I love at 13:30, what it has to look like from the point of view of the squadies. Commander: Don't worry, we are sending two experienced guys with you to help you and show you the ropes. 2 experience guys: **Immediately get mind controlled and run away panicking...** Squaddies: Well, I guess it's up to us to save them...
I always see these "I'm so glad you do this, unlike all those other youtubers" comments, but I never actually see anyone doing what they are being accused of. This is not to say that drifter putting his patrons upfront in the video somehow isn't great, I just notice more and more often that those praising comments always throw shade on almost every other youtuber without it actually being the case.
3:20 - Regarding the talk about upthrottling, I remember trying to stealth a rescue mission once and they followed me everywhere. Realized the game cheated and just spent the rest of my playthroughs just skipping the stealth part of missions and just attacked on the first turn I could see enemies and most of my soldiers had turns left. No point in waiting for the "perfect setup" if the game cheats anyway.
Yeah, it's definitely weird. Having the ability to normally stealth missions with concealment would be fair, cause not only are you constantly running the chance of things going awry, but also missing out on the xp (or mission rewards on Guerilla Ops), which seems like a heavy enough trade-off.
It does annoy me because there is plenty of reasons to break stealth, that being the objectives and their turn timers. For missions that lack that pressure, such as rescue missions, it's a nice change of pace to sneak in, and better sells the guerilla op fantasy. With the current implementation it really makes the whole concealment mechanic feel like a cheap gimmic to sell the new xcom game.
1:05:32 I think the reason the game only took 3 Avatar points off the doom clock is because both the story mission and the Avatar skulljack can take points off the main fortress, they cannot take points assigned to facilities. It only took off three because there were only three to take from the main fortress. The rest of the points were assigned to facilities neither of those objectives can take from.
Good call, I'm pretty sure you are correct. After the pips came off, there were 9 pips left. There were also 5 facilities remaining, with two showing on the current location (with 4 and 2 pips). Assuming the other facilities only had 1 pip each, that's 4 + 2 + 1 + 1 + 1 = 9 pips from facilities.
you're right because in the last campaign i roll got sabotage order and i'm surprise i recover stasis suit don't reduce any avatar progress,i think it's because sabotage order take priority reduce avatar clock before facilities.
I tought the main fortress has infinite for porpuses like this, i have certainly reduced it to 0 before and then still got reduction from the story missions
@@goldengolem4670 I've seen it hit 0 too, the only question is did it say it was reducing progress and not going below 0, or was it going negative? I'm guessing it was 0, but I don't know.
49:33 my man took the squadsight shot from across the map and landed a 5% repeater kill, i always think of people like that so distantly from things like xcom or strategy games in general that i got leftfielded
I'm wasting time at work (I'm a security guard at an easy job so I don't have much to do) and I just watched your no shooting video. Enjoyed it greatly, subbed instantly. Refresh my homepage and you just uploaded again, lucky me.
Truck driver for stock here, loads of free time in a location a street away from the main site, bought those new XR sunglasses Ju sitting in my truck watching drifter play without anyone knowing 👌👌👌
@@goldengolem4670 Nah its a corporate office so nothing happens. I'm a walking flashlight and set of keys for entitled bachelor degree holders. I did chase a sleeping drugged out homeless guy off the property a few weeks ago, though.
Around 1:38:59 you comment on the gatekeeper getting to shoot upon revealing. What happened is the pod leader (the OTHER gatekeeper) died during the scamper, which interrupts the actions of the other pod members and resets their scamper AI. This means they can shoot at you. I know its not the MOST consistent, because otherwise overwatch ambushes would be much worse, but I know that's what's happening. It may be related to the gatekeeper exploding and dealing damage to the one that got to shoot though
Thanks to you, I remembered I had bought xcom 2 a while ago and had left it buried in my backlog and started playing it; First mission, I miss two 85%s and one of my own soldiers gets mindcontrolled and eats my overwatches to the face and fucking dies. 10/10 makes me nostalgic for xcom 1
15:17 Field Surgeon reduces wound recovery time for soldiers on the mission by 1HP, so wound times are calculated as if the soldier had taken 1 less damage. (I believe it also stacks)
I was JUST thinking I was losing my mind thinking that you skipped specialists in the LW classes run. I was even rewatching the old psiops run archive between technical episodes. I figured you deemed them too similar to be entertaining. So this was a pleasant surprise. Now I gotta figure out how I missed the specialist episodes on the archive…..
