Also suppression confers aim debuffs and removes overwatch. To me, its utility has always been more like a repeatable flashbang than anything that actually puts bullets into ayys. Their poor aim plays into that as well. Their role is more about laying down covering fire than getting the squad's kills... which doesn't lend itself well to an all-gunners run.
@@10011110011it's a shame honestly, I really like hour formatted videos as even if I don't pay full attention to it I can still just play them as though they're a podcast or something similar in the background.
As people already pointed out already. His videos are entertaining. I enjoy the hour or so videos and the challenge run aspect because I have spent a vast number of hours in XCOM. That said, average gamers don’t care about challenge runs because they don’t play challenge runs, and the average viewer doesn’t like stick around to watch one hour videos. That said, if you want an XCOM movie (like a 3+ hour video), look up Beaglerush Frag’s Finest. It’s XCOM, no mods, hardcore, alien battleship assault and he’s got no upgrades at all because it’s a landed UFO. Beaglerush was one of the first (if not the first) to put XCOM on the radar of gamers, and his gameplay is impeccable. Grab some popcorn and give the video a watch. It’s an old one from Enemy Within, but it’s a damn good showcase of how he pushes through a ridiculously hard mission and despite all the odds, actually wins to score a massive, early haul of materials to jumpstart his campaign. I just wish he still did his old format of edited videos for XCOM cuz they were funny as hell. Now he just streams via Twitch and uploads the entire thing to RU-vid time to time. :/
To be fair to the Warlock, I'm pretty sure the whole point of Mimic Beacons is that the enemy doesn't know they're a hologram, to them it's supposed to look like an actual soldier standing unprotected in the open, which is what makes them want to attack it.
@@TheDriftersBroadcast it prob still works as a target but they dont have the buff of wanting to attack it so it prob used it on purpose to hit drifter
If I had a dollar for every time Drifter had a hard time with a solo-class run that primarily uses cannons, I'd have 3 dollars. Which isn't a lot, but it's weird that it happened thrice. Also, Leeson bringing the good fortune after the first 2 bungled runs he did his best to sabotage is the perfect character arc for him. It all goes full circle.
Hello Drifter! Could you consider doing a 2 class run with the Xenozoologist and Monstermaster mods? They’re a really fun pair of mods that add two very weird classes to the game, and I’d like to see how you handle them. There are a few issues I’d like to warn you about if you do this: - I don’t know if minions carry over through things like the chosen stronghold elevators or the transition to the second part of the final mission, so you might need to double the amount of uses for the summon abilities - The zombies spawned by one of the Xenozoologists top path abilities don’t die when the xenozoologist evacs, and can’t evac themselves. If you get them on a mission where you’re required to evac, you need to kill them to end the mission - I recommend using either the more grenades or dedicated pistol slot mod if you do this run, because the xenozoologist and monstermaster don’t actually have any way to deal damage without their minions besides grenades
Combatives is actually insanely OP to have on one soldier. If allows you to Perma-stun/kill any melee unit (including Mutons). XCOM enemies are coded to prioritise melee when they can, and so if you park your soldier next to a Muton, the muton will keep stabbing it, and then getting stabbed back, preventing it from doing anything. Doesn't work as well on lancers though, since they have a lot of range and will sometimes go further than your bait soldier.
This run feels like a story plot. At first the gunners could barely adage a mission without losses and by the end. They were death machines. And Leeson had his character arc story. Well done on this run
I think for what happened with some of the weird ai abilities like warlock panicking a memebeacon and the codex disabling one soldier is because of lacking ability range... So what could have happened with the warlock would have been that he has spell casting higher priority over shooting the mimic beacon but he didn't have the range for any of the soldiers so he did the next best thing... He cast a spell on the beacon in hopes of hitting one of your troopers and I think it's pretty sneaky...
fuck yeah, drifty boy is back with another one! also reposting my run idea again: "" So, you know how in Long War the soldiers start "not made equal", and sometimes you end up with snipers with dreadful aim and very slow assaults, and so on. Maybe you could do a run where the important and not important stats for a class are, respectively, really bad and really good IE a sniper with very high health or mobility and very low aim or a "scraping the barrel" themed run, in which your soldiers start with the lowest possible stats (as dictated by the long war stat randomizer, ofc having 1 health, 10 aim, 2 mobility would be silly) probably the second one is easier to set up and be consistent with ... and more painful! ""
may the algorithm bless you with more views! a pleasure to watch and a welcome distraction from some unpleasant events going on in life at the moment. all the best drifter and thanks for all the videos!
