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This mod is very very difficult but the key to doing better is that extraction is instant. So if you're ever in trouble, just bug out right away.
You don't fail the mission even if the description says "eliminate all hostiles." Unless that is actually the mission, like in a haven defense, all you need to do is accomplish the objective and then get out.
Half the new classes have absolutely absurd stealth abilities. And so the key to winning is saving your strong troops for missions where you need to kill things, and using stealth soldiers pretty much the entire rest of the time. I got through Black Site and a number of other difficult missions by saving my concealment right up until the final objective, and then bugging out either the same turn or the next one.
It's kind of like a real resistance. You are not going to beat the aliens, they are stronger than you. Do the mission, do some damage, get out.
Tl;dr use stealth, it's required
Very often, a soldier’s role in combat gets blurred: they end up being a jack of all trades and, at the same time, useless at everything.
There’s also a problem with how quickly Advent’s strength scales, which forces you to rely on stealth far more often than the game was ever designed for - both mechanically and logically. A simple example: it’s impossible to hack a device or open a transport with a prisoner without triggering enemy activation if they’re nearby. Sure, you can always find a way to reposition, try to re-enter concealment somehow, but none of it is particularly fun, and it all falls apart with a single bad Advent turn.
I actually don't mind the classes or other gameplay changes. They're fine.
It's just the damn Requiem enemies.
They're completely unfun to fight, and are particularly obnoxious in this edition. Specifically things like the gunship mean you can shoot at it, it gets to do an action on your turn, which is wrath cannon, and because of spooky scary sectopods, it gets to shoot one action later. It does 20+ damage and usually kills even late game elite soldiers. Cool.
Towards the endgame, every. single. mission. has a Legate, an Altar, or a Mechapede. Sometimes more than one of them. These enemies are strong enough that, were the AI not completely stupid, they could wipe an entire squad by themselves in a single turn.
Worse still, they're not actually all that difficult. They all have silver bullet solutions so long as you bring a soldier with the right skills or gear (disable, banish, maim, sabot rounds, marauder, etc.). But they also require incredibly tedious setup to accomplish so you don't accidentally get your soldiers killed in your own turn.
Requiem is genuinely a terrible mod. It's the completely wrong approach to increasing difficulty in the game, which should be about tactical decisions and not just one approach solutions to ♥♥♥♥♥♥♥♥ enemies that will otherwise kill multiple soldiers.
An enemy should feel inherently dangerous based on how it works as a game piece. If you had to give them 80 health, 100 aim, inherent 50 crit, 500 will, immunity to stun, freeze, poison, fire, acid, disorientation, mind control, and panic, (on top of 3 ap and the ability to act during your turn), you have failed to make an interesting enemy.
It's like if the entire game was just alien rulers, but they don't go away after 30 dmg, and they're on *every* mission in the late stages.