I've never seen a resistance base this cool. Imagine setting up your resistance headquarters in the downed wreckage of an alien UFO that has been overgrown and reclaimed by nature and you build a town around it. It's peak "See they can die too." energy :D
Great play again Syken. Really enjoying flawless run series and on top of that learning how to play optimally even more :) Your concealment in lost mission got broken because you triggered the VIP. The moment you trigger it, at the end of that turn your concealment breaks
Murphy's law: Anything that can go wrong will go wrong. Inappropriate Murphy's Law: Anything inappropriate that can be said will be said. Example: While Murphy's elbow is accidentally pressing the ship wide intercom button, Murphy once said... "If Lily was half as good in the Kitchen as she is in the engineering room, she would be wifed up by now...and dat azz...right fellas? Fellas?"
What I learned so far. 1. The importance of conceal, and the utility of having shadowstep for a ranger, when the reaper is unavailable. 2. The importance of the reaper's abilities. I used to keep the claymore as a last-ditch measure, as a safety net against multiple pod activation or such, but I see you use a much more proactive approach. 3. Using the skirmisher Grapple much more liberally, as a means of closing the distance and making multiple shots. 4. Using weapon attachments and ability points early on. 5. I didn't know that monthly supplies don't expire next month. 6. The templar dismiss trick. That's very good. 7. The fact that the game gives you what you LACK, in terms of rewards, like giving you engineer or scientist rewards if you're behind the curve. 7. The use of the demolition perk, I understand the rationale much better now after seeing you play. What I can't learn: I realize I lack the in-depth knowledge of the maps, that you have. Even having played this game 3 times, I am playing it every time like it's the first time since there are YEARS between my runs. SO what you do takes tremendous dedication. But I'm learning lots.
You managed the terror mission perfectly IMHO. In my terror mission I had three Berserkers with 56 hp. They take awfully long time to kill but luckily there were shooting civilians. The other maps with not-shooting civilians are VERY hard with a timer and tons of hp. In second mission you asked 32:20 why the lost were awoken? I never saw this happen because I don't touch the VIP until the first groups are cleared. I think it's because you awoke the VIP and I think the same happens if you try to pick up one of the two stationary soldiers in stealth (from which I learned this). Even if your soldier were in stealth, the VIP or stationary soldier is now part of your group and he is not stealthed and triggers lost. You said that lost give half Xp. I think it's more around a third or even less? I don't know this for a fact but on countless lost missions I concluded this. In my recent third campaign mission I farmed lost (to get sergeant fast). I had 132 kills and it was just enough for my Support but not for my Heavy.
Syken, is it worth removing enemy cover in your round if you expect them to survive and have their own turn? What do they do after their cover is taken away? I am wondering because each time you explode someones cover, another xcom troop has killed whoever got exposed and we don't see what advent might have done.
Whenever flanked, they will probably run to new cover, then take a shot. Would be interesting to test the enemy's AI tendency if we destroy its cover, plus suppress it: if it tries to run to new cover, they clearly have an obsession to avoid flanking
They are fantastic items, A or S-tier in my opinion. They prevent most of the chosen abilities (mind scorch, stun, etc.), they are great counters for the alien rulers (i.e. the Berserker Queen that cannot stun you anymore). They also prevent panic and other mind effects and on-top of that, you are immune to mind control, which just eliminates sectoids and other pesky psi-operatives.
Don't know if you still read these comments since they are a month old now, but I have a question about how to go about the other type of retaliation mission(the one where you are aided by resistance fighters) during June specifically. In this mission you faced off against 3 Berserkers(84 hp). But in that other type of mission it's not at all rare to face up against 4-5 berserkers(if you are also assaulted by the Chosen), or 5-6 berserkers(without Chosen). That's somewhere between 108-160 hp you need to chew through not counting the other enemies. I've encountered this mission twice now and both times I was faced with the realization that I don't have enough firepower to go through all that, even with magnetic weapons. Have you got any tips for that mission in particular? I feel like you ought to have experienced it since you most likely have many times more hours in playtime than I do.