There is a mod to let you see (and click the "Memorialize" button for) more than 6 soldiers at the end of a mission: After Action Report Extended. It would have helped with "Phoenix", but I know you like to keep a pretty light mod list, so it may not be worth it for you.
I don't know if this has been mentioned. But Xcom has a 'Fudge Roll' system. Basically if you fail a hack roll, the game rolls another guaranteed failure and displays in the UI the better result of those two.
In lw2 drones are very common in city missions and make for excellent hack targets. Also the resources hacking gives when you hack a mission objective are very relevant there
I kind of wish that hacking was a interactive minigame, kind of like those games where a bar is moving side to side and you have to stop it within a win zone. Difficulty can adjust the size of the win zone, the speed at which the target moves back and forth using standard mechanics like the hackers skill or the targets hack defense etc. This would make a hack minigame dependant on the players reaction time whilst using in game mechanics to determine the overall difficulty.
@@Ironsuaba best hacking feature in lw2 is for sure OVERRIDE if you do it to a MEC you can keep that thing and send it to a resistance haven, it will help you in "kill the spy" missions and in "resistance haven defense" mission they made a difference for me so many times!
Great run, allways cool to see you take out these solo class challanges with so much grit. Here's a few thoughts on the challanges of this campain: Enemies can fire on reveal with the yellow alert feature, but I think that's in Long War, so that doesn't quite make sense... The visual glitch where units are displayed on the wrong tile can allways be removed by reloading the save from that turn, if you notice it right away that shouldn't violate honest man rules, so could be an idea next time. tip on hacking: the infiltrate mod gives your specialists the ability to lower an enemies tech defense, this really ups the potential of hacking.
I think what hacking needs is more gameplay options (preferably tactical ones) to improve your hacking chances. You're flanking the enemy? +10% hack. You're at melee range? +10% hack. Spent a turn using the non-existent "prepare hacking program" ability? + 30% hack. That kind of thing.
Gotta love another challenge run from my boy the Drifter! LOVE THE CHALLENGE RUNS BRO! made me try one myself, personally, im on console so Modded runs are a no-go. But, when the Chosen use mod grts updated, if not already, you should do it again! Maybe only use 1 chosen per mission? Idk.
22:15 oh boy, it was me ! i suggested abomination and i was so happy when i saw him in the VODS Edit: i havent watched all the VODS, i'm glad abomination got to the end alive
The highest of quality sleepy time videos and I hope you don't take that compliment wrong is there any way at all to speed up the output without hindering the quality?
01:42:55 AFAIK the first wave "per turn" always drops in on the enemy turn and the second pod drops in on the beginning of the players turn. So one drop in per alien/human turn. This can be seen by not having any overwatches anymore on the second pod that comes in due to the second pod appearing on the players turn.
Definitely agree with you about missed potential with hacking. Part of my issue is not just the limited range for cool shit, but how difficult it is to actually successfully pull of cool shit. I mean one of the most amazing hacking abilities is the one that lets you take over the technological enemies and afrually use their abilities against your enemies. It provides such a cool tactical advantage, yet is limited by a time of access, so you have to be really creative and mindful of how you use it, which is great! That's fun gameplay to me! What'a NOT fun is having to chance each time whether or not a hack actually pulls that off for you, when 99% of the time RNG says NO. I've taken over an enemy mech, in my 7 years of playing XCOM a grand total of ONCE. And that was by ACCIDENT because there's no way to pull it off purposefully. I don't know how you would balance it if it wasn't chance based (minus the hacking level obviously), but it'd be nice not only to have more options, but to have at least a little more control over gaining those options. Maybe that's just me though.
