Odd, you gotta start using the flamer, it creates zones of fire and forces xenos to path around it when able, or if they can't, they'll run in and take massive damage. The zone lasts about as long as a flare does and really helps keep enemies focused in your suppression field of fire.
The incinerator unit also works to burn the human enemies behind cover as well as the grenade launcher too. I don't know if it is a bug or what not, but enemies close to a door while you are welding it, will "interrupt". your welding of the door. Sometimes they can breach through it, and sometimes, they cannot. I think that enemies cannot breach "shelter" rooms, but they can breach other doors?. I have not tested this to confirm it yet.🤔 🤔. It seems that you can hoard all resources except for : ammo and sentry guns to bring back to the base. If you don't use them, you can bring it back to base to reuse them without paying more supplies again to fabricate more.....but once you loot it, it does NOT reappear. That means if you loot it all, you can't come back to get more of those resources when you really might need it.
46:45 Odd, you can spam multiple Therapists to a single soldier if you want them back on the field ASAP. The cooldown for the Therapists is reset the next day anyway :) :)
I wasn’t sure if I was gonna get the game, but after watching your 7 episode play through so far, it’s now in my steam inventory as of this morning. You got a sub too 👍🏻
I've had that bug happen, it seems to occur when you try to weld a door and and alien stops them but then the alien just sits there.. And also if you're planning on returning to base then picking up ammo is a waste of resources.. you get resupplied every time you leave the Otago, any excess ammo you have when you finish a level is lost..
btw - getting a sergeant to lvl 6 helps manage stress soooo much! Also the snipers scanner costs 1 material pr use, which isnt stated on the skill, just a nice to know!
I think part of what is causing your severe ammo shortage is the fact you use suppressive fire so much. In most situations you could use a shotgun or grenade and deal more damage for less ammo. Far as I can tell, the main benefit of Suppressive Fire is the slow, which is mostly useful when facing multiple enemies that you can't just dps down quick with the damage abilities.
Yes, SF's only use is to slow targets. Completely useless in gunfight and uses a ton of ammo. It is really only useful when you have time to set it up, a wave of target coming from only one direction and dispersed enough that a grenade can't get them (they stun a decent amount)
Tbf even if your not using suppressive fire in the beginning of this missin you'll run out of ammo fast if you keep getting spotted by the human enemies best bet is to take it slow and try not get spotted and use the ARC to your advantage
One major issue I see is that you're not utilizing motion scanners, they cost command points so they are infinite. I always drop a scanner by my arc, set it off and hide my marines. Arc will then kill all the non spawned enemies including aliens and you remain undetected. I then leave another motion scanner by my arc so I can repeat the tactic when I'm out in the field and draw enemies to my arc for some breathing room. It's very easy to stealth when the enemies are just not there. Use your grenades for cultists groups, two nades will clear any cultists caught in both circles. Even one nade significantly reduces the amount of ammo you need to use on cultists and crowd controls them. You can also stealth kill wandering drones with two nades. Just move before something else comes after the noise, but keep in mind that the noise it generates is point of impact, not your marine location. So if you are in suitable cover, you can stay hidden. The flamethrower is a zoning tool, click and drag to widen the zone of fire.
But during hunt or onslaught they dont react to the motion tracker being set off right? Onslaught im sure, but during hunt im not sure. During hunt Xenos go to your last known position, so i usually just move away and hide thats it, but will the set off tracker still lure them to the ARC? Do all the xenos which were alerted by the hunt still hang around when the hunt is over? Because if yes, then activating a motion tracker afterwards is really a good idea to lure all those lingering xenos to the ARC
you should still click on the terminals because it could just be an "unlock" prompt rather than a "hack and decrypt" referring to ~11:30 when destroying the weakened wall.
God i feel bad for coffee that poor man is stressed and traumatized and odd just keeps throwing him out into the field. Even at the end with all his shit building odd was still considering throwing him back out there. That man is gonna be more traumatized than useful if odd keeps treating his soldier like that
I just discovered that if you have multiple marines with the same skill, like shotgun for example, you could press TAB to cycle which marine will use that skill. I keep 2 snipers with me, and it helps tremendously, as sometimes one sniper won't have LOS, and the other will.
46:50 did I see that right. You can have more that one physician tending to a marine? Wouldn't that mean you could have a marine that's really injured ready to the next deployment by assigning as many physicians needed to have them ready by tomorrow? Like say a marine needs 3 days to recover and you can assign 2 physicians and pass over to the next day to use them for the next deployment.
It's extremely useful if you have someone down for like 7 days, a few others for 3, and someone down for 2. You reduce everyone to 1 day as much as possible, then roll over to the next day when you can deploy and just drop all of the docs on the guy with a bunch of days left to get them out the door that day. It's one of the reasons why the 'can't become tired' perk is one of the high priority ones for me, as it allows you to roll your good marines out much more often.
@@csabawars I don't think you should imagine whats a group of physicians are doing to one guy any further than you already have. Just know that the trooper will be back on his feet sooner.