I am always reading through the comments, they are my favorite part of youtube. The Berserker-spike is a real problem due to the lack of firepower, so you are not alone with that. In order to combat it, you might want to consider: - Positioning on high ground, Berserkers cannot climb (except ladders, which you can block) - Use flashbangs, since berserkers have bad aim and bad movement speed (can keep the civilians alive) - Use the fact that Berserkers are only triggered, once the pack is triggered or in the mission with resistance forces once you are in stage 2 of the mission. In either case, try to not pull too many packs and just focus fire them down.
It is a very reactive skill unfortunately and typically means that something was going wrong. Think about that way: The grenadier in later stages of the game could hit an important enemy twice with his chain shot, shredding twice and dealing 20-35 damage vs. reducing their aim chance, which can be countered by the enemy moving.
I've never seen a resistance base this cool. Imagine setting up your resistance headquarters in the downed wreckage of an alien UFO that has been overgrown and reclaimed by nature and you build a town around it. It's peak "See they can die too." energy :D
Yes, it was very well designed. To this day, I absolutely love the map generation!
Great play again Syken. Really enjoying flawless run series and on top of that learning how to play optimally even more :)
Your concealment in lost mission got broken because you triggered the VIP. The moment you trigger it, at the end of that turn your concealment breaks
Thanks Shinjurio
Inappropriate Murphy: a man armed with a rifle, a pistol, and an endless supply of “that’s what she said” jokes.
He probably has business cards with that phrase on it to pass out when he says it just for added effect!
That is a fantastic joke as well. Normaly Jim is doing all of the Inapp Murphy jokes :)
Murphy's law:
Anything that can go wrong will go wrong.
Inappropriate Murphy's Law:
Anything inappropriate that can be said will be said.
Example:
While Murphy's elbow is accidentally pressing the ship wide intercom button, Murphy once said...
"If Lily was half as good in the Kitchen as she is in the engineering room, she would be wifed up by now...and dat azz...right fellas? Fellas?"
XD
LOL, that was a really good one. I like the Inappropriate Murphy law. Your jokes are on point Jim.
@@SykenPlays this was a call back to my ep.4 comment where Murphy got wrench slapped by Lily. Now you know why!
Another great episode
What I learned so far. 1. The importance of conceal, and the utility of having shadowstep for a ranger, when the reaper is unavailable. 2. The importance of the reaper's abilities. I used to keep the claymore as a last-ditch measure, as a safety net against multiple pod activation or such, but I see you use a much more proactive approach. 3. Using the skirmisher Grapple much more liberally, as a means of closing the distance and making multiple shots. 4. Using weapon attachments and ability points early on. 5. I didn't know that monthly supplies don't expire next month. 6. The templar dismiss trick. That's very good. 7. The fact that the game gives you what you LACK, in terms of rewards, like giving you engineer or scientist rewards if you're behind the curve. 7. The use of the demolition perk, I understand the rationale much better now after seeing you play. What I can't learn: I realize I lack the in-depth knowledge of the maps, that you have. Even having played this game 3 times, I am playing it every time like it's the first time since there are YEARS between my runs. SO what you do takes tremendous dedication. But I'm learning lots.
Thanks for the summary and the kind words, really appreciate it - very nice comment!
Oh man, I would have lost that second mission so fast😂 well done keeping calm and doing so well!
Thanks! 😁
Very educational. Thank you Syken
Glad you enjoyed it!
Tonight on a very special episode of Flawless Syken, the squad learns that the power of teamwork was in the friends they made along the way.
Haha, true!
Great stuff!
Glad you liked it :)
Even though you only just got the six civilians, that was a pretty clean Retaliation mission.
Yes, I guess that is true, I always want to save more.
Can you please make the 10th video a 2h special?
You'll need to wait for the long war episodes my friend. They are going to be a little bit longe ron average !
The last faceless milked his slooo-mooo death
Indeed, he was falling and falling.
