You might want to take a look at a mod called [WOTC] Automatic Reload by Iridar. It will automatically have your soldiers reload before they shoot or go on overwatch, provided they have an action remaining (i.e. did not move). Very useful QoL mod which lessens the impact of you forgetting to reload!
The Bob Ross of XCom2 never fails to impress! (And yes, that is totally a compliment, in both respects!)
Raptor commando peeking out in 44:06 just before the mech gets deleted is so funny
Well done. Great setup for the final fight and a great playthrough overall.
An excellent finish to yet another challenging campaign. Hooked for life. As always, good vid
Thank you, I really appreciate both you watching the series and the kind words!
GG.
What a campaign 👏
Good stuff!
I think you're overestimating the danger of revealing new pods when charging forward with Hogbite. Even if he did trigger one, the tactical analysis thing means that he could move out of line of sight (with Momentum) and they wouldn't be able to do anything (because they only have one action)
Given that I literally lost a soldier not long ago because an enemy chose to stand in the and fire rather than move to cover, I don't find Tactical Analysis to be a guarantee of safety.
Nicely done!!!
A lot of lucky outcomes from the Andro Prime reaction attacks during this campaign.
Neat!
Thank you, I have loved looking forward to the daily episodes during this whole campaign. I will be curious to hear your thoughts on whether thid campaign would have benefited from being slightly more difficult. I find that it is incredibly hard to dial that in optimally on my modded campaigns...it is a razor's edge between fairly easily dominating a battles and being utterly destroyed only one mod/pod size change later.
Between all the strange enemies and not being comfortable with my own soldiers, I don't really feel like the campaign needed more difficulty or complications layered on. We had some genuinely brutal missions even in the late game as it was.
@@TapCat I can agree with that. I think what I was getting at is there is such a narrow margin in the game as it is. One where you can easily go from wondering if you will complete a mission flawlessly to wondering if you are going to have multiple soldiers deaths and fail a mission with a single misclick or unfortunate pod activation. I have to keep in mind that you are also playing on ironman with completely unknown new soldier classes and enemies. Personally, I reloaded every time a soldier died due to some new mechanic or ability that I had no way to know about. I think I will play through on ironman next and reserve judgement until then ;) Thank you again for providing me with something to look forward to each day for these last weeks!
Woot!
Those elite wraith commandos can be more dangerous than you might think. I didn't prioritize taking one out on a retaliation mission and it ended up getting focus from killing a civilian then one-shotted a colonel assault infantry.
Why didn't you bring the darklance?
I let Syken make all the choices about who would come and what would be equipped since he's doing the final room. But my guess is that it has to do with the ability that he took on our top sniper that limits the Darklance to 1 ammunition when she's using it.
Syken mentioned it a video or two ago, but since the Marskman class has an ability that lets them shoot with a single action, the Darklance isn't nearly as obviously overpowered compared to other options.
I'm pretty sure the map is exactly the same every time.
I believe that it is but I usually have a year or more between campaigns so it's hard for me to remember the mape with perfect clarity.
Thanks for another great campaign, Big Cat. I can't wait to start the next one.
TapCat's serenity throughout the whole episode was so cool.