Didn't even know there was new DLC out for this. Definitely going to give it a try; preferably when I'm sober. After 3 or 4 drinks I start losing games pretty rapidly.
Anyone get the new Slingshot pack?
Didn't even know there was new DLC out for this. Definitely going to give it a try; preferably when I'm sober. After 3 or 4 drinks I start losing games pretty rapidly.
Im excited to try it out. I wish the DLC had been fixing the second wave features instead though.
I feel like I'm missing something about this game. I've never played the series and really the last thing I played that was turn based was heroes of might and magic 3. I just beat the alien base on normal and I'm struggling to find a reason to continue. Is there some elaborate strategy that I'm missing that makes this more strategic? I generally just crawl around with a few guys on over protect and that seems to handle just about anything. I feel like even if I crank the difficulty up, I would be essentially using the same strategy. What am I missing?
Prova, do a classic ironman run. Don't quit at the first sign of trouble either.
You sound a little over qualified for normal. The game has some absolutely fantastic aw-shit moments to pull yourself out of.
Yeah the game really is way too easy on normal, but the jump to classic is almost (but not quite) too much.
Definitely do a Classic Ironman run Prova. First game out of the box on launch day I started a Classic game because I played the crap out of the previous 3 turn based XCOMs so I thought I was past Normal, lost all but 1 guy on the first mission 2 turns in to some pretty iffy shots and restarted on Normal to try to ease back into things. Normal is fun for picking up the basics of the new mechanics but the tactical is just way to easy. Didn't lose 1 guy the entire game and got stonewalled by an end base glith that prevented any doors from opening after I'd killed all of the aliens in the third to last room. Restarted again on Classic Ironman and was right back to old school XCOM mindset. Lost some guys, lost some really important guys but struggled through it, figured out the satellite game and kept most of my countries happy long enough to build up a crazy good squad. Sat around for 6 months trying to find a battleship to shoot down at which time I'd lucked into 6 psychic troops who I sent on every mission and were all max rank by the Classic alien base mission which is just faceroll easy with 6 maxed psionics with max tech gear. Classic definitely feels like the balanced difficulty for the game. Want to check out the new DLC but unsure if it's enough content to warrant an entire playthrough to see (not that it takes a whole playthrough to see the new things just that I will play this game all of the way through again if I start back up). Waiting for Cydonia DLC.
Really happy that Firaxis pulled this one out, especially after how horrible the Jagged Alliance 2 remake was under the pretenses that turn based strategy can't sell.
Playing on higher difficulties will force you to use your squad's abilities in an efficient manor. Eventually you begin to think in terms of the best order to execute your moves - I.E. First I'll rocket and take down the wall, opening up a shot for my sniper and an entrance for my assault to run through.
That being said, it can still become repetitive. What tends to happen though is you get lulled to sleep and suddenly shit hits the fan and three members of your first team are KIA'ed and its back to being a bit more challenging. Also, the first five to ten missions tend to be the hardest ones until your squad levels up a couple ranks.
sad times to see that one go out like it did
I am doing the same thing. Guess I need to turn up the difficultyI generally just crawl around with a few guys on over protect and that seems to handle just about anything
Play Impossible/Ironman and it's a whole different ball game
Don't know what I researched last to make them pop up suddenly. My snipers still only crit for ~10-12 I think... Cyberdisc has 20 hp and opens a can of whoop ass if it gets close.
Time to overwatch-camp it out until I get a few more soldiers trained into higher ranks. Only have 1 sniper max rank so far.
Just beat the game on normal. Had a blast, but don't feel the need to start another round when I've a couple other games waiting in the wings. Definitely worth the $25.
Got the chance to play some more and finally finally captured my first alien... a floater.
Game then told me to go get a UFO commander next.
Now I have a key and can assault the alien base. It's end of August so I've been slacking some.
On the upside, my guys have 12-15hp and laser weapons. Unlocked Plasma too.
Should I go for the base or wait a bit and build more plasma (sniper rifles especially)?
Yeah I missed that chance. It's September in my game now and I've lost 4 countries (all in the first 6 months though).
Whatever. Looks like I'm clean sailing now, panic in all countries on lowest level.
If your soldiers could reach General after colonel and pick one skill that was not taken, which would you take for each class?