@@csabawars well, 2 are tending to the lower body injuries, 2 are taking care of upper body injuries,2 are handing instruments to the otheres, and 1 is wiping the doctors forehead:D
Most of the perks will stack unless they say otherwise. Looter is a really good one to have a couple of. I ran through this mission with 2 looters and basically funded all my upgrades for a few marines.
I used to watch your XCOM playthroughs years ago, I only recently started getting your videos on my feed again when you released the first episode of the aliens playthrough and I’m already hooked again
Currently playing on medium, but I would imagine that the same tactics work. The incinerator unit definitely slows enemies down. Combine it with a mine, suppressive fire and a sentry turret to really slow down enemies. Learned the hard way about the faster enemies. I always learn something new from the other players here and Mr. Odd. Thanks to all, for the tips that will also use. Thanks again.👍
@advancedhades4734 that's not true I have encountered a xeno that broke through a random welded door that I left in a previous safe room while roaming. I was waiting for them to move so we could get out of the building safely
so at 39:30 As far as I have been able to tell: a good habit to get in is resting your squad in a room before extracting. Since you had crew in the first stage of stressed they all came back with a pip towards a trauma. Try to get them unstressed before extracting whenever possible.
@@ruinationmkII Can confirm its based on max trauma reached during the mission. Interestingly it becomes less of an issue as time goes on and you upgrade your marines - bravery seems to increase per level, which reduces the amount of stress you take, sergeant marines give 10 bonus bravery, and greater capacity for carrying tools and meds make it so you can rest or use sedatives more often to keep your stress low. My crew has 9 max for tools and med kits, and with almost everyone having resourceful it's beneficial to rest early and often. By interrupting hunts by creating a safe room, you keep the aggression meter from rising, reduce your stress, and stack up more ammo for when things do get hairy. From about halfway through the game up until the last 2 missions, I was actually able to sweep through in one run by having enough supplies and keeping the aggression low enough that I was really only getting into real trouble at the very end once most of the mission was finished.
I like that around 21:33 when you tried to threw a flare through a door that closed stopped the flare from reaching where you were aiming. Such a small thing is just awesome to see! Hope they will release a mode where you play as the xenomorphs instead. Miss the old ps2 game where you could actually do that.
Wow... my STRESS LEVEL was through the roof in that one. Seeing Baby get mauled again and again and again... I was about to pass out from stress. LOL. You have no idea how we RP these characters in XCOM, but I will say this. You hit things perfectly. Making Trojan a TEKER is perfect, as she is an android in our own play, and being a hacker makes sense. Having Baby give more ammo on rest also makes sense, as she is known for having connections and getting things done with money. So, just seeing how you played them out fits perfectly with "head canon" so thank you. Now... 4 days to get over stress. I hope Baby does better next time and dodges more bullets, lol. I am not sure I could even play this game. It is far more stressful than Legendary XCOM, cause you can't plan anything. It is all at the moment to moment and you never know if a trap will work, until it doesn't. Nothing like "POD" erasing we are used to in XCOM.
As someone who finished this mission already I can say that the real fun has not yet started :-) and I am looking forward to see Odd having fun time :-)
I'm always going to chuckle when you just y33t your marines across the field and realize no one else is going along to help them. And it's one of those 'it keeps happening, bro!' moments. At least it leads to some amusing situations, but will be curious to see how things go later on. The series is entertaining - I'm about to finish up the game myself, and am looking forward to the rest of your playthrough!
I assume the implication is these smaller, faster xenomorphs came from the dogs we saw at the start of the map. Also I got that exact bug with the Xeno stuck behind the door. My marines continued to comment on it knocking the door down every 2 seconds for the rest of the map.
@@davidwhitfield6025 They are indeed called runners originated by Alien III movie. This type on the game have sacrificed health for more speed, so the sentry with long kill zones will deal with them quickly before it reaches your sentry gun.
19:00 those last ones get often stuck when you start to weld the door, you pretty much need to kill them without welding and then it stops the spawning. You btw missed that map reveal table in the middle of the room there.
For possible situation like in 5:35; if I have sentry gun type specialties, I set one looking at opposite direction of my run away course. It is a good choice for unexpected run aways...
I think it was a good call to go back to base at that time. Doing 50% was fine. Better safe than sorry. It would be cool if you could change all squad members weapon to secondary on a key or something.
Absolutely agree. If your squad is all wounded and scrabbling for ammo and the stress is high better call it quits and comeback tomorrow than risk losing the whole squad as their traits kick in and they are down to pistols.
Chris, you seem to be obsessed with suppressive fire command. It's a waste of command point against a single target and literally costs you more ammo to do. Try using shotguns instead.
If the shotgun blast is enough to kill like one drone and hoping it won't explode in acid which will deal damage to anyone near the corpse anyway. It is helpful for sure.
