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EdwinofEberron
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Добавлен 22 май 2011
Posting gameplay content originally streamed on Twitch with a focus on high difficulty, strategy & resource management
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 6]
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 6]
Просмотров: 886
Видео
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 5]
Просмотров 6875 месяцев назад
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 5]
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 4]
Просмотров 7605 месяцев назад
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 4]
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 3]
Просмотров 1,3 тыс.6 месяцев назад
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 3]
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 2]
Просмотров 1,8 тыс.6 месяцев назад
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 2]
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 1]
Просмотров 6 тыс.6 месяцев назад
XCOM 2 WOTC/Grim Horizon/No Squad Size Upgrade/Ironman/Deathless? - [Part 1]
Part 8 Anime Was a Mistake [Death Road to Canada]
Просмотров 978 месяцев назад
Part 8 Anime Was a Mistake [Death Road to Canada]
Part 7 The King Has Arrived [Death Road to Canada]
Просмотров 358 месяцев назад
Part 7 The King Has Arrived [Death Road to Canada]
Part 6 Coming Out the Closet [Death Road to Canada]
Просмотров 398 месяцев назад
Part 6 Coming Out the Closet [Death Road to Canada]
Part 5 Mo Zombies Mo Problems [Death Road to Canada]
Просмотров 449 месяцев назад
Part 5 Mo Zombies Mo Problems [Death Road to Canada]
Part 4 This Game Mode Is a Jerk! [Death Road to Canada]
Просмотров 369 месяцев назад
Part 4 This Game Mode Is a Jerk! [Death Road to Canada]
Part 3 Most Loyal Teammate [Death Road to Canada]
Просмотров 249 месяцев назад
Part 3 Most Loyal Teammate [Death Road to Canada]
Part 2 Whimsical Little Creature [Death Road to Canada]
Просмотров 289 месяцев назад
Part 2 Whimsical Little Creature [Death Road to Canada]
Part 1 Where's the Leak Ma'am? [Death Road to Canada]
Просмотров 789 месяцев назад
Part 1 Where's the Leak Ma'am? [Death Road to Canada]
I've Come to Bargain [Cult of the Lamb]
Просмотров 219 месяцев назад
I've Come to Bargain [Cult of the Lamb]
I'm in Bullet Hell [Cult of the Lamb]
Просмотров 259 месяцев назад
I'm in Bullet Hell [Cult of the Lamb]
What That Tongue Do? [Cult of the Lamb]
Просмотров 209 месяцев назад
What That Tongue Do? [Cult of the Lamb]
Welcome to Frogville [Cult of the Lamb]
Просмотров 129 месяцев назад
Welcome to Frogville [Cult of the Lamb]
Starting a "Community" [Cult of the Lamb]
Просмотров 10610 месяцев назад
Starting a "Community" [Cult of the Lamb]
The XCOM 2 Enemy Threat Tier list
Просмотров 79 тыс.11 месяцев назад
The XCOM 2 Enemy Threat Tier list
Oh... That's What That Was [Lethal Company]
Просмотров 2811 месяцев назад
Oh... That's What That Was [Lethal Company]
Chosen Assassin being in the bottom of e tier is a crime
Dark events tier list? Could be pretty cool
90 minutes!? Are you serious? He starts out sounding bored AF. Who would watch this all the way?
Beats me
EMP grenades with volatile mix and biggest booms are OP against Codex, you can kill them in one hit. Also Sectopods and Gatekeepers are pretty easy to kill, as they only take like 2 grenades and sometimes they get stunned too.
I’ve always said that sharpshooters are an investment. It’s definitely the weakest class starting out, but my sharpshooter colonels usually end up with the highest kill count by the end of the game.
A very long but good analysis. My experience is some of the abilities also depends on difficulty and early, mid, late game analysis. Haywire protocol as an example really can help out when meeting the first mec's and still having terrible dmg. Also some are super effective as bonus abilities like Bladestorm for Templars. On that note my personal experience is that more importantly than anything is to get the relevant bonus abilities. Getting Shredder, Holo, Chain etc for a Ranger and Skirmisher just makes them insanely effective. Ranger abilities for Templars etc. Specialist abilities for Sharpshooters and so on.
I believe due to a bug special ammunition only applies to the first enemy in a multihit like faceoff
so if someone tosses the mine down on a strong pod, then a reaper tosses their claymore, a grenadier can launch their shredding grenade, which triggersthe claymore, for a BIG boom, then whatever survives runs for cover triggering the mine for a secondary boom. and what.e you just ambushed is done, if its say a ruler who in turn survives the squad sighted sniper on overwatch will def finish them off with ammo to help. bit of an investment for a true ambush, but i bet its fun to watch go off lol
imo one time use items are E tier haha 100% trash
I didn't even know what Archons did for a couple playthrough because I always killed them too fast.