I've played through this 3 times now and although it is an awesome game, I'm still waiting for them to enable the "marathon mode" that was disabled at release. I still find the game is just too short and rushed.
For repeated playthroughs, the game really needs a mute Dr Chen and the fake German option.
X-com just won RPG of the year...
Great game though, almost 250hrs on it myself on the PC. Currently trying to get through Impossible Ironman, but always one little mistake completely fucks up a playthrough (like having wrong weapon equipped when flanking a mob, and not doing enough damage to kill it)
So, you have a guy making videos about how hard X-Com is on impossible and then in the video he's running around uncovered and having guys run around solo. I'm confused.
loved xcom on ps1. i played the demo for this one and it really seemed linear on the combat missions. ill prob give it a try sometime next year tho.
i remember sometimes half my squad would be wiped before getting off the ship which usually took a few turns itself. i used to love blowing the fuck out of every field/building and causing fire everywhere. game was awesome, in the demo i wasnt able to blow up much so i was a little sad
Do you feel blame? Are you mad? http://www.youtube.com/watch?v=XREnv...eature=related
Too much OCD on my behalf, needing a 5 sat first month
New to playing this game, I'm totally stuck on a mission to retrieve a downed UFO, there are 3 of the mind-control guys all in 1 room, and they inevitably mind control at least 2 of my guys right off the bat. Also doesn't help that they are up higher than me with cover, takes for goddamn ever to take them out, even with 2 snipers. Basically takes every med kid I have just to survive that fight, and I got nothing left to deal with the multiple packs of poisoning slim dudes later in the level.
Am I missing something with the mind-controlling? Just fucks my world up when it takes 3-4 people to land a hit on the mob to kill it, I'm going 3-4 rounds of combat with 2 mind controlled squad mates tearing my shit up.
I found assault troops to be the best with dealing with those guys. Run and Gun combined with Rapid Fire and just charge into their face and annihilate them. Need to kill them before they can mind control but like you're saying can be difficult at times. I only played through 1 normal difficulty non-ironman run though so mileage may vary. I ran 2 assaults with Run and Gun/Rapid fire and then the rest defensive build.
If you know where they are, you can usually soften them up with a grenade/rocket. The other option is to use the explosives to create a new entrance where your guys aren't at a height disadvantage.
Also, line up snipers and then blow the wall open with rockets instead of taking the door is often effective. Having your stun-gunner standing near the likely MC targets can also save you some mighty expensive friendly fire*.
* Does not apply if you use Colonel McCoy the medic as your stun-gunner instead of ensign ethnic.
This is my first XCOM game and I've generally been running 2 Assault, 2 Sniper, 1 Support and 1 Heavy on most missions. Is there a better squad comp that I should look at trying out?
Setting up my snipers on high ground behind cover and sending a SHIV up high and scouting stopped me getting flanked and avoided some problems I had attacking high ground. Often if you just peak at the aliens it activates them and they will come walking into your troops.
Spectre armour is pretty cool for scouting and once you have it and a decent scouting support char I favour them over the SHIV.
Is the terrorizing a city mission thrown at you way to early for your squads capabilities? I've had to start over at least 2 or 3 times now as I'll lose my whole squad on that mission and then just will have rookies left and it's just downhill from there.
Dont charge in too fast on Terror missions, you will get taken down hard
Last edited by Dandain; 12-31-2012 at 11:01 PM.
GT likes XCOM:
Best PC Game: http://www.gametrailers.com/full-epi...s-best-pc-game
Winner: XCOM: Enemy Unknown
Best PS3 Game: http://www.gametrailers.com/full-epi...station-3-game
Winner: XCOM: Enemy Unknown
Best X360 Game: http://www.gametrailers.com/full-epi...-xbox-360-game
Winner: XCOM: Enemy Unknown
Game of the Year: http://www.gametrailers.com/full-epi...me-of-the-year
Winner: XCOM: Enemy Unknown
Today marks the announcement and release of XCOM's second batch of DLC, "Second Wave," on all available platforms. The new content comes via a free update, adding multiple new options designed to appeal to players looking for a new and different challenge. Specifically, the update adds a new menu of options that significantly alter the way XCOM is played.
