings it to fair 50/50.
kagemusharanger Sep 16, 2017 @ 9:58am 
In XCOM III we will have sentient Lost as a 3rd party. Kinda like the Ghouls in Fall Out.
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Date Posted: Sep 15, 2017 @ 7:18am
Posts: 18