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Digital Gaming => Computer Gaming => Topic started by: Windigo on January 18, 2017, 12:22:58 AM

Title: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 12:22:58 AM
OK XCOM 2 fans. I am going to do a run... at Ironman Commander.

I need volunteers to put forward their names (don't have to be your real names), nationalitys and general description. Your nicknames will come from your Groghead alias. If you know the customization menu you can give me a general rundown of your prefrences and attitude.

I run with two Long War Mods - the SMG pack and the Leader pack. The only other mod I run is the Military Camoflage Patterns.

It won't be pretty, many of my Ironman Commander runs end horribly, but I am getting the hang of it.

I am up and have drafted my daughter into the draft as well.

Doug "Windigo" Russell, Canadian, with Intense attitude. I will have red and white Canadian pattern Armour... and a Tilly hat and half rimmed glasses.

Olivia "Squirt" Russell, Canadian, with laid back attitude. Caucasian with light brown long hair in a bun... no bangs. Similar armour colours and camo to mine. Her weapons will be pink with miss kitty pattern... heh.

I'll take screen shots as well as mission briefs.

I'll go with as many volunteers as I can.

Vigilo Confido Soldiers!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on January 18, 2017, 11:25:45 AM
Jonathan "Freyland" Windeler.
Doctor in RL so emphasize medic.
"By the book"
No glasses, forehead scar if available, otherwise clothe as you see fit.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 12:26:16 PM
Excellent Jonathan. I use a Specialist Medic all the way to the end. I hope you like the Bolt Caster [DLC]. Its my go to for the Medic.
I tend to use a hit point bonus PCS for the medic... they must survive, so that others may live.

Any particular nationality?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on January 18, 2017, 12:31:58 PM
I'll have me some Jonathan 'undercovergeek' carruthers
British
Relaxed attitude
Anything with a Union Jack on
Sniper class of poss if not whatever comes
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 18, 2017, 12:42:53 PM
Hoshi "Banzai_Cat" (or "BanzaiCat" if it don't do no underscores) Kanagawa
Japanese
Happy-Go-Lucky
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 12:58:21 PM
Quote from: Banzai_Cat on January 18, 2017, 12:42:53 PM
Hoshi "Banzai_Cat" (or "BanzaiCat" if it don't do no underscores) Kanagawa
Japanese
Happy-Go-Lucky

Hey BC! Got a few questions.
Camo preferences?
Type of soldier preferred?
Head gear/props?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 18, 2017, 01:00:54 PM
I don't own the game but would avidly follow any AAR you do. So I'm not entirely up on all the classes. I've taken a look around Google so if this isn't accurate please let me know.

Class: Ranger
Camo preferences: White and Red (white with red accents maybe?)
Head gear: anything with a Kamikaze headband? Or fighter pilot helmet?
Props: anything with a Rising Sun on it?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 18, 2017, 01:54:05 PM
Hm, I'll boot up my current campaign of XCom2 and remind myself what prop options are there.

Till then, Jason "Sabreman" Pratt
any except Heavy (sniper preference with the gunslinger traits; a fast moving/dodging shotgunner would be second pref; but I could go with a medic, too)
American

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 01:54:11 PM
Quote from: Banzai_Cat on January 18, 2017, 01:00:54 PM
I don't own the game but would avidly follow any AAR you do. So I'm not entirely up on all the classes. I've taken a look around Google so if this isn't accurate please let me know.

Class: Ranger
Camo preferences: White and Red (white with red accents maybe?)
Head gear: anything with a Kamikaze headband? Or fighter pilot helmet?
Props: anything with a Rising Sun on it?

You could be in luck with the head band... I just added another appearance mod for headgear last night....
I am thinking a Blade Master Ranger... there is a samurai appearance mod. Your toon could be good :-)
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 02:03:28 PM
Quote from: JasonPratt on January 18, 2017, 01:54:05 PM
Hm, I'll boot up my current campaign of XCom2 and remind myself what prop options are there.

Till then, Jason "Sabreman" Pratt
any except Heavy (sniper preference with the gunslinger traits; a fast moving/dodging shotgunner would be second pref; but I could go with a medic, too)
American

Excellent. I love a gunslinger/Sniper. Follow-up Question - Icharus Armour? Its higher risk, but IMO it maxs the mobility of a gunslinger. I have the DLC for that.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 18, 2017, 02:11:41 PM
Quote from: Windigo on January 18, 2017, 01:54:11 PM
Quote from: Banzai_Cat on January 18, 2017, 01:00:54 PM
I don't own the game but would avidly follow any AAR you do. So I'm not entirely up on all the classes. I've taken a look around Google so if this isn't accurate please let me know.

Class: Ranger
Camo preferences: White and Red (white with red accents maybe?)
Head gear: anything with a Kamikaze headband? Or fighter pilot helmet?
Props: anything with a Rising Sun on it?

You could be in luck with the head band... I just added another appearance mod for headgear last night....
I am thinking a Blade Master Ranger... there is a samurai appearance mod. Your toon could be good :-)

I'm down with whatever you come up with. It's your game.  O0
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 18, 2017, 02:50:55 PM
No, I'd rather have protection than mobility. Good question tho! -- and honestly I'd leave the loadouts to you, as you prefer.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 03:51:41 PM
Quote from: JasonPratt on January 18, 2017, 02:50:55 PM
No, I'd rather have protection than mobility. Good question tho! -- and honestly I'd leave the loadouts to you, as you prefer.
I am just a Commander. I have to work with what Bradford (in this case Grogheads) gives me. I'll throw power armour on you when it comes up... give you a nanoscale vest too.
FYI, I tend to hang my gunslinger back a bit, behind the rangers at least
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on January 18, 2017, 04:43:20 PM
It looks like you need someone from the Assault class.

Max "KyzBP" Saturn
Bald
Caucasian
One of the German camo patterns
Assault class with Close Combat.

Any chance that there's a Star Trek Red Shirt uniform mod available?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 18, 2017, 04:52:38 PM
Quote from: KyzBP on January 18, 2017, 04:43:20 PM
It looks like you need someone from the Assault class.

Max "KyzBP" Saturn
Bald
Caucasian
One of the German camo patterns
Assault class with Close Combat.

