Dude obviously a mod fucked up game balance. Find which one or tone down the difficulty to make things more fair. Hard is OK, plain unfair and unbeatable unless you reload 100 times is stupid.
Don't agree. In EU/EW second mission has only sectoids. It does not have 8 turns, Officers with mark and really good hit chance or improved Sectoids with almost always work range of psi powers.Dude obviously a mod fucked up game balance. Find which one or tone down the difficulty to make things more fair. Hard is OK, plain unfair and unbeatable unless you reload 100 times is stupid.
Nah, I disagree, L+I always had an insanely swingy start. That was there in the vanilla game. It's there (even more so) in EU/EW.
I did try it. It was doable with bit of luck and good use of overwatch traps and hunkering.Did you play EU/EW on Impossible + Iron-Man? That's what I'm talking about.
Early Impossible EU/EW is indisputably harder than early L+I.
They go at higher ranks. Rookie means critical is a kill.Also in EU/EW it was about 50% your troops would go into critical and not die outright. in Xcom 2 so far I had one soldier fall down and go critical in about 50 soldier deaths...
Do you have "stay with me"?I am near to finishing the campaign and so far only 1 squadmate received the "bleeding out" status, all others were killed outright.
Nah, not a Sam Smith Fan.Do you have "stay with me"?I am near to finishing the campaign and so far only 1 squadmate received the "bleeding out" status, all others were killed outright.
High will and stay with me can equal massive chance to bleed instead of being killed outright. Rookies have zero chance without any combat sim.Nah, not a Sam Smith Fan.
I got it once to 0, it was instant game over for me. It got to 0 while I was traveling towards one of the avatar facilities.They made a change at a certain patch that made it so that when you "reset" the timer it no longer goes back to 30 days, but instead 7 days. That was probably for the best, since the strategy before that was to always let it get down to a few days and it basically was never a threat.
Do keep in mind the game doesn't end when the timer hits 0, you get a final mission you have to lose before it goes game over.
I hope you are not talking about me because all my posts are about my struggles :DGuys, it's the last difficulty option, how do u pretend to not strugglin a bit
I hope you are not talking about me because all my posts are about my struggles :DGuys, it's the last difficulty option, how do u pretend to not strugglin a bit
I even made it easier by playing with 7 instead of 6 soldiers and I am still struggling a lot.
BTW, I managed to get access to last facility before time ran out. Now I am just doing whatever mission comes up and waiting for timer to start so I can do that facility. My troops are now stronger than ever. I got lucky two months in a row and bought Col soldiers from HQ. Only thing limiting me now is lack of Elerium to upgrade all my weapons to Plasma.
I even got lucky in Proving Grounds and got a Plasma Blaster for my War Suits.
LWS RELEASES XCOM 2 “ALIEN PACK” MOD
Long War Studios, the developers behind the Long War mod for XCOM: Enemy Unknown and multiple XCOM 2 mods, has released the “Alien Pack” mod for XCOM 2 today.
The “Alien Pack” mod adds a host of new enemies to the alien roster – some completely unique and new, while others are variations on existing enemy units. Here’s a rundown of what’s in the mod:
Additionally, the “Alien Pack” mod adds two upgrades to the Viper unit, as well as an upgrade to the Archon and the standard ADVENT MEC. A configurable system will also be included for changing colors and size on many units, as well as mixing and matching ADVENT soldier components to create your own ADVENT soldier types.
- Drone (two variations) – an ADVENT scout and crowd control unit
- Naja (three variations) – a subspecies of the Viper that serves as an alien sniper unit
- Muton Elite – a version of the Muton much more powerful than its predecessors
- Sectoid Commander – an enhanced Sectoid with even greater psionic capabilities
- Sidewinder (three variations) – a subspecies of the Viper that serves as a fast and agile flanker
- Chryssalid Soldier – a larger and more intimidating variation of the Chryssalid
- Hive Queen – an even larger Chryssalid all other Chryssalids bow down to
- MEC Archer (two variations) – an ADVENT MEC equipped with long-range weaponry
- ADVENT Sentry (three variations) – an ADVENT soldier that has great Overwatch abilities
- ADVENT Rocketeer (three variations) – an ADVENT soldier with explosive ordinance
- ADVENT Grenadier (three variations) – an ADVENT soldier equipped with flashbangs, fire grenades or acid grenades
- ADVENT Gunner (three variations) – an ADVENT soldier with a cannon and the ability to suppress multiple XCOM soldiers at once
- Muton Centurion – a variation on the Muton, previously made available in the “Muton Centurion” mod