01:05:00 I think the Avatar project can get more than max pips. So the Avatar-Skulljack-Kill+The facility might have actually done something (reduced the 3 from the doomsdayclock AND the two that were added in between maxing the avatar project and the facility)
Hey Drifter, nice video as always you might have already explained this on the chosen video, but could you do an run as advent? "Can i beat XCOM 2 WOTC as ADVENT?" idk if that's possible, but it would be really cool if it is, there's also a lot of potential depth to this, like reasearching to unlock better troops, but if there's a mod for advent its probably not that deep, so you could just like field the same troops as advent so it's "fair"
@@h4hyena Also their overwatch build comes online early and is very potent while being compatible with some hacking utility (you can take the robot Domination while having a fully functional overwatch build)
Similar to the sectopod on the final mission this run, I had an archon on a supply crate mission today fly all the way outside the map like twice the distance of an average map it was a train track map. There are actually buildings outside the map.
In regards to the gatekeeper taking a shot when the pod activated, I have an idea but it's hard to prove. I've had similar things happen a few times in my runs and as far as I can tell, every time it has happened for me, it has been after the enemy has taken damage during the pods activation but it only seems to happen if the damage was "indirect". Say, overwatch causing a flame trooper to explode or an execution on a sectopod or a gatekeeper causing damage to another unit in the pod. It's obviously pretty hard to test but from my experience, that seems to be the pattern.
God all the hidden rules and inconsistent explanations of abilities and weird glitches drive me crazy :( I'm sad the Long War mod wasn't able to remedy those. Good vid :)
1:31:46 ---is this Sektoid climbing down the ladder head first? never noiced, they do, lol nice vid, as always Drifter...what do you do, when there are no more classes left?
Poor hunter literally just got absolutely rocked, appeared, froze, shot up, THOUGHT he could run only to be executed, then return to mortality on a quarter of his life only to be frozen AGAIN from a suit MADE OF A ALLY ALIEN KINGS CORPSE and executed AGAIN
I've been playing a game called Mordheim city of the damned recently and it's been just as unfair in rng to me as this game has been for you. I miss 7 coin flip dodges in a row while missing all of my attacks while my opponents all hit their own attacks. Great game, would recommend.
Hacking Buff Idea: Normal Hacking doesn't have failure penalties, instead "failing" either gives no benefit (for sensor towers/turrets) and disables gremlin use for 1-2 turns (for hostile, more mobile, mechanized units. The idea being they shrug off the hack and swat the gremlin away, damaging it slightly) or it simply gives the same reward it normally would on a success, however at around 25% strength (so a +20 aim hack would give +5 on a fail and so on) so that the risk is getting a crappy bonus instead of punishing you for adding yet another layer of rng on top of rng. I will note, however, that I think it's fine for _Skulljack_ hacks to have a penalty (you ARE essentially doing the equivalent of kicking in the front door when hacking with the skulljack, whereas normal hacking is more like sneaking in the back door), but I'd also make it so that tech that improves the Skulljack also drastically reduces the failure chance, and also perhaps bump up the accuracy a little. In the context of this run, that would also mean the Failsafe perk could then also have the benefit of Preventing gremlin shutdown on normal hack "fails" (or increase the minimum bonus on hack "fails" from 25% to 50%), and potentially removing penalties from Skulljack hacks, which would be a pretty appealing perk for a specialist in that scenario.
Also, regarding the reload 16:35, I personally don't really care about your reloads but I feel like since it really was on you, it's not a valid reload. It wasn't a misclick nor a glitch.
Hurray for Cheeser, Coffee, and PolarKoala, Run MVPs! I did not know that the crossbolt did extra damage to the alien device. You survived for so long in this run, Drifter. Why'd you have to tempt fate like that? 36:01 - Base defense ambush: ADVENT knows what they're doing. 38:45 - Commander: "We need a medic!" Bradford: "Naw." Man, I strongly dislike Bradford in XCOM2. All he does is interrupt gameplay with unskippable dialogue.....and make unwise decisions on who to send out to assist in base defense. No wonder he needed the Commander to wage a war on ADVENT. That guy has only "close range" on the brain. ~49:36 - Body count: Holy Burn Ward, Batman! You did not just go there! 1:34:09 - I wondered if Rescue Protocol would redeem itself after you noted how much the ability is lacking.