@@Frostwolf_103 Even if it doesn't, it does significant damage. All marines are shooting at the target already anyway, so shotgun is basically free extra damage, and definitely more than suppressive fire could offer, even if it makes the enemy slow down a bit. Also shotgun doesn't have to be fired at point blank range. Yes, it will deal less damage at longer distances but it's still significant, and way outside acid splash zone. And finally, firing shotgun seems to be done quicker than throwing a flare or launching a grenade, so unless it's for some deliberate setup against incoming wave or boss, shotgun looks like the perfect weapon for point blank defense, at least for as long as command points last.
Рік тому
Hah Nice... Finaly Xcom kind game :) Sign me up Commander Cristoper sir. Im Lt Just Hakiro ready on Duty Sir😎
"You lookin to have a picnic?" "Yes we are, thanks for asking!" How many of us have responded the same as Chris? Sometimes Sarge can be a real arse. Discovery last night playing: Could not believe there is an achievement for the ARC running down an Alien (Use the Bumper, that's what it's there for) - that's basically the Alien AI making a mistake and running in front of the ARC whose just following a programed path. You literally do nothing to get this achievement. Something you can try. Set up four sentry guns around the ARC then put Trackers just within its circle and then overload them one at a time and watch the kills pile up around you. Sometimes it might not work or only attract one but usually does. I had a 105 kill total at the end of one day after this little set up. By the way the star abilities indicate they have multiple levels to upgrade. Also it is lucky that the turrets don't count as weight to carry because these would be quite cumbersome to lug around.
46:26 the first choice said one of the following it mean the choice has 2 outcomes green and red and you get one of it not your marines always exhausted. You also miss checking one camera
I ended up getting the game and experimenting and notice that you use up a lot of your ammo suppress firing at everything then letting the solders shoot normally and that -20 accuracy does take a hit plus you need a area where u have distance and they won’t get close mostly with the flares and flame throwers in use also should try to get a recon and get the suppressed sniper upgrade right away it’s a free kill and could stop a hunt before it starts if u can kill the scout before they see you
More than one can suppressive fire. You could pause more an look around. Need to use shotgun more too. The guy ses run an you take you’re sweet time 😂 14:0914:40
@@BernardLangham of course the point is to slow them down during a hunt. Gives extra time to set down trap or whatever so you don’t get swarmed as quickly
You should get get the advance instead of high impact rounds on the gunner, you already read that suppressive fire doubles the ammo rate used and slows the enemy by 70% but you lose 20 accuracy.
I think the problem with thi playthrough was that he had the game set to slow instead of pause and not having enough time to think about actions. Though was fun watching him panic :D
Not sure if it has been mentioned before but what difficulty are you playing the game on? (Wasn't mentioned in part 1 or missed it somehow.) Loving the series so far!
Baby will make a good back up Sargent. I get that the Devs wanted the player to be under pressure but I just like to play on easy and have my power fantasy. Does playing on a lower difficult affect Aliens Difficulty (upper right) or Planetary Infestation?? If not I think they should. When I am playing X-com or a game like this I just wanna get into fights and turn my troops into bad asses. Like I would love to just goto Dead Hills or this place and Just roam around getting into fights maybe finding more recruits and personnel. I'd love to see these Devs do a Starship Troopers game next in this style!!
Can’t wait until this game goes on sale. I’ll def pick it up then. I just can’t justify paying full price when I already have a massive backlog of other stuff 😅
If I had a criticism and it’s usually what ends up costing you the most is that you don’t move the squad to the task and then perform that task whilst everyone covers that marine. By clicking on a task miles away that single marine designated to do that task moves on his own and ends up miles away from the squad. Otherwise I’m enjoying the vids immensely.
Some situations, it is better to get most of squad away from enemy contact while the one marine doing assigned task can hide and presumably, the sentry gun ambush is set up to clean up the mobs
@@Frostwolf_103 yeah but he’s not doing that he’s clicking on tasks miles away then being surprised that a squad member gets hung out to dry when isolated. He lacks patience which I understand is less entertaining to watch but still to counter that I think moving the squad as a unit to the task would keep him out of some of the dilemma’s he keeps getting in.
@@Frostwolf_103 I’m happy for him to lose troops I’m not attached to anyone in this campaign. I’m just trying to be helpful as I know he reads the comments. I’ve been following Odd for years he’s his own worst enemy sometimes.
hey, new subscriber here (i came because of the aliens dark descent series) , quick question : whats the approx. release timeframe for this series, around 1 vid every day?
thank you, was looking for this comment, had to scroll down pretty far, Odd totaly missed it (at least half way through the video, haven't finished yet, had to see if anyone mentioned this)
Hi Chris, great playthrough. Is there a way of lowering the frequency their movement responses like "Hurry up, you slugs" in the options menu? It lost its novelty after part 1.
Is it worth using one tool to rest just before leaving? Does the lower stress help when the team gets back at the Otago or does it not make a difference?
