Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
LibbyM
Dec 7, 2011

Strobe posted:

They do that for you? If I'm running low on civilians left I always make a point to try to activate the last two pods at the same time (crazy, I know) because then they stop trying to kill civvies and I can pull back a bit without losing. It's not exactly pleasant, but it's worked so far.

They stop actively patrolling the map, but if they happen to get in vision range of a civilian while fighting you, they will drop everything to kill civilians sometimes.

Adbot
ADBOT LOVES YOU

Pomp
Apr 3, 2012

by Fluffdaddy

PhantomZero posted:

Does anyone else have a problem where sometimes your monthly income won't show up? I had $1 at the end of the month, the supply drop came, and I still had $1. I was supposed to have gotten $180.

that's what the green supply drop in your home region is

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



CharlieFoxtrot posted:

Building a workshop first in the top center slot seems like a good deal; it helps clear your base out faster and will let you staff more rooms quickly.

The black market seems like a trap. There doesn't seem to be any no-brainer items to sell anymore, am I wrong? And it sounds like intel is crucial for expansion so I shouldn't give it away lightly.

The Black Market is only really a trap if you a) completely deplete your supply of one thing or another or b) visit too often (since it does take time to travel there). You really want to keep a stock of corpses around since almost all of them are used for something useful. Otherwise, the Black Market has some good deals in it, including trading intel for a large cache of supplies. And unless you're planning to expand, spending intel at the Black Market is just fine since there's only so many ways to spend it.

Also, what psi-trooper abilities have y'all gotten? I got a really neat mix myself: the guaranteed psi-damage one (no chance to dodge or whatever...but I think that's default), Insanity, the skill that gives Insanity damage...and the skill that lets the psi-trooper heal himself for half of the damage he does using any abilities.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

LibbyM posted:

They stop actively patrolling the map, but if they happen to get in vision range of a civilian while fighting you, they will drop everything to kill civilians sometimes.

I must just be getting lucky, then. Had a Stun Lancer not twenty minutes ago make a rush at my Ranger (who was well prepared for it :black101:) instead of taking the shot at the civilian just around the corner and in clear view.

Red Alert 2 Yuris Revenge
May 8, 2006

"My brain is amazing! It's full of wrinkles, and... Uh... Wait... What am I trying to say?"

Strobe posted:

They do that for you? If I'm running low on civilians left I always make a point to try to activate the last two pods at the same time (crazy, I know) because then they stop trying to kill civvies and I can pull back a bit without losing. It's not exactly pleasant, but it's worked so far.

Yeah pretty much every one of those missions at least once someone will retreat and shoot or just flat out choose a civilian target over my troops. You could argue that it's on me for not being more diligent with overwatch/supression to make sure they can't move to be fair. It reminds me a bit of in Civ when you'd want to trade maps and they'd want all your money and tech as well.

I actually like the timed missions because it fits how I like to play in all the other situations though.

Count Uvula
Dec 20, 2011

---
What the gently caress is with the default codex spawn rate, why am I fighting like 2-3 a mission :suicide: Dear god they are the worst enemy and they'd be fine if I only had to fight one like every 3 missions or so.

I was kinda trying to play through with no ini changes, but I've halved (or accidentally doubled) how often they'll appear because gently caress.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Coming directly from playing XCOM again to get ready for XCOM 2, there are so many goddamn interlocking systems in this game I'm having issues getting my head around what to work on. There are like eight points of interest just between the three regions on my first continent, the Avatar project is halfway done, and I am in the middle of the first Blacksite mission where I just quit for a bit when three of my teammates were poisoned out of nowhere with no enemies around and they weren't standing near each other. I'm 99% sure it was a bug but I'd rather not lose 3/4 of my team over three turns, so I think I'll just start a new file. It's not a rage quit, that file seems like it's losing anyway. Maybe. The game doesn't seem to do a good job letting you know how you're doing outside of the Avatar bar, but seeing as how it goes down a ??? amount at ??? intervals it isn't really a good marker for a loss spiral either.

Having seemingly full view of a portion of the map, only to have a pod literally appear in the middle of it while I'm moving into it in concealment is pretty aggravating and just makes me reload the turn. You'd think they would have learned their lesson from EU LoS bugs with flying enemies and poo poo but nope.

Swords are cool

Locke Dunnegan fucked around with this message at 06:59 on Feb 6, 2016

Fister Roboto
Feb 21, 2008

LibbyM posted:

Do you ever reach an armor level where people can take a few points of damage and not miss missions? Right now I have people who are in armor granting them +4 health, and they still have to take days off if they take 1 point of damage.