Not a difficult run, but a run where you cab use all long war classes next to each other to experience how they work together, you could add the difficulty of not allowing the same ability on any two different soldiers. (Including gts)
I dunno, it feels like... a door honestly, they die and it lets them walk right back into the world of the living, i think door works, i dunno what else you would call a tall thin rectangular slab of metal other then a door.
Ah, here we are Specialists Ain't much to say here, they are what their class says, a *specialist*, they do well at what they specialize, and they can be extremely good if they fit their niche, don't have to explain how a medic is a good thing nearly everyone But in straight up combat? Yeah no, don't bother, make them an officer and keep shouting orders in LW2
I remember losing a legend run because of a failed hack Squad wipe on a council mission Hacking is the ultimate gambling experience Where if u lose You lose big time
I love at 13:30, what it has to look like from the point of view of the squadies.
Commander: Don't worry, we are sending two experienced guys with you to help you and show you the ropes.
2 experience guys: **Immediately get mind controlled and run away panicking...**
Squaddies: Well, I guess it's up to us to save them...
I love this comment lol
All of this because of a yellow move...
I really appreciate you showing the Patreons up front and slow, unlike some who load it in the back of the video and it speeds by in 5 seconds
Seconding this. I feel the respect.
so real
Yeah, patreons feel good and I can just skip them
I always see these "I'm so glad you do this, unlike all those other youtubers" comments, but I never actually see anyone doing what they are being accused of.
This is not to say that drifter putting his patrons upfront in the video somehow isn't great, I just notice more and more often that those praising comments always throw shade on almost every other youtuber without it actually being the case.
@@kindatimthat's why the commenter said some youtubers
3:20 - Regarding the talk about upthrottling, I remember trying to stealth a rescue mission once and they followed me everywhere. Realized the game cheated and just spent the rest of my playthroughs just skipping the stealth part of missions and just attacked on the first turn I could see enemies and most of my soldiers had turns left. No point in waiting for the "perfect setup" if the game cheats anyway.
they had to ruin a perfectly fine mechanic with that
@@thefool8224 yeah sadly that is NewCom in a nutshell. really good ideas, but they cripple themselves by stupid other decisions in the background
Yea its usually not worth to stealth with anything other than a reaper. I never take the ranger stealth tree because of it.
Yeah, it's definitely weird. Having the ability to normally stealth missions with concealment would be fair, cause not only are you constantly running the chance of things going awry, but also missing out on the xp (or mission rewards on Guerilla Ops), which seems like a heavy enough trade-off.
It does annoy me because there is plenty of reasons to break stealth, that being the objectives and their turn timers. For missions that lack that pressure, such as rescue missions, it's a nice change of pace to sneak in, and better sells the guerilla op fantasy.
With the current implementation it really makes the whole concealment mechanic feel like a cheap gimmic to sell the new xcom game.
1:05:32 I think the reason the game only took 3 Avatar points off the doom clock is because both the story mission and the Avatar skulljack can take points off the main fortress, they cannot take points assigned to facilities. It only took off three because there were only three to take from the main fortress. The rest of the points were assigned to facilities neither of those objectives can take from.
Good call, I'm pretty sure you are correct. After the pips came off, there were 9 pips left. There were also 5 facilities remaining, with two showing on the current location (with 4 and 2 pips). Assuming the other facilities only had 1 pip each, that's 4 + 2 + 1 + 1 + 1 = 9 pips from facilities.
My assumption was that the game only removed progress for the highest number available, which is why it was only 3.
you're right because in the last campaign i roll got sabotage order and i'm surprise i recover stasis suit don't reduce any avatar progress,i think it's because sabotage order take priority reduce avatar clock before facilities.
I tought the main fortress has infinite for porpuses like this, i have certainly reduced it to 0 before and then still got reduction from the story missions
@@goldengolem4670 I've seen it hit 0 too, the only question is did it say it was reducing progress and not going below 0, or was it going negative? I'm guessing it was 0, but I don't know.
49:33
my man took the squadsight shot from across the map and landed a 5% repeater kill, i always think of people like that so distantly from things like xcom or strategy games in general that i got leftfielded
As always, time to grab my pop corn
Edit : Civilians, I tell you 😂
WWW
Thanks, boss!
