The Titan Unleashed - XCOM Unpossible Episode 7
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- Опубликовано: 11 июл 2024
- And it's not Titan Armour.
Timestamps:
00:00 - Base
00:37 - Mission 32
04:28 - Mission 33
41:30 - Mission 34
45:38 - Mission 35
50:46 - Mission 36
57:00 - Mission 37
Music Used:
Male - JoJo's Bizzare Adventure: Golden Wind (Overture) Soundtrack
Locke and Load - Payday 2 Soundtrack
Judgment - Dawn of War 2: Retribution Soundtrack
Choir of Destruction - Dawn of War 2: Retribution Soundtrack
Mission Accomplished - XCOM 2 Soundtrack
Bowser's Kingdom 1 - Super Mario Odyssey Soundtrack
The Mark - Payday 2 Soundtrack
Checker Knights - Kirby Air Ride Soundtrack
The Mark - Payday 2 Soundtrack
Rainbow Road (Mario Kart Wii) - Mario & Sonic at the Sochi 2014 Olympic Winter Games Soundtrack
*Unofficial name
The music used list is only the overdubbed music, some in-game soundtracks are not listed.
FAQ:
Note - Alloys and Elerium
I mentioned way back in episode 3 or 4 that selling alloys was going to bite me at some point, and that point is here. Lategame R&D relies on your stockpiles to get rolling, then you can start replenishing them from larger UFOs. No stockpiles means having to do a Supply Barge with carapace and dear lord that was... intense.
Note - Battlescape: Sectopods
Sectopods are absolutely as terrifying as I've made them out to be, especially with how underequipped my squad is. With two 9-11 damage shots per turn, free overwatch for shooting, and an ability that reduces incoming damage by 50%, The key to winning is to make sure you have decent cover and slug it out, hopefully destroying it before it lands a couple of shots on the same soldier. Make sure you have Disabling shot, Shredder rocket and HEAT, in that order. Speaking of perks...
also quick sidenote if they don't shoot they're about to drop some bombs on you, fan out.
Q - Battlescape: What perks to pick pt. 2?
I started listing the absolutely essential perks in Episode 3 for the early/mid game, and now that we're nearing the late-game I'll give this another go.
•Heavy - Lieutenant: HEAT Ammo. No questions asked. Not only is Rapid Reaction a goddawful bootleg sentinel, it synergizes like water and oil given that the Heavy has the worst aim progression of all classes and no ammo capacity. It does synergize with Danger Zone turning Suppression into an AOE, but you're missing out on a perk that, even with the nerf in EW, is absolutely essential for handling Mechtoids and Sectopods.
•Heavy - Captain: Grenadier is incredible if you get both a Heavy Captain AND Alien Grenades early on. 5+1 damage and being able to carry two per slot is very good around May-July, but falls off once full pods of 15+ HP enemies start appearing, and is completely useless once you start using Heavy Plasma. Danger Zone on the other hand is useful no matter what as it boosts the AOE of your rockets.
•Heavy - Colonel: Personal preference. Rocketeer gives an extra rocket, which is great if you never picked up Shredder and need some sustainability, while Mayhem grants +2 damage to all rockets giving Shredder some actual punch in the late-game.
•Assault - Lieutenant: Rapid Fire, no questions asked. Flush is finicky and the enemy doesn't always move, whereas Rapid Fire is an amazing damage boost at point blank that's also more likely to hit at least once than a regular shot at longer ranges.
•Sniper - Sergeant: Damn Good Ground is great, +10 aim on top of the regular height bonuses combines so well with Skeleton/Archangel armour and the Muscle Fiber Density gene mod. Gunslinger is mostly good for Covert Operatives in the early game and alright once you have fully upgrade pistols, but most of the time the perk will be doing nothing.