Damage Roulette, for example, gives all weapons a much wider range of damage – potentially stealing a killing blow or possibly bestowing a last ditch pistol shot with extra punch. Another option, Not Created Equally, gives all rookie soldiers random stats, while Hidden Potential causes stats to increase randomly with each promotion. Firaxis designer Jake Solomon tells Joystiq these options allow for more versatile soldiers, even some that go against the grain of their classes. Heavies with incredible accuracy? It could happen.
The goal in creating Second Wave, he says, was to offer experienced players more extraterrestrial bang for their buck. "One of the values we offer people who play our games is [that] we really want to reduce the dollar cost per hour spent on our games. We want to consider ourselves to be one of the greatest game values that there is."
Furthermore, many of the new options make XCOM much more difficult and demanding, something fans of the original game are sure to appreciate. Marathon, for example, makes the campaign take much longer, confronting players with higher costs and longer research periods and soldier healing times. Diminishing Returns, meanwhile, raises satellite construction costs for each satellite built. You know, because they didn't cost enough already.
Some options are available immediately to new players, while others are unlocked by completing the game at different difficulty levels. Again, The Second Wave is available today on Xbox, PS3 and PC, so get to cracking some alien skulls. See the full list of new options below.
Damage Roulette: Weapons have a wider range of damage.
New Economy: Randomized council member funding.
Not Created Equally: Rookies will have random starting stats.
Hidden Potential: As a soldier is promoted, stats increase randomly.
Red Fog: Combat wounds will degrade the soldier's mission stats.
Absolutely Critical: A flanking shot guarantees a critical hit.
The Greater Good: Psionics can only be learned from interrogating a psionic alien.
Marathon: The game takes considerably longer to complete.
Results Driven: A country offers less funding as its panic level increases.
High Stakes: Random rewards for stopping alien abductions.
Diminishing Returns: Increased cost of satellite construction.
More Than Human: The psionic gift is extremely rare.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn - In his house at R'lyeh dead Cthulhu waits dreaming
"That is not dead which can Eternal lie, and with strange Eons even death may die" - H. P. Lovecraft
Some of those options (except Marathon and randomness) you could add into the game via modding; I'm glad it's a free update. After I beat the game on normal & classic, modding added another option for me aside from Impossible.
I would suggest looking into it if small tweaks would make you enjoy the game again.
What does marathon do exactly? Does it mean panic rises more slowly, buildings cost more etc...?
And how would one go about getting Second Wave to trigger without beating the game. Is it as simple as some .ini setting somewhere?
Also got a couple questions - how the hell do people claim they manage to lose no country on iron man? I have not played much yet and I assume that in later months you start getting enough satellite up and that more coverage means less panic. But at the end of month 1 I have 4 countries at 4 panic. And one satellite built. At the end of month 2, building satellites and satellites "facilities" (forgot the name) non stop I still get 3 countries in panic mode. Only 2 of them actually withdrew - I was not aware it was not a 100% chance.
And I started building the satellite room as early as humanly possible, I think. My 2 first missions I chose the + engineer rewards and got to 10 within a few days.
So how do you pro dudes handle the first 2 months of your game? What do you build, how do you pick missions (based on what criteria), what do you research?
Last edited by Azziane; 01-09-2013 at 12:04 AM.
Aside from carefully choosing your missions, assaulting the alien base is a global panic reduction. If you can complete that mission before anyone withdraws, it should be smooth sailing the rest of the way.
Building the stuff needed to advance the story line just slows down your Sat production though, do people advance the story line as each option comes up or do they wait until they have the extra funds? I've been going Africa and just trying to get full sat coverage by month 4 or 5 regardless of anything else. I'll even ignore the first small scout that you can shoot down so I can shoot down a medium one and have more stuff to sell.
So is project slingshot just a miniature story arc that you play throughout the normal course of the game? How does that work? Deciding whether or not I should pick it up. Also, what exactly comes in the elite soldier pack, is it all just fluff or does it actually add something to the game?
Elite soldier is just fluff, allows you to change soldier outfit colors, hairstyles, and some alternate armor graphics. Slingshot is a set of 3 council missions that essentially lets you kill an alien battleship really early in the game with the worst thing i fought being only a cyberdisc. Thus if u want to spend the time researching you can get the two fusion weapons earlier. Also it adds more fluff, some helmets and some more armor options.
Is there anyway to keep all nations from withdrawing? Even playing on normal I always lose 1 or 2 nations before I can get full satellite coverage. Is it just pure dumb luck, you have to hope the same areas dont get attacked multiple times while you don't have satellites there to detect it?
