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Sergey Buvaka 10.11.21 08:39 pm

Uselessly Huge Number of Letters (XCOM 2)

5. Items
Here I will describe the application of some items in a practical setting.
 Throwing
• Incendiary grenade - does not destroy cover, inflicts periodic fire damage, does not allow the use of some abilities to enemies such as (mental corkscrew to sectoids or suffocation to wipers), eventually burns through the roofs of buildings.
• Poisoned grenade - does not destroy shelters, it also deals periodic damage to enemies, reducing the accuracy of fire by 20%, has an increased radius in comparison with other grenades. (Deals damage and cuts armor to creatures immune to poison, but does not poison).
• Acid grenade - does not destroy shelters, it also deals periodic damage. Burns through the ceilings over time.
• EM-grenade - deals damage ONLY to mechanized creatures (codex organic creature, but also susceptible to it), incapacitating them or reducing protection against burglary.
• Light-noise grenade - reduces the chance of hitting by 20%, the speed of movement of the enemy, prohibits the use of abilities, as well as attacks in melee (Alya berserker and spearmen =)). And also when throwing it at the enemy who controls your fighters (panic, mind control) interrupts these effects, also kills zombies resurrected by sectoids and others (throw at sectoids, not zombies). It is advisable to always have one grenade in a squad in almost any mission and at any stage of the game.
• Smoke Grenade - Probably the least useful of all the items in the game. Increases the protection of fighters. The radius is small, and the same light and noise has a similar effect, although a smoke grenade will protect you from opponents immune to disorientation). With the upgrade, Experimental Explosives has an increased radius. As an option, it can be worn by a sniper in the early stages of the game, has a long throwing range, and the sniper is mainly in the rear and cannot throw the rest of the grenades at the enemy.
• Beacon-imitator - distracts the enemy on the hologram. The target cannot hide in cover, and the enemy always hits it. Nevertheless, it is a very useful subject. The enemy almost always tries to destroy this target, which gives you the opportunity to survive a couple of attacks.
• Battle Scanner - an alternative for those who do not like to conduct reconnaissance with rangers in the "Exploration" branch. It also detects Chryssalids underground and faceless in civilians.
• Proximity mine is an extremely useful and cool thing, it is a pity that it appears very late (after opening Andromedon). Allows you to arrange passive ambushes, causing huge damage to the enemy. 2 such mines thrown by the grenadiers at the feet of the sectopod (legend on difficulty) inflict tremendous damage on him or immediately kill him. Doesn't make it invisible, so mine throw from an ambush and soldiers on alert, voila, are all dead.
• Frag / Plasma Grenades - Shears off armor, destroys cover and roof floors. Plasma grenades explode vehicles with one hit.

 Ammo
• Claw cartridges - increase the chance of crit and damage on critical hits. A very good solution for a sniper with an emphasis on a rifle, whose chance of crit with them can rise up to 40% against enemies in cover. The rest of the classes are of little use.
• Poisoned cartridges - increase damage by one and poison the target (reduces the target's accuracy), an excellent solution for a pistol sniper, increases damage from each shot and gives him the opportunity to poison a large number of targets in 1 turn. Other classes are of average utility.
• Cartridges "Dragon" - similar to poisoned cartridges, with the only difference in the effect. Fire prohibits the use of some abilities.
• AR cartridges - ignores up to 5 units of armor. Priority for those who do not like to drag in the squad of grenadiers or do not take the "Puncher" ability to the grenadier, in other cases the utility is below average.
• Ammunition "Blue Screen" - practical in missions with robotic opponents. Snipers are very good at killing robots with this ammunition from a pistol.
• Tracer bullets - increase accuracy. Mostly practical in the early stages of the game (or in the absence of others) for snipers and grenders "Heavy", later their usefulness is very low.

 Vests
• Nano-level vest - increases the health of soldiers. You can buy it almost at the very beginning of the game, but the utility is low. A grenade in the same slot will be more useful, because it is better to prevent the enemy from attacking than to survive his attacks.
• Protective vest - probably the least practical vest of all. Immunity to fire, poison and acid is certainly nice, but there are not so many of them in the game as to cause a lot of problems.
• Stasis vest - a very good vest, gradually regenerates health. A psionic in a stasis vest and with the Drain Life ability can regenerate quite well even without first aid kits.
• Infernal pattern - automatically inflicts damage to any melee attacking enemy. It also has a chance to set the enemy on fire. Used in priority on rangers in the "Assault" tree. Combines very well with the "Meat Grinder" ability
• Leaf vest - just increases the armor and health of soldiers. It is better to dress for soldiers who are constantly close to the enemy (rangers, grenadiers).

