Trash
Pointing and laughing.
Anyone know of a way to increase the chance of getting a guerilla mission? I heard that scanning at the Resistance HQ should increase the odds but I kinda doubt that. Those Dark Deed events are driving me nuts.
When using a tier 2 psi-amp in the late midgame (where psi operatives can realistically come into play), mind control was 60-70% for me against enemies worth capturing (archons, andromedons). By the endgame, my maxed-out psi mage could have an 80-90% chance of MCing a Gatekeeper. This is all on Commander difficulty btw, the odds may be worse on Legend.
Thing is, though, a psi operative doesn't just get mind control; they also get a shitton of armor-ignoring AOE damage, various crowd control abilities, and random bullshit like becoming immune to explosion and fire/acid/poison damage. Random example: the null lance ability hits almost as hard as a plasma blast heavy weapon with a similar AOE... but you get to use it multiple times on a mission, plus it ignores armor.
When using a tier 2 psi-amp in the late midgame (where psi operatives can realistically come into play), mind control was 60-70% for me against enemies worth capturing (archons, andromedons). By the endgame, my maxed-out psi mage could have an 80-90% chance of MCing a Gatekeeper. This is all on Commander difficulty btw, the odds may be worse on Legend.
Thing is, though, a psi operative doesn't just get mind control; they also get a shitton of armor-ignoring AOE damage, various crowd control abilities, and random bullshit like becoming immune to explosion and fire/acid/poison damage. Random example: the null lance ability hits almost as hard as a plasma blast heavy weapon with a similar AOE... but you get to use it multiple times on a mission, plus it ignores armor.
This PSI discussion made me try out just how overpowered it is.
I just replayed the last mission with only 2 maxed out Magi (+ yourself) on Commander. I dominated 2 Gatekeepers, combined with Avatar MC + Void Insanity Schism AoE CC the finale was as easy as with a full squad. Triple Null Lance decimated enemy avatars, you use it to kill one avatar then kite back defensively untill CD comes up. It was actually easier than my first run, less people to worry about and faster turns.
I really hope Legend is much more difficult or the replayability of the game would be severely diminished for me.
It is dumbed down a bit, by removing some fun random elements from Xcom Eu like rockets spread. Base management is better than Xcom 1 (the adjacency bonuses were crap anyways and the engineer minigame is more interesting) but still worse than Xenonauts or UFO. The geospace part feels less railroaded to me.This game has too many drawbacks so that the "improvements" (which are highly debatable of being such) in the combat department alone would make it a good game worthy of the X COM title.
I can't really say that this game is so abysmal in regard with the franchise the same as Fallout 4 was for the Fallout franchise, but they managed to dumb it down further from the previous X COM title.
The random map generator and those events choice simply doesn't cut it when talking about bringing real substance to the game.
The lack of real base management and feeling of being railroaded and constrained by the game design philosophy is ever present.
The music is shittier and the atmosphere is bland, to the point where when watching the outro I didn't knew if I am watching the ending of what should be a X COM game or a Dragon Ball Z game.
Legend has very similar (identical?) statlines to Commander
And you'd better enjoy WOUNDED 50 DAYS before you get the AWC.
You should see a doctor about it, maybe get fuckitall prescribed.I have opinions.
I have opinions.
Anyone know of a way to increase the chance of getting a guerilla mission? I heard that scanning at the Resistance HQ should increase the odds but I kinda doubt that. Those Dark Deed events are driving me nuts.
grotesque said:This game has too many drawbacks so that the "improvements" (which are highly debatable of being such) in the combat department alone would make it a good game worthy of the X COM title.
I can't really say that this game is so abysmal in regard with the franchise the same as Fallout 4 was for the Fallout franchise, but they managed to dumb it down further from the previous X COM title.
The random map generator and those events choice simply doesn't cut it when talking about bringing real substance to the game.
The lack of real base management and feeling of being railroaded and constrained by the game design philosophy is ever present.
The music is shittier and the atmosphere is bland, to the point where when watching the outro I didn't knew if I am watching the ending of what should be a X COM game or a Dragon Ball Z game.
Anyone know of a way to increase the chance of getting a guerilla mission? I heard that scanning at the Resistance HQ should increase the odds but I kinda doubt that. Those Dark Deed events are driving me nuts.
The way I picked up the design while doing my Vet playthrough - each month you get a set of 3 dark events coming up, and a set of 3 guerilla missions to choose from that counters one of them. Then one of the two remaining dark events gets randomly chosen and the other one is discarded (but still may be drawn for the next dark event setup)
Essentially, the design works so that you cannot prevent 100% dark events from happening. This works as an incentive to make a tough choice (say, do I want the mission that gives supplies which I need a lot, or the mission that gives me a useless soldier/scientist whatevs but counters a dark event I really don't want to become active).
It's kinda like a nod towards X:EU where you had three abductions going on but could do only one at a time, meaning two countries would always get a panic boost. In a sense it's about making the best of a bad scenario. So if your question is if it is possible to prevent all the dark events from happening, or even 2 out of 3 - no. You can stop only one.
There is a rare supply drop though that gives you a guerilla mission.
You can theoretically stop 2 dark events that way.
Finally doing a bit better mainly due to 3 pieces of advice that I picked up in here:
a) In missions where you start concealed and you have a timer, try to reach the goal in hiding, secure it and then deal with the aliens. I couldn't get rid of my alien extermination habits easily
b) Try to have the aliens find you in their "turn" when concealed
c) Utilize a Ranger with extra concealment for scouting. Helps immensely in "terror" missions with saving civies too
my Vet playthrough
Good gameplay is priority #1.That is same stupid logic people try to use in fantasy games because those games have Fireballs. Sorry but it does not fly there and it does not fly here. But you retards can keep thinking you can use your faulty logic... lolSomebody forgot this is a game with ALIENS, HUMANOID VIPERS, PSI POWERS, not Swat real life tactical simulator. Lmao