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Off-Topic Discussion => Gaming Discussion => Topic started by: NGTM-1R on April 04, 2016, 05:07:37 am

Title: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 04, 2016, 05:07:37 am
Ladies, gentlemen, and nongendered alien clones.

It is time.

It's been 20 years.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/1_zpsvwc3erc3.jpg)

The aliens have cured all humanity's ills. Cancer. Aging. All other diseases. Their gene therapy centers work wonders.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/2_zpszdmce5uk.jpg)

All it cost us was our freedom. To do anything. To read, to speak, to assemble, to walk down the wrong street by mistake.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/3_zpsdx2vnunp.jpg)

Obey the Elders in everything, and everything is open to you.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/5_zpsuj7ilzmv.jpg)

Natural this didn't go over well with everyone.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/4_zpspaiq3rxq.jpg)

But the aliens crushed Earth's combined military and industrial might during the invasion; they reject that story, of course, but some of us still remember. There isn't much left to resist with by now.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/6_zpspy40426d.jpg)

That doesn't stop people trying.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/7_zps6mdxs9pv.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/8_zpsb3upkxul.jpg)


We join Firebrand on final approach.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/9_zpsgmdjgaec.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/10_zpsakt7fkhl.jpg)

For this op, most of the team was pre-emplaced on the ground, and Firebrand has a limited capacity to evac, so only two people form our first sortie.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/11_zpsato529oz.jpg)

Oh look! A gene therapy building. Heavily guarded. We'll have to deal with that, but we need a distraction.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/12_zpsgtirw6hw.jpg)

Thanks, old dude! Whoever you are!
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/13_zps6wilppwu.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/14_zpstum5hhkl.jpg)

And then it's time to start The Second Alien War. One hostile down!
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/15_zpsdyfnokdi.jpg)

Look! He's a fish! ADVENT Troopers use magnetic-based weaponry which leaves red trails in the atmosphere due to physicsbabble reasons I'm sure someone else is much more qualified to explain.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/16_zpsushqoz6l.jpg)

Sadly, Gatecrasher 2 gets killed because tutorial wishes to remind you that THIS IS ****ING XCOM AND WE DO THAT **** HERE.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/17_zpsnvfqoqcq.jpg)

Gatecrasher 2 is avenged, but that still leaves a bad guy about to attack Gatecrasher 1 when...
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/18_zpsi78aza2u.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/19_zps4z3vk3vm.jpg)

Oh hai...Bradford? Holy ****, since when were you a badass?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/20_zpsubzqapmx.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/21_zpsp42lhqys.jpg)

So let's take a look at the face of the enemy and they are...
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/22_zpsbyjfjx3a.jpg)
...Sectoids? No, just human-alien hybrids, apparently raised from loyal humans. Great, I always knew we'd be our own worst enemy.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/23_zpsn1mqf56g.jpg)

Oh hey it's a dropship! And it's full of bad guys! Meet the "Reinforcements" mechanic, which drops further hostiles on you in a lot of missions. You do get an idea where so you can set up an ambush if you're quick, and not currently hip-deep in their buddies. Just be glad they don't strafe you.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/24_zpsibfvuqgd.jpg)

Like so.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/25_zpslu3w6m8w.jpg)

Time to meet another mechanic! Your troops can hack things: doors, containers, and hostile robotic units. I really don't recommend the "run up to" method of hacking for robots though.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/26_zpsps7wlfw9.jpg)

That looks shiny. Bradford wants to steal it. In fact, it's implied this is all so Bradford can steal it.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/28_zps2mcz3xkx.jpg)

Well, I admit that's a nice suit, but...
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/29_zpsyeeve2df.jpg)

Bradford! Why are we stealing the suit?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/30_zps1qtx9ca5.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/31_zpsmv4lycwj.jpg)

AND WHY IS IT KILLING EVERYONE TO DO IT!?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/32_zpsgrplhmja.jpg)

Welp, ADVENT blocking the front door, let's blow a hole in the back wall to get out.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/33_zpsvnbtj9uo.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/34_zpscrqcfp6a.jpg)

Your red bullets have no power over meeeeeee!
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/35_zpsviq0s9mu.jpg)

Sure as hell have power over Bradford though. Are we going to kill Bradford in the first mission? I have to admit, that'd be pretty ironic.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/36_zpsnph1upkm.jpg)

Bradford calls for immediate evac. Okay, so you actually seem to be sane this time around. That's a plus.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/37_zpsys8pflrq.jpg)

GET TO DA CHOPPA.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/38_zpsl9izj0vk.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/39_zpsujcywew2.jpg)

I believe this is called...foreshadowing.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/40_zps3xmpjxpy.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/41_zpsx0llqevc.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/42_zpsmbrctmjr.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/43_zpsr6uvacrj.jpg)
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Phantom Hoover on April 04, 2016, 05:48:11 am
I'm gonna gamble that this will go on long enough to reach Psi and call dibs on being the first anime hair wizard
Title: Re: HLPX-COM 4: Remove Xenos
Post by: The E on April 04, 2016, 06:16:22 am
Just in case it's necessary, here's the HLPXCOM character archive I made: https://www.dropbox.com/s/e8psxv2uu0yoang/HLPXCOM.bin?dl=0
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 04, 2016, 06:30:06 am
I'm gonna gamble that this will go on long enough to reach Psi and call dibs on being the first anime hair wizard

If you want to be the first :spoilers: then okay, that holds potential for great hilarity.

