You put up a valiant effort Lambo! Rest in well earned peace. Tips for the aspiring Commander 😉 - The Dash move is not your friend, don't do it! Ever! AT ALL!!! Okay, fine, there are some situations where dashing is a reasonable, even excellent move, but while you're still learning, learn that dashing is always high risk. Even if, after careful consideration, it's the best move you can make, there is always a chance that you'll be punished for it. That's true of any move, but dashing is especially susceptible to retribution if the game is feeling spiteful. - Medkits are not particularly useful in the early game, especially when compared to the other equipment you could bring. Your soldiers are so weak early on and medkits heal so little that even soldiers who are healed after surviving a hit will rarely ever survive being hit again. A soldier with 1 HP does just as much damage as one who has 5 and since further injury is likely to kill either of them, using your actions to lessen the number of guns shooting back is usually wiser than spending a turn healing. As you get upgrades and more experienced soldiers, it can become worthwhile to have a medic on the squad, but until then, a grenade is usually more likely to keep everyone alive than a squirt of blue mist. - Dr. Vahlen may scold you, but using your explosives to ensure a vital kill is well worth missing out on 2-4 weapon fragments. You've lost several missions because you spent multiple actions taking low percent shots when a single grenade or rocket would have dealt with the threat. Even in this mission (7:59), if Aile had used a grenade instead of her gun, she would have killed the flanking floater, which would have left her safe and allowed Dot to engage one of the other targets instead of being exposed himself and still failing to deal with the threat. - Break up your soldier's turns to get the most value out of every action. Until a unit has expended all of their actions (or had their turn forcibly ended), you can freely switch between them, so position your troops carefully before any of them open fire, set Overwatch, or dash (which they won't be doing! Right?!?). That way you can maximize the effectiveness of every soldier's second action by ensuring that everyone is safe, shoots at the most vulnerable (or threatening) target, and can respond to threats as they appear, rather than giving the enemy a chance to reposition or retaliate. - Whenever possible, try to take on only one pod of enemies at a time. Obviously, X-Com gonna X-Com and you're going to end up with multiple pods crawling up your bum sooner or later, but do your best to avoid tempting fate. Once you reveal a pod, try not to expose any further fog of war if you can avoid it. Use buildings, terrain elevation and careful maneuvering to reduce the chances that your troops get line of sight on any additional aliens until the ones you've already stirred up have been dealt with. When you start a mission, the enemies on the map always outnumber you, but the action economy is king. Your squad of 4 can take down 100 xenos if they come at you one at a time, but your troops aren't super soldiers (yet), engaging one on one is a loosing battle in the long run, and for every extra foe you face at once, your odds of coming out on top plummet. - Last but not least, doing interrogations will grant research bonuses which significantly shorten the research times of the associated projects. It can be worth putting off other research to get any available interrogations completed as they are pretty quick and can save tons of time in the long run. That said, keeping your troops alive is better than getting new interrogation opportunities so don't be too brash in your taser deployment. Quickly researching better body armor and weapons won't do much good for a soldier who is already pushing up daisies. Actual last but not least 😁keep at it! These videos are a lot of fun to watch and I really enjoy both your take on the game and how you're learning and tackling the missions more... slightly more 😆 competently as you go along. I'm sure that despite your cheery demeanor in these videos, it's probably a little frustrating to be continually thwarted, but I for one am really enjoying your perseverance in this series and I look forward to watching you eventually "get it" and complete the game!
I'm sure you've heard enough about "don't double dash into fog of war" so I'll give other tips instead: 1: When double dashing into fog of war, you can blue move first and see if you reveal anything. Then use your second move if you're confident. 2: Upgraded guns and a scope or two go a long way. 3: Action economy is vital. Each alien that's alive at the end of your turn is an alien that might kill someone. Reduce the number of those to increase troop survival. Grenade cover, shoot them after. Use whatever means necessary to delete alien action economy. To this end, Officer Training School also increases your own action economy by letting you bring more dudes at once, so that's very worth it to get as well. 4: Don't grenade with your last guy, you're wasting it as the alien will just move to cover. Nade as the first thing you do so you can confirm the kill with someone else. (Unless you have an overwatch you trust) 5: Soldiers that cannot shoot after moving (sniper) should move last. 6: When floaters teleport behind you, nade their cover so you don't risk missing all your shots and losing someone. 7: When flanked by alien pods, consider relocating your troops.