•Sniper - Lieutenant: Disabling Shot is absolutely essential vs mechs and I regret not taking it on Inez. Battle Scanner is good, it lets you scout a pretty large area if you suspect there are aliens ahead and need to decide between pushing and repositioning, but Disabling Shot means one of the big scary enemies can't shoot for a turn, including Mechtoids that can easily pump out 20+ damage per turn against squads in Carapace.
•Support - Captain: Dense Smoke, the increased defense (+40 instead of +20) and AOE is what makes smokes viable late-game the same way they are early-game. Combat Drugs is good but it serves a different purpose, boosting the will of Psi units and supporting aggressive manoeuvrers by providing a bit of defense and also boosting crit rate, will and aim in a smaller radius that the enemy is less likely to walk into.
Q - Geoscape: Why haven't you done the ABA yet?
I'm not ready. The Alien Base Assault has four 'terror pods' and four 'soldier pods', which means up to 4 Sectopods and up to 4 pods of Muton Elites, Heavy Floaters or similarly tiered baddies. The aliens don't get any new toys past September, and progression stops entirely in October. By the time September hits, there's no reason not to wait until I have better equipment (Plasma Weaponry and Titan for everybody) and it makes strategic sense to do so. - Игры
*"And it's not Titan Armour."*
*Barge mission*
*Terrorising moving sounds*
*Oh no*
Mission 33 - tense, stressful, high-tier plays while the game is balanced fairly and surprisingly un-xcom like in that a sectopod didn't straight up delete all of your men.
Mission 34 - Slenderman/Agent Smith lovechild go 'boop' on the only thing on the map that they could 1-hit kill.
Xcom, never change
I'd rage quit that so hard... I got outraged just watching that hapenning
I can't believe how tense that supply barge was. Congrats! It looks like you're going to go all the way, after all.
4 soldiers vs 2 sectopods+bunch of drones+muton elite and 2 regular mutons+ mechtoid and more shit. I swear i can hear how mr. Sokolov clappin' from the Heaven.
XCOM 2 legend difficulty ain’t got shit on Operation Crimson Pyre
It's funny, xcom2 is mostly a harder game than xcom1, but crimson Pyre? Naw, that's the hardest mission in both games!
@@megatennepster3833 honestly I have to disagree there, having played both xcom enemy within I/I and xcom 2 legendary ironman. xcom 2 legendary felt like a breeze in comparison to impossible
@@mango4554 XCOM 2 is indeed easier than XCOM 1, no doubt. Legendary is very doable, especially with the insanely good resistance classes (reapers, templars, skirmishers). Plus the addition of many aliens that don't do much on their turn - Sectoids, Specters, Purifiers, Codexes, Archons (when not enraged), means even leaving some alive would still leave your squad completely fine and in no threat of taking damage. And don't forget that aliens do not get proximity aim bonuses (for some reason?)
(kinda spoilers?)
Operation Crimson Pyre took me over two hours of real time to beat, in a single sitting. The editing is relatively minimal, I don't think anything else would've been appropriate, but if any of you felt a fraction of the pants-shittng terror I felt throughout that mission, then I have done my job and am glad y'all enjoyed.
I heard one sectopod and shit myself, but when two popped up? And were going after your sniper? My god I was screaming
I felt that stress
"Hover S.H.I.V. (Useless piece of shit lmao"
*Sad flying noises*
Boi, those long tough missions are the most tense ones. And till this day, i ask myself how a giant thicc robot is harder to hit, compared to [REDACTED]
Lovely editing as usual 👌
See, I kind of imagine it has something to do with the sheer size of the enemy and your units trying to avoid soiling themselves while aiming a gun to kill the bastards. Its kind of like those horror games where you have a gun, but the horrific creature doesn't care. It's hard to stop and shoot when you're busy being terrified. Like Dead Space or Alien; Isolation, for example.
Miss chances probably count the odds of a shot landing but just _not doing anything,_ even if it isn't represented visually, hence muton elites having so much defense too
Who ate [REDACTED]?
Thin men?