So we're getting back to our roots here; less narrative, more commentary, and more ill-advised decisions.

So, here are your customization guidelines:

If you want to just sign up and be a dude, we'll find somebody to make you.

If you want to say something about how your dude should look or what class they should be, I will do my best to accommodate that. But if you're a rookie and I have to deploy you then all bets are off.

If you want to make your own dude in the game and screenshot it, I will attempt to recreate you from that. If you use Sergeant options it might have to wait a bit. If you use DLC options I don't have it so you're kind of out of luck.

Just in case it's necessary, here's the HLPXCOM character archive I made: https://www.dropbox.com/s/e8psxv2uu0yoang/HLPXCOM.bin?dl=0

I'm actually going to disallow the character pool option as then you guys are basically stuck waiting and hoping your dude comes up unless I mod the game a bit first and as a rule I don't do that.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: The E on April 04, 2016, 06:33:22 am
Okay, fair enough.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Gortef on April 04, 2016, 06:51:29 am
Me Me Me! I'm in.

Give me the ski mask, and make it "HLP Red".
Otherwise I'll give you free hands to make my avatar look as hilarious (or cool, if it's possible with the ski mask) as you can.

I've been a sharpshooter in the other HLP-XComs, why break a good run choosing otherwise...
Title: Re: HLPX-COM 4: Remove Xenos
Post by: 0rph3u5 on April 04, 2016, 07:05:49 am
Just in case it's necessary, here's the HLPXCOM character archive I made: https://www.dropbox.com/s/e8psxv2uu0yoang/HLPXCOM.bin?dl=0

I'm actually going to disallow the character pool option as then you guys are basically stuck waiting and hoping your dude comes up unless I mod the game a bit first and as a rule I don't do that.

Can't you use the characters we send you to recreate them ingame?
Title: Re: HLPX-COM 4: Remove Xenos
Post by: StarSlayer on April 04, 2016, 07:50:52 am
I volunteer to free our home from the foul xenos shackles, no pref on character.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 04, 2016, 08:06:16 am
Can't you use the characters we send you to recreate them ingame?

Not as easily as I could from a screenshot. I can't toggle between the pool and an active game easily while attempting to do so, basically it's "you take a screenshot, or I do".
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Lepanto on April 04, 2016, 10:34:52 am
Reporting for duty!

Sharpshooter, or Psi Operative if you get that far before my character shows up.

Hopefully this shall be awesome.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: AdmiralRalwood on April 04, 2016, 11:08:53 am
Just in case it's necessary, here's the HLPXCOM character archive I made: https://www.dropbox.com/s/e8psxv2uu0yoang/HLPXCOM.bin?dl=0

I'm actually going to disallow the character pool option as then you guys are basically stuck waiting and hoping your dude comes up unless I mod the game a bit first and as a rule I don't do that.
No modding required; they added an option for that:

(http://deviance.duckish.net/pictures/character_pool_usage.png)
Title: Re: HLPX-COM 4: Remove Xenos
Post by: CKid on April 04, 2016, 11:57:28 am
Sign me up as a specialist please.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Col. Fishguts on April 04, 2016, 11:58:21 am
Coun't me in as any dude you see fit.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: crizza on April 04, 2016, 01:17:34 pm
Heavy...no Grenadier they're called nowadays, if you mind :D
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Scourge of Ages on April 04, 2016, 08:44:54 pm
Scourge reporting, sir! I'll take any role you give me! Happy to soak magic red bullets for the cause (not too many though)!
Title: Re: HLPX-COM 4: Remove Xenos
Post by: MP-Ryan on April 04, 2016, 10:09:43 pm
Rumour has it my old assault+shotfun standby now has an alternative intriguing melee-specialization?  Sign me up for either.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 04, 2016, 10:48:40 pm
Here we are in lovely...Arizona? Gah, we probably are racists. The thread title was a joke.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/44_zpsqneucpaf.jpg)

So let's see who the main characters are. This guy's got a labcoat, so I'm betting he's Science Dude.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/45_zpsblnqcfcf.jpg)

She's...huh. I have no idea. Plucky sidekick?
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/46_zps2vdy852p.jpg)

And the dude in the suit is apparently important. Because there is in fact a dude in the suit.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/47_zps2xlvxcu1.jpg)

Uh, what are you doing with that medical implem-
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/48_zps2tsmzt6d.jpg)

THE ****?
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/49_zpsodc87k2k.jpg)

Oh hey it's you guys again I was getting...
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/50_zps3kbdcuoz.jpg)

...worried...
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/51_zpscrqiin6f.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/52_zpsr1cqge4h.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/53_zpsrf9ncx1f.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/54_zpseatmm7gg.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/55_zpsvfbo57ay.jpg)

