I know the grenade preview thing was probably very frustrating, but as a viewer it was hilarious Tapcat: Doesn't look like it'll hit the civilians Tapcat two seconds later: It hit the civilians 👁👄👁
The best part was Bradford coming in to let us know that "Unit's in the AO are ignoring us to focus on the civilians." Poor Bradford, he couldn't accept that the possibility of friendly fire exists
There were a number of questionable decisions in this mission that should be considered for future episodes: 1. As it's a retaliation mission, there is no squad concealment aka coming in hot. 2. The soldiers were double moved early, leaving them easily flanked if a pod was activated. 3. The Chosen can not be disoriented, thus blinding protocol was ineffective. 4. A defensive mine was placed at the soldier's feet within the blast radius, and not moved out of it (the mine was never triggered). 5. The skirmisher's mimic beacon was used first, ending their turn, where they could have at least shot the berserker first one time. 6. The first grenade shot at the chosen clearly showed the resistance fighter in the blast radius. 7. Preserving the life of 2 civilians was placed above the major threat of the chosen, both of whom ended up dying anyways because ya know, XCOM. 8. The Skirmisher's Justice ability can only be used on humanoid targets, the chosen are not humanoid. 9. Also, overwatch was activated on a number of soldiers before the other soldiers were even blue-moved. If moving cautiously into an overwatch strategy, all soldiers should be blue moved once then all overwatched at the same time to keep more options open in case another pod is triggered.
You do you, but to me these videos are more interesting than someone playing perfectly and optimising every single move. I find them more relatable (because I make mistakes too!), and it's fun to see Tapcat adapt and get out of scrapes.
I think one of the initial pod was 2x sectoid + viper, so when you killed the viper and sectoid, the other one ran and joined a later pod, which explains the weirdness. As for the bus, I've noticed that explosives in general often tend to have an extra tile of effect when it comes to lighting up cars. I know you said it wasn't a conscious choice but it was probably the optimal action at the time.
You're probably right about the sectoid, it makes sense. I also agree that blowing up the bus was a better option than leaving it intact as full cover. As much as I hated that it happened, it was important to take out the assassin before she started wrecking the squad.
Resistance : "Let's stay VERY STILL, and Advent will just ignore us" *XCOM fights Advent and no Resistance members are targeted* Resistance: "Its working guys" *Assassin shows up and hides behind the bus* Resistance: "Thank God we are safe in this bus" Wilson: "Okay Xue, be VERY careful throwing that grenade." Xue: "Relax, I played baseball as a kid, I'll just throw it over the bus" *Xue throws the grenade and it goes into the window of the bus* Wilson: 😱 Xue: 😱 Resistance: 😱 *Bus blows up* Wilson: "I thought you said you played baseball as a kid!" Xue: "Well I wasn't the pitcher" Wilson: "Clearly" 😑 I rewatched that part several times and still have no idea how that happened, I mean, how does a soilder FAIL a grenade throw?!? At least we got the flawless but wow they really didn't want you to have it there
I've seen it before, but I was trying to talk myself into thinking that I hadn't. Sometimes when a grenade is exploding adjacent to any kind of cover, it can blow it up as well. I've even seen grenadiers blow up their own cover as they launch the grenade. I don't know the % chance, but I think you run that risk pretty much every time you throw one.
Just as an FYI, we recorded these episodes some time ago your request to show it came too late. I'm sorry that Syken didn't think to show it (I would also have been interested in hearing him talk through his choices myself) and, for that matter, that I didn't think to open up the screen with his abilities so we could take a look at them before going on the mission.
It's so funny I always expect the assassin to be THE HARDEST chosen to kill. She usually hits the hardest, always negates over watch, and gets a lot of upgrades by the time you're ready to fight her (she had 5 during my current run). Then when you get to fight her she dies pretty easily every time. If anything the warlock is the worst chosen to fight because he can mind control several soldiers
None of the chosen are difficult if you can focus the whole squad on them. They're a challenge if mixed in with other enemies that make it harder to get the positioning you want and give you more threats to take into consideration.
I feel the warlock is the most annoying when with other enemies. Followed by the hunter. But the assassin gets more kills than those two with other enemies present
That was the most wrong I've seen a preview be since a couple of errant rocket shots in Enemy Unknown. And since it helped to open the assassin up to some better shots there was a silver lining. Of course, the rng gods immediately reward you with 3 pods worth of hi level enemies. Over all well done and good vid
That's definitely how it goes in a gameplay video. The easier it is for me, the more boring for the audience. The more I suffer, the more entertaining it is. The saving grace for me is that surviving missions where things go wrong is more satisfying than a simple milk run (if quite a bit more stressful).
I know the grenade preview thing was probably very frustrating, but as a viewer it was hilarious
Tapcat: Doesn't look like it'll hit the civilians
Tapcat two seconds later: It hit the civilians 👁👄👁
The best part was Bradford coming in to let us know that "Unit's in the AO are ignoring us to focus on the civilians."
Poor Bradford, he couldn't accept that the possibility of friendly fire exists
We got units in the AO targeting civilians...shhhhh👆 Bradford, that's us!
Ouch, savage but too true!
I have never seen a grenade preview be that wrong!
