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Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Fat Samurai posted:

If I go into Concealment after losing it, is there any way for my Ranger to get off an over watch shot? It seems that she gets detected on the first Advent move that flanks her, but won't shoot until the move after that, but by that time the enemy would rather shoot a flanked soldier rather than move again and get shot instead.

If you are concealed, you have to be detected for it to go off.

Also I learned the hard way some major bullshit with the Andromedons. If you are overwatching and it's the Alien turn, and the Andromedon dies during its move from an overwatch, its shell still gets to move again and even attack.

:xcom:


post below: Mod Blademaster to add +6 damage. Swords are suddenly extremely viable.

Lunethex fucked around with this message at 12:40 on Feb 6, 2016

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Tenzarin
Jul 24, 2007
.
Taco Defender
My rangers sword attack has missed more than it has ever connected, its quite amazing.

Demiurge4
Aug 10, 2011

I finished my Commander difficulty campaign last night, had to do a little bit of save scumming in the end but I think overall the campaign went well. There were a few great moments like when I first met the Andromedon and it all but destroyed me, also realizing what the new Chrysallids can do was scary as poo poo. Overall I give the game an A- because it's 100% XCOM but I think it gets some story beats wrong and I don't think the art direction is consistent. There was a big PR focus on the scrappy nature of the resistance and how you're all freedom fighters working with whatever scraps you can get and I think the tier 3 weapons and armor completely missed that and was completely inconsistent with the tier 2 stuff. I took a lot of losses during the campaign so I've learned the value of med kits, I think if you don't have a med kit you don't even get the bleedout timer because the first time I saw it in my entire campaign was on the final mission.

Stuff I liked:

- Alien designs are glorious, they all have really unique abilities, look great and have a few "oh god no" things you have to look out for.

- The character designer is everything I ever wanted. Class design is super well done.

- Psi troopers are valuable but expensive, they also edge in on overpowered but that's the point. Once I got stasis on both my psi troops the game got super easy.

- The strategic map is very good and missions are spaced out well to let you get at the goodie huts. Great design there.

Stuff I didn't like:

- Tier 3 art direction. It's not consistent with the previous tiers and feels like MMO progression. I think it's clear it was designed early on before they finalized the resistance fighter story.

- The story beats don't match up well, the emotional beats are poorly done but Firaxis have never been able to string together a great narrative. I met a bunch of enemies early that were clearly supposed to be introduced during story missions. Contagion zones from the book also aren't a thing.

- Scientists don't have an actual use. That appears to be an unfinished game feature or was cut completely, you can only ever staff 2 of them in a lab but by the time I got around to that I was already through 80% of the tech tree.

Now I'm gonna start a new Ironman campaign :downs:

Random Asshole
Nov 8, 2010

Just finished the campaign. Veteran was probably a bad choice, it ended up being fairly easy to keep the Avatar meter low and just grind forever. Didn't encounter any of the quarantine zones people were talking about, and the only enemies that I found that hadn't been previewed already were the Avatars (and technically the Codex). Kinda disappointed on that front, and also with the writing; I kept waiting for something cool and unexpected to happen, but aside from being resistance-themed it's just the plot of XCOM1 again. Even the final mission was pretty much the same, once I found out it was underwater I was like "Aww yeah,TFTD, here it comes!" but no, it was just a retread of XCOM1's least popular section, in both plot and mechanics. I liked the game overall but can't help feeling disappointed by the ending... just like last time.

^^Edit: Yeah, I mostly agree with that.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
Scientists still passively decrease research time, just if you staff them in a lab it decreases more.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Out of curiosity, what's the actual timeline supposed to be like? Did we actually stop the original invasion and then get paved over by a second wave, or is it a retcon where XCOM got crushed in the initial invasion? Because if it's the second, the Aliens wanting the Commander captive seems really out of place considering he didn't actually do anything amazing (like, say, hold off the Alien invasion :v:). I admittedly haven't finished the story yet though, so don't spoil the last part if it's something made abundantly clear in the endgame.