Apparently any damage you take causes wounding, no matter how much bonus health you have. Seems like a really bad decision.

Red Mundus
Oct 22, 2010
Terror missions are a joke right now. I had a faceless spawn and then promptly shuffled past 2 soldiers to kill Linda the payroll clerk. It's dumb.

Broken Cog
Dec 29, 2009

We're all friends here
Saw this on the subreddit, deserves a repost here
https://www.youtube.com/watch?v=E7qKEnliMQI

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Fister Roboto posted:

Apparently any damage you take causes wounding, no matter how much bonus health you have. Seems like a really bad decision.

There's a reason my AWS has an engineer gremlin in it at all times. Otherwise those medbay times really add up.

Also, seriously build your workshop in your top-center spot first. Speeds up poo poo so fast when you have 1 engi acting as two.

Pomp
Apr 3, 2012

by Fluffdaddy

Fister Roboto posted:

Apparently any damage you take causes wounding, no matter how much bonus health you have. Seems like a really bad decision.

forcing you to keep a b team half leveled is a secret mercy, actually

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


oh hey faceless appears from a civ, double-moves, and swipes at a car, killing two of my guys all in one enemy action

thanks game

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


I REGRET STARTING IRON MAN THAT WAS BS

ps Nordick you were one of them :rip:

Deuce
Jun 18, 2004
Mile High Club

LibbyM posted:

I've had enemies basically choose to kill themselves to try and run after and kill a civilian instead of taking safe attacks on xcom. It feels very weird. I think Terror missions are pretty much the only thing about this game I'm finding significantly disappointing.

I like to think this is kinda the point. Alien ground forces are expendable, barely-sentient tools to the Ethereals. Ordered to kill all humans, they will do so.

Fister Roboto
Feb 21, 2008

Pomp posted:

forcing you to keep a b team half leveled is a secret mercy, actually

Yeah that's fair. I guess you can justify it as still taking damage through your armor, like how stopping a bullet with kevlar will still gently caress you up pretty bad.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Broken Cog posted:

Saw this on the subreddit, deserves a repost here
https://www.youtube.com/watch?v=E7qKEnliMQI

GOTY, all years

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Is Combat Protocol affected by armor? The UI doesn't seem to think so.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Advent Stun soldiers can eat a dick.

That is all

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

StashAugustine posted:

Is Combat Protocol affected by armor? The UI doesn't seem to think so.

It is not. Killed a shieldbearer with it earlier when my Grenadiers were both fighting a heavy turret and couldn't get the shredder debuff on target. Gremlin went right through armor. It was a very :dance: moment.

Furnaceface
Oct 21, 2004




Game. I love you game. Please stop hurting me game. Why must you hate me when all I want to do is love.

At least I was handed like 3 Canadian soldiers right off the bat so I could make the friendliest alien murder squad. I like to assume they apologize every time they shotgun an advent in the face. :canada:

Space Skeleton
Sep 28, 2004

Someone needs to do a Russian voices mod.

LibbyM
Dec 7, 2011

StashAugustine posted:

Is Combat Protocol affected by armor? The UI doesn't seem to think so.

This is correct. Combat Protocol does 2 damage through armor still.


Edit: Man this thread is fast, I am late.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
This is where I first started having second thoughts about delaying the Blacksite mission for ~2 months.


I unlocked the Mimic Beacon just before that mission, if I hadn't that probably would have gotten someone killed.

Deuce
Jun 18, 2004
Mile High Club

Alkydere posted:


Also, seriously build your workshop in your top-center spot first. Speeds up poo poo so fast when you have 1 engi acting as two.

Just make sure at least one adjacent facility can have two engineer slots at some point, because the workshop upgrade gives four gremlins but they only go to adjacent structures.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Wizard Styles posted:

This is where I first started having second thoughts about delaying the Blacksite mission for ~2 months.


I unlocked the Mimic Beacon just before that mission, if I hadn't that probably would have gotten someone killed.

It's mid-May and I haven't done the Blacksite mission yet. I am afraid that I'm going to run into a Sectopod, at this rate.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Deuce posted:

Just make sure at least one adjacent facility can have two engineer slots at some point, because the workshop upgrade gives four gremlins but they only go to adjacent structures.

Doesn't up and down count as adjacent?

nessin
Feb 7, 2010

Ice Fist posted:

Advent Stun soldiers can eat a dick.