I am absolutely calling the sarcophagus "The Fridge" from now on
"low profile isn't going to help the assasin avoid our gremlins" lmao
Mmmmmmh, could it be? We're closer then ever to a potential long war run!
C'mon Drifter, you've teased me long enough :)
I'm wasting time at work (I'm a security guard at an easy job so I don't have much to do) and I just watched your no shooting video. Enjoyed it greatly, subbed instantly. Refresh my homepage and you just uploaded again, lucky me.
@rigfordthebarbarian2895 You seen anything cool at work? You guys often got a lot of interesting stories. Or none sometimes lmao
Truck driver for stock here, loads of free time in a location a street away from the main site, bought those new XR sunglasses
Ju sitting in my truck watching drifter play without anyone knowing 👌👌👌
@@goldengolem4670 Nah its a corporate office so nothing happens. I'm a walking flashlight and set of keys for entitled bachelor degree holders. I did chase a sleeping drugged out homeless guy off the property a few weeks ago, though.
Around 1:38:59 you comment on the gatekeeper getting to shoot upon revealing. What happened is the pod leader (the OTHER gatekeeper) died during the scamper, which interrupts the actions of the other pod members and resets their scamper AI. This means they can shoot at you. I know its not the MOST consistent, because otherwise overwatch ambushes would be much worse, but I know that's what's happening. It may be related to the gatekeeper exploding and dealing damage to the one that got to shoot though
Thanks to you, I remembered I had bought xcom 2 a while ago and had left it buried in my backlog and started playing it; First mission, I miss two 85%s and one of my own soldiers gets mindcontrolled and eats my overwatches to the face and fucking dies. 10/10 makes me nostalgic for xcom 1
Hit% truly is bullshit lol.
XCOM: The Return of the King
I lost count how many times PolarKoala had to tell the squad, "I can't carry it for you... BUT I CAN CARRY YOU!!"
15:17 Field Surgeon reduces wound recovery time for soldiers on the mission by 1HP, so wound times are calculated as if the soldier had taken 1 less damage.
(I believe it also stacks)
I'm not a fan of Patreon, but I try to tip you on the XCOM uploads. I like the way you say "here".
Thank you very much! I'll continue saying "here" just for you. 😂
Appreciate the content once again! Thanks for persevering through the “tha’s XCOM baby” moments.
I was JUST thinking I was losing my mind thinking that you skipped specialists in the LW classes run. I was even rewatching the old psiops run archive between technical episodes. I figured you deemed them too similar to be entertaining. So this was a pleasant surprise. Now I gotta figure out how I missed the specialist episodes on the archive…..
Oh boy another banger, appreciate you bud
Our drifty boy (the one in the fields) knows the only way to flex on the ayys is in cLoSe rAnGe, so he protests every other weapon.
Absolute CHAD
Always a treat whenever one of these videos drop. Looking forward to the list of different stasis pod names from here on!
There is a mod to let you see (and click the "Memorialize" button for) more than 6 soldiers at the end of a mission: After Action Report Extended. It would have helped with "Phoenix", but I know you like to keep a pretty light mod list, so it may not be worth it for you.
I don't know if this has been mentioned. But Xcom has a 'Fudge Roll' system. Basically if you fail a hack roll, the game rolls another guaranteed failure and displays in the UI the better result of those two.
So it would seem that you got closer to succeeding than you actually did? That's awfully close to scummy mobile game mechanics, ngl
New Drifter video love it
Hey I've been watching you for 3 years I love your videos keep up the good work!😊
The highest of quality sleepy time videos and I hope you don't take that compliment wrong
The drift man returneth
Loving the salt, drifter. Thank you for the treat, cheers bro
agree with all your honestman reloads btw
dont think you ever abused it once now that i think about it
including the ones in this video
actually laughed out loud at 1:17:11
Hacking needs a rework for hackers to be useful
In lw2 drones are very common in city missions and make for excellent hack targets. Also the resources hacking gives when you hack a mission objective are very relevant there
I kind of wish that hacking was a interactive minigame, kind of like those games where a bar is moving side to side and you have to stop it within a win zone.
Difficulty can adjust the size of the win zone, the speed at which the target moves back and forth using standard mechanics like the hackers skill or the targets hack defense etc.