Can't you use your medyks on the same person more than once ? I'm talking about the medbay, when you have a 5 days wounded guy you can use 4 medyks on him to bring him to 1 day, there is a delay of few seconds so be patient, but I think you can use all of them on one person.
I can see how the cult would come about. They're desperate, attacked by a horrifying alien swarm and lots of people die. Anyone they take becomes a part of the hivemind themselves, losing all individuality and turning into a uniform whole. Kind of like Unitology from Dead Space sees the Marker outbreaks.
For me it's the opposite. In case of Aliens massacres and abductions i would shit myself, migh become religious or sg. But becoming Alien food? Giving my bogy for their eggs. No thank you.. I hope there will be story references why would they worship them.
I had the exact same thing happen on my game, same door (think there's another later) seems the 1 point in weld stops them from breaking door.. that or runners cant break doors? Love how you seem to think squad members get better accuracy shooting.. I've got level 8 squads who average about 50% accuracy; and thats with perks.
You have sector room into a shelter, if you had leave most of the doors locked and only weld the one you escaped from Alien III runners, that would have been okay.
I am leaving this commit on every video, because I want to be one of the space Marines. i never get to be one of the X-Com soldiers, so i ask respectively, to be a space marine.
I take a drink every time I hear “HURRY UP YOU SLUGS”.
Yeah they don't have a huge vocabulary when you're moving them around.
If its water, I don't want to over hydrate my self to death.
If its alcohol, I'll enjoy my organs shutting down from alcohol poisoning.
And here I am thinking that they scream: "HURRY UP YOU SLOTHS!" 😂
COME ON, TEAM!
great drinking game lol
Objective: "Rush into the room" - Odd: Let's all stop and pick these up
Odd, you gotta start using the flamer, it creates zones of fire and forces xenos to path around it when able, or if they can't, they'll run in and take massive damage. The zone lasts about as long as a flare does and really helps keep enemies focused in your suppression field of fire.
The incinerator unit also works to burn the human enemies behind cover as well as the grenade launcher too. I don't know if it is a bug or what not, but enemies close to a door while you are welding it, will "interrupt". your welding of the door. Sometimes they can breach through it, and sometimes, they cannot. I think that enemies cannot breach "shelter" rooms, but they can breach other doors?. I have not tested this to confirm it yet.🤔 🤔. It seems that you can hoard all resources except for : ammo and sentry guns to bring back to the base. If you don't use them, you can bring it back to base to reuse them without paying more supplies again to fabricate more.....but once you loot it, it does NOT reappear. That means if you loot it all, you can't come back to get more of those resources when you really might need it.
46:45 Odd, you can spam multiple Therapists to a single soldier if you want them back on the field ASAP. The cooldown for the Therapists is reset the next day anyway :) :)
Same goes with physicians from what I’ve seen on other play throughs .
I'm not sure that works outside of game logic but good tip!
That sounds so funny if one thinks about it for just a second :'D
I wasn’t sure if I was gonna get the game, but after watching your 7 episode play through so far, it’s now in my steam inventory as of this morning. You got a sub too 👍🏻
Appreciate that!
I've had that bug happen, it seems to occur when you try to weld a door and and alien stops them but then the alien just sits there.. And also if you're planning on returning to base then picking up ammo is a waste of resources.. you get resupplied every time you leave the Otago, any excess ammo you have when you finish a level is lost..
Very true! sparing the ammo for second half of the mission that remained not collected by your marines during the first half will certainly help
Welded their arms into the door? heheh.
Looks like you may be able to stack physicians on a single soldier
btw - getting a sergeant to lvl 6 helps manage stress soooo much! Also the snipers scanner costs 1 material pr use, which isnt stated on the skill, just a nice to know!
I think part of what is causing your severe ammo shortage is the fact you use suppressive fire so much. In most situations you could use a shotgun or grenade and deal more damage for less ammo. Far as I can tell, the main benefit of Suppressive Fire is the slow, which is mostly useful when facing multiple enemies that you can't just dps down quick with the damage abilities.
Yes, SF's only use is to slow targets. Completely useless in gunfight and uses a ton of ammo. It is really only useful when you have time to set it up, a wave of target coming from only one direction and dispersed enough that a grenade can't get them (they stun a decent amount)
Tbf even if your not using suppressive fire in the beginning of this missin you'll run out of ammo fast if you keep getting spotted by the human enemies best bet is to take it slow and try not get spotted and use the ARC to your advantage
One major issue I see is that you're not utilizing motion scanners, they cost command points so they are infinite.
I always drop a scanner by my arc, set it off and hide my marines. Arc will then kill all the non spawned enemies including aliens and you remain undetected. I then leave another motion scanner by my arc so I can repeat the tactic when I'm out in the field and draw enemies to my arc for some breathing room.
It's very easy to stealth when the enemies are just not there.
Use your grenades for cultists groups, two nades will clear any cultists caught in both circles. Even one nade significantly reduces the amount of ammo you need to use on cultists and crowd controls them.