GRENADIER > Squaddie < - Launch Grenade (0:05-1:20) > Corporal < - Blast Padding (1:21-1:22) - Shredder (1:23-3:10) > Sergeant < - Demolition (3:11-3:13) - Suppression (3:14-4:55) > Lieutenant < - Heavy Ordnance (4:56-5:32) - Holo Targeting (5:33-6:13) > Captain < - Volatile Mix (6:14-7:14) - Chain Shot (7:15-8:20) > Major < - Salvo (8:21-9:59) - Hail of Bullets (10:00-11:17) > Colonel < - Saturation Fire (11:18-12:47) - Rupture (12:48-14:03)
RANGER > Squaddie < - Slash (14:04-15:46) > Corporal < - Phantom (15:47-16:11) - Blademaster (16:12-16:41) > Sergeant < - Shadowstrike (16:42-18:18) - Shadowstep (18:19-20:05) > Lieutenant < - Conceal (20:06-20:56) - Run and Gun (20:57-22:30) > Captain < - Impacable (22:36-23:17) - Bladestorm (23:18-26:40) > Major < - Deep Cover (26:41-27:20) - Untouchable (27:21-30:10) > Colonel < - Rapid Fire (30:11-30:35) - Reaper (30:36-34:16)
SHARPSHOOTER > Squaddie < - Squadsight (34:17-35:11) - Deep Cover (35:12-35:30) > Corporal < - Long Watch (35:31-35:40) - Return Fire (35:41-36:46) > Sergeant < - Deadeye (36:47-37:33) - Lightning Hands (37:34-38:50) > Lieutenant < - Death From Above (40:25-41:45) - Quickdraw (41:46-42:47) > Captain < - Kill Zone (42:48-45:49) - Faceoff (45:50-49:34) > Major < - Steady Hands (49:35-52:39) - Aim (52:40-56:04) > Colonel < - Serial (56:05-57:04) - Fan Fire (57:05-58:03)
SPECIALIST > Squaddie < - Aid Protocol (58:04-59:49) - Hack (59:50-1:03:07) > Corporal < - Medical Protocol (1:03:08-1:06:30) - Combat Protocol (1:06:31-1:08:56) > Sergeant < - Revival Protocol (1:08:57-1:10:24) - Haywire Protocol (1:10:25-1:12:16) > Lieutenant < - Field Medic (1:12:17-1:13:24) - Scanning Protocol (1:13:25-1:15:00) > Captain < - Covering Fire (1:15:01-1:16:00) - Threat Assessment (1:16:01-1:17:25) > Major < - Ever Vigilant (1:17:26-1:18:39) - Guardian (1:18:40-1:21:57) > Colonel < - Restoration (1:21:58-1:23:34) - Capacitor Discharge (1:23:35-1:25:33)
I'll do SPARK, Psi Ops, and 3 Factions later
GOAT comment ❤
I think the way the proximity mine is worded you can also use it on a personal stealthed ranger to throw the mine, pod activates but he does not lose stealth vs if he threw another kind of mine
how is AP rounds so low, my rangers and sharpshooters absolutely bulldozer with them. Grenadiers are good just for the shred but i often bring 2 sharpshooters with serial and ap rounds, since with those rounds grenadiers lose a bit of their reason to be brought.
when the chosen extracted knowledge on mission 8. is it just a chance for them ti kidnap soldiers or are different chosen programmed to kidnap? i had an assassin kidnap a guy, never actually seen the chosen extract knowledge before as i always wake up dazed soldiers if i can and the only other time was a kidnap. thanks for the videos, kinda making me want to play xcom 2 legendary again. last time i won but i had double avatar project option turned on as it was my first run and wanted to not just ramp up the difficulty to legendary to only lose halfway through the campaign to the project.
Started playing a few months ago and this is very close to my perception as well. A few minor reflections. 1. Chryssalid arrives at sort of same time the ranger gets katana and bladestorm. They can be annoying but most of the time they go down without using actions. I would rate them lower. 2. Sectopod is almost always behind or in buildings ei you often need to activate them and if you're a bit too aggressive they punish with one move, tower up and two attacks. 3. Archon is harmless in turn one as shieldbearer. I find them relatively easy. 4. Stunlancers are a pain early but after katana/bladestorm they are non issues but highly effective if using dominate. 5. Specter really is annoying as anything. They require you to prioritize them and ignore bladestorm and overwatch - and their shadow-bind doesn't miss. 6. Andromedon is about the same as red mec. Brings tough health/armor and AoE, but once it is just the armor then it's a non-issue. I would rate it A. I would in general rate enemies with long range AoE attacks as pretty high together with the sectopod and Gatekeeper (A). So far the single most annoying enemy is the chosen assassin. When you meet it you're early game and it can run through a team fast. Most situational annoying enemy is warlock in retribution settings but only because the damn resistance fighters will kill any team member that is dominated...