This would make a hack minigame dependant on the players reaction time whilst using in game mechanics to determine the overall difficulty.
@@Ironsuaba Trojan also lets you Haywire Protocol drones to ensure that they die, and it doesn't break concealment either
@@Ironsuaba best hacking feature in lw2 is for sure OVERRIDE
if you do it to a MEC you can keep that thing and send it to a resistance haven, it will help you in "kill the spy" missions and in "resistance haven defense" mission
they made a difference for me so many times!
😂
Finally, i was waiting for this one for a lifetime and half.
in my hour of need, drifter uploads.
YOU'RE ALIVE AHHHH
Great run, allways cool to see you take out these solo class challanges with so much grit.
Here's a few thoughts on the challanges of this campain:
Enemies can fire on reveal with the yellow alert feature, but I think that's in Long War, so that doesn't quite make sense...
The visual glitch where units are displayed on the wrong tile can allways be removed by reloading the save from that turn, if you notice it right away that shouldn't violate honest man rules, so could be an idea next time.
tip on hacking: the infiltrate mod gives your specialists the ability to lower an enemies tech defense, this really ups the potential of hacking.
I think what hacking needs is more gameplay options (preferably tactical ones) to improve your hacking chances. You're flanking the enemy? +10% hack. You're at melee range? +10% hack. Spent a turn using the non-existent "prepare hacking program" ability? + 30% hack. That kind of thing.
Great thing about reinforcements on Gatecrash is the bonus experience to cascade into future missions to snowball early
Liked the video, added it to favorites, now time to watch the video. Already know it's gonna be a good one :)
Gotta love another challenge run from my boy the Drifter! LOVE THE CHALLENGE RUNS BRO! made me try one myself, personally, im on console so Modded runs are a no-go. But, when the Chosen use mod grts updated, if not already, you should do it again! Maybe only use 1 chosen per mission? Idk.
22:15 oh boy, it was me ! i suggested abomination and i was so happy when i saw him in the VODS
Edit: i havent watched all the VODS, i'm glad abomination got to the end alive
The highest of quality sleepy time videos and I hope you don't take that compliment wrong
is there any way at all to speed up the output without hindering the quality?
Thanks for the support, chief. I'm trying my best to get the content out as fast as I can.
Thank you so much. Appreciate the work you put in for these
01:42:55 AFAIK the first wave "per turn" always drops in on the enemy turn and the second pod drops in on the beginning of the players turn. So one drop in per alien/human turn. This can be seen by not having any overwatches anymore on the second pod that comes in due to the second pod appearing on the players turn.
Rule of thumb ... NEVER speak something that temps fate. Always assume the worst so you better play safe on the strategy.
I'm up late taking care of our new infant daughter. Thanks Drifter for sharing new content to watch tonight!
Anakin acting like a storm trooper fits in a way.
1:08:57 yey i am in the video!
ANOTHER XCOM VIDEO YESSSSSSSS
Definitely agree with you about missed potential with hacking. Part of my issue is not just the limited range for cool shit, but how difficult it is to actually successfully pull of cool shit.
I mean one of the most amazing hacking abilities is the one that lets you take over the technological enemies and afrually use their abilities against your enemies.
It provides such a cool tactical advantage, yet is limited by a time of access, so you have to be really creative and mindful of how you use it, which is great! That's fun gameplay to me!
What'a NOT fun is having to chance each time whether or not a hack actually pulls that off for you, when 99% of the time RNG says NO. I've taken over an enemy mech, in my 7 years of playing XCOM a grand total of ONCE. And that was by ACCIDENT because there's no way to pull it off purposefully.
I don't know how you would balance it if it wasn't chance based (minus the hacking level obviously), but it'd be nice not only to have more options, but to have at least a little more control over gaining those options. Maybe that's just me though.
With a name like Anakin, of course they're gonna miss, it's not like they were shooting at younglings.
01:05:00 I think the Avatar project can get more than max pips. So the Avatar-Skulljack-Kill+The facility might have actually done something (reduced the 3 from the doomsdayclock AND the two that were added in between maxing the avatar project and the facility)
That's what it is, I'm pretty sure. It reduced by 5, but due to what had happened, they were over by 2.