You can also stealth kill wandering drones with two nades. Just move before something else comes after the noise, but keep in mind that the noise it generates is point of impact, not your marine location. So if you are in suitable cover, you can stay hidden.
The flamethrower is a zoning tool, click and drag to widen the zone of fire.
Great tips!
But during hunt or onslaught they dont react to the motion tracker being set off right? Onslaught im sure, but during hunt im not sure. During hunt Xenos go to your last known position, so i usually just move away and hide thats it, but will the set off tracker still lure them to the ARC? Do all the xenos which were alerted by the hunt still hang around when the hunt is over? Because if yes, then activating a motion tracker afterwards is really a good idea to lure all those lingering xenos to the ARC
@chubwheel4246 if the xeno don't know where you are during hunt, then yes it works, and no onslaught doesn't work because they just map hack track you
Harper: RUN!
Odd: Can I take a second to heal?
Classic.
you should still click on the terminals because it could just be an "unlock" prompt rather than a "hack and decrypt" referring to ~11:30 when destroying the weakened wall.
God i feel bad for coffee that poor man is stressed and traumatized and odd just keeps throwing him out into the field. Even at the end with all his shit building odd was still considering throwing him back out there. That man is gonna be more traumatized than useful if odd keeps treating his soldier like that
Coffee needs the entire pitcher just to stay awake.
@@davidevans7477 🤣🤣
thats how the luftwaffe was during ww2 lol
So lets see what will go wrong THIS time. Also Chris.... STOP SPLITTING THE SQUAD
It's like he can't help himself. LOL
He did better this time though.
STOP SPLITTING THE SQUAD
Seems like a good attitude to have.
😅😅😅
I just discovered that if you have multiple marines with the same skill, like shotgun for example, you could press TAB to cycle which marine will use that skill. I keep 2 snipers with me, and it helps tremendously, as sometimes one sniper won't have LOS, and the other will.
46:50 did I see that right. You can have more that one physician tending to a marine? Wouldn't that mean you could have a marine that's really injured ready to the next deployment by assigning as many physicians needed to have them ready by tomorrow? Like say a marine needs 3 days to recover and you can assign 2 physicians and pass over to the next day to use them for the next deployment.
Yeah its work like that. I have 7 psyhician. I have no idea what all of them doing on a single guy.
It's extremely useful if you have someone down for like 7 days, a few others for 3, and someone down for 2. You reduce everyone to 1 day as much as possible, then roll over to the next day when you can deploy and just drop all of the docs on the guy with a bunch of days left to get them out the door that day. It's one of the reasons why the 'can't become tired' perk is one of the high priority ones for me, as it allows you to roll your good marines out much more often.
@@csabawars I don't think you should imagine whats a group of physicians are doing to one guy any further than you already have. Just know that the trooper will be back on his feet sooner.
@@csabawars well, 2 are tending to the lower body injuries, 2 are taking care of upper body injuries,2 are handing instruments to the otheres, and 1 is wiping the doctors forehead:D
"Press input image not found" 😂
Most of the perks will stack unless they say otherwise. Looter is a really good one to have a couple of. I ran through this mission with 2 looters and basically funded all my upgrades for a few marines.
I used to watch your XCOM playthroughs years ago, I only recently started getting your videos on my feed again when you released the first episode of the aliens playthrough and I’m already hooked again
Currently playing on medium, but I would imagine that the same tactics work. The incinerator unit definitely slows enemies down. Combine it with a mine, suppressive fire and a sentry turret to really slow down enemies. Learned the hard way about the faster enemies. I always learn something new from the other players here and Mr. Odd. Thanks to all, for the tips that will also use. Thanks again.👍
14:15 well I guess you found out who unalived the doggos!
Odd have you thought about welding the doors to the Alien spawn holes shut? Because I'm pretty sure that should take care of that problem
Xenos break down welds pretty quickly though, like 10-15 secs for a solo xeno
@@alabastergreen7444do they break welded doors even when they are not on the hunt?
@@ondrejnovak7937Only if they have no other way through or your last known position is behind one
@advancedhades4734 that's not true I have encountered a xeno that broke through a random welded door that I left in a previous safe room while roaming. I was waiting for them to move so we could get out of the building safely
so at 39:30 As far as I have been able to tell: a good habit to get in is resting your squad in a room before extracting. Since you had crew in the first stage of stressed they all came back with a pip towards a trauma. Try to get them unstressed before extracting whenever possible.
I believe that trauma is added based on maximum stress during the level, not ending stress before extraction
@@ondrejnovak7937 Wow that is really hard to manage if that's true then. I wonder if a codex mentions how the mechanic works.
@@ruinationmkII Can confirm its based on max trauma reached during the mission. Interestingly it becomes less of an issue as time goes on and you upgrade your marines - bravery seems to increase per level, which reduces the amount of stress you take, sergeant marines give 10 bonus bravery, and greater capacity for carrying tools and meds make it so you can rest or use sedatives more often to keep your stress low.