Thanks, I guess?
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/56_zpsk61hkbdt.jpg)

Oh. Huh.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/57_zps0mhr8vvt.jpg)

As expected, this is Science Guy.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/58_zpsdrjq4cia.jpg)

Also this is apparently not his first brain surgery. See those scars? He unchipped himself at some point. Jesus Christ.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/59_zpszekmcbt9.jpg)

Anyways, he'd like to check into this chip they pulled out of my head.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r075/60_zpsdqcipvmd.jpg)

Okay! Now let's head up to the bridge. And trip the security, it seems.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/61_zpsgqgqrusi.jpg)

Bradford transfers command, saying he'd prefer to have it be a little more ceremonious.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/62_zpsknd6bzzc.jpg)

After a tutorial mission where I couldn't customize anyone so meh, we're headed down to the engineering section, to meet up with...oh hey it's plucky sidekick. Only she's not. She's our Wrench Monkey.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/63_zpsrbrqos2l.jpg)

THIS is the plucky sidekick. Or one of them. Meet the Gremlin series of robots. If you were to imagine a mechanical dog that flies, hacks, and has a medikit or a stun gun, that would be the Gremlin. They're only available to one class, specialists.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/64_zpsuqc4um8r.jpg)

Wrench Monkey's full name is Lily Shen, daughter of Raymond Shen from the first game.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/65_zpsrnnkj3ys.jpg)

And our ship, the Avenger, is Raymond's life's work. Judging from its size, though it's never stated anywhere, it seems likely that the Avenger is a refit of the battleship you swiped during Gangplank in the first game. And you thought that the Slingshot DLC wasn't important.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/66_zpsip40ruuz.jpg)

Shen is happy to see me. ROV-R, her Gremlin, seems a little less pleased and possibly eager to defend Lily's virtue. Look I admit she's cute, but I'm into blondes, okay?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/67_zps7ymrafrd.jpg)

Back to Science Guy. His name, since I didn't say (though he did), is Richard Tygan. He's reminiscing about the time he worked for ADVENT.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/68_zpst0birac1.jpg)

The chip in my head was running combat sims. Apparently I was literally playing XCOM for 20 years, multiple games at the same time.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/69_zpskle176ws.jpg)

The chip is similar to one Tygan was involved in designing for ADVENT officers, and he'd like to make a comparison. If we'd be so kind as to kill an officer.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/70_zpsy13gud8w.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/71_zpsgtodl66a.jpg)
It just so happens that we've got a mission planned!

I did mention the Avenger could fly, didn't I? (Apparently that place that looked like Arizona was actually in India. Huh.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/72_zps0x12hykc.jpg)

So, our mission site, and now, our mission crew. (Some of you are probably the wrong gender or nationality. If it bothers you, please speak up; I can fix that in this game.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/73_zps0jf2o2us.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/74_zps4d8f2s0c.jpg)

The Skyranger's slimmed down a fair bit, reducing its operational range. Now the Avenger has to move to the region and then deploy the Skyranger for the actual drop.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/75_zpsxw2hnite.jpg)

Still looks pretty close to the same inside, though.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/76_zpstfqzwdcz.jpg)

Okay! Let's talk game mechanics. On most missions, your squad will start the mission "Concealed"; the aliens don't know you're there.  That blue thing around the view shows that we're concealed right now. You can move around and set up and ambush the bad guys and they don't know a thing. Certain actions, like getting too close, breaking a window, kicking in a door, or firing a weapon, alert the enemy and cost you concealment. The game recommends putting your squad all in overwatch and then shooting somebody to trigger ADVENT running around and getting gunned down, but personally I find this solution to be sub-optimal in most cases due to lack of fire direction. Also, despite the temptation to attempt a stealth run, don't; it doesn't work.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/77_zpsz4kttywx.jpg)

This is one of the most formidable enemies in the game.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/78_zpsdj3qqam0.jpg)
No, I'm not joking. The ADVENT Lamppost can detect your troops in radius around it, but its real danger is that it can be hacked for various bonuses, some of them netting improved abilities for soldiers, restoring your guys to "not moved" status, caches of material, leads on alien targets, even permanent stat boosts. However, failing the hack will alert enemies to your presence and give them stat boosts or call in reinforcements. The temptation, in other words, is strong. In this case, we passed (it's a roll-over percentage system), and got a boost to the hacking soldier's vision radius.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/79_zpsxhqbbxo1.jpg)

Now, the Resistance set up a data tap, and ADVENT is here to kill it, so we're here to kill them and protect it. It's in this garage over here and already getting shot at. Fortunately, it's tough, because it'll take me a few turns to get over there.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/80_zpsz6kpplrf.jpg)

Several turns later, the Data Tap is about halfway to dead and I'm finally getting everyone in place. Gortef gets the party started with a critical hit of an ADVENT Trooper who's just standing around with his thumbs up his butt. (Not literally.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/81_zpsjzeyyj0k.jpg)

We immediately lose concealment and the ADVENT guys plus a lone Sectoid rush out to meet us. Sectoids have gotten taller, toothier, and meaner-looking. However, crizza is unimpressed and lobs a grenade. (Also pictured: my decision to risk a flank shot at crizza from the lone ADVENT Trooper not in the blast radius.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/82_zpsv0ytbqhc.jpg)
He also sets off a propane tank, blasting a nice big hole in the building, killing a civilian who was standing around the combat zone for some reason (they're scattered around some missions and are nominally ADVENT-aligned; they'll expose your troops if you get close but otherwise can't be shot at save with explosives or the like), and injuring the Sectoid and ADVENT Officer pretty badly.

