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Dongattack posted:Any of the non explosive grenades useful? (except flashbang, i know thats great from the original) I'm hesitant to experiment and wanna hear what you guys have found out. I've only gotten gas and acid so far. Gas has a massive AOE radius and does extra damage to biological units (utterly murders Advent) AND then poisons them, leaving a gas cloud lingering behind for several turns. However it doesn't do terrain damage and it does piddling damage against mechanical stuff: still shreds armor though. Acid shreds extra armor and leaves several tiles of rapidly drying acid on the ground that will utterly wreck anyone who steps on it.
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# ? Feb 6, 2016 17:04 |
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# ? Jun 9, 2024 02:55 |
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Broken Cog posted:I'm getting a lot of "Dodge: Grazed" hits now, even on a lot of shots that are 95%. Do these go off a different mod than hit/miss? Yes, there are two defense stats... well, four, but for hit chance there is Defense, which modifies what you see on the hit % display (AIM - target Defense +/- modifiers = hit). Then there is Dodge, which is a % chance to take reduced damage. It doesn't change the chance to hit, since it only counts if the target is actually hit. Other two stats are simply Health and Armor.
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# ? Feb 6, 2016 17:06 |
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I had acid backfire on me horribly once. I shot an acid grenade at a cluster of three Vipers guarding a supply train. They activated and one of them tongued my guy to him and bound him up, still standing on the acid. The acid did more damage to him than being constricted!
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# ? Feb 6, 2016 17:06 |
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Having a loving blast with this game playing through my first campaign in "honestman" mode. I really like the turn limits in this, it seems to really reward aggressive movement/going for flanks etc. Grenadiers are awesome(ly broken) with the ability to just make entire buildings disappear. To go with that, I had something interesting happen with an advent mec. I grenaded the floor out from underneath one on top of a three story building. It seemed like it fell through the next two floors as well before taking a heap of fall damage. Has anyone else seen something like this or was it just an (admittedly pretty awesome) bug?
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# ? Feb 6, 2016 17:08 |
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Incendiary grenades are nice because they set people on fire. This is not only hilarious but also effective, because fire does auto-damage at the start of the target's turn and also prevents them from using anything other than movement, hunkering or basic attacks, turning them into "dude with a gun". This is not ideal because "corpse with a gun" is even better, but it really helps against certain dangerous enemies. By canceling out other abilities with fire you can do a lot of fun things such as stopping codices from teleporting and cloning. Never not set things on fire. Turn the world to ash.
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# ? Feb 6, 2016 17:08 |
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Speedball posted:I had acid backfire on me horribly once. I shot an acid grenade at a cluster of three Vipers guarding a supply train. They activated and one of them tongued my guy to him and bound him up, still standing on the acid. The acid did more damage to him than being constricted! As I said, Acid will utterly wreck anything that stands in it. I think it's the most devastating DOT affect the player can get. Chrysalid Poison is potentially more devastating, but outside of multiplayer the player doesn't gain access to it for obvious reasons.
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# ? Feb 6, 2016 17:08 |
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I'm really happy that shotguns actually have a pretty decent range on them. Case in point: https://fat.gfycat.com/SpecificTallIndigobunting.webm
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# ? Feb 6, 2016 17:08 |
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Bradford, you dick.
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# ? Feb 6, 2016 17:09 |
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dasbrooner posted:Having a loving blast with this game playing through my first campaign in "honestman" mode. I really like the turn limits in this, it seems to really reward aggressive movement/going for flanks etc. There is an achievement for dropping enemies to their death, and this is about the only way I can think of doing it (did it to a turret, and now that I think about it, is probably how I should have handled a turret in the mission I played earlier this morning). So it's working as intended. Unless you're talking about falling through the other floors. I would be inclined to say working as intended, but if not, I doubt they would change it, since it is perfectly XCOM, where if you're not careful the falling MEC could take out everyone below them.
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# ? Feb 6, 2016 17:09 |
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Perestroika posted:I'm really happy that shotguns actually have a pretty decent range on them. Case in point: Yeah, Shotguns no longer have their hilarious range malus in this game. That seems limited only to the Long War dudes SMGs. Unless you haven't built the next tier of shotguns there really seems no reason you should ever take an AR on a Ranger over a Shotgun.