Any chance that there's a Star Trek Red Shirt uniform mod available?

There probably is a red shirt modification.
Assault class in XCOM has been renamed/modified in XCOM2. They are now called Rangers. They currently have two branches, scout and assault (or blademaster). They are definitely close combat specialists.
Do you have a preference for Nationality?

Firepower? Protection? or Mobility emphasis?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on January 18, 2017, 06:23:32 PM
Quote from: Windigo on January 18, 2017, 04:52:38 PM
Quote from: KyzBP on January 18, 2017, 04:43:20 PM
It looks like you need someone from the Assault class.

Max "KyzBP" Saturn
Bald
Caucasian
One of the German camo patterns
Assault class with Close Combat.

Any chance that there's a Star Trek Red Shirt uniform mod available?

There probably is a red shirt modification.
Assault class in XCOM has been renamed/modified in XCOM2. They are now called Rangers. They currently have two branches, scout and assault (or blademaster). They are definitely close combat specialists.
Do you have a preference for Nationality?

Firepower? Protection? or Mobility emphasis?

Nationality: USA
Blademaster with a shotgun?

I figure Max likes to go toe to toe with these heathens. :idiot2:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 18, 2017, 07:00:16 PM
^^^^

(https://i.imgflip.com/agzhs.jpg)
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on January 18, 2017, 07:26:51 PM
Quote from: Banzai_Cat on January 18, 2017, 07:00:16 PM
^^^^

(https://i.imgflip.com/agzhs.jpg)
:2funny:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Shelldrake on January 19, 2017, 08:54:48 AM
If you have room for another Canuck sign me up!

David "Shelldrake" Hoskin
Grenadier class: Heavy Gunner specialization (closest thing to arty in the game)
Canadian CADPAT camo with beret and sunglasses

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on January 19, 2017, 10:59:08 AM
Hi again, Windigo.
USA nationality, blonde and ponytail (and frontal balding, lol) if you want that much detail. Not familiar with the bolt caster, did not get that dlc, but just happy to be in the game.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 11:17:05 AM
Quote from: Shelldrake on January 19, 2017, 08:54:48 AM
If you have room for another Canuck sign me up!

David "Shelldrake" Hoskin
Grenadier class: Heavy Gunner specialization (closest thing to arty in the game)
Canadian CADPAT camo with beret and sunglasses

Excellent! Got a preferred attitude for the tune?
Also give a choice; speed or protection or health?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 11:22:59 AM
Quote from: Freyland on January 19, 2017, 10:59:08 AM
Hi again, Windigo.
USA nationality, blonde and ponytail (and frontal balding, lol) if you want that much detail. Not familiar with the bolt caster, did not get that dlc, but just happy to be in the game.

Its like an 88(or a 17 pounder) in that its accurate and carries a hell of a punch. Its slow-ish in firing rate though, but that doesn't seem to matter as it gets upgraded throughout the game to match the ever more fiendish Aliens and Advent.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 11:29:14 AM
Just as an FYI, since you need a deep bull pen in XCOM2, 6-10 groghead volunteers is a good number. So if you're lurking, throw your hat in the ring.

Expect to get injured and out for a few missions. Hell anyone who is a gunner can expect to be a walking plasmatic mess by the halfway point. (As mentioned earlier I depend heavily on them as a grenade everything possible so they usually occupy the pivotal center to meet a threat from any axis).
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Shelldrake on January 19, 2017, 12:13:35 PM
Quote from: Windigo on January 19, 2017, 11:17:05 AM
Quote from: Shelldrake on January 19, 2017, 08:54:48 AM
If you have room for another Canuck sign me up!

David "Shelldrake" Hoskin
Grenadier class: Heavy Gunner specialization (closest thing to arty in the game)
Canadian CADPAT camo with beret and sunglasses

Excellent! Got a preferred attitude for the tune?
Also give a choice; speed or protection or health?

Preferred attitude is Twitchy...all those loud noises will do that to you!
Focus on protection since Shelldrake will likely be in the thick of things.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on January 19, 2017, 12:15:26 PM
Don't have the game so not sure of all you need but here's my hat:

Gordo "Ferret" Barthheart
Canadian eh!
All black camo
Demolitions if you need/there is one
Quiet deadly type.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 12:49:44 PM
Quote from: Barthheart on January 19, 2017, 12:15:26 PM
Don't have the game so not sure of all you need but here's my hat:

Gordo "Ferret" Barthheart
Canadian eh!
All black camo
Demolitions if you need/there is one
Quiet deadly type.

Nice one. A helmet or beret?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on January 19, 2017, 12:54:35 PM
Beret... of course.  :coolsmiley:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 03:42:47 PM
OK People, couple of announcements....

The Long War Mod for XCOM2 was just release today (I am all giddy).
Soooooooooo, we're going in hot. But I am jacking it down a notch.
Commander level of difficulty is out, Veteran is on (Gunners should be relieved)
The most pertinent is the expansion in number of classes. BC, I imagine you'll want to be a Shinobi yes?

The Changes in LW is as follows:

1) A much longer campaign, running for 100 to 120 missions on average
2) Infiltration mechanics that require you to send out multiple squads at once
3) Manage resistance Havens and have resistance members scrounge for supplies, gather intelligence or recruit more people to your cause
4) Nine soldier classes: Sharpshooter, Shinobi, Ranger, Assault, Gunner, Grenadier, Specialist, Technical and Psionic (plus Sparks for DLC owners), each with unique secondary weapons
5) Two new weapon tiers, lasers and coilguns
6) Dozens of new enemies and smarter battlefield AI
7) ADVENT strategic AI that tries to counter your moves

This is a "total conversion" of XCOM2 and will not work with other total conversions. It does include a new XComGame.upk.
Long War Studios' / Pavonis Interactive's mods SMGPack, AlienPack, LeaderPack, Toolbox, PerkPack, and LaserPack are already integrated into this mod (with different settings and functionality) and should NOT be activated when playing campaigns.

I will be posting Avatars tomorrow with the new long war mod ....

Vigilo Confido Soldiers!