 Used items
• Skull Drill - in addition to the storyline task, it is very useful for a specialist, but only after the improvement in the "Test Zone" "Skull Probe". It gives the opportunity with a 70% chance to instantly kill the target and get a bonus (intelligence, materials, etc. from hacking). If the hack fails, the target dies and the specialist takes 3 damage. In the event of a miss, the specialist gets another action. It also gives +20 units to the hacking skill of a fighter. Only works on Advent soldiers.
• Mental shield - gives immunity to mental attacks. The benefits of it are not enough. At the beginning of the game, it is more useful to carry a grenade with you (the same sectoid, after all, can begin to control a fighter without a shield), and in the later stages, control is not a particular problem.
• Serum "Drive" - ​​increases mobility and resistance to damage, and also gives immunity to mental attacks by 2 x, after use it disappears from the inventory. Having completed the game 7 times, I never used it, although in some situations it may be useful.
• First aid kit / nano first aid kit - restores lost health and removes burning, poisoning, acid burn. You can also stabilize and prevent a bleeding soldier from dying. A fighter who has a nano-first-aid kit in his equipment is immune to poisons. Consumes 1 action and does not end the turn.

 Personal combat modules (PBM)
• Mobility - increases the mobility of a soldier. Useful for snipers in the absence of the "Perception" gun, in other cases it is placed in the absence of other modules.
• Concentration - increases willpower. In my opinion, it is even less useful than "Mobility", it is also put in the absence of other modules.
• Mobility - increases evasion, gives a chance to receive reduced damage. Indispensable for rangers who constantly have the risk of being outflanked and are very often under enemy fire. Also practical for other fighters besides snipers.
• Adaptation - improves health. Mostly used on grenadiers, they don't really get out of cover, but often close to the enemy. The rest of the fighters are of average utility.
• Perception - increases accuracy. Mandatory for snipers and machine gunners, because they focus on gunfire and lack the mobility to flank.


Detailed information on all aspects of the game, incl. and help for the passage can be found here: http://www.playground.ru/wiki/xcom_2/
10 Comments
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Polololon 10.11.21

We pass the game now in the text version! I'll go play SR again.

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Sergey Buvaka 10.11.21

Polololon
I love to read fantasy, and relatively recently the genre of books "Lit-RPG" appeared on the Internet, I have never read and xs for whom this is done, but the point is approximately that someone is playing some kind of fictional game and describes it. This one is from the same area☺

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Sergey Buvaka 10.11.21

sozhah
In the wiki everything is already filled, partly by me. And this is so, recommendations. There was a desire to decorate it beautifully, but somehow the moderators repulsed it.

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Pussy_ZARED 10.11.21

I passed the game as a veteran, but I didn't use these cans (pbm or whatever): D

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Inrush 10.11.21

It would be possible to sketch more details, nakshtalt:
- Poison, in addition to the penalty on accuracy, also gives a penalty to mobility, and also, poison always causes one point of damage per turn. Fire does 1 - 3 damage per turn. This applies to cartridges.
- Acid grenades, after improvement, remove 4 units of armor, which is important.
- On guerrilla missions, try to leave one combat grenade to destroy the wall / side wall of the van, behind which there is a VIP / device, otherwise anything can happen, suddenly do not invest in the limit.
Etc. But given the number of letters, it is not surprising that some of the nuances passed by.

Noticed.
"If you play carefully and do not try not to do stupid things, nothing will be especially critical!"
There is a double negation ... that is, try to do stupid things and everything will be in the openwork.)
In general, thanks for the reading. I didn't learn anything new, but it was still interesting to read.)

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Sergey Buvaka 10.11.21

Inrush
Maybe he missed something, spent quite a lot of time, took screenshots, bothering, then started throwing it out, faced with a not very good editor on the site, threw out the text, while it was being edited, a message came that the blog was deleted due to the uselessness of the text and poor design. It became a shame somehow. And this is not a fucking thing to do, just copied the text from a Word and pasted it from a fucking thing to do

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Polololon 10.11.21

Sergei Buvaka
Sergei Buvaka wrote:
This is from the same area
No, your paste can reduce the degree of burning of the seat. A useful but long piece.

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wirbelwind707 10.11.21

Sergey Buvaka
Man, thank you very much!

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AlexKHAB 10.11.21

Well, he will find his reader. so it's not useless by anyone.

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Sergey Buvaka 10.11.21

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