You can build satellites even when you don't have enough capacity for them, can't remember if you can start them even before you have your first satellite room though, probably not. Assaulting the alien base is worth -2 global panic reduction, so if you can get to that point without any nations withdrawing, you should make it for the rest of the game. You also have to choose your initial missions carefully to manage panic and get the engineers you need asap.
You can build a satellite on Day 1, I always do so I can get one over the US if nobody is about to withdraw at the end of the month.
It's mostly luck, it seems to me. I kept getting SGT Supports as rewards for the abductions in countries I had to reduce panic in on my second game. I had 4 extra supports that I was never going to use by the end of month 2 or so. I don't care about losing countries if it's part of the game. I don't think you re supposed to keep them all. But the luck factor can be crippling, which is just plain dumb in a strategy game.
That being said my third game (reloaded an early save of my first game) is going much better. Month 3 is almost over and no sign of anyone leaving yet. 3 countries in the red but I have 3 sats I can deploy. I think I am way behind on research though. I went full Engineer for rewards, 0 scientists and I already detected a "large" ship. I don't think it's possible to kill it with the starter weapons. Maybe if I had multiple interceptors and aborted/re-attacked a lot... No way I could have 3+ interceptors in each hangar though.
Does the first large ship always come this early? All I researched was the regular beam weapons (rifle/pistol) so I doubt research triggers it. Is it also dumb luck?
I wanted to try my first Classic Ironman after basically completing Normal. If you fuck up on any of the first month missions do you just restart or keep plugging along? I just failed a bomb one as I had no way to run to the next timer with 2 thin man sitting next to it, rookie and squaddie level accuracy is just horrendous.
So I started a game with operation slingshot, went ahead and picked that mission first. Now the second mission has come around, and it's saying something about diverting an enemy battleship. I'm not going to have to shoot the fucking thing down am I? I mean I assume not, because I haven't researched a single interceptor upgrade yet.
So apparently if you don't select Operation Slingshot as the very first council mission, you're fucked out of it for the entire game. Can't even imagine what kind of fucking retards they have doing their DLC design. Also, their 'teleport fix' that they rolled out with Second Wave actually made the bug happen more frequently instead of fixing it, and caused a host of other issues with aliens. Unbelievably disappointing how retarded the dev team at Firaxis is.
I did get a zero countries lost run going on my third attempt. You have to have to go balls out on adjacent sat uplinks and have enough engineers to build a new uplink at the beginning of every month. Satellite Nexus is basically worthless because it takes 42 days compared to the 28 days for an Uplink, and even more engineers to be able to build. If space management in your base was actually an issue, I could see building a nexus or two to replace uplinks, but you have more space than you could possibly need.
Also, to answer my own question in case anyone was wondering, no you don't have to shoot down the battleship in Slingshot.
x = anything +=uplink N=nexus
Both are left side. Start > Transition. Provides perfect number of Sat coverage. By the time you can complete the design you're more than capable of building a nexus. Leaves your entire right side open to bullshit.
Last edited by Sulrn; 01-12-2013 at 05:21 PM. Reason: Diagram spacing
Yeah I should mention that I had been playing on Marathon, which I guess flat out doubles most build and research times. Even though it was a successful zero countries lost run, I scrapped it shortly after the overseer ship due to frustration over being dicked out of slingshot, so I started yet another new game, this time without marathon turned on. Marathon seems very poorly tuned, they just sorta stretched everything out and called it a game mode. Still disappointed that there isn't a mode that causes more interceptions and random missions to pop up, I'd like to be constantly running multiple teams like you had the option to do back in the original.
Base construction is still a total joke though. Even if you build an array of laboratories, you're never pressed for space in a campaign, and since you just plain don't ever need to build labs, there is really no reason to ever build on the fourth level. They really need to change things up for base construction in a future DLC or something. Maybe even add an event where aliens raid your base.
Thats how I don't understand how this game can be so "critically acclaimed" and win so many awards. The game launched with lots of game breaking and/or ending bugs and upcoming dlc. The modding community fixed the second mission stuff before they did.
I still have enjoyed the hell out of the game though, but there is a lot of room for improvement.