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 04:07:53 PM
More info on soldier classes.
CLASSES
•Sharpshooter:   Primary: Sniper Rifle;                   Secondary: Holotargeter
•Shinobi:          Primary: Rifle, SMG or Shotgun;     Secondary: Sword
•Ranger:           Primary: Rifle, SMG or Shotgun;     Secondary: Sawed-off Shotgun
•Assault:           Primary: Rifle, SMG or Shotgun;     Secondary: Arc Thrower
•Gunner:           Primary: Cannon;                          Secondary: Combat Knife
•Grenadier:        Primary: Rifle, SMG or Shotgun;     Secondary: Grenade Launcher
•Specialist:        Primary: Rifle, SMG or Shotgun;     Secondary: Gremlin
•Technical:        Primary: Rifle, SMG or Shotgun;     Secondary: Gauntlet
•Psi Operative:   Primary: Rifle, SMG or Shotgun;    Secondary: Psi Amp
•Spark (DLC):    Primary: Spark Rifle;                     Secondary: Bit
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 05:01:19 PM
New Long War Mechanics. 10 minutes long. Did I mention this mod is FREE!!!!!!!!!!!

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 19, 2017, 05:28:33 PM
Quote from: Windigo on January 19, 2017, 03:42:47 PM
BC, I imagine you'll want to be a Shinobi yes?

I had to read up on it, but it sounds good to me if it fits into what you need in your squad.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 19, 2017, 05:45:29 PM
Quote from: Banzai_Cat on January 19, 2017, 05:28:33 PM
Quote from: Windigo on January 19, 2017, 03:42:47 PM
BC, I imagine you'll want to be a Shinobi yes?

I had to read up on it, but it sounds good to me if it fits into what you need in your squad.

Whelp, I have no idea. If this LW mod does to XCOM2 what the original LW mod did to XCOM:EW, I am going in Blind-ish. 
Congrats you'll be a Shinobi!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 20, 2017, 09:14:18 AM
Viet Cong vs Aliens

:smitten:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 21, 2017, 03:12:23 PM
OK got one kinda sorta... been painting the kitchen.... going to get each person's ok and tweeking for their avatars. First one up... Banzai Cats. Note that name change will be coming.
Yeah that's an SMG with a suppressor.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 21, 2017, 05:25:18 PM
Are you going to try the LW2 Suppressor mod, too?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 21, 2017, 11:25:50 PM
Absolutely go with the suppressor(s)
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 22, 2017, 09:53:35 AM
Looks awesome to me, Windy! Great work.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 22, 2017, 03:55:18 PM
For the US soldiers going to try blue and white arm out and red weapons. You know, the good ol red white and blue??
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 22, 2017, 05:59:06 PM
On my vanilla XC1 and 2 games, I tricked my veterans out in Tennessee Volunteer orange and white camos.  O0
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 24, 2017, 09:52:32 AM
OK, I now have the skookum on LW2 and how it handles characters and customization.
Two ways to go about this.
1/. Before the game ever starts, create a bunch of custom characters in the character pool (very first menu). When you do that you can start off customizing most things, BUT no selection of soldier class.
2/. Just after the initial scenario, when the soldiers go from rookie to squaddie and are assigned classes I can customize the characters a little (can't change nickname until LCorporal).

So how do you guys want this? Random assigned classes with a more fully customized toon (and an accurate Nickname), or less customized at the beggining (random generated nick name) but appropriate soldier class?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on January 24, 2017, 09:54:45 AM
Why don't you play the first mission behind closed doors - then when that ones complete you can name and customise the wee fellas
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 24, 2017, 10:03:52 AM
Oh I have done that UCG. Some of you are SGTs already. I am now ready for a play through. Just wanted to know how you wanted to handle play flow.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 24, 2017, 11:12:48 AM
Nicknames can be fixed later. Assign to appropriate soldier class.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on January 24, 2017, 11:18:28 AM
Quote from: JasonPratt on January 24, 2017, 11:12:48 AM
Nicknames can be fixed later. Assign to appropriate soldier class.

+1
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 24, 2017, 11:41:09 AM
I think that's how everyone will go Bart and Jason.

FYI Jason, in my trial run you have already been reprogrammed in the AWC. Your snapshot ability was bugged and you couldn't hit the broadside of a muton in no cover from 25 yards away.


Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 24, 2017, 01:28:02 PM
Wait, was that an actual bug in the mod?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 24, 2017, 01:59:08 PM
Quote from: JasonPratt on January 24, 2017, 01:28:02 PM
Wait, was that an actual bug in the mod?

Yeah, my other Sniper, Sophie "Foureyes" Sonnenburg, was getting 60-75% shots regularly. Your sniper was in the low teens for percentages. The bug was that every shot was considered a snapshot. Even when you steadied....
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 24, 2017, 03:21:13 PM
Well, crap! Note to self, don't take the snapshot perk in LW2 when-if-ever I get there!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 24, 2017, 04:28:49 PM
Well, then there's the Technical - not a hawkeye with the rocket that's for sure. He has a great body count, I am just not sure how many of them are civilians... yeah I am talking about you Barth!!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 24, 2017, 11:46:15 PM
OK you buttheads. Listen up!
The sorry sacks of plasma that you are, are now ready for display. In no particular order They are below. UCG, you're rank wasn't high enough to add your real nickname... its coming. Some lack description boxes, its because of injuries to the soldier. They look all sad and pathetic when I pull that description box up. When you're healthy I will retake the shots.

I hope I didn't miss anyone....

Yes I will be more than happy to tweak appearences.

My Boomerang Kid, aka, the basement dweller.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAV3YXsK.png&hash=0f9a62b8ca1152d21204ba74f49f5bec8d14c980)

Sabreman
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWOYEk93.png&hash=987c139f710c8db918920d5a90844163711de54e)

Shelldrake
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdQVMpiJ.png&hash=15ad2ef5422ba9a96085b987cf091db2528d909e)

KzyBP
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLse2Ld9.png&hash=6cb75c31a8178d3f323c027276ebdb522a86d7cd)

Windigo
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAwLuHuM.png&hash=7136bb7272773d5f217a7358bf32360d8ae24133)

Freyland
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXS3IUFc.png&hash=e9020f096e03b55603d3dc63c625cad33748ad92)

Undercover Geek
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLyQJ5gj.png&hash=46fb35aace27ca5a87942f8ef0079edcdf145573)

Banzai cat
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJo19lZy.png&hash=c2e72e29591888869a3278622ae3cbad21ff13bd)

Ferret
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpDv0Tbj.png&hash=3dc5350ac521288366c1bcf3870ce36fa534781b)

and last but certainly not least, Duffy, my black pug
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fa4gHs2l.png&hash=9b70666321c98b52759980f7d71f8217367250df)
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on January 25, 2017, 05:28:51 AM
It looks like we've been a bit busy.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on January 25, 2017, 06:40:09 AM
Quote from: Windigo on January 24, 2017, 04:28:49 PM
Well, then there's the Technical - not a hawkeye with the rocket that's for sure. He has a great body count, I am just not sure how many of them are civilians... yeah I am talking about you Barth!!

