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报告翻译问题
I think they're fine as they are, but relative to the late game, they caused me more soldier deaths than the big boys lategame
If not, why dont you just mindcontrol them with your starting master psi soldier?
.....The real advice is what some have already said, flashbangs works wonders against almost everything "annoying" the AI can throw at you. It cuts their movement, they get aim penality AND it stops them from using any abilities.
So if you ever find yourself fighting against a multiplying enemy, toss a flashbang at it.
Flashbangs are like the fix it all and you will continue to use them through the entire game on every single mission. I have 2 grenadiers both packing 2 rounds of flashbangs because you never want to be without them, they are easily worth their cost.
Thanks for the tips! I hesitated to use flashbangs at first because I wanted the guaranteed damage of nades during my initial struggle, but now that I've used them a few times I'll never go on a mission without them. Also going one difficulty lower has made the game significantly more enjoyable yet still being a challenge. I also have a pretty big modset that imo makes the game way more balanced and tactical, which is how I imaginged it to be before release having never played XCOM before. The best part about that is that no one else has to play it that way! Wow! Unheard of!
Seriously though shoutout to the developers of this game for going all in with incredible Workshop and modding ability, really dope.
Didn't know you got fire or acid grenades in the first half dozen missions, you'll need to tell us how you do this.
Stun lancers can cover more distance than a ranger with +4 mobility. Which means it can catch up and kill all of your soldiers and on legendary you miss almost every shot, even at point blank range flanking an enemy in the open you're still only get 65% aim.
You don't have access to halo.. or anything really, that helps in mid game.
It's pretty clear those replying haven't played on these difficulties, but the game is nigh on impossible and it has nothing to do with our skill as players.
Didn't know grenadiers could carry 2 of those. Good tip.
Im pretty sure you have to pick it as a skill though, it makes it so the grenade in their "grenade" loadout gets +1 use(so 2 in total).
Edit:
"Heavy Ordnance
The grenade in your grenade-only slot gains a bonus use. Affects support grenades, not just offensive ones. "
Its this or Holo Targeting, unlocked at Lieutenant(3rd lvl).