My crew has 9 max for tools and med kits, and with almost everyone having resourceful it's beneficial to rest early and often. By interrupting hunts by creating a safe room, you keep the aggression meter from rising, reduce your stress, and stack up more ammo for when things do get hairy. From about halfway through the game up until the last 2 missions, I was actually able to sweep through in one run by having enough supplies and keeping the aggression low enough that I was really only getting into real trouble at the very end once most of the mission was finished.
There was also a single weld room at 10:00 ish just before the aliens appeared. Team was halfway to 100 already. I'd have taken the opportunity too.
I like that around 21:33 when you tried to threw a flare through a door that closed stopped the flare from reaching where you were aiming. Such a small thing is just awesome to see!
Hope they will release a mode where you play as the xenomorphs instead. Miss the old ps2 game where you could actually do that.
Wow... my STRESS LEVEL was through the roof in that one. Seeing Baby get mauled again and again and again... I was about to pass out from stress. LOL. You have no idea how we RP these characters in XCOM, but I will say this. You hit things perfectly. Making Trojan a TEKER is perfect, as she is an android in our own play, and being a hacker makes sense. Having Baby give more ammo on rest also makes sense, as she is known for having connections and getting things done with money. So, just seeing how you played them out fits perfectly with "head canon" so thank you. Now... 4 days to get over stress. I hope Baby does better next time and dodges more bullets, lol.
I am not sure I could even play this game. It is far more stressful than Legendary XCOM, cause you can't plan anything. It is all at the moment to moment and you never know if a trap will work, until it doesn't. Nothing like "POD" erasing we are used to in XCOM.
As someone who finished this mission already I can say that the real fun has not yet started :-) and I am looking forward to see Odd having fun time :-)
Really enjoying these play through videos 🙌. Look forward to the next one 😃👍
I'm always going to chuckle when you just y33t your marines across the field and realize no one else is going along to help them. And it's one of those 'it keeps happening, bro!' moments. At least it leads to some amusing situations, but will be curious to see how things go later on. The series is entertaining - I'm about to finish up the game myself, and am looking forward to the rest of your playthrough!
I assume the implication is these smaller, faster xenomorphs came from the dogs we saw at the start of the map. Also I got that exact bug with the Xeno stuck behind the door. My marines continued to comment on it knocking the door down every 2 seconds for the rest of the map.
Yep the "dog" alien from Alien III, not as much hit points but faster.
@@davidwhitfield6025 They are indeed called runners originated by Alien III movie. This type on the game have sacrificed health for more speed, so the sentry with long kill zones will deal with them quickly before it reaches your sentry gun.
@@Frostwolf_103they are also from an older game too. I think it was called alien Vs Predator extinction. Atleast they don't explode in this game lol
Mines are op. I place mines and motion trackers around the nest and it saves me soo much ammo and time. High recommend.
Yeah, mines are your friends.
Silenced Snipers too, picking off units, especially some that hasnt shown up yet, before they alert and start a hunt is sooo amazing!
@Kianwan I really want that upgrade! But I'll take ur word for it and I cannot wait to try it now.
19:00 those last ones get often stuck when you start to weld the door, you pretty much need to kill them without welding and then it stops the spawning. You btw missed that map reveal table in the middle of the room there.
Nah, that particular table is inaccessible at this point of the mission
i like how you welded the door in the xenos face and he just gave up with life
Keep them coming Mr. Odd. I'm buying this game for sure!
"Looking for a spot for a picnic?"
Yes is that so bad?!
🤣🤣
For possible situation like in 5:35; if I have sentry gun type specialties, I set one looking at opposite direction of my run away course. It is a good choice for unexpected run aways...
super addicted to this series
I think it was a good call to go back to base at that time. Doing 50% was fine. Better safe than sorry. It would be cool if you could change all squad members weapon to secondary on a key or something.
Absolutely agree. If your squad is all wounded and scrabbling for ammo and the stress is high better call it quits and comeback tomorrow than risk losing the whole squad as their traits kick in and they are down to pistols.
That running Xeno cutscene was so fucking cool 😭
I need another episode! Seriously! This is serious addiction 😅 Help me Odd, please 😏
Man has a flamethrower but refuses to use it
Probably the best special weapon in the game.
It can turn nightmare situations into cakewalks easy.The thing is amazing.
I assume it would have been useful when he was being chased down the corridor. The enemies are only coming from 1 direction? Cover it in fire!
Another great one
Thx for the video! Also.... STOP SPLITTING THE SQUAD
Chris, you seem to be obsessed with suppressive fire command. It's a waste of command point against a single target and literally costs you more ammo to do. Try using shotguns instead.
If the shotgun blast is enough to kill like one drone and hoping it won't explode in acid which will deal damage to anyone near the corpse anyway.
It is helpful for sure.
