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terrorist ambulance posted:wasn't until reading this thread I realized grenades and subdue don't count as an action. whattt Wait subdue? No way
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# ¿ Apr 27, 2020 03:32 |
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# ¿ May 21, 2024 19:50 |
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Hunt11 posted:Having not used Shelter, can she just reposition somebody anywhere on the map to somewhere else? If so that sounds like a real fun combo with Zephyr's bladestorm ability and Torque's acid spitting ability. He can and he can also delay enemy turns, and he's sick as gently caress with claymore and torque
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# ¿ Apr 27, 2020 16:46 |
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Is there any way to give shelter free action shots?
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# ¿ Apr 27, 2020 16:51 |
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Lol I restarted and I felt like the enforcers of a police state stomping all over the early missions
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# ¿ Apr 28, 2020 14:59 |
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It was like mission 1 rookie squad from the other side, and it felt powerful
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# ¿ Apr 28, 2020 15:00 |
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Verge asking for consent to use psionics to taste a cheesesteak is really endearing
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# ¿ Apr 28, 2020 16:58 |
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Xarbala posted:Also stops doing the thing where it interrupts your turn ticks to fly off somewhere to take care of some other stuff before flying back, which is very nice.
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# ¿ Apr 29, 2020 15:23 |
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super fart shooter posted:Are ceasefire grenades good? I can't decide, it seems like at best you're giving enemies -1 action their next turn, but they might also just do nothing at all if the enemies have other options that don't require ammo. Flashbangs seem to cover a lot more possibilities, although I'm not sure how they compare in terms of range/radius They're good until you get good grenades like turncoats and acid imo
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# ¿ May 4, 2020 14:35 |
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# ¿ May 21, 2024 19:50 |
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Both XCOM 1 and 2 suffer greatly being solved games and that the correct way to play then is really slow and boring. They're both much more compelling when you haven't figured out how to cheese the pod mechanics yet. X-COM is similarly solved, but the correct way to play them is absurd. It doesn't stop being fun when your not getting spooked by sectoids in barns
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# ¿ May 5, 2020 03:21 |