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Sparks are amazing though so it's worth doing the mission.
However fighting the boss is just plain dull with such low grade team. This mission is a nightmare when you have only the starting stuff and not enough firepower to blow the explosive in the stage (which deals pretty good damage to the sectopod and removes its annoying armour - much faster than Spark claiming to remove it and... fails to do so!). So in the end, I was able to get the sectopod to below half health, which is quite crazy when I think that my best weapon deals 5 damage when lucky. Also, this includes one successful hack on the sectopod. It lost 2 turns but sadly I was a bit busy dealing with these - kamikaze - robots dropping everywhere. But that's all. Pretty dumb fight. No win. Reload and go home. One cool stuff was my promotions were raising like crazzy. I think I had 2 to 3 promotions per fighter except for Shen ;)
I don't even have the first building.
4 turns cool down. To use when in a pinch or there is a real opportunity to do so. Very handy though.
In normal difficulty almost anything OS them. What is a pain is their kamikaze style. However if you control one and then go kamikaze the next turn you can wipe a group of them easilly. On top of that they tend to target the newly hacked robot.
I tried this but got overwhelmed too soon.
Seriously how? The first turn at best I'm removing all of its armour and dealing up to 20 HP which is far from its half.
The most upsetting thing was to take all your team to the evac points and say ok God now its finished and then see a new stage unfolding before your eyes.
The boss can be executed by repeaters so if you bring a couple superior ones you might kill him on the very first turn even on the highest difficulty. I killed him on the reaction shot when he appeared with shen the very first time. He did not even have time to finish his line (talking about anti climatic).
If you fail the mission on ironman you can just restart the level (it is not a game over).
The kill counter said 48/54 kills. Crazy. lol.
My best killer by far in this mission. Got equiped with scope+ and comboed with stealth ranger.
It would have probably been better than the dumb, yet alive but scared to death, rookie I had with me. 2 damage at best with him. Blast...
Had only Shen but yes I see I should have taken one more on this mission, especially in place of the rookie.
It would have help but beside an advanced scope on my sniper riffle (early happy loot from random sectoid along with a great cache - thanks to him), I had nothing worth mentionning.
Actually I did the 1st stage and the first half of the 2nd stage the same way: stealth ranger discover units, hacks and self-kamikazes if in group, snipes anything else with squad size and overwatch for leftovers. The first turrets were laughable in that respect because they couldn't fire at all and so were the first reinforcements. I actually waited until the turrets were spawning INSIDE the safe area to jerk out of it to tell you the full story :p
They spawn at designed positions though, and for opener behind your neck. I actually removes them asap with few 'selected' overwatchs the first turns, usually with this useless meat of rookie (it takes the overwatch plus its active turn to deal with one). One good thing to know is that they don't even trigger if not in LOS. It was the case with the upper right corner where some MECs were sitting. So basically if a overheating robot is coming your way shoot it before it reaches (or hack it and send him on the sectopod next turn)
I did that but in the end I think it gets shot far too easilly by the Sectopod where as 'hidden' behind some of the covers a bit upside actually lessen the number of hitting rounds.
As for my winning placement, I placed my ranger near the left coil machine, the sniper on the left high ground, the rookie and Shen on the right high ground (which was not so bright of an idea since the roof took fire due to intense fire of the Sectopod directed to Shen - who evaded the shot though). I managed to get the Sectopod on the explosive spot but didn't have the men to blow it up (only Spark had LOS on it) so I couldn't blow it at all during the whole fight. Pity.
Hacking a robot and use it to suppress the Sectopod might have been a deal too. And sadly I had use my rocket on another level. Bad idea but well first playthrough :p
That is normal due to how its RNG work. The game uses seeded RNG to determine rolls before they happen at the start of every turn. This means if you keep doing the same actions over and over in the same order you'll keep rolling the same numbers.
You either use a mod what breaks the seeded rng or reload the turn before that one if you want to savescum.
Ah also the end result said that it was 62 turns in total. Holy cow, that took me long enough for sure.
Edit: verified I'm indeed in Veteran difficulty.
That is partially cosmetic I believe. After all if you miss shot it also do not tell you how much you missed it.
Might be of interest to someone. I found quite efficient, if Spark actually hits that is, to put Spark on overwatch with defense protocol on the first turn you activate the Sectopod. You can take two consecutive shots as the Sectopod just leave the bay and that means two armour shreded immediately (mine had 6 armours at starter). Then go overload, reload and discharge another few rounds. This may reap almost all of its armour in the first active turn.
Ouch the aftermath is a bit serious though: 3 of my guys are out of commission for 22 days for the most critical of them.
http://steamcommunity.com/sharedfiles/filedetails/?id=766153845
And well as you can see I had a sergent specialist waiting in the barracks... hate myself.