The really pathetic thing is that I've mostly figured the bug out just from casual observation of it happening to me a few times. If I actually had access to a test build with a couple basic debug commands, I'm pretty sure I could have a thorough bug report together after maybe an hour or two of testing, tops. Even a vaguely competent QA team could have this bug worked out in a day, so I'm assuming they didn't actually test it at all before they rolled out the 'fix' with second wave. I dunno if Firaxis is following the industry trend of heavily outsourced QA, or if they're just stupid.
Show of hands: If they had a 60$ release of an expansion that went to the alien planet that was as long as the full game you recently played, would you pay for it?
I'd push someone out of the way brandishing my money.
I wouldn't, I'd wait til the steam summer sale rolled around. Plus it would give them time to fix many of those bugs, in theory. I didn't buy this last one until like 3 months after it was out and a game ending bug still fucked my 2nd ironman playthrough.
I'd pirate the shit out of it, then pay for it when it was on sale for a price that the quality of the game made it worth. Just like I did with the base game.
I'd pick it up for sure, but not at full price. Steam and their sales have turned me into a binge game buyer. I tend to buy tons of games during the summer and holiday sales and pick up fewer than 6 games at other times throught out the year. Of those 6 maybe 2 or 3 are purchased at full price. The last game I picked up at full price was probably Skyrim. I paid over $30 for Xcom during this years holiday sale and that's a strong testament to how excited I was for the game since I usually wait until they're under $25.
As for why the game received so many accolades I think it's because they are doing something different than the current mainstream and it turned out remarkably well. I can't think of any other turn based squad level strategy games in recent memory. The last one that I can recall was Silent Storm and that was something like 6 or 8 years ago. The next closest thing I can come up with is King's Bounty and HOMM, neither of which are really good comparisons. Honestly, everyone is trying to be Total War these days (except for Paradox, but that's completely different too). Is Xcom EU perfect? nope, but it's a title I'm having a lot of fun with and I hope they produce some meaningful DLC for it in the near future.
I'm also hopeful that it has been financially succesful enough to encourage others to expand the entries in the genre as well.
I admit that I've never even bothered trying an Ironman run yet due to the various bugs. If I had gotten fucked out of some Ironmans because of these bugs, my opinion would be a lot more negative.
Can't control myself to not reload so ironman is the only way to go.
You can "reload" in ironman by killing xcom. In combat it saves at the start of the turn only. I abuse that when I get jewed by flanking bugs.
Didn't play for quite a bit so I figured I'd start Classic/Ironman game to check out some Second Wave options and the Slingshot DLC. Classic seems so easy after busting your nuts repeatedly on Impossible/Ironman.
I started my game with these Second Wave options enabled:
New Economy - The funding offered by individual council members is randomized
Not Created Equally - Rookies will have random starting stats
Hidden Potential - As a soldier is promoted, their stats will increase randomly
High Stakes - The rewards granted for stopping alien abductions are randomized
So far digging it. This random stuff brings nice flavor over the old were everything was fixed to same everytime.
I like Not created equal and hidden potential, although it does suck to have a heavy make it to colonel and have an even worse aim than usual. Marathon is pretty much complete shit, they just stretched out build and research times and fiddled with costs a bit, but they obviously put zero actual thought into balancing it. Amusingly enough, laboratories are still completely worthless in Marathon, because all your resources for the first couple months are completely tied up in keeping uplinks and satellites rolling out. Didn't try new economy or high stakes, definitely have no interest in another playthrough without some decent mods or non-retarded DLC.
So are the second wave options enabled as you beat the different difficulties or am I blind? Beat the game on normal and can't see any of the options past Marathon.About to beat an achievement run on easy then go for an impossible run, but I want some of the options after marathon that I can't see. :'(
I think you first have to enable some stuff somewhere in the options menu.
Having a COL Support with better aim than the sniper is always fun. :P
If you haven't finished the game and plan to, I guess I should still spoiler this because the core game is so good..
Never understood the complaints about the Slingshot DLC, it was tiny and cheap, and makes the early game smoother on the higher difficulties if you do the missions, that third mission gives you gobs of resources to build up with. This allows you to build up satellites and uplinks quicker, so you can set up a late game abduction grind by covering all but three nations in one continent with satellites.
The new expansion also looks meaty and looks like it will make the game much more dynamic. 40 some odd new maps, mech soldier upgrade paths, another upgrade path, new resource to collect, and new enemies. Seems like a decent expansion to me.