PirateBob
Jun 14, 2003

Klyith posted:

Yes, a decedent of Unreal 3.5 (they mucked with the engine too much for a UE4 switch, though it looks like they've pulled in at least some new graphics tech since they're using nicer PBR & lighting)


Regular MSAA was kinda pointless on Xcom 1 as well, the edges that are most noticeable are the UI textures that are overlayed on the world, not the poly edges on normal objects. If you have a beastly video card you could try turning off AA in the game and force enabling 2x supersampling in your drivers. Like a 980 or 980ti, but with the lousy performance from in-game MSAA it might actually be a FPS improvement!

Xcom 1 eventually got some good help from SweetFX with very nice SMAA settings that worked great.

Thanks for the info Klyith. I'll try SweetFX first. This looks like a decent preset: http://sfx.thelazy.net/games/preset/5142/



Mods: Is it possible to use the SMG mod with existing save games?

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Streamer plays game for 2 whole days, still doesn't know that frags literally tell you what tiles will be hit.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
I'm finding grenadiers essential to every mission now. I can't play without them. I could probably bring a full squad of them and have no issues. Grenades are great in this game. Upgraded grenades are sick, and ranked up grenadiers are stupid powerful.

Also loving the destruction this time around. For some reason two pods had spawned on a tiny 4x4 tower for 6-7 troops awkwardly stuffed on the roof during one mission. Decide a grenade would be the best opener. It does decent damage to everyone but the whole tower collapses. Every ADVENT variant on the tower died on impact with the ground and the MEC limps to its feet with a single health tick.

Of course I blew my second grenade on it because gently caress him I have three grenadiers this mission and 9 grenades that do more damage than my guns at this point between them. To say nothing of the spares the other guys are carrying.

Random Asshole
Nov 8, 2010

PirateBob posted:

Mods: Is it possible to use the SMG mod with existing save games?

Yes, that's what I did.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Neddy Seagoon posted:

Out of curiosity, what's the actual timeline supposed to be like? Did we actually stop the original invasion and then get paved over by a second wave, or is it a retcon where XCOM got crushed in the initial invasion? Because if it's the second, the Aliens wanting the Commander captive seems really out of place considering he didn't actually do anything amazing (like, say, hold off the Alien invasion :v:). I admittedly haven't finished the story yet though, so don't spoil the last part if it's something made abundantly clear in the endgame.

XCOM is founded, does exceptionally well for about two months, including downing a terror ship, gets sold out and wrecked by mectoids in May, Commander gets kidnapped because you still did really well for the two months before everyone died.

Hoboskins
Aug 31, 2006

there is a rumour going around that I have found God. I think this is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist

victrix posted:

Make that four failed hacks :shepface:

Think this is going to be a failed outing, unless the rookies can tackle an advent facility.

How do you use waypoints?

Also how far into the realm of statistically improbable am I falling. I'm whiffing shots left right and center on this mission against targets with no cover :psyduck:

I started again because I realised that I had gotten too far into the game and was under-teched and equipped for that time period. Just having a better understanding of what is important to research and buy has made a huge difference to my new run through. Also, I am convinced your starting squad will always have one of each subclass promote from it if you are running the tutorial. My new Specialist coincidentally named Jesus hacked into a mission item in the second full control mission and one of the hacking rewards was a permanent bonus of +20 to hacking:aaaaa:. Seriously always use your specialist to hack doors and such because the bonus items often have very high chance of succeeding. Remember you can cancel a hack. Hold control to mark waypoints

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
I'm sure there's DLC in the works for this game but it better have Vahlen and I want my jumpy legs back.

Brasseye
Feb 13, 2009
Is there any way to lower the doomsday bar other than attacking advent blacksites? its difficult to get the intel together and keep enough resources for upgrades.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Brasseye posted:

Is there any way to lower the doomsday bar other than attacking advent blacksites? its difficult to get the intel together and keep enough resources for upgrades.

Progressing in the story leads to missions that all delay it. Other than that, you can only get leads on black sites and take them out.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Got a lead, researched it, nothing happened on the geoscape. :raise: So what exactly are they meant to do?

Demiurge4
Aug 10, 2011

Has Beagle uploaded his character sheet somewhere? I only want cool people on my roster :colbert:

Thyrork posted:

Got a lead, researched it, nothing happened on the geoscape. :raise: So what exactly are they meant to do?