Zero to hero! Leeson is one of my favourite soldiers in your challenge runs. You will never know how happy I was to see him return like a force of nature and save the day! Almost like he has been a super solider all along but was pretending to be bad cause he was lazy and didn't want more work, but when the chips were down, he stepped up!
Wow, that was a heck of a recovery after the squadwipe. The trajectory of this Gunner campaign makes sense from what I can recall seeing in actual LW2. Iirc, the Gunner is really not a big damage-dealer in the early game. Their role early is much more of a supporting class, using their arsenal of suppression-type abilities to keep the hordes of LW2 enemies in check until other classes in their squad can take the enemies out. As you saw, they start to really hit hard once Chain Shot/Rapid Fire/Cyclic Fire/Traverse Fire open up, but those are all in the upper ranks.
I think the Warlock attacked the Mimic Beacon in order to spread the attack to your other troops, which is actually a pretty smart move come to think of it
Idea: Primary fire only run. You can only use the fire weapon and overwatch abilities to deal damage. Abilities that fire your gun like rapid fire arent allowed but passives like shredder and run and gun are. Damaging grenades and all other damaging abilities are of course not allowed.
This class is just painful, having the strengths of Grenadiers, Sharpshooters, and Rangers. Yet a weapon which undermines all of this and that knife which only serves to make them even weaker still while undermining their unique focus. A focus which means if an enemy does shoot you the actual dangerous Crits won't be impacted. If you get enough Ability Points for training and learn most of their abilities they become incredibly powerful. I assume this works in LONG war where the game goes on long enough to let this happen leading to a much better balance and makes them one of the better classes as you have 4 high damage shots near unavoidable while lowering enemy accuracy. So congrats with winning with this class on effectively ultra hard mode!
In standard Long War 2 Cannons have 5 shots by default, so they need to spend a lot less time reloading. You also have larger squads, and Gunners serve a support role where they use Suppression on dangerous enemies to effectively remove them from the fight for one turn. That Cannon also has an aim penalty under 5 tiles distance, the knife is supposed to give them something for close range. Ability Points also weren't a mechanic when LW2 originally released (they were introduced with the War of the Chosen DLC), they were meant to have only one perk from each row, so no ultra-lategame farming.
I really don't know why units that are bleeding out at the end of a mission aren't stabilized and captured. Not only would it be a better chance for advent to get info on your army, but it would also make the jailbreak missions more common, since they currently hardly ever appear
Welp, time to reinstall XCOM after watching this You motivated me to go test my custom classes and see if they're this episode's Leeson, or just Leeson.
I'm not sure if you are aware, but when it comes to where the Avatars teleport to, they can only teleport to a point that you have line of sight to (At least in my experience), so you can sit at the front of the chamber with that big block in front of it, and only move a guy forwards to activate the final battle before moving him back. I've used this strategy once or twice, and it makes it easier if you have all your guys clumped together where every one of them can hit the Avatar.
After playing a few of the Avenger Defense missions, I kinda get why the mod always adds a hill in the middle. The Defense Matrix turrets can get squadsight. Destroying the Disruptor/Siege cannon at range renders it trivial. (Also, I made my own version of Leesen and he turned out to be my best sniper. Was also a very popular guy, given that everyone wanted to bond with him, including every single one of the faction units.)
Looks like Cyclic Fire is pretty much useless after you unlock Traverse Fire, as soon as Rapid Fire/Chain Shot + Traverse Fire does the same, but is much more flexible
I noticed something real weird about the first avatar at the end there. The avatar had 30 health and 3 armor, and since your guy had shred, it should have removed all of that armor with the first shot, HOWEVER, cyclic fire instead treated it like the avatar had 3 armor on ALL 3 of the shots, which is facinating, almost like it rolls all 3 shots at the same time and factors in the armor of a target with each shot, regardless of if the other shots would have shredded it all away, which is actually quite a significant damage loss and downside with that ability. No idea if it's because it's the LW2 class in vanilla, or if it's a weird thing with the coding. Quite facinating to see though
I have a suggestion for another XCOM 2 challenge: Try it with modded classes. There was one in particular called Musashi's Jedi class. He made two versions: One for vanilla XCOM (Which is completely broken because their lightsabers are OP) and one for WOTC (Which has been nerfed and only starts with a sparring saber that does minimal damage) So if you want a decent challenge with one of the best classes, I would suggest the WOTC version. For an even greater challenge you may decide to limit the usage of their force abilities, but that's completely up to you.