Had technical issues that cut the stream off prematurely, couldn't get a new stream going, so I'll pick it back up next stream
The devs did a poor job balancing all these things. Too many are so worthless that they should never be considered. For example the vest that gives only one health - absolute garbage. They should have made it give two health, and then slightly increased the cost. Smoke grenades also need to be buffed in some way - maybe allow two, but increase the cost. Maybe cause it to release a healing gas or something - anything to make it not shite. I also think they should have been creative with more methods to heal. Med kits are really good with specialist and pretty bad with everyone else. They should have been more creative. Regular grenades become pretty weak in later game - only good with the grenadier. Some kind of 2-grenade pack could have been cool that all classes could use. Maybe give it some cost, to justify its extra goodness.
My list seems to be the opposite of this 😂. The main concerns are enemies that limit your turn optimisation. Anything that soaks ammo or neutralises your soldiers. Codex, sectiods, shield bearers etc. All these waste your teams time and time + combat = death. Damage doesn't matter if your team is neutralised.
I never once used bluescreen rounds. Unless that +5 is gonna kill that Sectopod: why shouldn't I just have my Skullfucker-equpped Specialist shut it down entirely? Or anyone with a Repeater one-shot it? Most importantly: the SKullfucker guarantees that the Advent Pedophile doesn't use Sustain. Codexes? "It's hiiiiiiiiiiiiiiigh nooooooooooon~" Mindshield is meh, when you can just kill the psi enemy. The rest I more or less agree with, save the proximity mine: always fun to set Overwatch traps with. Maybe all the vests a little lower, I just never used them.
I just replayed XCOM 2 and its funny how a lot of threat from enemies are gone when you get the Darklance. Id consider killing that chosen first.
Hey Edwino, what mod do you use for selecting your starting soldier class? Love your xcom stuff, keep it up :)
It's called the "starting solders" mod
Can't agree more about Sectopods, by the time they show up you have BSR and strong weapons on the go. Even if you don't manage to kill it in the first turn you can simply mimic beacon it, and it will likely start walking erratically before it does anything, and the beacon is set for at least 2 hits from the sectopod. My first playthrough of the game was just a slaughterfest, my sniper would just perch on the other side of the map while my stealth ranger gave them squadsight. BSR made most robotic units pretty weak, actually.
Your list is not really that good to be honest with you, I'm talking about this as an L/I completionist. 1. Frost bomb and Mimic Beacon should be S tier. These are broken as hell; 2. Medikit and Improved one should be A tier, it cures poison, it let soldier recover quickly after mission and it's rare that you don't use it on higher difficulty. It's like a must in many cases; 3. Skulljack is definitely S tier. Not just because it gets 20bonus to hacking, but also because you can 1 shot full health and full armor Advent like Shieldbearer, Priest (thus preventing the annoying Sustain), and even the Purifier cannot explore because of this kill. The cheery on top? you get to get some intel or cache of alien goods for a successful skulljack. If you got a specialist, this is a no brainer thing to bring in any mission with her, along with the medikit. 4. Mindshield being A tier? Excuse me? In what way are you lacking means to disrupt an enemy mind controlling your soldier? Frost bomb the enemy? flashbang? Bonded teammate? Psi Ops? Or better yet, just kill the damn bastard. For other effects, that's where the Specialist Revival is for, and it's not even turn ending action. This Mindshield is so useless that is actually probably F or D best.
I do no squadsize upgrade runs and these rankings reflect that, but everything you said is exactly how I felt when using six units as you have more flexibility and utility slots
yes, mindshield is not worth it just to protect one guy. Better to get a flashbang and be able to protect everyone else. All in all, the devs did a poor job of balancing all these things.
Can you do this list for LWOTC?
Sorry, I don't play long war
Hey Edwin, loved the video. Small question: How does the Mind Shield item work? Do psi capable enemies prioritize the targets wearing it or is it random and you have to have everyone wear to guarantee efficiency?
Immune to panic, mind control, chosen daze attacks, I really only use it sparingly on units that are tired or have negative traits that can cause panic, then I have the whole squad use it on the final mission to guarantee effectiveness
@@EdwinofEberron Thanks for the prompt reply, much appreciated! 🔥
1 Use case for the proximity mine wasn't considered: Reinforcement pod. You know in advance where it's gonna land. Not a game changer by any means since it's somewhat rare, but it can be nice.
oh, very true
Or on a pod tangent to your time sensitive objective. Just drop it on them and keep moving. Can mop up later.
That's actually kinda a cool usage of it!
