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I just missed my first 95% chance to hit.
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# ? Feb 5, 2016 20:36 |
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# ? May 18, 2024 06:55 |
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Mr.Citrus posted:I feel like the experimental round types are tons better than grenades on almost everyone except the grenadier. The fire and poison rounds effectively add two damage, as they add one damage on the attack then one on the enemies turn. Then how do you destroy cover?
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# ? Feb 5, 2016 20:36 |
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Tenzarin posted:I found its better to not metal gear solid the maps by sneaking to the objective. You will find yourself activating 3 pods at the same time. The only exception to this I've found so far is sneaking around the first Blacksite mission so I didn't have to deal with any of the turrets. I did have to pop two pods at once for my first fight on the map, but I knew they were there and was able to plan my ambush so that the enemies I couldn't kill on the initial ambush were too far out of range to be any real danger (most of my squad was in full cover). Not needing to deal with the turrets allowed me to get a surprise attack on the Muton, which would otherwise have been a fairly rough bit of combat so early in the game. RBA Starblade posted:I just missed my first 95% chance to hit.
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# ? Feb 5, 2016 20:38 |
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RBA Starblade posted:e: The Resistance Warrior Kevlar Armor is just the basic armor from EU but beat up. Try hitting the torso prop options- you get that, jeans and a ratty t-shirt, some other civvies, and a Bradford sweater!
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# ? Feb 5, 2016 20:38 |
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I missed a 91% yesterday! Love the game so far, but I am absolutely horrible at it. Was playing on the second-highest difficulty, but I'm going to have to restart my second game because I keep accidentally wounding / killing my promoted soldiers by mission 2, which usually means the rookies all die or go MIA on the VIP mission, and then I have a team of rookies for the fourth civilian panic mission (which is great and all up until the Faceless shows up and starts destroying cover and, in one memorable instance, critting a rookie for all of their blood).
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# ? Feb 5, 2016 20:38 |
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Mr.Citrus posted:I feel like the experimental round types are tons better than grenades on almost everyone except the grenadier. The fire and poison rounds effectively add two damage, as they add one damage on the attack then one on the enemies turn. Grenades are for destroying cover. Taking them off removes the ability to destroy cover. It's a lot more of a balanced thing than you think. At least if you're not running with Medium armor that gives you two item slots, since the game doesn't let you equip a second grenade anyways. RoboCicero posted:I missed a 91% yesterday! I missed a 96% earlier today! Best part: it was literally my self insert.
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# ? Feb 5, 2016 20:41 |
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this game feels way way harder than xcom1 so far and not in a good way
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# ? Feb 5, 2016 20:44 |
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Tenzarin posted:Then how do you destroy cover? That demolition skill on grenadiers is crazy good.
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# ? Feb 5, 2016 20:44 |
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Does the area you deploy in determine what kind of environment the stage will be? I started in the eastern US, and I've been getting a ton of urban maps.
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# ? Feb 5, 2016 20:45 |
I had a 100% graze.
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# ? Feb 5, 2016 20:46 |
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Alkydere posted:Grenades are for destroying cover. Taking them off removes the ability to destroy cover. It's a lot more of a balanced thing than you think. At least if you're not running with Medium armor that gives you two item slots, since the game doesn't let you equip a second grenade anyways. Grenades are a lot safer to use in this game compared to EU/EW/LW anyways because you don't have to worry about loosing out on drops near as much. This is especially nice for timed missions because it allows you to go all Rolling Thunder against enemies to get you to your objective faster. Also: Don't underestimate flashbangs. They are quite possibly more important to start with than medkits.
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# ? Feb 5, 2016 20:47 |
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Nordick posted:So I read there's supposed to be a battle replay feature for this game. Is it yet to be implemented, or is it multiplayer only, or have I just not found it? The replay feature is not a part of the regular game, and was shown off during a modding panel as a debug tool. I'm assuming that someone will have a write up a tutorial for how to use it at some point.
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# ? Feb 5, 2016 20:48 |
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Since the psi-amp is back, are shock prods and stun launchers back as well?
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# ? Feb 5, 2016 20:48 |
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amuayse posted:Since the psi-amp is back, are shock prods and stun launchers back as well? To the former: Yes it's used against you and to the latter, near as I can tell no.
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# ? Feb 5, 2016 20:50 |
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Jack Trades posted:Here's my character for the GoonPool: http://a.pomf.cat/yhbxez.bin
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# ? Feb 5, 2016 20:50 |
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DeathSandwich posted:Grenades are a lot safer to use in this game compared to EU/EW/LW anyways because you don't have to worry about loosing out on drops near as much. This is especially nice for timed missions because it allows you to go all Rolling Thunder against enemies to get you to your objective faster. Flashbangs have an enormous radius and disorientation is incredibly powerful. Plus it can drop mind control!
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# ? Feb 5, 2016 20:50 |
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the resistance armor is like actually armor instead of just being superficial, what a weird choice
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# ? Feb 5, 2016 20:50 |
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Just one-shot a Codex with Deadeye before it could split or teleport. drat, that felt good.]
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# ? Feb 5, 2016 20:52 |
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We still sharing GoonPool Here have a stereotype
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# ? Feb 5, 2016 20:52 |
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Flashbangs are great and have kept me from getting hit when I couldn't kill pods via overwatch. I highly recommend doing 1xFlash 1xFrag early game on your grenadier(s).