@@Frostwolf_103 Even if it doesn't, it does significant damage. All marines are shooting at the target already anyway, so shotgun is basically free extra damage, and definitely more than suppressive fire could offer, even if it makes the enemy slow down a bit. Also shotgun doesn't have to be fired at point blank range. Yes, it will deal less damage at longer distances but it's still significant, and way outside acid splash zone. And finally, firing shotgun seems to be done quicker than throwing a flare or launching a grenade, so unless it's for some deliberate setup against incoming wave or boss, shotgun looks like the perfect weapon for point blank defense, at least for as long as command points last.
Hah Nice... Finaly Xcom kind game :)
Sign me up Commander Cristoper sir. Im Lt Just Hakiro ready on Duty Sir😎
"You lookin to have a picnic?"
"Yes we are, thanks for asking!"
How many of us have responded the same as Chris? Sometimes Sarge can be a real arse.
Discovery last night playing: Could not believe there is an achievement for the ARC running down an Alien (Use the Bumper, that's what it's there for) - that's basically the Alien AI making a mistake and running in front of the ARC whose just following a programed path. You literally do nothing to get this achievement.
Something you can try. Set up four sentry guns around the ARC then put Trackers just within its circle and then overload them one at a time and watch the kills pile up around you. Sometimes it might not work or only attract one but usually does. I had a 105 kill total at the end of one day after this little set up.
By the way the star abilities indicate they have multiple levels to upgrade.
Also it is lucky that the turrets don't count as weight to carry because these would be quite cumbersome to lug around.
46:26 the first choice said one of the following it mean the choice has 2 outcomes green and red and you get one of it not your marines always exhausted. You also miss checking one camera
@32:30 it drives me nuts he isn't welding a door to de-stress his marines. There's only a room he was just in down the hallway with plenty of tools.
It's that time of year that odd tries to 'scratch that x-com itch' always end up with another season of x-com 2
I ended up getting the game and experimenting and notice that you use up a lot of your ammo suppress firing at everything then letting the solders shoot normally and that -20 accuracy does take a hit plus you need a area where u have distance and they won’t get close mostly with the flares and flame throwers in use also should try to get a recon and get the suppressed sniper upgrade right away it’s a free kill and could stop a hunt before it starts if u can kill the scout before they see you
You passed on the tech class twice so far(1. Marine captured by alien in the mine),(2. Marine recon class)
Word of advice for refinary when you get there sentry gun sentry gun sentry gun
THESE NAMES ARE hilarious. clumsy is a sniper, Baby helps the team best when sleeping, trojan is a tech, and Major is a conspirator.
More than one can suppressive fire. You could pause more an look around. Need to use shotgun more too. The guy ses run an you take you’re sweet time 😂 14:09 14:40
You should definitely seal doors to hive entrances
they'd just break the doors down, though, right?
@@BernardLangham of course the point is to slow them down during a hunt. Gives extra time to set down trap or whatever so you don’t get swarmed as quickly
@@Kiel99 it costs a tool for no benefit
@@charlescook5542 Sentry gun nest instead and hope it won't run out of ammo.
Its really hard to see Chris not weld the doors to create a safe space…. 😖
After searching so hard for it and then 5mins later forgetting about it completely when he found rooms with single doors to seal? 😅😅
“Coffee is over stressed.”. lol…. you think?
You should get get the advance instead of high impact rounds on the gunner, you already read that suppressive fire doubles the ammo rate used and slows the enemy by 70% but you lose 20 accuracy.
you can stack doctors onto the same injured soldier to bring cure time even further down! 😊🙌
I really wanna watch this show, but i also dont wanna be spoiled.
See you
I think the problem with thi playthrough was that he had the game set to slow instead of pause and not having enough time to think about actions. Though was fun watching him panic :D
Not sure if it has been mentioned before but what difficulty are you playing the game on? (Wasn't mentioned in part 1 or missed it somehow.) Loving the series so far!
He actually did mention it in episode 1 or 2 I believe, it's on hard.
Baby will make a good back up Sargent. I get that the Devs wanted the player to be under pressure but I just like to play on easy and have my power fantasy. Does playing on a lower difficult affect Aliens Difficulty (upper right) or Planetary Infestation?? If not I think they should. When I am playing X-com or a game like this I just wanna get into fights and turn my troops into bad asses. Like I would love to just goto Dead Hills or this place and Just roam around getting into fights maybe finding more recruits and personnel.
I'd love to see these Devs do a Starship Troopers game next in this style!!
I came to agree with Bob the. Donut. You are not utilizing the flamethrower at all. It will let you save ammo and cut off avenues of attack.
Can’t wait until this game goes on sale. I’ll def pick it up then. I just can’t justify paying full price when I already have a massive backlog of other stuff 😅
If I had a criticism and it’s usually what ends up costing you the most is that you don’t move the squad to the task and then perform that task whilst everyone covers that marine. By clicking on a task miles away that single marine designated to do that task moves on his own and ends up miles away from the squad. Otherwise I’m enjoying the vids immensely.