They let you assault a facility in a territory you don't control. Use the mission bar at the bottom of the map.

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !

PirateBob posted:

Thanks for the info Klyith. I'll try SweetFX first. This looks like a decent preset: http://sfx.thelazy.net/games/preset/5142/



Mods: Is it possible to use the SMG mod with existing save games?

How did you get it to work ? I always get a "Unable to copy Reshade.fx" error when I open the Xcom2.exe with Reshade_Setup.

Hammerstein fucked around with this message at 13:23 on Feb 6, 2016

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Brasseye posted:

Is there any way to lower the doomsday bar other than attacking advent blacksites? its difficult to get the intel together and keep enough resources for upgrades.

If attacking the main blacksite is scary (and it should be), the alien factories are much easier targets and will take off various amounts of blocks.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Demiurge4 posted:

They let you assault a facility in a territory you don't control. Use the mission bar at the bottom of the map.

Oh gently caress yes. This is exactly what I need to pull this campaign out of freefall.

64bitrobot
Apr 20, 2009

Likes to Lurk
So this is actually pretty old from my campaign, but I felt the need to share because it seemed absolutely amazing when I first saw it.



I would like to remind everyone that you can check what options hack are for free without using an action as long as you say cancel hack. I checked the tower at the start of the turn so I pushed myself ahead, then used the tower to basically take a second turn so I could move closer to the objective. It also would have been a good option if I had encountered a pod and needed a second turn.

What I'm saying is, the most broken squad might actually be six specialists. Get them an enemy protocol or two and they become amazing.

Faldoncow
Jun 29, 2007
Munchin' on some steak
Specialists are pretty good, but Psi Ops are absolutely amazing how versatile and useful they are. Muton and Archon mind controlled simultaneously? Suddenly you can just suicide rush fodder into the front ranks and keep your troops safe easily.

Random Asshole
Nov 8, 2010

Faldoncow posted:

Specialists are pretty good, but Psi Ops are absolutely amazing how versatile and useful they are. Muton and Archon mind controlled simultaneously? Suddenly you can just suicide rush fodder into the front ranks and keep your troops safe easily.

Yeah, of the cheesiest strategies I found mind controlling Andromedons was the worst, a nigh-unkillable tank with a plasma shotgun and mean left hook is a pretty unbeatable addition to your squad.

victrix
Oct 30, 2007


Six failed hacks in a row, with success rates from 50-80% :shepface:

My hackers need alien tech for dummies apparently.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

idonotlikepeas posted:

For reference, I believe we now have three ladies in there.

Out of, um, about thirty characters.



Yep. Goons.
Well I just sent you mine, so hopefully the ratio is slightly less skewed. Slightly.

Friction
Aug 15, 2001

Am I just dumb, or is there no way to see how many turns of control there are left on hacked turrets and such? Or any other status effect duration?

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
So what are the safe stuff i should sell to thr blackmarket?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Ran into a bullshit bug at the Advent Forge. I put down the Prototype for a second to reload the carrier's gun, and it failed the mission on me despite getting it extracted safely.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

64bitrobot posted:

So this is actually pretty old from my campaign, but I felt the need to share because it seemed absolutely amazing when I first saw it.



I would like to remind everyone that you can check what options hack are for free without using an action as long as you say cancel hack. I checked the tower at the start of the turn so I pushed myself ahead, then used the tower to basically take a second turn so I could move closer to the objective. It also would have been a good option if I had encountered a pod and needed a second turn.

What I'm saying is, the most broken squad might actually be six specialists. Get them an enemy protocol or two and they become amazing.
If you have two Specialists, can you actually hack the same tower twice?

I mean, I still wouldn't ever want to rely on hacking considering how dicey that is, and the Specialist is probably the class I could personally most easily live without, but that would be pretty nice.

Cao Ni Ma
May 25, 2010
Probation
Can't post for 17 minutes!
Are dark events permanent? Like if I fail to stop them would I have to contend with them for the rest of the playthrough?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
They last the following month.

Ramadu
Aug 25, 2004

2015 NFL MVP


stupid loving psychic octopus eggs

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Cao Ni Ma posted:

Are dark events permanent? Like if I fail to stop them would I have to contend with them for the rest of the playthrough?
No.