I love this game. Play it all the time. More than gotten my money out of it, even though it is a buggy mess at times.
I want interspace fights, a reason to build ships bigger than just the firestorm with plasma (fusion lance, hi)... multiple attacks at once.. something that really presses you at "end game" status. Once I had interceptors in the right places, even on classic... it was just "okay I got my firestorm on each continent, time to farm with no fear of loss". I want to get a firestorm on each continent with plasma and still be bracing for more. I want enemy snipers that make me have to play my uber arch angel sniper intelligently (oh I just hovered all the way up, alien sniper sees him np kills next turn).
If I can give one critical comment against the current XCOM, it's that it left me wanting a lot more of what it offered. This xpac looks meaty as hell for sure, but its not what they could sell for another full box price. One that I am certainly willing to pay. I would love to dust off "Stone Cold" Steve Austin again, what ya'll know about rifle support + heavies. Stunned many ethereals on him just because I could.
Last edited by Nirgon; 08-21-2013 at 06:34 PM.
I think (hope) that based on the good reception and reviews that we'll eventually get a sequel that expands on the gameplay more. They need to do two things though, 1. Fuck consoles. and 2. Let Jake Solomon do what he wants. I watched the vids of the 2 previous incarnations of EU and there were some things that I thought were really cool that got cut/dumbed down.
Also, for anyone who still plays, has the Slingshot DLC and doesn't know - The DLC has a bug where every time you run the game it loads the content an extra time, which will keep increasing the load time for the Xcom base.
A guy wrote a vbs script that you can run periodically to clean this up. A link to the d/l and a copy of the script are posted here:
Edit: Here's some video footage of the expansion, showing the mech trooper and some soldiers using a couple of the genetic enhancements.
Last edited by Raes; 08-22-2013 at 02:12 AM.
Having an issue with the game maybe one of you has run into / knows how to fix. Just went to the base w/ the skeleton key, and every few moves the camera will basically displace itself and lock on a point somewhere off in the distance. Cannot move it, and if I zoom out to the point I can see move grids, the agents are still unable to move (but can throw grenades?). Shit is annoying and as an ironman, would rather not have to start all over if it happens again :\
I've run into a similar problem occasionally on the Slingshot battleship. For me, it has to do with the fact that when you load the battle map the game loads the corpses and does their death animation again (this deja vu death can actually cause a soldier to panic, lolz) and that corpse is one that has fallen off the ship, floaters do this when they die sometimes. And also have some camera problems when the camera is following an alien pack that I haven't awakened yet. Tapping the Home key usually fixes it.
If you want to send me a copy of your save file I can see if I can figure out what the problem is. PM'ing you my email address.
Seen camera issues before but none that severe - always been able to play through them.
You verified that your mouse doesn't have a stuck scroll wheel or anything odd like that? Or your keyboard reporting Ctl is permanently pressed down or anything? Not had that specific problem with XCom: EU but have had some games go crazy with my last mouse when it was dying because of it misreporting a stuck button (and of course further back when I was trying wireless keyboards an would constantly have it miss reporting a key release).
Might not be relevant, but always a good thing to troubleshoot when you get wackiness JIC - sometimes they only manifest in some titles for those sorts of things.
I wish they would take the opportunity to add in more features from the original game like multiple bases or at least skyrangers/teams, larger urban levels and enemy invasions into the base. It appears that they won't though and the only thing that is really nice (for me anyway) is more maps, which they should have given us like a year ago if they wanted to keep player interest high.
Last edited by Gask; 08-25-2013 at 12:49 AM.
Like a year ago, before the game was released? That would have been a neat trick. I much prefer that they've spent the time since launch working on this expansion than just designing a few dozen more maps.
XCOM and Shadowrun just need to get it over with and have a baby already.
It feels like this DLC is long overdue.
I'm hoping that all the additions and tweaks will make Classic more challenging, since Impossible can be a little ridiculous. A single missed shot can wipe your entire squad. Or, hell, even a successful shot. The other day I was doing the first Slingshot mission with a 5 man squad. Assault wounds the Muton, who then intimidates her. She panics and shoots one of my guys, he panics and kills another. Another soldier sees this and panics and shoots the VIP. Meanwhile, my squadsight sniper is chilling in the back, having a smoke and laughing his ass off. Fun times, lol.
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