Some situations, it is better to get most of squad away from enemy contact while the one marine doing assigned task can hide and presumably, the sentry gun ambush is set up to clean up the mobs
@@Frostwolf_103 yeah but he’s not doing that he’s clicking on tasks miles away then being surprised that a squad member gets hung out to dry when isolated. He lacks patience which I understand is less entertaining to watch but still to counter that I think moving the squad as a unit to the task would keep him out of some of the dilemma’s he keeps getting in.
@@Turdstool78 of course, this is his first time on campaign and accept losses and move on attitude like he do on Xcom
@@Frostwolf_103 I’m happy for him to lose troops I’m not attached to anyone in this campaign. I’m just trying to be helpful as I know he reads the comments. I’ve been following Odd for years he’s his own worst enemy sometimes.
hey, new subscriber here (i came because of the aliens dark descent series) , quick question : whats the approx. release timeframe for this series, around 1 vid every day?
29:30 - 30:00
Felt like the closest we will get to a RTS CHIMERASQUAD
The sector map was in the room that you were in after the chase sequence
thank you, was looking for this comment, had to scroll down pretty far, Odd totaly missed it (at least half way through the video, haven't finished yet, had to see if anyone mentioned this)
@@Banakiwi Your very welcome, I don’t comment often but I’m an avid watch of Odd. Love the content.
Some sound in the dubbing of the characters, reminds me Company of Heroes....
I know, that it is a bit late, but in the begining, isnt there information, that you can replenish your ammo in ACR?
Hi Chris, great playthrough. Is there a way of lowering the frequency their movement responses like "Hurry up, you slugs" in the options menu? It lost its novelty after part 1.
Devs have addressed this in a patch (probably not at the time he recorded a good amount of these videos)
Is it worth using one tool to rest just before leaving? Does the lower stress help when the team gets back at the Otago or does it not make a difference?
Resting in shelter also does autosave your game, it will be boring chore to re-do the steps again.
Don’t be afraid to skip some deployments to stack supplies. Infestation doesn’t really matter until you start posting off the hive 😂
Can't you use your medyks on the same person more than once ?
I'm talking about the medbay, when you have a 5 days wounded guy you can use 4 medyks on him to bring him to 1 day, there is a delay of few seconds so be patient, but I think you can use all of them on one person.
Yes, he'll notice it one of these days
in medbay can't you heal the same person more than once in one day
You can actually. So if you have 5 doctors and a guy who has 5 days, you can make him ready for the same day.
It seems you like this game much, you may also try Door Kickers. It is mission based instead of story based but you may enjoy it, too...
Useing the flamer it blocks pathing and doorways
Yeah you need marines with pouches upgrades that increase capacity for repair tools and medkits.
It's an Aliens game, of course you are going to be fighting humans with guns, that's a given.
Have you stopped doing content for this? I was really enjoying it!
Enjoying your play through of this so far 👍🏽
you can use your docs on the same patient 4 days rest needed with 4 docs equals fully rested
ammo bags, ammo bags, ammo bags
Odd is apparently half wookie near the end. lol
I can see how the cult would come about. They're desperate, attacked by a horrifying alien swarm and lots of people die. Anyone they take becomes a part of the hivemind themselves, losing all individuality and turning into a uniform whole. Kind of like Unitology from Dead Space sees the Marker outbreaks.
For me it's the opposite. In case of Aliens massacres and abductions i would shit myself, migh become religious or sg. But becoming Alien food? Giving my bogy for their eggs. No thank you..
I hope there will be story references why would they worship them.
@MolnarG007 I think it's once again The Company that's to blame. How could it be different?
Makes me wonder if that redemption was worth it over the hacking trait. Unless the person who had that optio. Is the one that got dragged off...
Personally, never use the recon, and once you locate the APC, and yes, YOU have to find it as far as I know.
I see you startwd playing fallout 3 a while back on the channel, any reason why you stopped?
"If it's ammo, I'm happy. If it's not, I am like I am right now, which is stoic."
Huh, I didn't stoic is Canadian for salty.
very good
Why chris never uses the shotgun??
Let's go!
Is Darkest Dungeon 2 coming back to the channel?
I had the exact same thing happen on my game, same door (think there's another later) seems the 1 point in weld stops them from breaking door.. that or runners cant break doors?
Love how you seem to think squad members get better accuracy shooting.. I've got level 8 squads who average about 50% accuracy; and thats with perks.
You have sector room into a shelter, if you had leave most of the doors locked and only weld the one you escaped from Alien III runners, that would have been okay.
I once ate a [mostly] full jar of maraschino cherries, I felt awful.
Name a guy fat baron and make him a gunner >:)
3:00 yes take me church we have a new religion!
I wonder if there's the option to get suppressed pistols, later on in the game
I know you can get a suppressed sniper rifle.
@@donkeysunited At least they cost command point
I am leaving this commit on every video, because I want to be one of the space Marines. i never get to be one of the X-Com soldiers, so i ask respectively, to be a space marine.