Dude your soundtrack selection is actually impeccable. There are so many good songs from so many games that were lost to the aether of my memory LOL excellent content, 10/10 xcom 1 videos in 2021
Hey look! You got some meld from that small ufo misson
now watch me not use it
@@kierany9 Don't you wanna shop off some limbs and make MECs? :^)
The highlight of my week is always watching your content mate!
Agreed
That alien barge was just phenomenal. Some of the most tense gameplay I've ever seen. Love this series.
Mate you using rocket launchers on regular infantry after seeing a sectopod had me so fricking nervous XD
It was cathartic watching you slaughter those EXALT Elites after Crimson Pyres tenseness
That was beautiful gameplay in the cargo mission oh my goodness
Shoutouts to that one exalt operative who dodged to one damage in six shots
You know, it's kinda sad that EXALT never gets their own plasma weapons. They are still a bunch of lemmings with shitty aim, but they are stylish lemmings
If EXALT ever got plasma I would shit myself
@@kierany9 yeah, that can turn impossible runs into disaster, but I still want them to be serious threat instead of free laser gun source.
@@kierany9 wish Long War did it.
Btw with your choice of music for EXALT I cant stop imagining *[EXALT assault in progress]* text
@@cpl.targrein1793 That's just it though; they're not actually supposed to be a serious threat, just a bunch of fanatical opportunists taking advantage of a crisis for their own benefit. They're like the Lost in XCOM 2; they occasionally provide a brief distraction, then you get back to work dealing with ACTUAL threats.
Considering that they don't work with the aliens and avoid fighting them whenever possible (meaning little opportunity to acquire alien technology to reverse-engineer), the fact that they got as far as they did at all is rather impressive in its own right.
39:26 He felt so much pity for you and your failed campaign that he spared your soldier there.
Or maybe he respects you not save scumming so as a reward he made a dumb move
So at 39:26, why doesn't the Sectopod do anything?
I mentioned it as an offhand comment in the description FAQ, but Sectopods have an AOE bombard attack that takes effect at the start of the following turn. I don't know why the Sectopod thought it would be good to use it when it was at low HP and surrounded, but you can see/hear it land offscreen earlier in the mission at 26:25, after a turn of not firing.
@@kierany9 The last Sectopod didn't attack with its main cannon because it also has AOE, and AI always avoids to hurt itself.
i think probably it's out of ammo
This series rules, good job man.
Damn your vids are good!
your series is awesome, can’t wait for the next upload brah
Those EXALT guys know how to party
A whole hour? You spoil us.
loved ur enemy files description of the sectopod lmao. still to this day i wonder why they made such a huge piece of metal one of the harder things to hit in the game and have that much firepower at the same time
I love how the xcom soldiers have those big armors and no helmet
Yeah that dlc give you helmets but is pretty dumb
Hmm. Beeg video
Sectopods...fucking hell. Even on the easiest setting those things are nightmare fuel. I'm still salty I lost my badass Chinese Mafia Badass to it...(more so since he was a psychic) UGH
moving to the next episode in just a bit, but, if you don't mind me asking, why don't you have the bio or mechanical soldier upgrades? just no time to get them? I've played very little of this game, so I'm sorry if that answer would have otherwise been clear.
Didn't see this comment, but in summary getting meld is risky and upgrades are expensive. MECs and Gene Mods are great for pushing an advantage and can be horribly OP, but I've been on the knife's edge and horribly underfunded for the entire run and couldn't really afford it
@@kierany9 thanks for the answer, that makes sense to me. It's been really fun to watch by the way.
Mission 33 ☠💀☠💀☠💀☠💀☠💀☠💀☠💀
Random question, why do you set all your soldiers to white armor tint?
Awesome content btw
Giving everybody the titan armour colour
LETS MOTHERFUCKING GO!!!!!!!!!!!!!!!!!!!!!!
bump
5:18 Lore Time
You fuking leggend