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# ? Feb 6, 2016 17:11 |
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dasbrooner posted:Having a loving blast with this game playing through my first campaign in "honestman" mode. I really like the turn limits in this, it seems to really reward aggressive movement/going for flanks etc. Rampant building destruction is just like OG XCOM and I love it so much! Yes if you blow out the floor under a mech it will fall as far as it can and take a shitload of damage, presumably because it's heavy. The first one I encountered I killed this way entirely by accident!
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# ? Feb 6, 2016 17:12 |
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Really loving the extreme amounts of about the difficulty this game is causing on metacritic and steam reviews. My favorites are the one that complain about turn limits because they like to "take it slow and plan their moves"
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# ? Feb 6, 2016 17:15 |
Apparently you have to make sure the radius covers the floor as well, I had a case last night where I blew out all the building around a turret but the 1x1 tile it was sitting on just kept floating in the air. Probably a bug but stillfspades posted:Really loving the extreme amounts of about the difficulty this game is causing on metacritic and steam reviews. My favorites are the one that complain about turn limits because they like to "take it slow and plan their moves" I kind of equate it to jumping from Dark Souls to Bloodborne. Yeah the two games are mechanically similar, but the feel has really changed and people need to change with it. And honestly, over watch creeping is the best way to go tactically but it is just so drat BORING
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# ? Feb 6, 2016 17:15 |
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Kiggles posted:There is an achievement for dropping enemies to their death, and this is about the only way I can think of doing it (did it to a turret, and now that I think about it, is probably how I should have handled a turret in the mission I played earlier this morning). So it's working as intended. Yeah. I can't rightly remember if the floor was damaged or not after it fell, was trying to finish it off before it murdered my mans. Will have to try again and see if it happens again. More excuses to grenade everything.
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# ? Feb 6, 2016 17:17 |
fspades posted:Really loving the extreme amounts of about the difficulty this game is causing on metacritic and steam reviews. My favorites are the one that complain about turn limits because they like to "take it slow and plan their moves" I dunno, I'm too often being stuck in situations where im triggering multiple groups because i slowed down to kill one of those robot things.
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# ? Feb 6, 2016 17:19 |
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Alkydere posted:Yeah, Shotguns no longer have their hilarious range malus in this game. That seems limited only to the Long War dudes SMGs. Unless you haven't built the next tier of shotguns there really seems no reason you should ever take an AR on a Ranger over a Shotgun. Counter point, AR have larger magazines. It's not much, but I blundered on a +2 Stock, and it's allowed my Specialist to take a TON of completely awful shots with NPCs with 2HP hiding behind cover. With a shotgun ammunition would be more of a concern. Has anyone tried out Guardian with stocks (guaranteed damage)? I'm pretty sure the game still displays your shot as a miss, so I was curious whether Guardian would still trigger from the guaranteed damage from the stock. EDIT: Just noted you said Ranger, and Specialists can't even equip shotguns. So yeah, I guess what I am saying is I agree. Kiggles fucked around with this message at 17:21 on Feb 6, 2016 |
# ? Feb 6, 2016 17:19 |
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So does anyone know what part of the .ini files determines the default colors for things? getting tired of making all my dudes match manually My favorite bug so far is I had a soldier fall through a floor and then became completely stock still for the rest of the mission. He did not animate at all, just teleported from place to place and killed enemies with his mind.
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# ? Feb 6, 2016 17:21 |
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Quick question, healing during battle doesn't reduce their days to recover, right?
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# ? Feb 6, 2016 17:21 |
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fspades posted:Really loving the extreme amounts of about the difficulty this game is causing on metacritic and steam reviews. My favorites are the one that complain about turn limits because they like to "take it slow and plan their moves" Some of the griping feels pretty deserved though honestly. When the game feels like screwing you in a real not-fun way, the procedural map/mission stuff can whip up some terrible things when you've got limited turns. Like still a fun game, but some of the new stuff can feel pretty ugh.
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# ? Feb 6, 2016 17:22 |
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Tae posted:Quick question, healing during battle doesn't reduce their days to recover, right? Correct. Once a target is wounded, they are wounded. Having better armor helps, however, since you should need to take the armor's HP worth of damage before a soldier is actually wounded.
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# ? Feb 6, 2016 17:23 |
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Ravenfood posted:Dodge rolls are independent of hit chance as far as I can tell. It has to be, I just got it to trigger on a 100% shot. Is this documented anywhere?
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# ? Feb 6, 2016 17:24 |
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I'm seeing a lot of people make a beeline for armour over weapons early on. Is there any specific reason for that? On Commander I went straight for magnetic weapons, reasoning that killing enemies faster would reduce the frequency of injuries more than hoping a couple extra points of health would save my soldiers. Did they buff the early tiers, or do they give extra abilities?
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# ? Feb 6, 2016 17:25 |
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Perestroika posted:I'm really happy that shotguns actually have a pretty decent range on them. Case in point:
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# ? Feb 6, 2016 17:29 |
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The first armor this time has an extra item pocket, so it can make a difference with killing dudes too.
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# ? Feb 6, 2016 17:30 |
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poptart_fairy posted:I'm seeing a lot of people make a beeline for armour over weapons early on. Is there any specific reason for that? On Commander I went straight for magnetic weapons, reasoning that killing enemies faster would reduce the frequency of injuries more than hoping a couple extra points of health would save my soldiers. Did they buff the early tiers, or do they give extra abilities? The armor gives you an extra inventory slot, which gives you a ton more flexibility, if not just more grenades, which serve plenty well for increasing your damage, be it direct damage blowing up aliens, or indirectly by blowing up their cover. I had Mag weapons researched first, but I still haven't purchased them because rolling with ballistics has been really comfortable with the flexibility the inventory slot on the armor affords.
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# ? Feb 6, 2016 17:31 |
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Has only tried modding and found out where the building variables are? I'm trying to change psi op training to be anyone, but I haven't had any luck with the ini files. Is it a more advanced mod like the timer fix?
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# ? Feb 6, 2016 17:31 |
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Yardbomb posted:Some of the griping feels pretty deserved though honestly. When the game feels like screwing you in a real not-fun way, the procedural map/mission stuff can whip up some terrible things when you've got limited turns. You can definitely get some really seriously tough maps as a result of the proc-gen, though they're also some of the most intense and memorable missions. I can definitely empathize with people's frustrations, but ultimately there are solutions which allow you to axe the bad and keep the good through modding.
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# ? Feb 6, 2016 17:33 |
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The Kins posted:I had someone shotgun a leaping Faceless out of the sky as it leapt up to a rooftop another soldier was on. It was the coolest and grossest skeet shooting in the world, and proof that I really need to remember to turn on Shadowplay more often. The Faceless jump is magically silly, especially when your squad is in position to overwatch them out of the air. I had the same thing happen to me and I couldn't stop laughing as he ragdolled to the moon and fell straight down. Also, saw someone's Thin Man quisling earlier and decided to make my own: Came out a bit darker/more intense and less goofy but I like it. Though I'll admit I was tempted to make him Australian for a Mann Co. gag.
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# ? Feb 6, 2016 17:33 |
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I think I have to start over, since I'm a midway into the game and most of my soldiers are dead (not even enough to field a full team). Anyone has a map layout/tips for base building yet?
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# ? Feb 6, 2016 17:33 |
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poptart_fairy posted:I'm seeing a lot of people make a beeline for armour over weapons early on. Is there any specific reason for that? On Commander I went straight for magnetic weapons, reasoning that killing enemies faster would reduce the frequency of injuries more than hoping a couple extra points of health would save my soldiers. Did they buff the early tiers, or do they give extra abilities? The first armor upgrade gives more HP and the ability to carry two item slots but I'd still go for "get them before they get you." EXO Suits and Spider Suits are nice but you need to build them individually so you're not going to be kitting out all of your dudes for a while.
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# ? Feb 6, 2016 17:33 |
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Elliotw2 posted:The first armor this time has an extra item pocket, so it can make a difference with killing dudes too. Kiggles posted:The armor gives you an extra inventory slot, which gives you a ton more flexibility, drat, I did not know this at all. Thanks guys.
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# ? Feb 6, 2016 17:35 |
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Alkydere posted:The Faceless jump is magically silly, especially when your squad is in position to overwatch them out of the air. I had the same thing happen to me and I couldn't stop laughing as he ragdolled to the moon and fell straight down. Because he's a Finn Man.
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# ? Feb 6, 2016 17:37 |
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Yardbomb posted:Some of the griping feels pretty deserved though honestly. When the game feels like screwing you in a real not-fun way, the procedural map/mission stuff can whip up some terrible things when you've got limited turns. Any game that involves RNG will have moments where the game just screws you over and you can do nothing about it. Sometimes you have to accept you lost and move on, and XCOM 2 is more forgiving at recovering your losses than XCOM: EU, I feel. But if you reload over and over to get pass a mission (like some negative reviewers say they are doing), yeah I can see why it can be supremely frustrating. Bugs and performance issues are legit bad though.
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# ? Feb 6, 2016 17:37 |
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So, interestingly, you can actually get some perks no class gets naturally through the advanced warfare center. Just had a Specialist roll Lightning Reflexes, not Shadowstep. I wonder what other EW perks are grandfathered in like that?
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# ? Feb 6, 2016 17:38 |
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poptart_fairy posted:drat, I did not know this at all. Thanks guys. Oh, and I mentioned this in another post (although I am not 100%) I'm pretty sure you need to suffer HP damage to the actual character before wounding takes effect, so especially early game when your odds of taking more than 4 HP damage in a single hit are still pretty low, going after the armor first can help you get an "A-Team" leveled up more readily, which means fewer supplies spent on rookies, etc
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# ? Feb 6, 2016 17:38 |
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poptart_fairy posted:I'm seeing a lot of people make a beeline for armour over weapons early on. Is there any specific reason for that? On Commander I went straight for magnetic weapons, reasoning that killing enemies faster would reduce the frequency of injuries more than hoping a couple extra points of health would save my soldiers. Did they buff the early tiers, or do they give extra abilities? With the way experience snowballs, it's very important to try and keep your dudes alive whenever possible. It's true that you can also achieve that by killing the enemies more quickly, but even then you'll still take the occasional shot that can kill a rookie in starting armour in a single hit. Predator armour outright doubles the health of rookies, so they'll generally be able to take at least one hit from most enemies without dying, which is a huge boost in survivability. Meanwhile you can still kill everything up to Mutons decently well with just the starting weapons. Besides, it just looks plain awesome.
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# ? Feb 6, 2016 17:38 |
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Tae posted:I think I have to start over, since I'm a midway into the game and most of my soldiers are dead (not even enough to field a full team). Build a workshop in one of the center squares, and I'd put the power relay and comms near it so you can use a gremlin instead of a more flexible human.
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# ? Feb 6, 2016 17:39 |
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Fishstick posted:This helped a lot with stutters: http://steamcommunity.com/app/200510/discussions/0/846960628563773260 The guide on Steam helped me to finally get rid of the camera stutters. Depth of Field also seems unnecessary on an isometric game, it's just nice in cutscenes. Turning it off while in tactical mode got me another 7 frames. It's really crazy that this game gives me a lower frame rate in 1440p than Witcher 3 with all details (except Hairworks). i7-4790 with an overclocked GTX980.
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# ? Feb 6, 2016 17:40 |
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fspades posted:Any game that involves RNG will have moments where the game just screws you over and you can do nothing about it. Sometimes you have to accept you lost and move on, and XCOM 2 is more forgiving at recovering your losses than XCOM: EU, I feel. Bullpoo poo it is. Individual replacement soldiers are expensive and/or rare as hell. XCOM:EU let you buy Rookies by the dozen to feed into the meatgrinder.
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# ? Feb 6, 2016 17:40 |
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# ? Jun 9, 2024 02:55 |
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And while I'm in the character creator I might as well add myself to the Goon https://www.dropbox.com/s/p0sg3o81jhur2mz/Alky%20for%20Goon%20Platoon.bin?dl=0 Shame there's no "fat" option.
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# ? Feb 6, 2016 17:41 |