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Retaliation counter xcom 2
Retaliation counter xcom 2










retaliation counter xcom 2

I agree with the underlying sentiment of all of the posts that securing civilians must always take a back seat to keeping your soldiers alive, but sometimes you do need to make a judgement call that means getting civilians out of the way. So I think this paints too safe of a picture. It may be the mods I use, but enemy forces do target the civilians even after engagement and will not always observe the 1 civilian killed per turn. After that they will engage in fighting your soliders rather than moving on to kill further civilians (very, very rarely this can fail, but the limit of 1 civilian killed per turn generally still applies anyway). If you advance as far forward as a civilian, but don't send them to the skyranger, they are still essentially safe, since any unactivated pods that move towards them to kill them will be activated by sighting your soldiers and end their turn without shooting the civilian anyway. If you run up to civilians in shadow or conceal and it's a faceless you'll trigger all the pods you were hiding from and now have a unit in melee range of a faceless. You have no need to ever approach one - it's easier if you don't. I genuinely wouldn't advise someone struggling with the missions to scoop up civilians at all.

retaliation counter xcom 2 retaliation counter xcom 2

And yeah, taking a soldier like the Reaper along allows you to scoop up civilians with ease. Originally posted by Martial.Lore:You really have only one goal on these and any other missions: don't lose soldiers needlessly. Make use of a phantomed or shadowed scout to make faster progress without triggering pods accidentally and things become pretty consistently manageable with practice. Watch out for faceless - a battle scanner or specialist with scanning protocol will help, but since the faceless AI change it's not that essential. In all cases the key is to treat it like a standard mission - search out and engage the pods 1 by 1 as fast as possible without taking excessive risk. If you face a chosen they replace one pod and aliens will not kill civilians while you fight them anyway, meaning that in early game you have to kill 5 aliens in 8 turns to pass the mission. This is exactly the same time constraint as on a standard guerilla op where you have 8 turns to complete an objective and face the same number of pods. That means you have to reach your objective of activating the final pod on your eigth turn (barring a few freak circumstances where you can gain a couple of extra turns or lose a turn). You don't need to rescue civilians manually, as any that are still alive count as rescued automatically when the last alien dies. You can lose 7 civilians and still pass the misison. Aliens default to killing 1 civilian per turn, and will stop once you activate the last pod.












Retaliation counter xcom 2