Falling behind on the upgrade/soldier training game can lead to a very deadly downward spiral. Other than that, remember that overconfidence is a slow and insidious killer.
RIP Lambo. Ok tips time: 1) take it easy, take it slow, there are no timers. Don't yellow move into the fog of war, ideally you want to uncover new ground with the first move of the first soldiers and all the other guys try to avoid discovering new tiles. Initiative is your greatest weapon, you don't want to give a free turn to the aliens. And if for some reason you must dash forward, please do it with someone other than the sniper! 2) use grenades to destroy cover to get easier kills or to guarantee kills at critical times. Don't die with an unspent grenade like Aile, she could have killed that Floater with her nade instead of hoping on a couple of 50% shots. Same with rockets, it is possible this mission could have been saved with a good rocket hit. 3) anything that isn't 100% can miss. 100% shots can still not deal enough damage to kill. Like that 80% stun attempt that missed for example, 80 is high but it's not guaranteed. 4) Evac! Don't fight to the last man, if you are outgunned and outmatched there's no dishonour in running to the evac zone and aborting the mission. Sometimes you can't win no matter what, might as well try to save your guys and gear. 5) don't rush story missions. Get new weapons and armour first (imo laser before armour is better because a dead alien can't deal damage, but armour first is fine too). Also build the Officer Training School so you can field more soldiers at the same time.
Front line snipers are essential at taking a point! Also I thought grenades did more than just static 3 damage... that's on me lol. My problem with % is I compare them to mount drops in wow. where 1% was a good %, so 80% is like, 150%. NO RETREAT. NO SURRENDER. 5. I wish there was a tech tree in game, I had to pull one up myself.
@@ZealousZam Yeah explosives deal exactly the damage stated in the tooltip, so they are extremely reliable (in XCOM2 and in some mods they can vary, but not here). The cover destruction is invaluable as well. I can understand with wow ahah, but yeah, try to change your point of view. 80% means one in 5 misses. And yeah, the tech tree is obscure and you pretty much have to learn it via losses or you have to "spoil" it. The game's characters making it seem like you have to rush captures don't help.
You put up a valiant effort Lambo! Rest in well earned peace.
Tips for the aspiring Commander 😉
- The Dash move is not your friend, don't do it! Ever! AT ALL!!! Okay, fine, there are some situations where dashing is a reasonable, even excellent move, but while you're still learning, learn that dashing is always high risk. Even if, after careful consideration, it's the best move you can make, there is always a chance that you'll be punished for it. That's true of any move, but dashing is especially susceptible to retribution if the game is feeling spiteful.
- Medkits are not particularly useful in the early game, especially when compared to the other equipment you could bring. Your soldiers are so weak early on and medkits heal so little that even soldiers who are healed after surviving a hit will rarely ever survive being hit again. A soldier with 1 HP does just as much damage as one who has 5 and since further injury is likely to kill either of them, using your actions to lessen the number of guns shooting back is usually wiser than spending a turn healing. As you get upgrades and more experienced soldiers, it can become worthwhile to have a medic on the squad, but until then, a grenade is usually more likely to keep everyone alive than a squirt of blue mist.
- Dr. Vahlen may scold you, but using your explosives to ensure a vital kill is well worth missing out on 2-4 weapon fragments. You've lost several missions because you spent multiple actions taking low percent shots when a single grenade or rocket would have dealt with the threat. Even in this mission (7:59), if Aile had used a grenade instead of her gun, she would have killed the flanking floater, which would have left her safe and allowed Dot to engage one of the other targets instead of being exposed himself and still failing to deal with the threat.
- Break up your soldier's turns to get the most value out of every action. Until a unit has expended all of their actions (or had their turn forcibly ended), you can freely switch between them, so position your troops carefully before any of them open fire, set Overwatch, or dash (which they won't be doing! Right?!?). That way you can maximize the effectiveness of every soldier's second action by ensuring that everyone is safe, shoots at the most vulnerable (or threatening) target, and can respond to threats as they appear, rather than giving the enemy a chance to reposition or retaliate.
- Whenever possible, try to take on only one pod of enemies at a time. Obviously, X-Com gonna X-Com and you're going to end up with multiple pods crawling up your bum sooner or later, but do your best to avoid tempting fate. Once you reveal a pod, try not to expose any further fog of war if you can avoid it. Use buildings, terrain elevation and careful maneuvering to reduce the chances that your troops get line of sight on any additional aliens until the ones you've already stirred up have been dealt with. When you start a mission, the enemies on the map always outnumber you, but the action economy is king. Your squad of 4 can take down 100 xenos if they come at you one at a time, but your troops aren't super soldiers (yet), engaging one on one is a loosing battle in the long run, and for every extra foe you face at once, your odds of coming out on top plummet.