That is all

The true battle cry of someone who has yet to see the Archon.

year199X
Oct 9, 2012
Grimey Drawer
I just did my first defense mission and jesus what a poo poo show. Highlights include a flashbanged muton :xcom:-ing one of my mans in high cover, and 7 advent guys ready to pounce on me the turn I evacced.

On the flip side, there's something very :3: about your soldiers smiling on the return flight from a flawless mission.

nessin
Feb 7, 2010

Strobe posted:

Doesn't up and down count as adjacent?

He referenced building the workshop on the top center spot, so you wouldn't have an up. Also a terrible idea, you don't need the Gremlins so early that you can't afford to putting it one spot down to get maximum coverage, especially since your first building (GTS) doesn't take engineers and one of your early purchases (Lab), also doesn't take engineers. So those can go in the top left and top right, thus giving you maximum efficiency for no planning or extra work beyond a 5 day dig.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Just hit Andromedons and a sectopod for the first time in the same timed mission.

Also featured a fun pack of codexes

:shepicide:

LibbyM
Dec 7, 2011

I had a pretty great round just now where an advent stun soldier ran up to try and melee my ranger. Ranger bladestorms, misses, advent swings, missed. Then a second Advent Stun soldier runs up and the exact same thing happens again. 4 melee misses straight in a row.


VV I hope that's not in response to me, I was talking about Alien misses just as much as my own.

LibbyM fucked around with this message at 07:13 on Feb 6, 2016

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
Whats with all these babbies in this thread complaining about missing shots

Have you guys never played Xcom before

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!
Overwatch Specialists (Guardian/Covering Fire/Cool Under Pressure) with Scope + Repeater + Aim PCS + Venom Rounds are loving glorious. The second coming of Long War's overwatch infantry is once again clutch as all hell.

khy
Aug 15, 2005

JESUS.

Run up to a civilian to save them, they turn into a 10-foot-tall goo monster who knocks one of my squad down through the roof to instakill her.

I can't say I was expecting anything remotely like that to happen.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

How do you capture the target of an assassination mission, and what does it get you?

Klyith
Aug 3, 2007

GBS Pledge Week

Bloodly posted:

Why do I just know the next plot is going to be 'This was another simulation'?

I mean, there's no telling how deep it goes once you start with that particular rabbit hole.

nah, in Xcom III you will play from the alien's perspective :cthulhu:

The Meat Dimension posted:

Is there a way to zoom out and stay zoomed out? :downs:
T & G keys

(and then disable the action cam because it resets to default after every action shot. maybe there's an ini setting for default zoom level? if you rebind mousewheel to zoom it's not so bad.)

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

StashAugustine posted:

How do you capture the target of an assassination mission, and what does it get you?

Run up next to them, vigorously apply the blunt end of your weapon, pick them up and GTFO.

Usually gets you intel or supplies.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

suction posted:

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

Aggro works very similarly to how it works in XCOM 1- if you see them or they see you they scatter into cover or overwatch depending on the enemy and will be active on the next turn. Murdering or at least corralling them before their next turn comes up will prevent them from screwing you over on their turn.

The big chance to XCOM2 is concealment. Concealment is not unlike cloaking/mimetic skin from the previous game, though it has a few differences such as deactivating when you wander too close to something or go loud (shooting, diving through windows or kicking open doors, activating mission objectives). Since most missions are timed, spending your first few turns with your entire squad double move towards the objective is usually a very good idea, at least until you start encountering enemy pods. While it is possible to go around patrols, it's not a great idea to sneak past more than one or so because eventually you're going to have to murder something near the objective and you really don't want all the pods you passed by to roll up on your flank while you're in the middle of a battle with someone else.

So, what's the best way to go loud and break concealment? Well, since enemies who are unaware of you usually spend their time walking around overwatch becomes a useful strategy especially since overwatching from concealment removes the normal aim penalty. Unfortunately, concealed targets don't take overwatch shots at enemies until concealment breaks under the perfectly normal assumption that you don't want them inadvertently screwing up your plans by taking a shot from concealment at a random patrol and blowing it for everyone. The default assumption is that you'll put all but one of your guys on overwatch and have the last one shoot the pod, causing them to scatter and trigger the overwatch from the rest of the squad. This is kind of an average strategy because it has severe problems if you don't manage to murder the entire pod with overwatch because the enemy can now take its turn and do bad things to you. Even if it's just one enemy left that can be a very dangerous because that enemy can dash off into the fog of war on its turn, join up with a new pod and lead them back to you while you're in the middle of dealing with something else.