Yeah, that was kind of terrible but I do think that I pushed my luck a little too far by trying 2 grenades on 1 turn that were adjacent to the bus.
There were a number of questionable decisions in this mission that should be considered for future episodes:
1. As it's a retaliation mission, there is no squad concealment aka coming in hot.
2. The soldiers were double moved early, leaving them easily flanked if a pod was activated.
3. The Chosen can not be disoriented, thus blinding protocol was ineffective.
4. A defensive mine was placed at the soldier's feet within the blast radius, and not moved out of it (the mine was never triggered).
5. The skirmisher's mimic beacon was used first, ending their turn, where they could have at least shot the berserker first one time.
6. The first grenade shot at the chosen clearly showed the resistance fighter in the blast radius.
7. Preserving the life of 2 civilians was placed above the major threat of the chosen, both of whom ended up dying anyways because ya know, XCOM.
8. The Skirmisher's Justice ability can only be used on humanoid targets, the chosen are not humanoid.
9. Also, overwatch was activated on a number of soldiers before the other soldiers were even blue-moved. If moving cautiously into an overwatch strategy, all soldiers should be blue moved once then all overwatched at the same time to keep more options open in case another pod is triggered.
You do you, but to me these videos are more interesting than someone playing perfectly and optimising every single move. I find them more relatable (because I make mistakes too!), and it's fun to see Tapcat adapt and get out of scrapes.
Johnny, let's hide in the bus. No one will get us there.
I mean, they were safe from the aliens.
I think one of the initial pod was 2x sectoid + viper, so when you killed the viper and sectoid, the other one ran and joined a later pod, which explains the weirdness.
As for the bus, I've noticed that explosives in general often tend to have an extra tile of effect when it comes to lighting up cars. I know you said it wasn't a conscious choice but it was probably the optimal action at the time.
You're probably right about the sectoid, it makes sense. I also agree that blowing up the bus was a better option than leaving it intact as full cover. As much as I hated that it happened, it was important to take out the assassin before she started wrecking the squad.
Resistance : "Let's stay VERY STILL, and Advent will just ignore us"
*XCOM fights Advent and no Resistance members are targeted*
Resistance: "Its working guys"
*Assassin shows up and hides behind the bus*
Resistance: "Thank God we are safe in this bus"
Wilson: "Okay Xue, be VERY careful throwing that grenade."
Xue: "Relax, I played baseball as a kid, I'll just throw it over the bus"
*Xue throws the grenade and it goes into the window of the bus*
Wilson: 😱
Xue: 😱
Resistance: 😱
*Bus blows up*
Wilson: "I thought you said you played baseball as a kid!"
Xue: "Well I wasn't the pitcher"
Wilson: "Clearly" 😑
I rewatched that part several times and still have no idea how that happened, I mean, how does a soilder FAIL a grenade throw?!? At least we got the flawless but wow they really didn't want you to have it there
I've seen it before, but I was trying to talk myself into thinking that I hadn't. Sometimes when a grenade is exploding adjacent to any kind of cover, it can blow it up as well. I've even seen grenadiers blow up their own cover as they launch the grenade. I don't know the % chance, but I think you run that risk pretty much every time you throw one.
Strange name for the operation. Guess you gotta love the Avatar! I didn't realise that the berserkers ignore the mimic beacon.
I don't think they usually do, but mimic beacons are a lot less reliable than they used to be.
It's disappointing that the skirmisher was lvled up off screen :/
Just as an FYI, we recorded these episodes some time ago your request to show it came too late. I'm sorry that Syken didn't think to show it (I would also have been interested in hearing him talk through his choices myself) and, for that matter, that I didn't think to open up the screen with his abilities so we could take a look at them before going on the mission.
It's so funny I always expect the assassin to be THE HARDEST chosen to kill. She usually hits the hardest, always negates over watch, and gets a lot of upgrades by the time you're ready to fight her (she had 5 during my current run). Then when you get to fight her she dies pretty easily every time. If anything the warlock is the worst chosen to fight because he can mind control several soldiers
None of the chosen are difficult if you can focus the whole squad on them. They're a challenge if mixed in with other enemies that make it harder to get the positioning you want and give you more threats to take into consideration.
I feel the warlock is the most annoying when with other enemies. Followed by the hunter. But the assassin gets more kills than those two with other enemies present
@@conradkorbol I agree on all counts!
What is the mod called thT shows you target stats if you move?
That was the most wrong I've seen a preview be since a couple of errant rocket shots in Enemy Unknown. And since it helped to open the assassin up to some better shots there was a silver lining. Of course, the rng gods immediately reward you with 3 pods worth of hi level enemies. Over all well done and good vid
Yeah, I felt bad about killing the civies, but imagine if the Assassin had still been alive on that next turn when 50 guys came out to play.
oh man, first time a laugh out loud on a video tragedy, for you, sucked, for me it was hilarious when everything blew up
That's definitely how it goes in a gameplay video. The easier it is for me, the more boring for the audience. The more I suffer, the more entertaining it is. The saving grace for me is that surviving missions where things go wrong is more satisfying than a simple milk run (if quite a bit more stressful).
How old is Ray?
We adopted him from a shelter so we don't know his exact age but he's probably somewhere around 5 years old.