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Xcom 2 long war
Xcom 2 long war











xcom 2 long war xcom 2 long war

I've watched all 117 episodes of xwynns (what am I doing with my life?!?) and some of the stuff he does is really subtle and really impacting. play the game, I don't think they always appreciate just how good they are at manipulating the game and tactical map to make those sorts of circumstances more likely. The point I'm trying to make is that at the level xynns and Co. But, then again, running a full Master Sergeant squad, shouldn't they be a little OTT? I have to say without that one action I would found that mission a hell of a lot harder. That is definitely OP - I must have done well over 150hp worth of damage all told, but circumstances came together for me to pull that off - I had a combat engineer grenadier with a plasma grenade in range (the advanced grenade launcher helped) and an assault with street sweeper within run and gun range. For example, during the final 'hack the advent tower' mission (before waterworld) on my veteran playthrough, 2 pods of 8 conveniently grouped up for me (I was fully engaged with a 3rd pod) I dropped a combat engineer plasma to do some damage and, much more importantly remove most of the cover on the grouped pods then run and gunned in my assault, popped fortify (she was stood in the open) and then street sweepered all 16 ayys (including archons, elite mutons, superMECs, sneks, various advent) in one shot. However, it most cases the potential to release and use such a perk in a 'OP' manner is, normally, very circumstantial. I think some of the issues here are that almost any perk has the potential to be overpowered. There is a lot of stuff in there, some of it quite interesting, some of it I think a bit daft (there was nothing wrong with the specialist tree for example)













Xcom 2 long war