4/29/2023 0 Comments Xcom 2 unconsciousSome geospatial data on this website is provided by. You need solacerevival protocol to remove their status infliction first, and THEN you can heal them. Its telling me no targets are available when thats clearly wrong.Ĭall the Avenger for an evac zone and see if you can fly him out before the poison kills him. She has the medkit and can heal other soldiers, just not the unconscious dying one. Ive given her a nanomedikit and she is able to heal the conscious soldiers near her, but not my dying guy, so I dunno WTF is going on. She still has the options to shoot enemies and carry the grenadier. I was sad when a soldier died in XCOM in XCOM 2 I'm just frustrated by it.Xcom 2 How To Wake Up Unconscious By vilnomiti1983 Follow | PublicĪll trademarks are property of their respective owners in the US and other countries.Īlso it could be that youre currently out of AP for that character as healing require 1 AP in order to do. ![]() ![]() But when RNG and a seriously unbalanced difficulty curve right from the start screw you up so badly, it's just not fun for me. I need accept that squad-mates will die, that this is war, to accept the transitory nature of life and death and all that jazz. I admit to quite a lot of savescumming as well, something I never did in the original game. I can only imagine the frustration of a newcomer to the series venturing into a game for the first time. Soldiers simply break too easily early on in the game, making it hard to get up to speed. This wasn't because of a series of tactical mistakes on my part either. But almost instantly I was losing, or nearly losing, missions because I'd have one guy mind-controlled, two panicking, and the other unconscious from a sword attack. I've heard this from other gamers as well, so I know I'm not alone. Moving from the over-map to the tactical missions, the game throws serious difficulty at you almost out of the gates. There's such a thing as too many options, too many choices, and when you're endlessly bombarded by them it's simply not fun.īesides, the crazy factor should ramp up over time. Not having to go pick up every single thing (seriously, making supply drops a three-day pickup is ridiculous) would also help. Auto-assigning engineers to new projects and then manually moving them later would also help. Little things, like a research queue, would help a lot. ![]() Even if I was a much more talented player, I think I'd still be irritated at the ceaseless stream of interruptions. When I made bad decisions and various world powers dropped out of the XCOM Project and presumably tried to fend off the aliens all on their lonesome (fools!) But this is a whole new level of crazy, and I'm not sure it really works. I didn't feel this way in the first XCOM. I mean, yes, there were times when things fell apart all around me. And I'm juggling too many tasks, and the fun is taking a beating. The game is still enormous fun, but this aspect of it makes me feel more like a juggler than anything. But XCOM 2' s frenetic, chaotic pacing is stressing me out more than anything. I'm sure there are many hardcore players out there who will scoff at this assessment, and perhaps I'm really just not that good at XCOM 2, but I'm a returning veteran from XCOM: Enemy Unknown and Enemy Within, and while I doubt I'm anywhere close to as good as many, I'm not a newb either. The more I play and the more I think about it, the more I think it's a real problem with the game's design.
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