it's called a Scrod. or at least, that's the only thing I ever heard it called. apparently it's called a Dionoga, but there's plenty of fan service out there calling it Scrod. I'm pretty sure I had a book of Star Wars comics that referenced such things as Scrodzilla, etc...
I do like how on blacksite mission where you have to plant the x4 charges by the time i evac half the structure is already destroyed from explosives.
well if everyone had shredstorm cannons i probably could drop the entire building before planting the charges...
http://steamcommunity.com/games/268500/announcements/detail/843669090299138591 first part of the reinforcement pack DLC comes out on march 17th. its over 100 new customization options. 2nd and third parts sometime over the summer.
Wooo-oooo-oooooo! Finally finished my Legend Hardcore mode run! Now for a break from XCOM 2 so I don't go any more insane than I already have. XD A portion of that victory goes to Dihm and his friendly tentacle monster mind-slave.
So i have 2 specialist in my team. 1 is combat hack the other is medic. Its annoying when your medic is knocked unconcious. Why cant they heal themselves from unconciousness?
It was a lancer. I think that was the first time i ever saw a lancer knock someone out. Usually only stun. Also it was fless so im assuming he was actually just being lazy and feinging being unconcious.
Oooh, patch.... awesome fixes, adding of 'zip mode' whereby game speeds up. Of note: "Mimic beacon rebalance: Price increased to 75 (100 on legend, 3 corpses on legend). Mimic beacons can no longer take cover, and are guaranteed to be hit by enemy shots. " Nuuuuu! (It's really a good thing, actually.)
So the mimic beacon that used to take around 3 to 5 shots while in cover now gets destroyed in 1 to 2 because... that's a good thing.. mimic beacon no long mimics being a actual member of the team but more of a forced target beacon for the enemy to shoot at. may as well no longer display a hologram of a human and instead do something else.
while i'll no doubt long for the amazing mimic beacons of yore during my next playthrough, it does make having 2-3 of them in your loadouts no longer a given. i'll look forward to trying out some other equipment, but still, i'd rather they made the other stuff superawesome too instead of just nerfing what already is superawesome
I am fan of the mimic beacon rebalance - it was OP as it was, and the with the modification it's still useful, just means the team is no longer automatically saved from taking hits as a result of deploying one.
Super glad to see this. It was an absurdly overpowered item before. Got to the point where I refused to bring them on a mission because they made things too easy. Well, and because I'd rathet bring ammo anyways.
I'd be okay with the change, if they actually did what they were listed to do, which is, force the next (however many it takes to kill beacon) shots to be used on the beacon. Sometimes aliens who -should- target the beacon, don't. (I don't include aliens that couldn't see the beacon) The beacon was amazingly useful, but it still had it's limitations. Now the aliens get to automatically hit it? I'm okay with removing the cover bonus, but they shouldn't automatically guarantee a hit The whole purpose of the beacon is to give the aliens a more attractive target, putting that target in cover is kinda contradictory. I usually just throw it in the street to ensure the aliens go for it (not to mention, shock troopers, andromedons, and occasionally mutons will charge into the street to stab it, leaving them gloriously exposed, and grouped together, if more than one runs out)