>:D

But what happened to Jason and my pictures?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on January 25, 2017, 06:56:44 AM
That'll do - have I not killed enough bad guys yet?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Shelldrake on January 25, 2017, 07:18:52 AM
Quote from: KyzBP on January 25, 2017, 05:28:51 AM
It looks like we've been a bit busy.

I'll say - looks like we have been kicking alien ass!  O0
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 25, 2017, 10:03:12 AM
Quote from: Barthheart on January 25, 2017, 06:40:09 AM
Quote from: Windigo on January 24, 2017, 04:28:49 PM
Well, then there's the Technical - not a hawkeye with the rocket that's for sure. He has a great body count, I am just not sure how many of them are civilians... yeah I am talking about you Barth!!

>:D

But what happened to Jason and my pictures?

Jason's is up there. Yours is there now too. My bad.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on January 25, 2017, 01:24:42 PM
That looks JUST LIKE ME!  :notworthy:
I also seem to be spending more time killin' than healin'.  I can live with that.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 25, 2017, 01:30:44 PM
 
Quote from: Freyland on January 25, 2017, 01:24:42 PM
That looks JUST LIKE ME!  :notworthy:

Extra-ditto!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on January 25, 2017, 01:41:22 PM
American English!?!  :knuppel2:

Love the eye patch.  :bd:

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 25, 2017, 03:12:55 PM
Quote from: Freyland on January 25, 2017, 01:24:42 PM
That looks JUST LIKE ME!  :notworthy:
I also seem to be spending more time killin' than healin'.  I can live with that.
You weren't useful as a healer until you received several promotions.... but damn..... you got thrown into some really heavy shit.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 25, 2017, 03:16:36 PM
Quote from: JasonPratt on January 25, 2017, 01:30:44 PM
Quote from: Freyland on January 25, 2017, 01:24:42 PM
That looks JUST LIKE ME!  :notworthy:

Extra-ditto!
Thanks. I am really trying to find that xcom2 vanilla sniper sweet spot for you Jason.  I can't seem to find it. As a result I have sent you off to AWC training for extra skills.... hence the slow start. I am told that snipers get better with promotion. I hope so, the lack of long range smackdown is somewhat ... disconcerting.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 25, 2017, 03:17:54 PM
Quote from: Barthheart on January 25, 2017, 01:41:22 PM
American English!?!  :knuppel2:

Love the eye patch.  :bd:

Missing the beret, but I do like the eye patch for the guy who mixes it up close and personal like.

EDIT:

will go looking for some sound files for Canadian English.
do they even have that as a mod?

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 25, 2017, 03:19:15 PM
I miss being able to convert operatives into Mechs, but that's another way XC1 is still viable as its own game.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 26, 2017, 12:52:04 PM
So last night, with all the character customization out of the way, an understanding of the character pool and a few pretest plays - I launched the Veteran Ironman Game.

Game1 -

Hey great! Sabreman, Ferret, Banzai Cat and Pug are in the first mission. A small towm rural map with those traffic barriers.

Ferret has a great move stat... he goes first. I move up the map 2 turns, staying in at least half cover and at least 5 of the 8 on over watch.  Ferret say he hears something. He does a blue move.... goes to a house corner and there's 4 nasty's on the other side. The aliens don't have visual... no biggie. Everyone goes into an over watch trap... you know, just in case the bastards patrol around the corner. Well they did patrol around the corner, just not those aliens and not that house corner.

Only two over watch shots... one miss, one dead trooper -  so I have 3 alive , two troopers and an officer. They all go inside houses and find heavy cover.

I lob the grenades to remove cover and incidentally kill a trooper and I think Sabreman gets the officer.

Pug goes to grab the loot and activates another pod when they activate, and in comes two drones to the party as well. Stun grenade's give me time to deal with the drones, but shitty shooting leaves one standing (OK maybe I depend too much on those 50-60% shots). On the aliens turn, they all hit. Ferret and Pug are panicking, because some nameless dude is bleeding out and Banzai is way too exposed. My bad.

Two troopers and a drone .... gang up on Pug, not Banzai Cat like I thought and put him out of his misery. His last words are not, "Tell my family..." but, "Commander you're an ass."

More panicking and I am like %$#@!. RNGesus loves me because Banzai makes a 35% shot and no more drone and Ferret makes an allstar crit on the remaining officer and takes him out.

One advent trooper left.... and only one guy is dead and 1 left blubbering in panic... in high cover though so who cares.

Bye Ferret... RIP... the bastard one shotted you at probably 10-15% shot.


Veteran Ironman Game.

Game 2

Oh look, Ferret is back from the dead and is with Banzai Cat, Eddy, Freyland, and Undercover.
This game went by the numbers, all pod noises came from the direction in which they appeared and were dispatched in an orderly and professional manner.

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on January 26, 2017, 12:58:48 PM
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 26, 2017, 10:34:17 PM
I discovered tonight while reading the Snapshot rules very carefully, that the Snapshot isn't bugged -- not exactly. The LW2 modders intentionally made every sniper rifle shot sucky after taking it. If you want your aim back, you'll have to train and kit up various ways for it again. That's the price for being able to use a sniper gun like an assault rifle. (...or almost like one. The sniper penalty for close-range shots is reduced, but not eliminated entirely.)