- Last but not least, doing interrogations will grant research bonuses which significantly shorten the research times of the associated projects. It can be worth putting off other research to get any available interrogations completed as they are pretty quick and can save tons of time in the long run. That said, keeping your troops alive is better than getting new interrogation opportunities so don't be too brash in your taser deployment. Quickly researching better body armor and weapons won't do much good for a soldier who is already pushing up daisies.
Actual last but not least 😁keep at it! These videos are a lot of fun to watch and I really enjoy both your take on the game and how you're learning and tackling the missions more... slightly more 😆 competently as you go along. I'm sure that despite your cheery demeanor in these videos, it's probably a little frustrating to be continually thwarted, but I for one am really enjoying your perseverance in this series and I look forward to watching you eventually "get it" and complete the game!
And that night, the crew had delicious lamb chops in remembrance of him
bro got so many kills. Literally carried this run.
I'm sure you've heard enough about "don't double dash into fog of war" so I'll give other tips instead:
1: When double dashing into fog of war, you can blue move first and see if you reveal anything. Then use your second move if you're confident.
2: Upgraded guns and a scope or two go a long way.
3: Action economy is vital. Each alien that's alive at the end of your turn is an alien that might kill someone. Reduce the number of those to increase troop survival. Grenade cover, shoot them after. Use whatever means necessary to delete alien action economy. To this end, Officer Training School also increases your own action economy by letting you bring more dudes at once, so that's very worth it to get as well.
4: Don't grenade with your last guy, you're wasting it as the alien will just move to cover. Nade as the first thing you do so you can confirm the kill with someone else. (Unless you have an overwatch you trust)
5: Soldiers that cannot shoot after moving (sniper) should move last.
6: When floaters teleport behind you, nade their cover so you don't risk missing all your shots and losing someone.
7: When flanked by alien pods, consider relocating your troops.
I swear I am blue-yellow colour blind. The amount of dashes I make when I think I am not is absurd.
@@ZealousZam To be fair, the game's UI can be quite arse when it comes to that, sometimes the borders don't blend correctly or something idk
Falling behind on the upgrade/soldier training game can lead to a very deadly downward spiral. Other than that, remember that overconfidence is a slow and insidious killer.
Overclownfidence is a slow and hilarious killer.
RIP Lambo. Ok tips time:
1) take it easy, take it slow, there are no timers. Don't yellow move into the fog of war, ideally you want to uncover new ground with the first move of the first soldiers and all the other guys try to avoid discovering new tiles. Initiative is your greatest weapon, you don't want to give a free turn to the aliens. And if for some reason you must dash forward, please do it with someone other than the sniper!
2) use grenades to destroy cover to get easier kills or to guarantee kills at critical times. Don't die with an unspent grenade like Aile, she could have killed that Floater with her nade instead of hoping on a couple of 50% shots. Same with rockets, it is possible this mission could have been saved with a good rocket hit.
3) anything that isn't 100% can miss. 100% shots can still not deal enough damage to kill. Like that 80% stun attempt that missed for example, 80 is high but it's not guaranteed.
4) Evac! Don't fight to the last man, if you are outgunned and outmatched there's no dishonour in running to the evac zone and aborting the mission. Sometimes you can't win no matter what, might as well try to save your guys and gear.
5) don't rush story missions. Get new weapons and armour first (imo laser before armour is better because a dead alien can't deal damage, but armour first is fine too). Also build the Officer Training School so you can field more soldiers at the same time.
Front line snipers are essential at taking a point!
Also I thought grenades did more than just static 3 damage... that's on me lol.
My problem with % is I compare them to mount drops in wow. where 1% was a good %, so 80% is like, 150%.
NO RETREAT. NO SURRENDER.
5. I wish there was a tech tree in game, I had to pull one up myself.
@@ZealousZam Yeah explosives deal exactly the damage stated in the tooltip, so they are extremely reliable (in XCOM2 and in some mods they can vary, but not here). The cover destruction is invaluable as well.
I can understand with wow ahah, but yeah, try to change your point of view. 80% means one in 5 misses.
And yeah, the tech tree is obscure and you pretty much have to learn it via losses or you have to "spoil" it. The game's characters making it seem like you have to rush captures don't help.