CKid finishes the Sectoid off with a rifle burst.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/84_zpsdecdm5r7.jpg)

Meanwhile, StarSlayer demonstrates why Rangers are the CQC class: they have shotguns, yes, but they also have A SWORD with which he puts his kendo classes to good use and cuts this ADVENT Officer up.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/85_zpskmxafclm.jpg)

crizza gets shot by the remaining ADVENT Trooper as I kind of expected he would. Despite the "CRIT" it's not for much; he'll probably still count as Gravely Wounded but he could absorb another hit if he had to.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/86_zpsqvzfuclc.jpg)

He doesn't have to, because it's GRENADE TIME! The wall, and the Trooper are promptly blasted with another grenade from crizza's launcher. ALL HAIL THE LAUNCHER.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/87_zps5aiwr5vr.jpg)

The mission outload screen gives you some stats, if you care about stats. They're neat but they don't necessarily measure much of interest.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/88_zps333lfnef.jpg)

Then we get back to the ship and yep, crizza's Gravely Wounded and collapses to the deck while I promote people for their successes.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/89_zpscxu6oret.jpg)

Also, loot. You get some of it by recovering in-mission drops (PCS and Repeater, which dropped off the Officer; StarSlayer was close enough to pick them up at once), some of it from dead dudes. This is also where on a VIP recovery mission you'll see people you picked up appear. Not every mission gives you such loot; you can always recover drops if there are any, or people if there are any, but stuff like alien bodies only occurs on missions you don't evac from in the Skyranger.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/90_zpsgxfhrle2.jpg)
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Mammothtank on April 04, 2016, 10:52:07 pm
Can I sign up? Or is it too late?
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 04, 2016, 11:03:44 pm
Can I sign up? Or is it too late?

Nah, we've still got room for a bit yet.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: swashmebuckle on April 04, 2016, 11:25:51 pm
I wish to resume my role of guy who can't aim for beans. I believe I was a medic.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Admiral MS on April 05, 2016, 01:43:12 am
If there is some more space for cannon fodder I'll sign up for any role needed.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Mammothtank on April 05, 2016, 01:59:38 am
Can I sign up? Or is it too late?

Nah, we've still got room for a bit yet.

Okie Dokie. Then I'd like to be a Ranger.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: IronBeer on April 05, 2016, 10:13:41 am
And don't forget about me. I've died for earth plenty of times, why stop now?

Class is flexible, and I can pass along appearance info when/if I enter service.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 05, 2016, 10:59:07 am
So a brief update, staged from pre-positioned pictures.

We get a call from a familiar face.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/91_zpscegroolc.jpg)

The Council has disbanded. Most of them faithfully serve the ADVENT Administration. Except one. Our good buddy the Spokesman.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/92_zps5z7upyvb.jpg)

In addition to having helped keep the resistance alive and having tipped off Bradford to where to find me, he's been collecting disturbing reports that ADVENT is disappearing people, to a specific location referred to as "the black site". You know, I somehow knew the CIA would survive the apocalypse.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/93_zpsa10i1rsz.jpg)

He lays out the plot of the game to start: we need to save the world, again. Starting by rallying the resistance and shutting down the black site. If it turns out to be in Cuba I am so going to start laughing.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/94_zpsnqekqcuo.jpg)

Some basic research. It's more Shen than Tygan; he's a bio and math guy, and doesn't have a staff the same way Vahlen did. This game's actually pretty good about acknowledging Tygan's limitations like that.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/95_zpskh7dlunv.jpg)

Speaking of Vahlen, what happened to her?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/96_zpsjduydq7p.jpg)

Oh. What about Shen?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/97_zps4vr2db0a.jpg)

This is our base. Note the shipness of it. The Skyranger launches via a flight deck aft. Command is obvious; other rooms worth noting at this time are the living quarters and the bar. Most of it is full of alien junk or machinery that's left over from when it was an alien ship. Something kind of cool is that your people move around the ship every time you check, and they're recognizable so you can actually tell it's your dudes. You can spot your guys in the ops room standing a shift, or down in the bar, the living quarters, working in various areas if they're engineers or doing training, even build a sickbay and the injured guys are in the beds. It's a neat touch, though with everyone just wearing the jumpsuits rather than their various hats and other stuff they can be hard to recognize immediately. 
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/98_zpsylwjoztg.jpg)

Here, Gortef is the only recognizable person in the living quarters, hanging out with various so-far unnamed rookies. (Gortef's on the right side, closest to the camera. Nice dreads, man.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/99_zpsxg6zv2hx.jpg)