Pretty sure they even specify their duration, and I don't think I've seen one that sticks for more than a month.

victrix
Oct 30, 2007


So the Black Fog is still the greatest enemy in the game. I've had some bad beats in combat, but nothing even comes close to sending a guy one step too far into unexplored territory, whether in or out of concealment, just like xcom1.

Sometimes it's really loving lovely too, you have your guys spread out all over, use scanner bombs, have high ground, but somehow you're missing the pack of mutons two feet away, so inevitably the last guy you move reveals them and :rip:

Going back to ultra-conservative xcom1 movement again I guess. I thought concealment might change that, but if anything, it just encourages me to rush and over-extend, inevitably leading to unavoidable casualties just due to the number of rolls you're forced to make to survive against multiple groups.

The enemies are way way way too nasty even early in the game to let more than one group get a full turn on your team. Flashbanged them and have your guys in hard cover hunkered and/or smoked? gently caress you, they die.

gonadic io
Feb 16, 2011

>>=
Yeah I'm starting over too, I can blame my cat all I like but things really went downhill after that and now I have nobody but rookies, no supplies, and no Intel.

Is there a list of what you unlock from each autopsy? I couldn't see it on the wiki.

brakeless
Apr 11, 2011

Things that happened on the mission that killed my first campaign:

Some traincars can explode like propane tanks.

A pectoid panicked my gunslinger, which proced return fire. Then the gunslinger fired a panic shot at the sectoid and killed it, removing the panic. I don't know if that's intended but it was loving awesome.

I thought I was being clever and grenaded some boxes that were blocking my specialist from hacking the objective in time. This revealed a pod behind the objective. The officer in that pod then proceeded to mark and crit-kill the specialist through cover while flashbanged. gently caress OFFICERS gently caress gently caress gently caress

So I failed the objective but at least I'll kill that motherfucking officer. Or not because I just revealed a viper and two stun lancers. RIP

Orgophlax
Aug 26, 2002


Lost my first soldier last night on my first black site mission.

Had no idea I'd run into a MEC so soon. Some how it was able to jump through a tiny little window on the side of the building and get a flank on three of my troops.

EDIT: Also, I never saw it mentioned anywhere, but you can target gas tanks and other explodable terrain pieces, so keep an eye out for that. Took out a good number of ADVENT with one.

Orgophlax fucked around with this message at 13:55 on Feb 6, 2016

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
I worked out what it is that's bugging me about the story so far; It's Mass Effect 2. No, really! You're a Commander brought back from the dead by an underground movement to fight a nigh-omnipotent alien race with the best of whoever you can get your hands on, in a ship you upgrade to stand a chance against the enemy, while the aliens are converting and even liquifying humans in massive quantities for their own devious ends. Hell, just look at the new Muton design - they're exact ripoffs of Krogans. Not to mention the omnitool Skulljack. The Warden armor just needs an N7.

Psykmoe
Oct 28, 2008
Codex are a lot less annoying to fight when I still have a spare flashbang.

Sure, they might be a living multi-dimensional data stream thing, but that light is real bright!

And since being disoriented shuts down special abilities, they just end up being a mook with some more hitpoints than an Advent guy.

Neddy Seagoon posted:

Hell, just look at the new Muton design - they're exact ripoffs of Krogans. Not to mention the omnitool Skulljack. The Warden armor just needs an N7.

Yeah I noticed that too :v: And remember, once you research skullmining, just having a Skulljack on your wrist makes you better at hacking things you don't stab in the head ... because it's an omnitool.

Psykmoe fucked around with this message at 13:57 on Feb 6, 2016

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Wizard Styles
Aug 6, 2014

level 15 disillusionist


The face of weakness.

Anyway, I was hoping to find a mod that unlocks all customization options for Rookies. I'm honestly surprised nobody has uploaded a mod like that to the workshop yet.

So, has anyone done this for themselves or do I have to look for myself to find out how to give Rookies afros and cigars?

gonadic io posted:

Is there a list of what you unlock from each autopsy? I couldn't see it on the wiki.
Faceless give you Mimic Beacons. That's the only thing I remember.

Edit: Actually, no. Snake tits unlock better medkits.

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