This is a dedicated TBS challenge run channel. I play TBS games on the hardest difficulties. I got my honours degree in Computer Games Design and Technology back in 2007 and am basically a massive, massive nerd. I am known especially for Battletech plays and designing Battletech Revised.
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i think back in tftd was it, not sure, you had to assign them to the training room. Not sure which menu that was though, maybe try the "status "drop down menu from the manage soldiers menu.
The TU percentage system makes it feel like you troops never really get better with there weapons when you have a bunch more TU and you still only get 2 shots with a weapon instead of 3
are we pentesting software for vulnerabilities? i actually have a lot to say but i dont have a good way to express it. gonna watch this play through with great interest.
While ive been play the AI seems to corner camp alot, then as soon as one of your soldier are out of cover they all rush over immediately, and cover doesnt seem to matter i hope they work of the cover and los systems
Cover does work, but on this difficulty the A.I. has a 130% chance to hit bonus... so you can't rely on it... and it tends to break after a single hit.
Can you configure where your soldiers start in the sky ranger? It would be handy to have at least one person starting next to each side door for those awkward missions where you start surrounded.
@@TheEdmon When you go to high speed only the Global Map goes fast as soon as you click on anything it goes back to slow. It does not stay fast in missions or air combat It will not affect combat
@@rogercorrie4639 If you have it on fast speed and you misclick when a UFO appears, or click anywhere but "slow & show", the game will stay fast and you could end up in big trouble.
I do like how some of the early enemies now can't 1 hit kill your guys. I think in the first game even the earliest enemies were toting some form of plasma weaponry.
You can make the argument that landing a helicopter in the middle of town would, in fact, attract all the bad guys towards it. But your point is still valid.
This works for some missions, but do remember - you often start with your troopers surrounded and/or with limited time. Being heavily overloaded will cost you your first turn, potentially even part of your second turn, which you can ill afford.
I agree, timed missions are a pain, especially limited by turns. Just soft limit it by having all those enemies in at turn 6 but leave the decision when to exfil to the player.
4:30 I think I agree, you should lose when you have no bases left or you go bankrupt. Even if most of the territories are gone you should be able to resist selling tech on the black market and have the chance of taking out an alien base to reclaim territories. You would basically have lost at that point but you'd still have that last Hail Mary...
thats because as shown in the Xenopedia tab right of the Interceptors icon on the top bar of the Geoscape. These Chinooks have been modified with extensive Fuel tanks for extra range, this also lowers their troop capacity, hence why it can only carry 9 whole soldiers instead of the usual 60 plus a chinook can do when it was first designed. can you imagine that. 60 soldiers if the UFO site is close enough??
i think the same, i was hoping the chaos cult and the dark eldar story threads would be tied up with some inquisition conspiracy (or theyd all be ganging up against chaos) but they did a complete u turn with the necrons... and all that with no orcs appearing. that being said im still probably gonna buy this game when its on sale cause the different storylines seem worth playing through.
I see you dont play with smoke granades. They are awesome to block enemy line of fire. Works very good as a contingency plan if something goes south. Also - why to bother fight during night when you can just wait few hours? Crash site was very close to your base. Very nice aerial combat- i've learned a thing or two from watching this. Good luck!
Enemy gets 130% accuracy on this difficulty, so smoke doesn't really help you as much as it does on other difficulties. It does however, make it hard to shoot back for you.
Another successful mission, Edmon, though does it have to always end in a death? Also a game tip for crossing and protecting vast areas: smoke cover incurs aim penalties, so smoking an unsecure route is a great way to shield vulnerable persons as it either causes shots to miss or if it goes to 0% hit chance the game won't even allow them to fire at all. And if you need to bust down alien doors and shred armor, that's what the bigger Satchel Charges are for; hand grenades deal very little damage to cover, so using them is not very effective.
@@TheEdmon not really I'd say, applying the actual tactics real world militaries use in their operations and you'd might see some results, always assume nothing is clear, never show your back to the enemy, "Slicing the Pie" ETC.