Meanwhile StarSlayer and Ckid are in the back of the bar. Sometimes you'll see Bradford tending bar when it's crowded, but today it's somebody nameless.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/100_zpsbqssmuhc.jpg)

I'll try and catalogue who's where between missions. If I remember.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: StarSlayer on April 05, 2016, 12:00:27 pm
Shotty and saber, perfect for my near nearsightedness  :yes:
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Scotty on April 05, 2016, 12:23:27 pm
Dibs on Firebrand.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Phantom Hoover on April 05, 2016, 01:00:46 pm
i want to point out that the avenger is a converted supply barge, not a battleship
Title: Re: HLPX-COM 4: Remove Xenos
Post by: crizza on April 05, 2016, 01:02:41 pm
Crizzas Log:

Operation Northern Corps...
Quite some fun, gravely wounded, but damn, I think I'm in love with my grenade launcher, I'll call it Sally, after a girl I once met which could ruin your day.
This Avenger ship is neat... after you get used to it I mean.
First flight, emptied my stomach all over the place.
Now I have enough time to chill, gravely wounded, but I paid them back.

PS: Need to visit a barber, these hair cut sucks and I need to look for some cool sunglasses, something to smoke would be great too.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Mongoose on April 05, 2016, 10:15:50 pm
I've been watching and enjoying Scott Manley's LP, but I need me some of this perspective too.  Throw me in as a sniper guy of dubious origins if you're desperate for warm bodies!
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 06, 2016, 06:31:57 am
The Resistance has asked us to secure a VIP from one of the ADVENT cities. Rookie Fishguts joins us for this mission, despite having apparently been the protagonist of Metro 2033 before I renamed him.

Quote
Operation Dripping Smoke
Beijing, ADVENT Municipal Zone, 8:30 local time
Present: Fishguts, StarSlayer, Gortef, Ckid
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/101_zps7f2jamle.jpg)

Once again we start concealed, but this time, we're also on the clock. We are in ADVENT's backyard, here. Firebrand/Scotty has a limited window to extract us from the area before enemy interceptors blanket the area and he's likely to get shot down. So we have twelve turns to reach our target, who's being transported by ADVENT via truck, free them, and extract. Enemy kills are welcomed but not strictly necessary.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/102_zpsptfle8vp.jpg)

In other news: StarSlayer, crizza, Ckid: Smile. You're ADVENT-famous for being malcontents and disruptive influences! Yes, this is a thing that you'll see, with your troopers turning up in wanted posters in-mission.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/103_zpskychkxwy.jpg)

Two turns in, we're in position and the only enemy sighted is an ADVENT Lamppost.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/104_zps2il4khpq.jpg)

Ckid hacks the door to the truck, but doesn't reach the alloy cache threshold. Still, it doesn't alert the enemy.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/105_zpsfa5hmul3.jpg)

Which is good, because apparently they were lurking on top of the building we started next to this whole time!
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/106_zpsoeqqbhex.jpg)

Fishguts crits his first shot, but NuSectoids have 7HP, so he falls just short of killing it.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/107_zps7g7uypfh.jpg)

Speaking of NuSectoids: Here's what they look like. Also, ADVENT Trooper.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/108_zpsq8fb1lws.jpg)

Gortef whips out his pistol and once again somebody falls just 1HP short of killing a hostile.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/109_zpsuafxu7gx.jpg)

StarSlayer's shotgun blast, however, finishes off the Sectoid.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/110_zpsvqadnukm.jpg)

Little bit worried about the ADVENT Trooper, he has elevated position and could easily flank Gortef or Fishguts. Naturally, he doesn't. He runs inside the building and flanks StarSlayer...and misses entirely.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/111_zpsmi9gpqsx.jpg)

If you think the Sharpshooter revolver is chambered in .600 Nitro Express or something, you're probably right.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/112_zpswestogtu.jpg)

Then Ckid fails a 50% hack and boosts all the remaining enemies on the map. Whoops! Fortunately we're not in direct contact with them. (Note from the future: this was dumb.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/113_zpsdjzrublq.jpg)

Fishguts recovers the VIP and we start moving for the dustoff zone. Only as he goes around the truck he actually runs BETWEEN a pair of ADVENT Troopers who were on that side that hadn't been triggered yet. (You'd think they would react to the gunfire.) Oh ****.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/114_zps9pzkkm0q.jpg)

StarSlayer moves up and takes an under-50% shot to try and save Fishguts.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/115_zps556aol2m.jpg)

It...works. Crits even.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/116_zpsgwarms6r.jpg)

The other ADVENT Trooper moves again to flank Fishguts from the opposite side  they were originally, presumably because they're very indecisive, and takes aim. (Check out StarSlayer on the wanted poster.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/117_zpscebnzxs8.jpg)

I told you before: Your red bullets have no power over meeeee! (Holy **** how are they missing these flank shots!?)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/118_zpsuo7gnwbb.jpg)

Fishguts misses too, on a 65% chance. I'm blaming Ckid for this.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/119_zpsiyjs4hii.jpg)