I almost took it anyway. "Death from above" has very limited applicability in a highly mobile game like this -- hard to sniperroost properly -- and Fast Targeting is of almost no more use than regular targeting other than allowing me to yellow-move afterward. (Aside from being able to snipe once every five turns after a free holo target.) Most of my damage has been by pistol so far.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 27, 2017, 11:10:24 AM
Quote from: JasonPratt on January 26, 2017, 10:34:17 PM
I discovered tonight while reading the Snapshot rules very carefully, that the Snapshot isn't bugged -- not exactly. The LW2 modders intentionally made every sniper rifle shot sucky after taking it. If you want your aim back, you'll have to train and kit up various ways for it again. That's the price for being able to use a sniper gun like an assault rifle. (...or almost like one. The sniper penalty for close-range shots is reduced, but not eliminated entirely.)

I almost took it anyway. "Death from above" has very limited applicability in a highly mobile game like this -- hard to sniperroost properly -- and Fast Targeting is of almost no more use than regular targeting other than allowing me to yellow-move afterward. (Aside from being able to snipe once every five turns after a free holo target.) Most of my damage has been by pistol so far.

I have made your guy a true sniper.... 5 kills in the defend the supply convoy mission. Freyland did his healing thing and killed a few heavies as well. Kitty almost bled out until a nick of time stabilize. Banzai, you're slicing and dicing real good. Finally figured out Rangers and now they hold the line and let the other classes do all the running. Except Undercover Geek, he has shit movement, but the sectoids have yet to panick him so he has been the go to sectoid exterminator.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 30, 2017, 10:45:22 AM
Whelp, the good news is some of us are still alive...  I installed the patch for LW 1.1 and when they said the AI had some improvements, they meant it.
*Sabreman now knows (or for a brief moment did) that turrets now have true squadsight and a godawful long range.
*Banzai Cat and Godfather (both stealth ninjas) were stunned by an enemy grenadier and were pummeled by mutons
*Frey took a chance and broke fullcover to get a visual on a terminal to hack.... everyone in his squad witnessed the only medic bleed out for 4 long agonizing turns
*UCG was on fire and is out for 15 days.

^%$#@! Ironman....

Time for take 3...
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on January 30, 2017, 11:05:56 AM
You didn't equip me with a fire extinguisher did you
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on January 30, 2017, 12:50:36 PM
I thought I was feeling a bit faint today...
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on January 30, 2017, 04:10:16 PM
I am coming to the conclusion that I need to research all the perk options for various classes in LW2, to see if some of them will ever be truly viable. Because at the moment I can't figure out how snipers, for example, will EVER be viable in LW2. They barely count as viable in vanilla XC2. Now the AI doesn't rush blindly out of cover so much, and even half-cover works much better at foiling sniper aim. So unless I go for a gunfighter pistol build, like a less-fast assault class (due to having to carry the unwieldy sniper gun around), the sniper is practically useless. I'm still having to press my forward movement across the map every turn; the few turns I can stop to take a sniper shot mean almost nothing because the enemy probably has already gotten back into cover if I managed to flank; even my unique holotargeting ability doesn't help my teammates much.

In this regard, I might as well take snapshot for my first perk pick after all, to be less useful (at least I can take longer shots after flanking) rather than almost useless!  :P At this point, my random crop of snipers will all end up going to farms to hunt for faceless.

Relatedly: the necessity of constant forward progress in most missions combined with the necessity of building flank attacks and so also getting defensive move perks, suggests that I should retrain everyone to assault classes pronto. With three skill trees each, not even counting variant mixes, and two assault classes (at least, plus some other classes that can be tweaked for an assault-ish effect), and a flexible primary gun loadout (rifles, shotguns, submachines), plus highly effective stun capabilities (unique to the class afaik), plus their better infiltration properties, and they're the clear game winners.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 30, 2017, 04:59:13 PM
I find them very useful in the haven assaults and the faceless hunts.... I get flawless fairly often, due to snipers without snapshot... death from above plus the best scope I can get and AP ammo.... nasty bastards!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 30, 2017, 07:19:11 PM
Does "pummeled" equate to "dead?"

I'm not up on the Canadiastan hippy free medicine terminology...  ;D
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 30, 2017, 10:50:40 PM
Pummeled equals human equivalent of leaking bag of jellied remains.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: BanzaiCat on January 31, 2017, 06:18:44 PM
Welp, at least he didn't die on the first mission.  ;D
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on January 31, 2017, 06:30:22 PM
Quote from: Banzai_Cat on January 31, 2017, 06:18:44 PM
Welp, at least he didn't die on the first mission.  ;D

Will be getting screen shots tonight. I started Ironman Veteran #3 last night and it went well... maybe too well. KzyPB and you are storming 10+ kills in your 1st three missions.

With some of the buffs there are good things going on. UCG as a Technical is burning more than just weed.
Pratt IIRC is a specialist that is any squads answer to drones [combat not med]

All squads have AP now and I am working towards laser... only killed my borother's toon "Godfather"
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Shelldrake on January 31, 2017, 07:57:29 PM
I didn't realize that panicked troops are so jumpy. Last night on a mission I rushed a medic into cover next to my panicked ranger, who promptly used her sword to slice and dice the poor medic.  :hide:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Greybriar on January 31, 2017, 11:51:22 PM
^ That must have sucked mightily. >:(
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 01, 2017, 01:15:18 AM
Quote from: Shelldrake on January 31, 2017, 07:57:29 PM
I didn't realize that panicked troops are so jumpy. Last night on a mission I rushed a medic into cover next to my panicked ranger, who promptly used her sword to slice and dice the poor medic.  :hide:
Tonight you pulled off a goodone.. flashbanged 4 advent troopers 2 were specialty troopers whom I desperately did not want to use grenades
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 02, 2017, 10:11:45 PM
and Sabreman throws a miracle grenade... kills 3 5HP troopers... the fucking crowd goes wild - the Commander goes wild. Ferret breathes a deep and private sigh of relief as his 1 HP remaining healthbar says... "no more today please."
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 02, 2017, 11:03:49 PM
Quote from: Windigo on February 02, 2017, 10:11:45 PM
and Sabreman throws a miracle grenade... kills 3 5HP troopers... the fucking crowd goes wild - the Commander goes wild. Ferret breathes a deep and private sigh of relief as his 1 HP remaining healthbar says... "no more today please."

and aftermath is good.... all survive
next mission Pratt crys like a baby and jeopardizes mission, Grenadiers should be made of sterner stuff Sabreman
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on February 03, 2017, 09:45:01 AM
I'm unclear.. am I still alive in this run or is it the same run where I looked up when I should have looked down?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 03, 2017, 10:03:44 AM
Wait a minute, I thought I was a combat-not-medic specialist guy this time?? Not a grenadier?!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 03, 2017, 10:42:10 AM
Quote from: Freyland on February 03, 2017, 09:45:01 AM
I'm unclear.. am I still alive in this run or is it the same run where I looked up when I should have looked down?