Back in the preview build released around the December holidays, the best possible way to go loud was the "Beaglerush Maneuver" where you put all your guys in the open on overwatch and then let the enemy wander into you on their turn, causing them to break your concealment, and then trigger your overwatch while scattering and then end their turn without doing anything else. This was fantastic since aside from the time sink involved it let you volley overwatch fire with your entire team while still giving you another round afterwards to mop up, as opposed to the default strategy which had the risk of the enemy getting a turn if you broke concealment on your turn. To counter this strategy the devs initiated the CounterBeaglerushManeuver AI strategy which basically means that if the enemy spots a concealed target in the open and breaks the concealment they have a 50% chance of just shooting you on sight instead of scattering, making the strategy far less likely to work. That said, there are options.

Probably one of the more effective ways to break concealment is a single skill: Kill Zone. This is a gunslinger skill from the sniper tree, but other classes can occasionally learn it as a bonus perk from the AWC. Basically it sets up a cone and if any enemy in the area moves through it then your soldier will make an overwatch shot. Unlike conventional overwatch shots this skill doesn't give a poo poo if you're in concealment, so you can have everyone else use overwatch, point killzone at a pod of enemies and then watch as the enemy patrol activates kill zone on their turn, which breaks concealment and then activates the rest of your team's overwatch shots as the enemy scatters and then ends their turn, freeing you to mop up on your turn. Unfortunately, if the enemy decides they'd rather stand still then absolutely nothing happens and you've wasted your skill. Oh well.

If you need to get poo poo done and want to break concealment and wipe a pod on your turn, then it's time to figure out how you want to do it. Personally, I think of as deciding who you want to initiate, who you want on overwatch and who you want to clean up.

For initiation, in my opinion it's a decision between if you want to do high single target damage that takes one enemy off the board such as a big sniper crit on an enemy in the open vs. something that will damage and soften up all the enemies at once, but might not kill any of them (but still leaves them vulnerable to be gunned down by overwatch). It depends on what you're facing and what you have available- if there are several armored enemies then by all means launch a grenade in there to shred that armor and leave them ripe for overwatching. If you have a grenadier with Salvo, you can launch a grenade or heavy weapon to initiate and then still have another action left for mopping up, maybe with a grenade or by shooting your gun at something. If you have proximity mines then you can drop one of those in the pod and then start the fight to set it off.

Most classes are merely ok at doing overwatches, but specialists can turn it into a work of art thanks to the Guardian perk, which gives them a 50% chance to make another overwatch shot each time they successfully make an overwatch shot, and the Cool Under Pressure upgrade at the GTS grants them +10 aim and the ability to crit while overwatching. Put them together and you have guys who are far better at shooting on overwatch than they are on a regular turn.

Grenadiers, gunslingers, rangers and psionic soldiers can do great on clean-up if you've got other people handling the overwatch detail, especially if you can find some way to deal with enemies once they've scampered into cover, such as by flanking them with your ranger, using a grenade to blow away their cover or using a gunslinger's aim bonuses and various skills to put bullets into everything. And when all else fails, the psionic soldier has many skills that can do things such as damage an enemy through full cover, disable them with insanity or just remove them from play for a round with stasis.

Once you've actually gotten out of the concealment phase, handling the rest of the pods on the map is a lot like playing EW with the exception that the time limits on many (but not all) missions mean you need to be rolling towards the objective whenever you can. Ideally you don't want to blunder into more aliens than you can safely lock down during your current turn. So how do you do that?

A huge advantage comes in the form of rangers with the Phantom perk. Phantom means that not only does your ranger not lose concealment when the rest of the squad does (provided the phantom ranger wasn't the one who took the first shot), but it also means that your ranger will always have concealment at the start of every mission, even missions where the rest of the squad doesn't start in concealment (such as retaliation). It's like getting a free mimetic skin low profile scout with your first promotion- use it to scout your way towards the objective and use that information to plan your approach. It's really invaluable (don't take shadowstrike though, that's a garbage marginal ability that relies on you getting out of concealment and wasting the best thing about being a phantom). Just like in EW, enemy pods are only activated when they see a non-concealed soldier, and if they wander into your field of view on their turn they won't be able to actually attack until after your next turn.