@@ahmadhaziqizzuddinishak3751 Yeah, no. You don't have the AP to do this, you need to move as a blob and be aggressive because the enemy has 130% accuracy and up to 200% damage (It's random from 50% to 200%). That means that every shot has the possibility of killing a character irrespective of their armour and health and from almost any distance. Which means any enemy coming around a corner against a single man or spread out team can instantly kill the nearest guy and move away. Moving with a shield wall is the ONLY strategy that is truly effective at this difficulty, and I will increasingly rely on it as time goes on...
I mean if anything them taking over South America would actually do them more harm then good considering how many pests and genuinely horrific viruses exist there. Especially considering how perfect SA is for guerilla warfare too.
Regarding of what to do with that many targets in the open, there is one answer: 'nade them all! Due to your damage reduction and sheer amount of enemies there is absolutely no reason to try to kill enemies. Shoot off a pincer and spitting head and attack next enemy, while crippled crab f..s off to the sunset. Also this difficulty has increased enemy spawn tokens, which leads (because enemies types are randomly spawned) to some funny results. Mid game a hilarious amount of chaff-only enemies can spawn, so tightly packed, that the whole mission is a grenade-fest. Or it can spawn 3 acherons, 2 chirons (plus a few tritons for the rest of tokens) that make your life miserable by bombarding you from the opposite side of the map (and jumping stupidly around, flattening terrain).
Grenades are the answer to this mod - but it takes me a little bit to work that out. Grenades are not affected by the damage reduction effect (and neither are other blast weapons).
@@TheEdmon for detection purposes diagonals are 100% not 2, so you get something resembling a circle and not rhombus. You can hang a mouse over an enemy and you'll see detection radius of that enemy for the selected soldier, and it is pretty accurate, though a bit wonky on some radius border tiles.
@@Adoffka Yeah, but that said, you if you have corners / objects in the path, then you can't use diagonal travel. I think that's what makes it a bit wonky. That and I think AP is calculated in a weird way - with you possibly getting fractional AP as well. More often than not, I'm just counting to make a basic estimate as to where the enemy can get to, since this game doesn't really provide good tools, nor good visuals for this purpose.
With how much stuff there is in the line of fire and how severely even the slightest obstacles contribute to aiming penalties, snipers definitely feel lackluster in this game so far. In my playthrough I completely ditched them in favor of machineguns.
I complained about how long the game was taking to get finished, (26 beta versions, at last count), and I got banned from their Steam forum. Several years ago. Yep. Saved me $40, as it STILL isn't complete.
Maybe they'd get things done faster if they stopped going back on things for no clear reason, they spent time and artistry making the Armor panel inserts for soldiers in both steel and Alien Alloy versions, then remove them the next version. Things would go light speed if they just don't do that and instead bring on some modders from the previous game instead.
@@ahmadhaziqizzuddinishak3751 - It seems that they lack the skill to actually fix the gameplay, and are instead playing like a kid with crayons on cosmetic stuff.
@@dennissvitak5475 thats pretty much an apt description for whats going on, going into Milestone 2 they made Light versions of all the existing armors even when its implied they were going to make more armors than what was shown. The Warden Guardian Stalker armor lines. So they doubled their art workload for no reason but because they felt like it.
I don't know whether this game is like X-Com UFO Defense or Terrors From The Deep, but your your setup @36:40 is madness. A single grenade could wipe out the whole team!
@@TheEdmon I guess this game is different from the original X-Com games. I've had many (near) wipes INSIDE the spacecraft itself over the past 3 decades (if you don't get your team out of the troop carrier fast enough, the aliens will grenade your team).
Great job capturing a mentarch and mantids upon first seeing them. I will watch the rest of the series to come, my man. Also, if you are inclined to accept gameplay tips, then you should proceed down the Alienium power techline until you get an improved dropship; all other techs can be sidelined if you just follow a specific combat style of just using shields, smoke grenades, and stun-dealing weapons. It's a memey build that pays back tenfold in cash. Smoke tiles apply stun damage to any aliens standing in them as well as reducing their ranged accuracy to protect your troops while the shields tank any shots that do hit. insuring high profitability at minimal cost, as you then don't need to research and build any conventional ground weapons.
As I'm playing Ironman and blind, I will play pretty conservative and just power up my characters normally... but this is a great idea for a future campaign.
32:50 "Well, I don't actually have enough barrack space for everybody so ... I guess some casualties is fine." :D Would it be inappropriate for me to post stone cold edmon again? :D