Especially because Ckid hits a 50% shot for it and sends the dude's body flying through poor Fishguts. PHYSICS IS A LIE
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/120_zpsix4wqejf.jpg)

Gortef loots some stuff a dead ADVENT Trooper.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/121_zpsdgmh9fl3.jpg)

Unexpectedly an ADVENT transport roars in and dumps these guys. (Check out the Officer, who is from his red armor and jaunty scarf apparently A CHAR.)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/122_zpswsjqdfia.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/123_zpsighyaeec.jpg)

They've dropped in to the north, covering the extraction point. I basically have to kill them to extract safely. Great.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/124_zpsmgxkffye.jpg)

The ADVENT Officer uses their "Mark Target" ability on Gortef, which increases the aim and critical hit chance of other people firing at Gortef. However, the other two just overwatch.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/125_zpsjfbxbf8o.jpg)

Gortef blows a shot at one of the ADVENT Troopers.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/126_zps2xpprf5z.jpg)

Fishguts, determined to actually kill something, skips unreliable "guns" and goes straight for the Boom. BOOM FOR THE BOOM GOD.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/127_zpsuguv0hkb.jpg)

StarSlayer moves up, dodging overwatch fire, and guns down the other ADVENT Trooper.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/128_zpsxkhtlfx7.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/129_zpsmr5oqtnr.jpg)

The Officer bravely advances, right into a thrown grenade from Gortef.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/130_zpszk7ewer9.jpg)

Fishguts runs up and puts a burst into the Officer to finish them. (See the "Jazz hands!"?)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/131_zpslcc2a98z.jpg)

And from there, extraction goes without a hitch give the utter lack of opposition.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/132_zpsrr9pv50n.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/133_zpslx3rfwpa.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/134_zpstksnyeba.jpg)

Remember what I said about missions you extract from? Here's our loot screen this time. (In other news, Gortef and StarSlayer both made Corporal, and Fishguts is now our second Specialist.) We literally got the guy we picked up and the stuff Gortef looted, that's it. No bodies or the like.
(http://img.photobucket.com/albums/v307/ngtm1r/ngtm1r076/135_zpsv5t6zuc4.jpg)

Bar's pretty crowded this time. Bradford and Fishguts are talking about something at the Bar, while Gortef and crizza talk behind them. I think that's also Ckid in the background.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/136_zpsvt4epgds.jpg)

StarSlayer on the bridge contemplates the hologlobe while nameless people do random stuff in the background.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/137_zpsydshyxw4.jpg)

(The Living Quarters are empty of anyone we'd recognize this time.)
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Col. Fishguts on April 06, 2016, 04:47:50 pm
Nice report, I didn't think I would survive my first sortie ;)
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 10, 2016, 12:02:44 pm
Hey folks. Updates resume Monday; the rain here has exposed several urgent home maintenance issues.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 13, 2016, 03:55:22 pm
So I'm late. No surprise there.

First, Tygan does some of his magic. Resistance comms are hidden among alien comms using their network. At least one the reasons why this works hasn't yet been encountered, but I'll point it out when it comes.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/138_zpsmjoi5wy9.jpg)

The ADVENT Officer informs you to pucker up.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/139_zpscqffrcg5.jpg)

Huh. We appear to have jacked into his brain. That's not disturbing in the least.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/140_zpsmfmhukz6.jpg)

So he had an implant too.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/141_zpsmtxkhfgo.jpg)

Wait, wait. I'm the asshole? Although those HLPX-COM playthroughs I did the first time were just helping the aliens against Earth's militaries and the Resistance? Awwww, man....
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/142_zps7eu1ztwe.jpg)

Well, at least they don't have access to my tactical genius anymore.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/143_zpsmfxzbwsj.jpg)

I have one word for you, just one word HLPer! PSIONICS!
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/144_zpsoqmji1lj.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/145_zpsdyn180dc.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/146_zpssihllehx.jpg)

But how to get in? Well, uh...hack a live ADVENT Officer. That doesn't sound possibly suicidal at all.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/147_zps5sgmqpyy.jpg)

You get a little cutscene every time you make contact with a new region's resistance. Here, the Skyranger arrives in Northern Russia.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/148_zpsxvjyjdvr.jpg)

Rather than delivering a strike squad, though, it's bringing this one guy as an envoy. Whoever this guy is, he's going to have an amazing book to write when this is all over, because he's the one guy, alone, who somehow successfully negotiates with every resistance group on the planet to sign on with XCOM. You could make an argument that this dude is one the real heroes of the game.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/149_zpsqr041vio.jpg)

Intense negotiations ensue. Or something. But once we have deployed this guy, the local Resistance will join us. He's unstoppable. I like to think of this as penance for Enemy Unknown and TFTD's unstoppable Alien Infiltrations.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/150_zpsry0covhp.jpg)

The month ticks over. I have a weird sensation that XCOM 2 months aren't the right length, they seem to average only 20-some days.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/151_zpsejjllndl.jpg)

Now, let's talk about game mechanics again. This tells us what the Aliens are up to lately in a strategic sense You get a certain number of these per month, it goes up, and you can only counter one per month; though I have noticed you don't necessarily get hit with all the others. They take some time to complete.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/151_zpsp10hvgel.jpg)
These two are self-explanatory. However, I'll give you a complete list along with my assessment of how much each actually matters. All of them last for one month.