I think the LW gunner is my favourite class, maybe the ranger sneaks in. The gunner offers so much power, but if you bring a squad of all rangers you'll be fine, if you bring a squad of all gunners... Well you know what happens.
pretty sure for the gatekeeper mission, just deploying mimic beacons before chrysalids pop actually lures them out of barrow to attack it from like ridiculous distances, not sure if it's been fixed
Just thought about this. In the options you can select "anti save scum" and what it does is makes it so the same actions do the same result. Might be helpful in the misclick or glitch department.
For the soldier rescue missions i usually bring 1 dude with a wraith suit and a grenade Walk through the wall grab the soldier blow out the wall call evac go home. Simple
I would like a multiplayer-only run. You know how multiplayer has that 10k point limit? Only being able to have 10k points in each squad, with aliens and soldiers and advent all available to choose, as long as you can beat the mission in that 10k point limit.
Yea these guys are not good in the early game, but come into their own later for taking out big targets. I don't recommend cyclic fire, since traverse fire + rapid. fire will shoot 3 times anyway.
Ah yes, the gunners, by far the class I use the least in LW2, excluding the psi-operatives mind you, I never use them because they take so long to get But yes, the gunners, the most... Situational class of LW2 in my opinion, their abilities are good, until the AI smartens up and realises it can move a tiny bit to remove the suppression and then shoot you, because the aim of suppression is really low and you can only fire once most of the time I'd much rather have Shinobi or Grenadiers instead of gunners, in fact, I'd rather have 4 shinobi teams rather than having a single gunner, they are bad, considering the swarms that LW2 sends against you
You aren't necessarily supposed to suppress all the time Gunners' main use is their multishot abilities allowing them to do huge damage to single targets easily and repeatably
I began a Long war classes sharpshooter run like these you are doing. It really is hell, almost every mision one men dies. And in the first lost mision i lost concealment the moment Bradfort saw the lost. I don't know if that is scripted.
I was going to subscribe to help out Uncle Leeson but then I thought to myself, "Hell no! Leeson doesn't deserve that. And besides, I'd have to unsubscribe first."
You can't do a rookie only run, at least with your normal rule system. You'd have to go to the rookie difficultly setting to stand a chance, or mod the game where it lets you dispatch 8-12 rookies at a time.
Not that big. By the midgame I assume a squad which gets sent on a mission would be halved on their return. The good thing about a rookie run, is they're all very replaceable. Edit: I suppose you'd have to invest in a couple of super-rookies with stat buffs from the resistance ring.
@@TheFlamingRedExtreme the problem is. As you lose units you lose firepower. And firepower is the only way to kill your way through the map. And you are going to have to keep recovering dead bodies for your hero beacons, freeze bombs, blue screen ammo and other. And every codex will split. Because you are going to lack damage every single encounter. And you don't have specialist slots for extra throwables, or damage reduction abilities or anything!! Actually wondering if we could take a rookie Hero of each type to give you a small amount of utility. But no abilities above tier 1 may be chosen.
A £25 rookie is kinda like a mimic beacon anyway :D. The Bolt caster, freeze grenade, War amour, chosen weapons and elite unity armour would be more of a thing to try and recover if you go that route. But yes, the entire economy will be on rookie recruitment, with only the mag/plasma rifle and armours to grab. My thought being a 12 roster would hopefully make up in spread and firepower for the complete lack of health and utility of a single class. Several missions may well end up being a suicide rush to an objective to hack, hoping one of your swarm makes it there. Very much a 'A lot of you may die, but that is a sacrifice I am willing to make' zerg mentality. Much like the necromancer undead - only living rookies. Should also suggest a larger recruitment pool. I chose 12 thinking that two rookies could equate to one soldier, but I am probably wrong in the end game assessment of that. There exists a number where this kind of run is possible, but I don't know what that number is. My assumptions is that it must be greater then 6 though.