I just got back into XCOM recently so this is great
Hey Drifter, nice video as always
you might have already explained this on the chosen video, but could you do an run as advent? "Can i beat XCOM 2 WOTC as ADVENT?"
idk if that's possible, but it would be really cool if it is, there's also a lot of potential depth to this, like reasearching to unlock better troops, but if there's a mod for advent its probably not that deep, so you could just like field the same troops as advent so it's "fair"
The frog is very powerful, this is lore accurate
These guys are actually pretty decent in lw2 in my opinion. They make for great meat shields, sorry sorry I mean human mimic beacons.
@@h4hyena Also their overwatch build comes online early and is very potent while being compatible with some hacking utility (you can take the robot Domination while having a fully functional overwatch build)
Love your videos! Commenting for the algorithm ;)
"I can't hack, I can't talk, the only thing about me is my overwatch." Specialist Class Character
NEW RUN, SOUND THE ALARMS
Similar to the sectopod on the final mission this run, I had an archon on a supply crate mission today fly all the way outside the map like twice the distance of an average map it was a train track map. There are actually buildings outside the map.
Honey wake up, Drifter uploaded
Great video!!!
In regards to the gatekeeper taking a shot when the pod activated, I have an idea but it's hard to prove. I've had similar things happen a few times in my runs and as far as I can tell, every time it has happened for me, it has been after the enemy has taken damage during the pods activation but it only seems to happen if the damage was "indirect". Say, overwatch causing a flame trooper to explode or an execution on a sectopod or a gatekeeper causing damage to another unit in the pod. It's obviously pretty hard to test but from my experience, that seems to be the pattern.
God all the hidden rules and inconsistent explanations of abilities and weird glitches drive me crazy :(
I'm sad the Long War mod wasn't able to remedy those.
Good vid :)
I live for Drifter's uploads
This is the second time I've seen an Avatar beaten during the Advent Stasis Suit mission not counting on the Avatar timer.
Oh golly gee, I sure do hope that the Specialists are different from their normal XCOM2 counterparts :D
Drifter, The Misser of any shot 80% and below
1:31:46 ---is this Sektoid climbing down the ladder head first? never noiced, they do, lol
nice vid, as always Drifter...what do you do, when there are no more classes left?
Still got plenty of runs left. 😊
Oh I see the mod for no more ambushes, that looks so nice tbh. Cheers!
Poor hunter literally just got absolutely rocked, appeared, froze, shot up, THOUGHT he could run only to be executed, then return to mortality on a quarter of his life only to be frozen AGAIN from a suit MADE OF A ALLY ALIEN KINGS CORPSE and executed AGAIN
I've been playing a game called Mordheim city of the damned recently and it's been just as unfair in rng to me as this game has been for you. I miss 7 coin flip dodges in a row while missing all of my attacks while my opponents all hit their own attacks. Great game, would recommend.
Long War 2 Reapers and Templars are likely going to be painful.
Hacking Buff Idea: Normal Hacking doesn't have failure penalties, instead "failing" either gives no benefit (for sensor towers/turrets) and disables gremlin use for 1-2 turns (for hostile, more mobile, mechanized units. The idea being they shrug off the hack and swat the gremlin away, damaging it slightly) or it simply gives the same reward it normally would on a success, however at around 25% strength (so a +20 aim hack would give +5 on a fail and so on) so that the risk is getting a crappy bonus instead of punishing you for adding yet another layer of rng on top of rng.
I will note, however, that I think it's fine for _Skulljack_ hacks to have a penalty (you ARE essentially doing the equivalent of kicking in the front door when hacking with the skulljack, whereas normal hacking is more like sneaking in the back door), but I'd also make it so that tech that improves the Skulljack also drastically reduces the failure chance, and also perhaps bump up the accuracy a little. In the context of this run, that would also mean the Failsafe perk could then also have the benefit of Preventing gremlin shutdown on normal hack "fails" (or increase the minimum bonus on hack "fails" from 25% to 50%), and potentially removing penalties from Skulljack hacks, which would be a pretty appealing perk for a specialist in that scenario.