Quote
ADVENT Alloy Padding - Adds Health, or Armor, to ADVENT units. Unwelcome, but manageable.
ADVENT Midnight Raids - Resistance recruits cost you twice as much. Could be nothing if you're getting people in via missions. Could be crippling if you need to recruit people through the Resistance.
Hunt XCOM - UFO is added to the world map that looks for the Avenger. If you stay on the ground while it's in the area it usually won't find you right away. That said they seem to proc on percentage chance to find a grounded Avenger; if this goes on long enough it will suddenly zip in from other side of the world. Then you fight a mission about it. How problematic this is depends on your skill at that mission.
Resistance Informant - Reduces the Retaliation Counter by 2 weeks. Could be bad or even actually good, depending on how skilled you are at Retaliation missions. Personally I think it's free money.
Rapid Response - At least one Reinforcements spawn on all Guerilla Ops that month. Could be annoying, but mostly doesn't matter.
Alien Infiltrator - SPOILERS! Expect to get ambushed. We'll talk about this later!
ADVENT Rural Checkpoints - Supply drops, your monthly income, are reduced by 50%. On scale of 1-10 for how bad things are, this one is at Prepare Your Anus. Most damaging event by far.
Alien Cyphers - Intel costs for actions that require it (revealing hidden Dark Events, contacting regions, buying from the Black Market) are doubled. A pain, but usually one that can be survived.
Avatar Project Minor Breakthrough - Increment the Doom Tracker by 1. Worth disrupting unless you've got a pressing reason for another.
Avatar Project Major Breakthrough - Increment the Doom Tracker by 2. Always worth disrupting. Pretty much only Rural Checkpoints is worse.
Infestation: SPOILERS! They came through the walls! They came through the goddamn walls!
Viper Rounds: Alien units get poisoned shots. Could be meh. Could be really bad. Depends on your skill at missions.
Construction: Completion of an Alien Facility. Could be bad; could help you reduce the Doom Counter.
Vigilance: Increases the detection radius of enemy units. Who gives a crap?
Show of Force: ADVENT tries to show they're a force by force, adding more enemies to missions. Again, depends on chance and your skill at the tactical game.

And now, MORE GAME MECHANICS. Retaliation replaces the old Terror missions; ADVENT mounts a direct attack on the Resistance in one of its hidden havens. You must stop them and rescue people. Succeed, and you will actually be rewarded with improved income. Fail, and you lose income.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/152_zpsv4djgc0f.jpg)

Quote
Operation Precious Omen
6:30 Local Time
Present: StarSlayer, Gortef, Fishguts, Ckid

On Retaliation Missions, concealment is not a factor. Everyone came in loud. Sort of. Due to the Corporal-level skill StarSlayer has, he gets to be concealed even when the rest of the squad isn't, though the usual rules to what breaks it apply.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/153_zpscrdadbnw.jpg)

Meet the ADVENT Stun Lancer. They carry a rifle, like other ADVENT soldiers, but rarely use it. Their primary weapon is a stunstick that can knock your units unconscious (pain in the rear) or disorient them. (Sounds like X-COM 1 and 2, yes?) ADVENT originally used them for non-lethal crowd control, back when civil disobedience was more common than armed resistance. Now though they just stick you with 10000 volts because they like to watch you jerk.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/154_zpsky537hbb.jpg)

Ckid and Gortef both fire overwatch against its companion Sectoid, but only Gortef hits with a pistol shot.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/155_zps7unuixnf.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/156_zpsqjh0jfkc.jpg)

Then the Sectoid mind-controls Ckid.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/157_zps5ymi5ynj.jpg)

The Stun Lancer takes a swing at Fishguts, but misses.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/158_zpscgya0byn.jpg)

Gortef misses the Sectoid. It was a low-probability shot at 39% but it would have helped a lot if he'd hit.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/160_zps6nicd0ow.jpg)

Fishguts blows the hell out of the Stun Lancer and receives goodies for his work.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/161_zps2nreugtm.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/162_zpswf8ojhwg.jpg)

StarSlayer, who was forward scouting runs back to meet up with the rest of the squad but doesn't have a good shot at anything except Ckid, and I'm not eager to blow the hell out of Ckid. Unfortunately, Ckid is quite eager to blow the hell out of Fishguts. Fortunately, Ckid misses.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/163_zpsjpgdztpq.jpg)

Still mind-controlling Ckid, the Sectoid also psy-reanimates the corpse of the Stun Lancer. BRAAAAAINNNS.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/164_zpspocug820.jpg)

Gortef ain't playing in no zombie movie. The corpse becomes a corpse again.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/165_zpshegegphn.jpg)

StarSlayer informs the Sectoid to let go of Ckid's brain.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/166_zpsk4q6bi6p.jpg)