Neat!
I wanna say the lost spotted you because you had the vip. I think it triggers at the end of the round, no matter what.
Hmm, that could be an explanation, but it would be a really bad implementation.
But, but...Syken, did you forget that the berserker is a "lady"? Muton and Berserker, such a beautiful couple 😆
LoL at the lady Berserker!
41:29 Lost give half of an xp point? I always thought it's more like 1/3 or even 1/4 of xp point.
They give 1/3 I think, I can never fully remember.
You managed the terror mission perfectly IMHO. In my terror mission I had three Berserkers with 56 hp. They take awfully long time to kill but luckily there were shooting civilians. The other maps with not-shooting civilians are VERY hard with a timer and tons of hp.
In second mission you asked 32:20 why the lost were awoken? I never saw this happen because I don't touch the VIP until the first groups are cleared. I think it's because you awoke the VIP and I think the same happens if you try to pick up one of the two stationary soldiers in stealth (from which I learned this). Even if your soldier were in stealth, the VIP or stationary soldier is now part of your group and he is not stealthed and triggers lost.
You said that lost give half Xp. I think it's more around a third or even less? I don't know this for a fact but on countless lost missions I concluded this. In my recent third campaign mission I farmed lost (to get sergeant fast). I had 132 kills and it was just enough for my Support but not for my Heavy.
Good point, the losts indeed only give 1/3 of xp.
Syken, is it worth removing enemy cover in your round if you expect them to survive and have their own turn? What do they do after their cover is taken away? I am wondering because each time you explode someones cover, another xcom troop has killed whoever got exposed and we don't see what advent might have done.
Whenever flanked, they will probably run to new cover, then take a shot. Would be interesting to test the enemy's AI tendency if we destroy its cover, plus suppress it: if it tries to run to new cover, they clearly have an obsession to avoid flanking
Once you have removed the cover, they will go for new cover, their highest priority to take cover against all xcom agents.
No, Syken, the preview was correct my friend.
:(
just curious why do you value mindsheild so much? i haven't seen many sectoids or the warlock
They are fantastic items, A or S-tier in my opinion.
They prevent most of the chosen abilities (mind scorch, stun, etc.), they are great counters for the alien rulers (i.e. the Berserker Queen that cannot stun you anymore). They also prevent panic and other mind effects and on-top of that, you are immune to mind control, which just eliminates sectoids and other pesky psi-operatives.
Don't know if you still read these comments since they are a month old now, but I have a question about how to go about the other type of retaliation mission(the one where you are aided by resistance fighters) during June specifically. In this mission you faced off against 3 Berserkers(84 hp). But in that other type of mission it's not at all rare to face up against 4-5 berserkers(if you are also assaulted by the Chosen), or 5-6 berserkers(without Chosen). That's somewhere between 108-160 hp you need to chew through not counting the other enemies. I've encountered this mission twice now and both times I was faced with the realization that I don't have enough firepower to go through all that, even with magnetic weapons. Have you got any tips for that mission in particular? I feel like you ought to have experienced it since you most likely have many times more hours in playtime than I do.
I am always reading through the comments, they are my favorite part of youtube.
The Berserker-spike is a real problem due to the lack of firepower, so you are not alone with that. In order to combat it, you might want to consider:
- Positioning on high ground, Berserkers cannot climb (except ladders, which you can block)
- Use flashbangs, since berserkers have bad aim and bad movement speed (can keep the civilians alive)
- Use the fact that Berserkers are only triggered, once the pack is triggered or in the mission with resistance forces once you are in stage 2 of the mission. In either case, try to not pull too many packs and just focus fire them down.
I assume you don't like suppression?
It is a very reactive skill unfortunately and typically means that something was going wrong. Think about that way: The grenadier in later stages of the game could hit an important enemy twice with his chain shot, shredding twice and dealing 20-35 damage vs. reducing their aim chance, which can be countered by the enemy moving.
@@SykenPlaysAhh, Thanks. That makes sense.