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Ilustforponydeath posted:Whoa there charles dickens. Meld was optional, not something the game wields as a U LUSE button. You don't lose if you fail missions in XCOM 2 either and in fact the game is balanced around the idea. Meld was a stopgap measure and XC2 is designed more fully around it. Coolguye posted:Yeah are folks playing on Veteran mostly saying the time limits are easy? On Commander you get 8 rounds and while it isn't oppressive, you sure can't mess around. It is also many people's first time playing the game even if it carries over XCOM knowledge which probably makes time limits feel a lot tighter on higher difficulties than they actually are.
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# ? Feb 5, 2016 21:56 |
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# ? May 21, 2024 18:26 |
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ImpAtom posted:It is also many people's first time playing the game even if it carries over XCOM knowledge which probably makes time limits feel a lot tighter on higher difficulties than they actually are.
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# ? Feb 5, 2016 21:58 |
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Not going to be able to buy this one for a bit Is the nature of the Avatar project elaborated on in the game? Is it something awesome and horrifying or just a game over threshold?
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# ? Feb 5, 2016 21:58 |
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# ? Feb 5, 2016 21:58 |
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Ilustforponydeath posted:Whoa there charles dickens. Meld was optional, not something the game wields as a U LUSE button. It wasn't technically required but it encouraged players to move faster. That's why they made meld work the way it did. Honestly I haven't really found the timers to be all that restrictive. As long as you move forward reasonably quickly you have more than enough time to battle your way across the map. edit: and on veteran, many of the timers are 8 rounds. I've seen 12 on some missions. Deuce fucked around with this message at 22:09 on Feb 5, 2016 |
# ? Feb 5, 2016 21:59 |
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The autosave system in this game is the tits. One of my favorite improvements between the two games.
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# ? Feb 5, 2016 22:01 |
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Jake Rodriguez just shot a Stun Lancer through a holo-sign that was displaying his own wanted poster. This game is loving magical.
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# ? Feb 5, 2016 22:01 |
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I feel like the snaketits tongue grab not being considered an attack / a one turn move is kind of cheap honestly. If they miss it they'll merely immediately just followup with poison.
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# ? Feb 5, 2016 22:03 |
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The game seems to rotate a lot more around the idea that you can't fight every fight, much less win them all. Though you still probably don't want to gently caress up the first retaliation. Don't post my sniper without permission tia
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# ? Feb 5, 2016 22:04 |
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Coolguye posted:Yeah, lovely wording. Better question: what is the time limit on Veteran, does anyone know? Even on Easy I was getting 8 turns for the second tutorial mission and 11 turns for a civilian extraction, so I don't think difficulty impacts the number of turns you get. VVVV - Reddit says it's just the soundtrack
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# ? Feb 5, 2016 22:04 |
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Just woke up to a 650mb patch, are there patch notes somewhere?
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# ? Feb 5, 2016 22:05 |
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Shoefish posted:Just woke up to a 650mb patch, are there patch notes somewhere? Soundstrack "DLC".
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# ? Feb 5, 2016 22:05 |
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monster on a stick posted:Even on Easy I was getting 8 turns for the second tutorial mission and 11 turns for a civilian extraction, so I don't think difficulty impacts the number of turns you get. It doesn't as far as I can tell
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# ? Feb 5, 2016 22:06 |
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monster on a stick posted:Even on Easy I was getting 8 turns for the second tutorial mission and 11 turns for a civilian extraction, so I don't think difficulty impacts the number of turns you get. That's what I had on veteran. I extracted at the last second for the VIP extract.
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# ? Feb 5, 2016 22:06 |
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So something cool about weapon mods is they stay on a soldier's weapon even as you move up tiers. So dont be afraid to us them early because you want to save them for tier 2/3 weapons. You also unlock one more slot per tier.
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# ? Feb 5, 2016 22:07 |
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RBA Starblade posted:The game seems to rotate a lot more around the idea that you can't fight every fight, much less win them all. Though you still probably don't want to gently caress up the first retaliation. Yeah, it's really baked hard into the game. The premise is that you lost the fight and are struggling back. The opening has you losing a bunch of guys but also emphasizes that you can call in evac at any time. The concealment mechanic encourages you to pick a good first fight instead of just fighting across the landscape. The way the missions are designed mean that total annihilation isn't always the primary objective. The new gear system means that retreating and keeping important gear as as valid a tactical decision as defending an objective. It's going to inevitably be a game where someone wins without any casualties but it's far more gear to push you towards accepting they exist and you will fail but you can come back from it.
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# ? Feb 5, 2016 22:07 |
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I'm so sorry but there was no other way. It was either that or losing the whole Blacksite mission. You were straight in the middle of my almost dead squad. The Sectoid that MC'd you was 2 tiles too far for a frag, behind high cover and I was all out of Flashbangs. There was no other way...
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# ? Feb 5, 2016 22:08 |
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Here's some more meat for the grinder. https://www.dropbox.com/s/d011g8z8kqijznw/GOONPOOL.bin?dl=0 Make my death worth it! (Or get me blown up by a car. Whatever.)
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# ? Feb 5, 2016 22:08 |
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Well, I finally got around to my tradition of having Gordon Freeman running around as an XCOM operative. Kinda sad there's no "none" voice option by default. Also, it appears that saving someone to the character pool in-game, modifying their bio, then saving them again isn't a good idea. A duplicate will appear in the character pool menu, and deleting one deletes both. (Otherwise I'd put up pics)
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# ? Feb 5, 2016 22:09 |
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Zore posted:So something cool about weapon mods is they stay on a soldier's weapon even as you move up tiers. So dont be afraid to us them early because you want to save them for tier 2/3 weapons. Oh awesome I was wondering about that. Can you unequip the weapon while they're healthy?
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# ? Feb 5, 2016 22:09 |
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Taffer posted:Truth. She is a killing machine and I love it. She got 8 (yes, EIGHT) kills on the 4th mission, all but one of them were sword kills. I got news for you guys. She's just a big a monster with the shotgun. That thing is stupid loving accurate/damaging even at mid range.
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# ? Feb 5, 2016 22:12 |
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Rhymenoserous posted:I got news for you guys. She's just a big a monster with the shotgun. The first and only shot I've taken with the shotgun was at max range while overwatching. It's one of three that's hit so far and it killed the guy.
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# ? Feb 5, 2016 22:14 |
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Wow, the mysterious stranger contact seems pretty bad. 5 days of scanning and you gave me a stock, gee, thanks. I guess there are probably much better things you can get from it. Haywire Protocol has really come in handy for me, but is the control effect always the same length? I wish you got a warning that "Hey, this guy will be free of control next turn and can run up and shoot you in the face"
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# ? Feb 5, 2016 22:16 |
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So I just got locked out of a terminal because on the turn right before I needed to unlock it, a stun lancer sprinted across the map and stood in the doorway. With easy way to kill him, he body blocked the loving objective
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# ? Feb 5, 2016 22:20 |
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Found a bug, if you go into weapons upgrade and try to rename your weapon. it does rename the weapon but doesn't show up next to weapon name. you have to go back to the inventory to see the new name.
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# ? Feb 5, 2016 22:21 |
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RBA Starblade posted:The first and only shot I've taken with the shotgun was at max range while overwatching. It's one of three that's hit so far and it killed the guy. I slapped the crit laser on her shotgun and she is generally responsible for about 50% of the kills in any given mission. Honestly I've gotten great results out of the class in general, even when I slap a rifle into their hands. My grenadier is pretty drat underwhelming compared to the HW dude from the last game though, and the sniper... just flip a coin on if he's going to be useful for any given mission. CharlieFoxtrot posted:Wow, the mysterious stranger contact seems pretty bad. 5 days of scanning and you gave me a stock, gee, thanks. I guess there are probably much better things you can get from it. See this is why original x-com mind control was better. You shoot whatever is standing next to you till you are down to enough TU's to throw your gun across the room. Then you do that. Or you prime and drop a grenade, then throw your gun across the room. Really plenty of options to work with
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# ? Feb 5, 2016 22:22 |
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Dudes, I need help. I feel like I don't understand how aggro works in X2. In XCOM 1, I play Impossible Ironman and I would guess that my success rate of the first mission is around 60% depending largely on maps. XCOM 2, after breaking concealment, every group aggro on entering the screen. Grenades seems to do 3 damage more often than 4, and by that I mean around 90% of the time they do 3 damage. I'm getting hosed every which way. Please send help
suction fucked around with this message at 22:25 on Feb 5, 2016 |
# ? Feb 5, 2016 22:23 |
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TASTE THE PAIN!! posted:Hot Load mentioned 'subtle traps' in the strategy layer on Commander difficulty, and I saw somebody mention that they were specifically running into trouble with this a few pages back. Can anybody elaborate? Big one is the Avatar Project. It builds up over time and once the bar maxes out you have two to three weeks to do something that reverses it before you lose the game. If you know what you're doing this isn't as bad as it seems and those two weeks essentially become free time which you can use to do whatever you want as long as you know you absolutely have some way to wind back the clock. The biggest ones are the Black Site and Alien Facilities, because if you go after those it knocks several pips off the meter. But in order to go after those you need to have resistance contacts in the area and none of them spawn in your starting region. In order to establish yourself in a new region you first have to research Resistance Communications, which lets you communicate with neighboring regions. Then you have to have spare contact slot, so if you need more than your starting three contact slots you're going to have build Resistance Communicator facilities aboard the Avenger and possibly staff them with engineers (or gremlins) or hope that you find scannable free contacts on the world map (not guaranteed, but excellent when you do and you should absolutely drop everything and go get them when you spot them). If you're building communication facilities you'll probably also need power, so that's another thing you need to look at. Even once you have free contact slots, to actually use them you need to spend Intel. Intel costs can get expensive quickly, especially if certain alien dark events go into play. Intel costs are multiplied by the number of regions away from the nearest radio tower (so it might be 30 if it's a region adjacent to a region with a radio tower, 60 if it's two away, etc), so spending time and supplies putting up radio towers is a good way to boost your supply income for the month and reduce your Intel costs for expanding, plus it helps you get continent bonuses (some of which are fantastic). So you need to be thinking about affordable expandsion towards your objectives if you don't want to lock yourself into a failure state. This does mean keeping an eye on your Intel reserves, and taking advantage of resistance council missions that give you intel bonuses. If you always have at least one Black Site/facility that you know you can easily get to, you can screw around (though if you fail a retaliation mission then you lose contact with that region and have to do things all over again, which can be really, really bad). That said, these sites aren't easy so you need to bring your A-game but at least there's no time limit. If you don't have easy access to a region with a facility and you need to wind back the avatar project then there's one other thing you can try: Skulljacking. Successfully skulljacking the thing that the mission objective wants you to skulljack lets you hack and get some bonuses (which is why the skulljack is good for a specialist). It will also do one more thing- Spawn a newer and more dangerous type of enemy. Killing that enemy will set back the Avatar Project. Do not skulljack on any mission where you're trying to evac or are already in the middle of a heavy firefight- save it for when you're mopping up the map and have several soldiers ready to take action. On the strategic map you need to be thinking about where you want to expand next and always have an emergency plan in your back pocket. If you know you've got something within easy reach that can wind back the Avatar project then you can afford to take your time to research new tech and train up your soldiers. On the flip side, rushing your way down the main objectives as fast as you can before you know what you're up against or feel a pressing need to do so is a great way to introduce yourselves to enemy types you can't quite afford to hit. There's also one more fun thing that happens to mark the start of the end-game: Council missions stop showing up, which means Guerrilla Ops missions are the only way to quickly get Intel in large quantities and even those aren't guaranteed to show up, which can really put a wrench in your expansion plans. Dandywalken posted:Not going to be able to buy this one for a bit Is the nature of the Avatar project elaborated on in the game? Is it something awesome and horrifying or just a game over threshold? The story mission path is entirely about discovering the nature of the Avatar project and its consequences on humanity.
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# ? Feb 5, 2016 22:23 |
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What do you guys like exo-suits on? I was thinking rangers because they get shot at a lot.
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# ? Feb 5, 2016 22:23 |
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Gunslinger snipers with experimental ammo are such bullshit. Opened an ambush with Lightning Hands. Then used a normal pistol shot and finished with Face-Off. Between my sniper and the rest of the squad the entire enemy pod was either dead that round, or burned to death (Dragonsbreath rounds) the next round before their movement.
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# ? Feb 5, 2016 22:24 |
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RBA Starblade posted:The game seems to rotate a lot more around the idea that you can't fight every fight, much less win them all. Though you still probably don't want to gently caress up the first retaliation. I lost the first realiation mission because you have save people. Nothing happened.
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# ? Feb 5, 2016 22:25 |
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On turn limits & difficulty: The easier game difficulties make winning many fights about a turn faster I think. Between having one or two fewer aliens to fight against and them being a bit easier to dispatch, you don't end up bogged down in bad fights as much. Even though the limit is the same it's much less pressure. Also earlier someone had gripes about Advent patrols climbing up onto an overpass or something and breaking his guy's concealment. Well, I found a thing: XComGame.X2PathSolver posted:AscendingBias=-0.8f ; negative to encourage ascension They're like cats, they like to hang out on high places.
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# ? Feb 5, 2016 22:25 |
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Dandywalken posted:Not going to be able to buy this one for a bit Is the nature of the Avatar project elaborated on in the game? Is it something awesome and horrifying or just a game over threshold? Its a timer on top of a game filled with timer based missions, the horror.
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# ? Feb 5, 2016 22:28 |
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Remove all timers let me turtle in a corner
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# ? Feb 5, 2016 22:29 |
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Spamming Overwatch til the cows come home
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# ? Feb 5, 2016 22:29 |
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Tenzarin posted:I lost the first realiation mission because you have save people. Nothing happened. Oh, well nevermind. I guess it's just the reduced supply thing then. RBA Starblade fucked around with this message at 22:35 on Feb 5, 2016 |
# ? Feb 5, 2016 22:32 |
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Gamesguy posted:What do you guys like exo-suits on? I was thinking rangers because they get shot at a lot. Spider suits are also good on rangers because the mobility bonus lets them close in faster to either sword people to death or shotgun them in the face from a flank. Grenadiers always love exo-suits because more explosives is never a bad idea and Salvo is an amazing perk that lets you use a grenade or heavy weapon as your first action on a turn without ending your turn, so you can grenade or heavy weapon and then grenade or heavy weapon again, shoot, or move or whatever else you need. They can be decent on psionic soldiers as something to do when you encounter a robotic enemy, but psionic soldiers can work just as well with predator armor and using the extra item slot for special ammo or something.
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# ? Feb 5, 2016 22:35 |
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One of my sharphooters randomly got the skill that gives you 100% hit chance by using all your ammo, and let me tell you how good that is with the passive ability that gives you an extra action if you get a kill from above so you can just immediately reload again.
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# ? Feb 5, 2016 22:35 |
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I'm curious so I know to be careful in the future. You don't get weapons equipped to soldiers back while they're wounded; do you get their armor? I know you get the utility weapons because I still have my flashbangs but I'm wondering what it decides to give you for others to use if a guy gets hurt.
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# ? Feb 5, 2016 22:36 |
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# ? May 21, 2024 18:26 |
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e: nevermind, found it
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# ? Feb 5, 2016 22:37 |