Run#3
Currently you are a technical with a +3 superior mobility PCS and two upgrades in the AWC. Pistol and smoke grenade. You are also an Lt. and the only surviving officer I have. You went all Commissar on Pug who got mind controlled at the wrong time, but saved the mission doing so. Been looking for a chance to use the officer ability to give a civilian a pistol, but haven't done so yet.

I have only one medical specialist left. I strongly suspect that the AI likes to target them for some reason. I will have 4 soldiers on a roofline and they'll all shoot at the specialist.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 03, 2017, 10:51:08 AM
Quote from: JasonPratt on February 03, 2017, 10:03:44 AM
Wait a minute, I thought I was a combat-not-medic specialist guy this time?? Not a grenadier?!

Hmm, maybe this is 4th run, but you are a nader. Conditioning PCS with smoke and pistol in the AWC. The willpower is somewhat weak, but another promo and you'll be OK. You were a haven advisor for a bit and went spy hunting... very satisfying. The four rebels that went with you appreciated the lack of enemy cover and their concussed states. There were two faceless in the base... no wonder I was really low on supplies.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 03, 2017, 12:45:07 PM
In my own campaign, I'm grimly amused at seeing how far I can go without having even opened up the first 'story' goal yet (creating a secure resistance comm network). I've succeeded in all but two missions so far, haven't let even one go by without trying, and so I've been farming Advent grunts, officers, the occasional greenshell Advent heavy gunner, and the occasional Sectoid, for leveling up my troops. About halfway through month 2 if I recall correctly.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 05, 2017, 02:38:35 AM
Well Feret, you will go down in history as one of the luckiest SOBs on the planet. See that PCS? It saved your ass twice.
Not only did you take on a muton and survive unscathed, you performed at 3 turn dash  through advent trooper alley to make sure you hit the evac zone on time. You jail broke 3 resistance fighters and you gave them a turn headstart and fought a delaying/screening action to make sure they wouldn't get shot at.

Awesome work soldier.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Barthheart on February 05, 2017, 02:40:38 PM
WooHoo! Love the beret!  :bd:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 05, 2017, 03:29:05 PM
Love the cargo pants
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on February 05, 2017, 04:17:20 PM
Gotta store that unlimited ammo somewhere!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 08, 2017, 10:36:04 AM
Recently started an awesome set of lets plays from a guy using a pre release version of lw2 and I can't wait to get started

He plays the game exactly like an undermanned guerilla force should do - for 3 missions he doesn't even fire a shot, gets in gets out with prisoners and vips

On one mission he uses a single man to hack a terminal and extract, the advent are right next to him on the last turn as he evacs out with the data

His understanding of the battle maps and his tactics on them are brilliant

Well just reread that and realised it sounds like I fell in love with the guy - but I've been looking for someone who knows the game inside out to teach
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 08, 2017, 10:38:19 AM
that's the mission impossible approach

I much prefer the A-Team approach... blow shit up
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 08, 2017, 10:39:53 AM
How's that working out  :P
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 08, 2017, 10:44:12 AM
Quote from: undercovergeek on February 08, 2017, 10:39:53 AM
How's that working out  :P

You're thriving, despite the fact I practicaly facehug you to the aliens everytime out.... Last night I put Jason and Freyland back in hospital for 2 weeks... again

The aliens love to shoot at Freyland.... I think they key in on his ROV-R
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 08, 2017, 10:58:23 AM
I had freyland in a rim world aar for 10 seconds - he got eaten

There's something about him that upsets aliens  :-\
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 08, 2017, 11:15:43 AM
Quote from: undercovergeek on February 08, 2017, 10:58:23 AM
I had freyland in a rim world aar for 10 seconds - he got eaten

There's something about him that upsets aliens  :-\

Frey is my medic specialist as per his wishes, he has the highest hacking level in the motley band... about 90 if I recall correctly. I drag him along on missions he shouldn't because I need those successful hacking payouts
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 08, 2017, 11:28:16 AM
Quote from: undercovergeek on February 08, 2017, 10:36:04 AM
Recently started an awesome set of lets plays from a guy using a pre release version of lw2 and I can't wait to get started

He plays the game exactly like an undermanned guerilla force should do - for 3 missions he doesn't even fire a shot, gets in gets out with prisoners and vips

I think the LW team revised the experience gain so that it doesn't come from killing enemies?

(Also, link?)
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 08, 2017, 11:30:24 AM
Absolutely - it's mission based not body count, doing everything in the game adds experience not just the murdering

I'll post a link when I'm at home - it's a farce trying to do it on a phone
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on February 08, 2017, 11:54:00 AM
Quote from: undercovergeek on February 08, 2017, 10:58:23 AM
I had freyland in a rim world aar for 10 seconds - he got eaten

There's something about him that upsets aliens  :-\

Just for the record, high school was really no different.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 09, 2017, 01:17:44 PM
So with some heavy upgrading I finally have a decent Assault class going.

+3 Movement PCS
some lightning agility and close quarters dodging
no grenade/utility slots filled
extra shells
vest

KyzBP is my track star shot gunning fiend. When you absolutely need to book it over half the map (it seems) and put the serious hurt on an alien creep... been trying to get a close in screen capture of KyzBP letting both barrels go on a Muton... no luck yet.


Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on February 09, 2017, 04:35:55 PM
Quote from: Windigo on February 09, 2017, 01:17:44 PM
So with some heavy upgrading I finally have a decent Assault class going.

+3 Movement PCS
some lightning agility and close quarters dodging
no grenade/utility slots filled
extra shells
vest

KyzBP is my track star shot gunning fiend. When you absolutely need to book it over half the map (it seems) and put the serious hurt on an alien creep... been trying to get a close in screen capture of KyzBP letting both barrels go on a Muton... no luck yet.