Ooh. Is the Technical LW2 run next? Splodey-boom and flames go brrrrr would be a fun palate cleanser after this nightmare. 😂
Just you wait. 😂
On the topic of the spectre clone not taking blue screen damage I always assumed it was a psi type ability because it knocks the soldier out
1:13:50 - I feel this is in the dark gray area of what is "no exploits". :)
How about a run where you have to hack everything and you have to choose the harder option every time?
You might as well ask him do no flanking challenge run.I think it's easier than your challenge imo.
The sad part about hacking is you can see potential with it. There just needed to be more things to hack with more unique effects.
There are mods for making hacking better
19:14 no wonder Ox misses, he didn’t even bother aiming at his target 💀
YOOOOOOOOOOOOOO New video!
In my 8 runs of completing the game on commander, difficultly, i've never seen the skulljack miss before
I think skulljack always hits, but skullmine can (and does) miss.
Also, regarding the reload 16:35, I personally don't really care about your reloads but I feel like since it really was on you, it's not a valid reload. It wasn't a misclick nor a glitch.
He made a decision based on the wrong information the game was showing, i don't see how that's his fault.
Hurray for Cheeser, Coffee, and PolarKoala, Run MVPs!
I did not know that the crossbolt did extra damage to the alien device.
You survived for so long in this run, Drifter. Why'd you have to tempt fate like that?
36:01 - Base defense ambush: ADVENT knows what they're doing.
38:45 - Commander: "We need a medic!" Bradford: "Naw." Man, I strongly dislike Bradford in XCOM2. All he does is interrupt gameplay with unskippable dialogue.....and make unwise decisions on who to send out to assist in base defense. No wonder he needed the Commander to wage a war on ADVENT. That guy has only "close range" on the brain.
~49:36 - Body count: Holy Burn Ward, Batman! You did not just go there!
1:34:09 - I wondered if Rescue Protocol would redeem itself after you noted how much the ability is lacking.
Not a difficult run, but a run where you cab use all long war classes next to each other to experience how they work together, you could add the difficulty of not allowing the same ability on any two different soldiers. (Including gts)
Rip headbanger may your life be remembered
Sorry I thought this was the technical video my bad I is thick
49:00 did Sally get promoted there by standing in the bubble and killing the codex with feedback damage?
Not sure.
Eventually this series will just wrap all the way back around, and we'll get "Can I beat XCOM 2 WOTC normally?"
If xcom 3 ever comes out I hope it doesn’t have as many glitches as xcom 2
3+2=3, thats some solid math
this bouta be fire ik it
can confirm it was fire
I was just yesterday wondering when a new drifter’s cideo comes out and… voila
The see through door was open, you can tell when the specter travels through the door it doesnt have the door opening animation
I dunno, it feels like... a door honestly, they die and it lets them walk right back into the world of the living, i think door works, i dunno what else you would call a tall thin rectangular slab of metal other then a door.
Ah, here we are
Specialists
Ain't much to say here, they are what their class says, a *specialist*, they do well at what they specialize, and they can be extremely good if they fit their niche, don't have to explain how a medic is a good thing nearly everyone
But in straight up combat? Yeah no, don't bother, make them an officer and keep shouting orders in LW2
You know, I'm curious--with the mods on steam right now, would it be possible to make a can you beat XCOM but every enemy is a Chosen run?
🎶He’s just a snaxy boi (snaxy bo-ooii!)🎶 🔥🐍🔥
He's not ya boy toy!
Wow, this must have been recorded a while ago, I forgot Logan Paul had a wife.
Are you ever gonna try doing runs like this for XCOM EU/EW/LW? Would make an interesting change.
I'd like to do some EW runs.
1:25:02 An exploding milk carton!?
WHAT? HOW?
I shook it without properly securing the lid. 😂
@@TheDriftersBroadcast lol
Did you sell your soul to get that kinda luck? Three engineers immediately *and* the damage breakthrough for the only weapon you can use.
just wondering for the future of these challanges, would you eventually try and beat LW1/2 with a single LW class? (that would be pain I imagine)
Nah, LW takes too long to do challenge runs in.
I remember losing a legend run because of a failed hack
Squad wipe on a council mission
Hacking is the ultimate gambling experience
Where if u lose
You lose big time