So, why not evac when you saw that everything went to crap with the second pod activation? You said "you need to be able to handle it" which I agree with because you handle it by cutting your losses to the one MC'd guy and evac everyone else instead of losing everyone and all their stuff.
I was stubborn, running from fights while necessary sometimes, never feels good, it's something I'm weak at, I'd rather give up a run than give up a hard fight
@EdwinofEberron yeah i get that. Im not so stubborn in this kind of case, but i definitely can be stubborn in other situations to my detriment. Too bad this run was going so well, makes ditching it feel bad, but you likely have to. The frost bomb loss hits harder than boltcaster imo, as its a guarunteed effect.
Sectiod when i hack it:😧
The first time i fought a andomedon i killed it after losing a guy then it came back. Then i quit
I only finished X com 2 for the first time recently. On my first attempt the Archon ruler made me rage quit about 6 years ago haha. His pinion attack is just ridiculous.
😭😭😭😭 That second Pod was brutal. Hopefully catch the next stream and you'll be able to recover. Sleep well.
Great content, as always! A bit off-topic, but I wanted to ask: My OKX wallet holds some USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). How can I transfer them to Binance?
You put flash bang in C
My first encounter with the Chosen Hunter was him bragging about his perfect aim, proceeding to miss a point-blank shot, and effectively saying "Shit" before he grappled as far away as he possibly could. He didn't kill anyone in my entire run, but he almost killed me irl by making me choke on my drink. He is the most dangerous enemy, for sure.
well sniper rifles suck in point blank range so it kinda makes sense lol
@@Brad_Script I probably should have clarified that he chose to get in close
Lmao i fucking love the Hunter, only chosen I can't get annoyed by lol@@AshoreNevermore
The way you described Heavy MECs softening your team up for everyone else to take them out is basically what Gatekeepers do to me. That huge AoE brings everyone down low enough for all the other enemies to pick them off. They don't kill soldiers often, themselves, but man. They cause a lot of deaths indirectly.
The implication with Spectre/Codex being weak to Bluescreen but not Combat Protocol... is that they're not JUST machines, right? They're some kind of bio-machine. You can overload their brain but not fry them with electricity.
I can't believe this video is 1.5 hours long... We definitely have too much data storage capacity.
Hahaha
Truly the age of neckbeards
Watching your lists is making me want to play XCOM 2 again, good content
I agree on most of these but one question Why is Andromedon the only S tier and also higher than Gatekeeper? Gatekeeper is harder to kill imo. And more punishing if you dont kill him.
Bluescreen rounds work on the gatekeeper. Even when you leave it up, it may choose to direct its aoe atk. to a group of corpses for psi zombies, so there is an avenue where it doesn't even try to attack you
@ ah I see, that makes sense. I never leave him up though, out of fear he’s gonna use the guaranteed aoe damage on my guys. I also don’t use Bluescreen as much as you do so that’s probably why we feel different about the Gatekeeper.
it would be tight af if someone timestamped each item
let's go
Bladestorm my beloved
My first ever templar was the best unit in the game for me, she had blade storm, reaper and fast hands, mixed in with how op her melee abilities were she took out entire pods on her own
I am very surprised that the Assassin is lower tier than the Hunter. I've never had any issue with the Hunter at all in any playthrough. The Assassin has outright killed some of my ironman runs.
Did you consufused the cap of the trashcan for a mine? Bro is cooking with the stove off 😨😨😨
The one saving grace about the Smoke Grenade that people always forget is that it doesn't actually count as a "Grenade" slot item (unlike, say, the Flashbang Grenade). Since you can (typically) only carry one Grenade plus a second non-grenade item, you could have both a Frag and a Smoke grenade on one unit, but the Flashbang would have to *replace* your Frag grenade. I still agree that the Flashbang is better than the Smoke Grenade, but the fact that you can take both a Frag and a Smoke with you does mean I usually buy a Smoke to fill an empty non-grenade slot. It's like what you said about the Nanoscale vest, buying it to fill a non-grenade slot item slot... The Smoke Grenade can be used in the same way.
There's a mod which allows you to use psi ops as normal soldiers (they level up normally, get their psi tree abilities as normal soldiers), if you wanna use it for this challenge. Psi lab becomes a utility for an amp bonus (?) I think, not a requirement for learning psi abilities. You can level up psi ops from the get go and they learn the psi talents with promotions with that mod.
King Baldwin IV will be proud of this run.
Sustaining sphere has use for late game rank ups too. If you want to give some corporal a better chance at ranking up later in the game it's a helpful tool Not enough to bring it up a tier, but worth considering for that edge case
I understand that ppl don't like the lost but the little dopamine hits I get from killing them is enough to make me like them. Also I have some mods that make for absolutely chaotic missions with Lost, Chosen, Resistance, Alien, & XCOM turns