KyzBP needs a GoPro! 
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 09, 2017, 04:40:05 PM
Will try my video cards software for recording stuff. Never tried it. 
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 09, 2017, 05:01:31 PM
SHADOWPLAY! -- for when the Shadow Council has been compromised.  O0
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 09, 2017, 07:09:42 PM
for JP

https://www.youtube.com/playlist?list=PLkr09O8z61-oQlwmtjnczgQTccjbZP_9n
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 09, 2017, 07:32:05 PM
He's the play tester that had a bunch of abilities nerfed.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 09, 2017, 07:48:40 PM
Que?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 11, 2017, 11:17:29 AM
I'm four missions in, gatecrasher went well, the second was a hacking mission - took 4, snuck the hacker up the side and sent the gremlin thru the window, was quite surprised to have my position revealed on calling for evac - had a great fighting withdrawal and managed to get out safe

Next mission was a jail break, took 4, remained super stealthy until one of my guys jumped through a window instead of opening a door and alerted the patrol to our presence - managed to get out without shooting but got what we came for

Fourth is another jailbreak and took 3 - had to save mid game to go to bed but it's another jail break, the VIP is stood on the extraction point on the middle floor of a building, almost like a heli pad, and my 3 guys are trying to break cover from a sectiod pod - made it onto the roof and taking pot shots as the advent come up the only ladder

Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on February 11, 2017, 12:38:43 PM
Quote from: undercovergeek on February 11, 2017, 11:17:29 AM
I'm four missions in, gatecrasher went well, the second was a hacking mission - took 4, snuck the hacker up the side and sent the gremlin thru the window, was quite surprised to have my position revealed on calling for evac - had a great fighting withdrawal and managed to get out safe

Next mission was a jail break, took 4, remained super stealthy until one of my guys jumped through a window instead of opening a door and alerted the patrol to our presence - managed to get out without shooting but got what we came for

Fourth is another jailbreak and took 3 - had to save mid game to go to bed but it's another jail break, the VIP is stood on the extraction point on the middle floor of a building, almost like a heli pad, and my 3 guys are trying to break cover from a sectiod pod - made it onto the roof and taking pot shots as the advent come up the only ladder

I have no idea how you succeed taking such small squads.  I take 6-8 on most missions and have to battle like hell.  I've tried taking less but they tend to never be seen again. :-\
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 11, 2017, 01:34:57 PM
For extract, jailbreak and hack I'm not interested in taking down all of advent, I think lw2 is set up to teach you you can't take them on unless it's a battle scenario
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 11, 2017, 10:28:46 PM
I suspect the levels like "extremely light", the most minimum level, still vary according to squad size. I've almost always gone in with expected forces at "extremely light" after excellent scouting, and never ONCE have I been in any position to sneak to the target. Enemy pods are always too much in the way. I might get 4 turns in before needing to shoot. But I take 5 or 6 people.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 12, 2017, 02:57:57 AM
Isn't extremely light 8-10?
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 12, 2017, 11:52:21 AM
Typically 3 pods of 3-4 aliens.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 12, 2017, 05:14:12 PM
Those 3 pods can effectively screen approaches, since you have to take a pretty direct approach to get there and out in time. This is a case where I'd like the mod for True Concealment to work! -- the clock only starts once any of your team breaks concealment. Of course, if I stopped messing around and started upgrading officers, I could get much of the same effect. (This is a case where holding the plot back as much as I can while I level and tech up is hurting me.)

Anyway, I've only seen one pod with less than 4 aliens so far, and those were single drones. With much larger scan radii, naturally.  ::) I'm not sure if the other pods made up the 9 to 12 total, but it's hard for me to avoid getting at least one reinforcement drop to deal with. I usually exit the mission having aggro'd up 16 foes (most or all dead).
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 13, 2017, 04:09:04 PM
this was my last mission, 3 insurgents sent to extract a much need engineer VIP

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpA5EsJC.jpg&hash=e9f96d13815c9eaa83fc6e2264229dceb776c4e6)

Agent 1 is stuck here, hes actually stood in the detection range of a drone inside the building

Agent 2 is put on overwatch in case the drone comes through the window and finds the team

Agent 3 is also on overwatch for the same

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAoUqZ0S.jpg&hash=1595e34764e524510fe3aa5e3edaf2b8db880752)

Agents 1 & 2 are still stuck dealing with the drone

Agent 3 moves further up under cover and reveals a pod

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHWtaKQ0.jpg&hash=2a94d822553a8593a4cef360f34aa138b1999d43)

Good news, this window breaks and that can only be the drone exiting out of the back of the building, unless theres 2 in there :-\

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbaEMzgF.jpg&hash=591c51ef1ef080bbaf9b0f416e01b8d1130e9742)

The pod also moves off to the right so the team move up under cover, the jail walls come into view behind the bus stop

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJzV2kun.jpg&hash=fa65e80ee3a5579687197e5898cc87ee8b7278cf)

Theres a big patch of land to the left of the prison, where the main door in and extraction point are, agent 3 moves up to take a look and uncovers another pod. With eyes on the pod he retreats to cover behind a lampost

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIcUTeeS.jpg&hash=084f8b4088e6753f2edbcd99c10ba2c0c52343b5)

At the same time the first pod have doubled back and are heading towards the team

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTsmiyiY.jpg&hash=0231d7492a6da5d2f947f7c9971203256ee7976c)

The second pod move straight for the jail door - arse

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYgHVIF3.jpg&hash=3667b9d84fe0bd5a7d174923f43e8f52778e8b17)

That makes my mind up and the team move up to the roof of the jail just as the first pod walk into their previous area

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FautdLVr.jpg&hash=863cf6ac26b4740b9331fec3417b526cdad978f7)

The team drop into the cell area, the door to it is open but the advent of pod 2 are still stood outside

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FThzqdLm.jpg&hash=26808cc13f2ba5f05940a5aa7277827fbeac1a9f)

Pod 2 go up on the roof! Good news - theyre out of my way, bad news - theyll have great sight of the team running to the extraction point! We hack the door to get the VIP instantly giving our position away