We push up a bit rescuing civilians, and then A CHAR
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/167_zpslenucjyy.jpg)

Fishguts throws a grenade at the Officer, but his cover remains marginally intact.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/168_zpsz0kaxetd.jpg)

Ckid blasts the Stun Lancer with a critical hit.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/169_zpsfl8qfwvm.jpg)

Gortef, you are the worst sniper ever. (Again, low probability shot.) We need to get you some upgrades.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/170_zpszlhy3qoe.jpg)

Fishguts runs up to flank the Officer and kills it. Hurray! We win!
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/171_zpsa6t2rmwi.jpg)

Or...not.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/172_zpsxbdscfqr.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/173_zpspvo3smns.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/174_zpsonlob3eu.jpg)
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/175_zpsz7hfbe1r.jpg)

Remember that "Infiltration" Dark Event? This is the infiltrator. The Faceless are melee-only, large gelatinous creatures that can pose as civilians. They are revealed when no enemies remain on the map besides Faceless, or when you move near them. There are also tools and skills that can do so, but we don't have any.

Ckid hurts it, but it's too tough, or its biology just too bizarre, to be stopped with a rifle burst alone.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/176_zpsvwsayzf7.jpg)

StarSlayer lays it out with a shotgun blast right after, though. Ugly fella, ain't he?
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/177_zpsf3as8brj.jpg)

Mission success. MVP: StarSlayer, again.
(http://img.photobucket.com/albums/v307/ngtm1r/XCOM2%20LP/178_zpswx4rfwry.jpg)
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Scotty on April 13, 2016, 06:24:02 pm
I personally rate Vigilance higher than most of the other ticks.  The way you can game the clock means that a pip or two are inconvenient, but little more than that.  But when detection range becomes 3/4 of visual range instead of 1/2, you either have to slow down enormously on your approach (which has certain risks associated with it) or prepare to be spotted when you're still in the middle of your turn and haven't set an ambush (which has a lot more risks associated with it).
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Phantom Hoover on April 13, 2016, 06:46:28 pm
vigilance suffers greatly from quadratic scaling
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 13, 2016, 07:06:23 pm
I actively avoid the suggested ambush thing because I feel that it's inferior to being able to properly direct fire and use abilities, even if it allows most of the aliens to get to cover.

This puts a premium on explosive and heavy weapons to remove cover, but it's worked okay for me so far.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Scotty on April 13, 2016, 07:38:59 pm
A proper ambush isn't one that catches everything in the open, a proper ambush is one where all of your troops are in good, covered firing positions and grenade range.  Vigilance makes that significantly more difficult.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Phantom Hoover on April 13, 2016, 07:49:11 pm
A proper ambush is one where the enemy discovers your squad on their turn and you get two rounds of free shots on them.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Scotty on April 13, 2016, 08:09:26 pm
That now requires a squad member to be in the open, and patrolling enemies will shoot at the flanked and exposed squad member.  I consider that an unacceptable risk when the objective is to not get my squad killed.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Meneldil on April 13, 2016, 08:20:13 pm
I personally rate Vigilance higher than most of the other ticks.  The way you can game the clock means that a pip or two are inconvenient, but little more than that.  But when detection range becomes 3/4 of visual range instead of 1/2, you either have to slow down enormously on your approach (which has certain risks associated with it) or prepare to be spotted when you're still in the middle of your turn and haven't set an ambush (which has a lot more risks associated with it).
+1 to this. I gleefully let it proc on my first playthrough thinking it couldn't possibly be a problem, but it was extremely annoying.
And I agree concealment is useless for overwatch ambushes, and relying on overwatch in general sucks even if it's a lot better than in the first game, but having phantoms scout for your snipers is priceless. For example aggroing a pod with one sniper, and having the other in killzone overwatch can solve the entire cover problem by not letting them get to it. And if they do, you still have a heavy, ranger, specialist and a psionic free, all of which have a reliable method of ignoring cover altogether.

Anyway I mostly lurk here, but I enjoyed reading the previous HLPX-COMs, glad you're doing one for the sequel.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: NGTM-1R on April 13, 2016, 09:13:59 pm
A proper ambush isn't one that catches everything in the open, a proper ambush is one where all of your troops are in good, covered firing positions and grenade range.  Vigilance makes that significantly more difficult.

Ah.

Grenadiers are my answer. I find less and less use for other sources of grenades due to Stun Lancers/other stuff. Some separation is useful.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: CKid on April 13, 2016, 09:25:48 pm
Personal Log:
Today I had a brand new experience when I was mind-controlled by a Sectoid. I felt it enter my mind, extremely painfully, like one of those hangovers you get after having a few too many the night before. After that, I blacked out. Next thing I know, I got an empty magazine and Fishguts is staring at me not at all pleased (to it lightly). I guess I owe him a beer tonight at the bar when we celebrate our latest successful op.
Title: Re: HLPX-COM 4: Remove Xenos
Post by: Gortef on April 14, 2016, 04:26:41 am
I need some proper tools to do my job the best way I can.

Or just give me an old rifle with an iron sight and I'll go Häyhä on dem Ayyyys.