That's XCOM (II) Baby!

That’s pretty much when I’m doing, although I have reloaded a few times testing out a few new mechanics that I weren’t sure how they worked.

That’s what I meant. Play it as if you were in Ironman mode. Only use it for when a bug creeps up, or maybe an unintended UI miss-click.

That’s what I do as well. I had my second fatality last night.

R.I.P. Lt. Svein “Nitro” Andersen. Torn apart by two Faceless.

I’m wishing less missions had “Eliminate all enemy targets” as an objective that needs completed, considering the intro of stealth to this game. Maybe make it optional for extra rewards. Like I had a mission to destroy some transmitter. I destroyed it, but then I evac’d before killing everyone because I lost two soldiers and two more were wounded. It went down as a fail even though I completed the primary objective.

If you evac instead of killing all the enemies, you don’t get their bodies as loot.

Of course, there’s already a mod for that:
http://steamcommunity.com/sharedfiles/filedetails/?id=620450319&searchtext=

Speaking of which, has anyone installed any mods yet? How easy is it?

If you’re going through Steam Workshop, it’s pretty painless. Just subscribe to the mods, and the next time you run the game, there’ll be a list of mods to activate or deactivate before you hit “play.”

The downside to the mods, is that if you need to deactivate a mod for any reason, you’ll probably lose any saves in which it was active.

I am enjoying this very much. I like how they’ve kept similar concepts to the previous game but adapted them to the new situation (contacting resistance units instead of making satellites for instance.) One question for those here, is there an equivalent of the grey market, and if so how do I access it?

Never mind, I’ve found the black market.

Are workshops worth building? Seems like a hassle to clear space and then build stuff in the right order to have an optimal layout, and then you have to staff it with one engineer per 2 gremlins - so at most you’re going through a lot of hassle for a net gain of 1-2 engineers.

Also, in general, our entertainment vastly overuses the directive “at all costs”, but this game is horrible about it. They basically just mean “this is your primary objective” when they say at all costs. “Protect that relay at all costs!” “Capture that VIP at all costs!” - except if your guys are dying, he’ll say “The objective isn’t worth it, pull back your troops” - wait, you said this objective was so important that it must be had at all costs, and now we’re pulling out because the costs are high? Just verbal spam.

I’ve gotten to the point where I now have engineers pretty much sitting around doing nothing, with no workshops, so I would say no. It seems like there’s not a lot of room and a lot of things to build, that putting in a workshop is low priority.

Eventually you run out of stuff to build and research no matter, that doesn’t make the workshop not useful. I consider it a must have and plan my base layout around it.

Am I missing something, or doesn’t it just give you an extra engineer that you can only use it certain areas?

Maybe I just got lucky this run through and was able to get a lot of engineers early on.

I’m also having a hard time seeing the value of workshops. Engineers at the resistance HQ cost around 200~250 supplies, right? The upfront cost of a workshop is about half that, but then there’s also the 35 supply upkeep cost and the power requirement as well. After a few months, you would have been better off just buying a new engineer in the first place, it seems. I feel like I must be missing something here.

The mimic beacons have been by far the most useful items of my playthrough so far. They’re almost like getting an extra turn.

Two extra with the upgrade, and yeah if you get lucky and get a bunch of engineers early it’s not quite as good.

I wish I had started a Psy Ops lab sooner, since apparently you just let a soldier sit in it to level up. Next time it’s going to be a priority for me.

I had two psi-troops along on the final mission. Having a refreshing high-damage AOE that can be aimed beyond line-of-sight was godly. Killed off at least two enemy groups without triggering them. I wish the null-lance was easier to catch multiple enemies, though (or at least you could aim the line-of-effect BEFORE you move.)

I just wanted everyone to know that I successfully completed Operation Stank Knife.

Yes, Stank Knife.

Really.

And then afterwards you played Xcom? Otherwise that seems very inappropriate for this thread.

Have you not looked at the operation names? Stank knife is not even close to being one of the more inappropriate ones.