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FiJfl95v.jpg&hash=cdb6ce30912ad9d2ed5ae37097a559d00311479c)

The VIP makes a dash for the extraction area but still maintains cover, the team pop smoke covering their dash to the extraction from Pod 1 in case theyre mooching around just out of sight. The drone from Pod 2 comes down off the roof, two guys hit it with SMGs and takeoff the armour and a few HP, the last agent finishes it off with a frag grenade

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZION4Qt.jpg&hash=4abee3afe82eb5cfe56012b9967196963f1492ba)

i mis-count one of the agents movement points and they fall short of the extraction point by one square  >:( - the team hunker down in cover and wait one more turn. The VIP extracts incase any bad guys turn up

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYPVaRtN.jpg&hash=485354bccfde36104999de0eabcf1b78027ab44a)

ZZZZZZZIIIIIIPPPP - they all extract, and everyone goes home for tea and promotions
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 13, 2017, 04:48:17 PM
I had a supply raid last night. Brought the whole damn crew. A full 10 soldiers corporal and sergeants. I knew what was coming though. Sent my shinobi's out to scout for a good over watch position and moved all soldiers in.
The first two pods of 8 aliens were easy-peasy. Two rockets from my technicals took a lot of the fight out of them.
Then it was over watch scumming and making sure I didn't get flanked and that I took out the sectoids. The big oops was when I let an alien engineer flashbang three of my troopers... damn.
In the end it was 4 pods of 8 and a reinforcement drop of 4 for a total of 36. Considering I didn't blow up any supplies, the reward of 75 supplies seemed light... but all those bodies will be nice when I render them down.

Got to admit its one of my favourite missions. Protecting a relay is cool too.Thanks to Ferret and his trusty ROV-R, the rebels inside the house held out pretty good while I took my smallish squad around the outside. I hate vipers by the way... viper sharpshooters are a tough way to learn that high cover is a necessity.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 13, 2017, 04:51:04 PM
Ugeek: your A-Team reference. I saw it.  ^-^
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Bison on February 13, 2017, 04:55:31 PM
Does XCOM 2 come with a replay feature? I like to see all of the moves I and my opponents make in a game during my post gaming AAR sessions.  :)
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: KyzBP on February 13, 2017, 04:56:08 PM
Well done, UCG!  I'm inspired to give it a whirl.  I doubt I'll have similar results but it'll be fun trying, right? :uglystupid2:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: JasonPratt on February 13, 2017, 05:12:25 PM
Quote from: Bison on February 13, 2017, 04:55:31 PM
Does XCOM 2 come with a replay feature? I like to see all of the moves I and my opponents make in a game during my post gaming AAR sessions.  :)

Not sure about the mp or skirmish; campaign does not (so far as I know).
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 14, 2017, 04:58:49 AM
Quote from: JasonPratt on February 13, 2017, 04:51:04 PM
Ugeek: your A-Team reference. I saw it.  ^-^

I downloaded a few teams. It ive realised you feel a bit closer and involved in the ones that naturally evolve during the game

Quote from: KyzBP on February 13, 2017, 04:56:08 PM
Well done, UCG!  I'm inspired to give it a whirl.  I doubt I'll have similar results but it'll be fun trying, right? :uglystupid2:

You can do it!!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 14, 2017, 10:54:27 AM
Whelp, last night was ... interesting. Riding high off of two successful supply raids I throw my scientists into lasers and combat armour.
Had 3 laser rifles when I went off on a 6 soldier suppression raid.
Didn't give it much thought when my ADVENT LEVEL counter was at 2-3. When the infiltration period was over, the counter was at 6..... holy shit!!!!

It was all fine and dandy until I got sight of the transmitter I had to hack. 3 pods of 6 and no shinobi. My technicals just blew the shit out of two of the pods and it was clean up time on the third. Those barmy bastards were after you big time Frey. But I was on to them... blue move, hunker... blue move, hunker... until you could see the transmitter. Then it was hack and a monty pythonesque "RUN AWAY!"

The back up crew with KyzBP were taking turns overwatching and hucking gernades , fighting off three pods at one time... thankfully I actually was player smarter than usual and called in my EZ (2 turns) in a defensible high cover area. KyzBP carried a bleeder back and saved 'Hot Mess' life.

End of the mission it was 4 wounded and one dead... a nameless rookie who took a single BS RNG hit from a concussed trooper
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on February 14, 2017, 12:47:13 PM
I live to serve. Please note the implied emphasis on "live".  :hide:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: undercovergeek on February 14, 2017, 12:51:23 PM
Quote from: Freyland on February 14, 2017, 12:47:13 PM
I live to serve. Please note the implied emphasis on "live".  :hide:

I'm going to have to put you in my campaign
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 14, 2017, 01:05:10 PM
Quote from: Freyland on February 14, 2017, 12:47:13 PM
I live to serve. Please note the implied emphasis on "live".  :hide:

I am running a save scumming Commander level game. [main game is the ironman veteran] You are, a trackstar ranger with emphasis on your sawed-off shotgun.. You're main purpose in life is to run up to high HP advent and double barrel them in the face. So far you have avoided protracted stays in the hospital. One light wound in about 6-7 missions. In that game, Hot-Mess has your role as a healer.
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Freyland on February 14, 2017, 06:39:36 PM
We're back to the highschool comparison again; I had plenty of situations there that seemed like they would have been best solved by a shotgun to the face!  :pullhair:
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Shelldrake on February 15, 2017, 07:35:09 AM
Keeping the Advent counter at the mid-way mark and fending off Advent retaliation raids delayed my attempt at Towers until I had a 6 person squad composed of Captains and above. Needless to say there was scrap metal everywhere by the end of the mission - a nice change from fighting berserkers and archons!
Title: Re: XCOM 2 Runthrough - A kinda sorta AAR
Post by: Windigo on February 15, 2017, 12:19:22 PM
sounds satisfying...


Shelldrake, in the Commander level (scum save edition) you are a Technical that is heavy on the flame perks.... with ver 1.1 the flamethrower is much better. Again, mobility is key, you're another track star with a nano vest because you run up to groups and show them that you are an acolyte of the God of Light and they have royal blood that must be burnt. Despite my best efforts, you seem to like hospital beds.