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# ? Feb 5, 2016 20:53 |
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Vib Rib posted:Seconding both of these. I didn't use explosives much in XCOM1 because it would destroy all equipment AND the corpse. In this it just reduces (removes?) the chance for a weapon mod drop, but you still get the corpse. Yeah, both of these. Flashbangs got a huge loving buff, in addition to the general buffs to grenades. The only, ONLY nerf I can see grenades ever got is that you can no longer aim for individual pixels, having to aim along the grid. And that's still incredibly minor. Explode everything erry day.
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# ? Feb 5, 2016 20:54 |
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Wow snipers can't hit a loving thing in XCOM 2. 40% chance to hit an open target. Zomborgon posted:Try hitting the torso prop options- you get that, jeans and a ratty t-shirt, some other civvies, and a Bradford sweater! Oh hell yeah.
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# ? Feb 5, 2016 20:54 |
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Anyone who thinks the sword sucks, let me tell you an amazing discovery: Sword attacks do extra damage against sectoids. Maybe because they're naked, I dunno. But a sword ranger is the hard counter to a sectoid. Ignore their tricks, ignore their zombies, just chop that fucker. Jane Kelly has become a sectoid murder machine. She hardly needs to use her shotgun.
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# ? Feb 5, 2016 20:55 |
RBA Starblade posted:Wow snipers can't hit a loving thing in XCOM 2. 40% chance to hit an open target. Squadsight can damage your aim chances, so maybe get in closer? I threw a scope and tracker ammo at my sniper and he's can hit things pretty consistently (85+15 aim)
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# ? Feb 5, 2016 20:56 |
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Here's a fun one. My computer hard crashes whenever a sectoid starts casting one of its magic attacks. it goes into that little cutscene of them waving their arms around with all the purple mist stuff and then my monitors shut off and my computer crashes totally about 10 seconds later. Any uh, ideas on this one? GTX 970 x2 in SLI, i7 4790k, 24gb ram.
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# ? Feb 5, 2016 20:57 |
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just trained my first psi operative, one of the first choices for training? void rift.
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# ? Feb 5, 2016 20:57 |
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Speedball posted:Anyone who thinks the sword sucks, let me tell you an amazing discovery: Who on earth thinks swords suck? They are literally the greatest thing ever
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# ? Feb 5, 2016 20:58 |
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Anyone that thinks swords suck clearly has never gotten a cinematic kill with a sword and gotten the sickass sheathing animation. I will admit their tactical potential seemed low for a while, mostly would use it to finish off things that were too far away, but then I unlocked Reaper and everything changed. Everything.
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# ? Feb 5, 2016 20:58 |
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More questions cuz I'm at work and can't play yet: what is the Geoscape like in this game? Are there more options and stuff to do there?
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# ? Feb 5, 2016 20:59 |
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Is the first base they show you a blacksite? I want to put that off as long as i can.
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# ? Feb 5, 2016 20:59 |
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Oh didn't extract one person on time...oh wait I still got an excellent rating...I guess they still got back..... Captured. Marshal Prolapse fucked around with this message at 21:10 on Feb 5, 2016 |
# ? Feb 5, 2016 20:59 |
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RBA Starblade posted:Wow snipers can't hit a loving thing in XCOM 2. 40% chance to hit an open target. Squadsight gets an aim penalty as range increases, so no you can't archangel from a map corner and obliterate everything
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# ? Feb 5, 2016 21:00 |
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Is there a way to remove the 'Shaken' effect from a soldier, or does it eventually pass?
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# ? Feb 5, 2016 21:01 |
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Fishstick posted:Is there a way to remove the 'Shaken' effect from a soldier? use them to kill.
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# ? Feb 5, 2016 21:02 |
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I wonder why they said nothing about timers everywhere in the trailer.
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# ? Feb 5, 2016 21:02 |
SneakyFrog posted:use them to kill. Literally, use them on missions and avoid getting them hurt and they will get back to normal. It's the Jeremy Kyle method of PTSD health
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# ? Feb 5, 2016 21:04 |
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Fishstick posted:Is there a way to remove the 'Shaken' effect from a soldier, or does it eventually pass? kill someone with them and dont get reinjured. they get a will boost if you "shake" if off
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# ? Feb 5, 2016 21:04 |
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They should do a timed civilization next.
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# ? Feb 5, 2016 21:04 |
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It seems like three and up damage is a grave wound now, which is a hassle early on, because everything does 3 damage.DreamShipWrecked posted:Squadsight can damage your aim chances, so maybe get in closer? I threw a scope and tracker ammo at my sniper and he's can hit things pretty consistently (85+15 aim) It was his sight not the squad's, but I'll throw everything her way because otherwise she's insanely useless. The 95% to hit that hosed up squadsight though. Hilariously my gunner is laser accurate though.
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# ? Feb 5, 2016 21:04 |
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# ? May 18, 2024 06:55 |
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Infinity Gaia posted:Anyone that thinks swords suck clearly has never gotten a cinematic kill with a sword and gotten the sickass sheathing animation. The only problem I have with swords is the less than 100% to hit chance. If they hit 100% of the time, they would be a clean-up tool or a way to pile damage on a big target after you've killed the rest of the pod, but with the added risk of exposing another pod when you move in. As it is you run up to an enemy taking all that risk AND you have a one in nine chance of whiffing and losing your Ranger. I need to be very desperate or cocky to use the sword.
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# ? Feb 5, 2016 21:06 |