You can use your phantom scout to help plan the movements of the rest of your squad by taking advantage of the new targeting feature in XCOM2. Whenever you have a soldier selected and are planning a movement path, you can zoom out and take a look at the nearby enemies while you wave your mouse over various squares you'll see a little crosshair icon appear next to the enemy's health bar whenever you have a shot from that selected square. Not only does this mean that you're far less likely to screw yourself over on positioning, but it also means that when you don't see that icon they probably can't see you either, thus allowing you to do things like waypoint around to avoid overwatch fire or make sure that your nonconcealed soldiers can walk up to just outside the enemy's line of sight and set up an overwatch trap so you won't activate them on their turn and can wait for them to blunder into an ambush and clean up on your turn. If you don't have any soldiers with phantom then you're risking activating pods just by walking into the fog of war.

Once you're actually in the middle of a fight it becomes a question of prioritizing enemies and knowing how your various soldiers work in order to solve problems. Generally speaking the newer the enemy the more dangerous it is to your current level of soldiers. If you're good enough at murdering enemies as fast as you discover them it's entirely possible to make it to the endgame without actually knowing what half of them do.

Anyways, soldiers:

Grenadiers: Grenadiers solve problems and the more grenadiers you have the more problems you can solve. Grenadiers give explosives a boost to range and AoE, and can boost that even further with their upgraded grenade launcher and/or the Volatile Mix perk. Grenadiers remove problems of enemies with cover, armor, or high ground bonuses and with Shredder can remove even more armor (if you're focusing on murdering things before they can shoot you then you don't really need Blast Padding). Grenadiers with Shredder, Salvo and Rupture can peel the armor off of the tankiest enemies in the game and leave them ripe for a one-turn kill by the rest of your team (or even a single soldier such as a rapidfire shotgun ranger or gunslinger sharpshooter). Surpression makes enemies less likely to be a problem if you can't kill them, while holotargeting helps your allies solve the problem of your enemy's existence. Bringing two or even three grenadiers on a mission is rarely a bad idea because "blow it all up" is always a good solution. Getting "Biggest Booms" from the GTS makes your explosives even better at solving problems. Some may be haunted by the ghost of Vahlen's disapproval but the only penalty for killing things with explosives is you don't get any loot drops. This isn't as much of a problem as it may seem because 1) Loot is far easier to replace than good soldiers, 2) The enemy might not have been someone who was going to drop loot anyway and 3) Using explosives to weaken enemies and remove their armor and cover before killing them with bullets is just fine.

Rangers: Rangers murder. Rangers with Phantom scout and murder, rangers with Blademaster murder and occasionally fail to murder, get caught out in the open and get their asses handed to them (swords have something of an accuracy and damage problem when compared to shotguns). Rangers with Shadowstep fear no overwatches and can murder anything that's pinning down the rest of the squad, Rangers with Shadow Strike just aren't good. Run and Gun makes shotgun rangers even better at flanking into murder, which is boosted by the Hunter's Instinct ability from the GTS to boost damage vs. flanked targets. Shotguns gain bonus accuracy when you get close and laser sights give increasing amounts of bonus critical hit chance when you get close, and Talon rounds give bonus crit chance and damage, so a shotgun ranger who flanks or point blanks with rapid fire is a highly accurate murder machine who can basically be summed up as "removes one enemy per turn". Untouchable means that your continuous murder protects you from one attack per round, while Implaccable lets your murder streak carry you up to your enemy and then back into cover near your next enemy.

Sharpshooters: Sharpshooters do damage to targets with a high degree of accuracy. Snipers do a high amount of damage in a single shot from up to an incredible range while gunslingers do high amounts of damage with multiple attacks at standard ranges. Since squadsight now provides an increasing range penalty and many maps have a time limit to pressure you to close in with the objective or the extraction zone you're probably going to have to start moving in with your snipers and thus won't always be able to shoot your sniper rifle, but when you do you can do some impressive things. Gunslingers benefit the most from special ammo like dragon or venom rounds and are hit the hardest by enemy armor, meaning grenadiers with shredder are their best friends and AP rounds are an acceptable substitute for dragon or venom rounds. Still, it's better to be able to set everything on fire because not only are you doing more damage but you're also disabling the enemy and preventing them from using their most dangerous skills if they get a turn. Kill Zone is a great ability, especially for going loud or covering an incoming Advent drop zone. Steady Hands is far better than Aim because if you're hunkering you're not shooting or overwatching (unless you have the Deep Cover ability from the AWC, then it becomes merely ok) and Steady Hands benefits pistols just as much as it benefits sniper rifles, especially since pistols don't gain the aim benefits of anything other than your rank and Perception PCS, while Long Watch can be somewhat more useful than Return Fire on a gunslinger if you're good at killing things before they shoot back at you. Serial is a great ability and an absolute monster if it gets picked up on a ranger via the AWC, and Fan Fire will utterly eradicate any unarmored opponent, especially one who has been Ruptured by a grenadier or Psi Operative.

Specialists: As already mentioned, specialists excel at overwatch traps with the Guardian perk and Cool Under Pressure ability plus every ability you can find that boosts aim (Scope, Perception PCS, Tracer Rounds). They can make great healers, but if you're really good at murdering things then you might not need a dedicated medic (that said, they're very good at keeping you alive until you can get that good). Combat Protocol can do some guaranteed damage to break overwatch or finish off a weakened foe, while Revival Protocol is one of the only ways you can wake a soldier who was KO'd by a stunlancer without ending the mission or having to carry them out. Field Medic pairs very well with Medical Protocol for four charges of ranged healing per mission, or up to four charges of healing or recovery with Revival Protocol. If you spend your time hacking things then you can pick up enough Hack boosts to make Haywire Protocol a reliable way to disable or take over enemy mechanical units, especially if you have someone with EMP weapons or bluescreen rounds to lower enemy defenses vs. hacking. Threat Assessment is great because it not only lets you protect an ally better but also lets them make an additional free overwatch shot against any enemy who moves or makes an attack, increasing the number of attacks your team can make on the next round while still allowing you to make an attack as well. Capacitor Discharge is one larger disabling AoE per fight which can be nice, while Restoration is an all-purpose "fix this situation" power that you can keep in your back pocket for when things go horribly wrong. Specialists can hybrid pretty well and there are arguments for just about every ability. Be sure to bring them along on your Guerrilla Ops and resistance council missions since most of those involve going near things that you can hack from a distance to save valuable time as well as opening up nice hacking rewards. Similarly, bring a skulljack and you can hack into minds for cool rewards (just... be careful about the first time you skulljack a thing the game wants you to skulljack).

Psi Operative: Psi ops are wizards who solve problems making them a little like grenadiers without having to worry about conserving grenades (but nowhere near as good at removing cover/armor/floors). You need to invest resources into researching psi, building a facility and then staffing it with an engineer if you don't want to take two weeks to learn anything. But once you do you can safely level up your wizards in between fights and have them learn as many powers as you care to cram into them. Soulfire solves the problem of an organic enemy you can't get a good shot on, allowing you to finish it off or break overwatch, while soul steal also lets you heal up a little bit after damaging them. Stasis removes an enemy from play for a round so you can deal with that sectopod later, while Stasis Shield lets you save an ally who'd otherwise be in great danger. Insanity will make an enemy have a bad time for a round, while the Schism upgrade will make things even worse by dealing automatic damage and rupturing the enemy so you can easily kill it (you can still have your soldiers target mind-controlled aliens if you want to kill them before the mind control runs out). Inspire lets you give one action that you're not using to an ally who can make much better use of it, like letting someone else move out of the way or use an attack or ability. Solace protects you and nearby allies from dangerous mental effects on the off chance that something goes wrong, while Fortress can allow your psi op to ignore hazards but isn't that important in the grand scheme of things. Domination provides a mission-long free extra body to draw fire, safely scout or use some terrifying abilities if you manage to grab a late-game enemy, while Fuse is a fun way to remove an enemy's cover and damage nearby enemies. At the top end of the chain, Null Lance is one of the highest-damage powers you'll have but has some finicky targeting, while Void Rift does less damage in an AoE but pairs very well with Insanity and Schism to really mess up a pod's day. If you have a psi operative with enough powers you can basically use your abilities to solve problems nonstop and never have to use a gun unless you're finishing a weak foe, setting up an overwatch trap or fighting robots. In the last case it's not a bad idea to arm yourself with something like bluescreen rounds or an EMP greande or just have a nice versatile plasma grenade and detonate the robot's explosives with Fuse.

Of course, many classes can be dramatically changed in how they play if you pick up the right perk from the AWC or the right equipment and weapon mods, so feel free to experiment.

Adbot
ADBOT LOVES YOU

Broken Cog
Dec 29, 2009

We're all friends here

StashAugustine posted:

How do you capture the target of an assassination mission, and what does it get you?

Run up to them and you should get a "knock unconscious" button on your action bar. Then you just pick them up and carry them to the evac zone.

Afaik, you get some better rewards for doing that rather than outright killing them. Don't know how much the difference is though.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply