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Tenzarin
Jul 24, 2007
.
Taco Defender
Oh quick gotta save the resistance base, https://www.youtube.com/watch?v=GEStsLJZhzo.

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Furnaceface
Oct 21, 2004




Your created soldiers can appear on the title screen in the random scenes. Sometimes its the little things. :3:

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
Uhhh so I'm in a situation where I go to the command map and cant do anything,? No buttons or any way to move it around and ESC doesnt bring up the menu

DrManiac
Feb 29, 2012

Uncle Jam posted:

GTC! Extra dude plus the extra moves on conceal mission can make or break a timed mission. The tough enemies ramp up really quick, I got lancers on my second mission when I didn't do tutorial.


I'm more or less fine on the tactical map. The trouble I'm having on the geoscape is balancing cool combat stuff and story progession stuff.



I'm kind of in trouble in my current campaign because I was in too deep on the combat stuff that by the time I got the skulljack my doom clock is only 4 pips from full and I haven't done the black site yet.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours


:dance:

Ciaphas posted:

The problem with taking flashbangs is it means you're taking one less grenade :(

Sometimes, not even grenades can make everything better :(


Furnaceface posted:

Your created soldiers can appear on the title screen in the random scenes. Sometimes its the little things. :3:

I've noticed my characters appearing on the little advertising screens. I like the idea of my high-ranking squad members becoming infamous enough to warrant wanted posters.

SpookyLizard
Feb 17, 2009
I don't know why you guys have such difficulty with the black site. Just abuse concealment, flank around the map to the objective, grab it quick, and leg it to the evac zone. If I can I usually have most of my guys hold the evac zone and one or two guys go in and grab the vial, then flee. Sometimes you can get out on the same turn, and I wonder how the reinforcements feel when they show up and are too late to the party.


Also get a Psionic ASAP.

Megazver
Jan 13, 2006
So do you miss out on the loot an alien dropped if it's dropped by the last one you kill or if you kill the last one before the timer runs out? That's the impression I'm getting and it's kinda bullshit.

Broken Cog
Dec 29, 2009

We're all friends here
Once you start diving into the story and facility missions, that Avatar Project timer starts going down fast. Mine is almost back at 0 after hanging around 10-11 for a while.

Megazver posted:

So do you miss out on the loot an alien dropped if it's dropped by the last one you kill or if you kill the last one before the timer runs out? That's the impression I'm getting and it's kinda bullshit.

Like corpses, if it's around when you finish a "kill everything" mission, it is automatically picked up. If you want it on an evac mission you will have to grab it yourself, though. And don't forget it explodes after the timer is up.

dogstile
May 1, 2012

fucking clocks
how do they work?
I consistently end up playing so that I always get the objective on the very last turn. This isn't intentional but I can't stop. It's also tense and fun as hell. gently caress the haters

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

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.

Like still a fun game, but some of the new stuff can feel pretty ugh.

"Jaaaaake, these are premade maps not procedural!"
"Well yeah, we needed to make sure they'd play well and procedurally generating them would impact load times. Here have a bunch more premade maps for variety, is that better?"
"But Jaaaaaake."
"Fine."
...
"Jaaaaaaaake, some of these maps don't play well and load times are too long!"

SpookyLizard
Feb 17, 2009

Megazver posted:

So do you miss out on the loot an alien dropped if it's dropped by the last one you kill or if you kill the last one before the timer runs out? That's the impression I'm getting and it's kinda bullshit.

If you leave it on the ground when you EVAC pretty much, but if it's just laying there when the objective is completed/all xenos are dead you'll pick it up automatically.

Megazver
Jan 13, 2006

Broken Cog posted:

Like corpses, if it's around when you finish a "kill everything" mission, it is automatically picked up. If you want it on an evac mission you will have to grab it yourself, though. And don't forget it explodes after the timer is up.

Yeah, that's how it's supposed to work but both times it happened to me so far I just had 1-2 Elerium Cores in the loot section, whereas I usually get a couple more thingamajigs when I've looted it during the mission. It's making me paranoid.

Mr. Unlucky
Nov 1, 2006

by R. Guyovich
yep I was right the same brain dead autist arbitrary board game poo poo applies. all the improvements to this game and they can't take the 2 loving minutes it takes to think through this retarded situation that plagued the first game

finish a mission without getting hit, completed the objective, time to evac out! you know, real world logic, the mission is done, time to leave.

there's actually still a pod in the one dark corner of the map though and I know we came here to blow up the whateverthefuck but why don't you just stay here and lose a few soldiers due to some bullshit you shouldn't have had to fight to begin with btw this is just a lovely board game and real world logic only applies when it's to screw with the player, not in any case where it might be helpful or convenient.

monster on a stick
Apr 29, 2013

Bruceski posted:

"Jaaaaake, these are premade maps not procedural!"
"Well yeah, we needed to make sure they'd play well and procedurally generating them would impact load times. Here have a bunch more premade maps for variety, is that better?"
"But Jaaaaaake."
"Fine."
...
"Jaaaaaaaake, some of these maps don't play well and load times are too long!"

I was fine with premade maps for that very reason :colbert:

dogstile
May 1, 2012

fucking clocks
how do they work?
Hahaha, very first fight of a mission, i pull two pods and everyone bites it, except my support and my unconscious demo guy.

The support picks up the demo guy, books it to the objective, unlocks it, gets the VIP out, picks up the unconscious dude again and runs it back to the evac point. Mission succeeded. I loving love this game.

Broken Cog
Dec 29, 2009

We're all friends here

Megazver posted:

Yeah, that's how it's supposed to work but both times it happened to me so far I just had 1-2 Elerium Cores in the loot section, whereas I usually get a couple more thingamajigs when I've looted it during the mission. It's making me paranoid.

Elerium cores are common drops as items, I've definitely gotten drops of just 1 or 2 cores before, so that was probably it.

Now, just for confirmation, only one enemy per map can actually drop something, right?

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

FairGame posted:

I'm sure this game is well balanced, so I'm doing something wrong.

Rangers are complete poo poo. Why on earth would I ever want to run up to an rear end in a top hat where I end up out of cover and ALSO can swing and miss with the sword? If I'm at that close of range, the shotgun will do more damage and be less likely to miss.

The only thing I've found them good for is concealment/shadowstep and having them act as spotters for my snipers.

Use your shotgun and focus on stealth talents and rangers are great. The sword isn't worth the time or effort except for sick early game sectoid kills or whatever.

Dongattack
Dec 20, 2006

by Cyrano4747
Christ, the bugs are insanely lovely right now. Currently having one where cover indicators aren't showing up at all which adds a whole new layer of "fun".

Slanderer
May 6, 2007

SpookyLizard posted:

I don't know why you guys have such difficulty with the black site. Just abuse concealment, flank around the map to the objective, grab it quick, and leg it to the evac zone. If I can I usually have most of my guys hold the evac zone and one or two guys go in and grab the vial, then flee. Sometimes you can get out on the same turn, and I wonder how the reinforcements feel when they show up and are too late to the party.


Also get a Psionic ASAP.

I'm getting hosed by the black site because enemies keep chasing after my (hidden) soldiers and then teleporting through geomtery and spotting them. For instance:

Anime Schoolgirl
Nov 28, 2002

Bruceski posted:

"Jaaaaake, these are premade maps not procedural!"
"Well yeah, we needed to make sure they'd play well and procedurally generating them would impact load times. Here have a bunch more premade maps for variety, is that better?"
"But Jaaaaaake."
"Fine."
...
"Jaaaaaaaake, some of these maps don't play well and load times are too long!"
EU babbys don't know how good they've got it :allears:

UFO: sectoid with blaster bomb guides it right inside your skyranger
TFTD: what do you mean researching this guy has a 25% chance of stalling my game to an unwinnable state?
Apocalypse: oh sure we situated your base in the rear end corner of the map where you can't respond to any threats at all

LordNat
May 16, 2009

Kanos posted:

Use your shotgun and focus on stealth talents and rangers are great. The sword isn't worth the time or effort except for sick early game sectoid kills or whatever.

If you toss on the stun blade the sword is fairly nice to spec into.

TheTrend
Feb 4, 2005
I have a descriminating toe

The stun troopers really aren't fun and pretty bullshit. Running not triggering over watch then 1 shotting my troops is not really challenging or interested and is just a lot of garbage.

Internet Kraken
Apr 24, 2010

slightly amused
Lets be fair, the procedural maps are cool but sometimes you get one that has you run a ridiculous distance in only 8 turns. Other times its a leisurely stroll down a short street under the same time limit.

Broken Cog
Dec 29, 2009

We're all friends here
Burning seems worthless. If one of your characters starts burning, you take one damage each turn, and can't use any abilites. If an enemy starts burning, they *might* take 1 damage each turn and seemingly gets no other penalties, even if they are organic.

Go for any other alternative given the chance.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

TheTrend posted:

The stun troopers really aren't fun and pretty bullshit. Running not triggering over watch then 1 shotting my troops is not really challenging or interested and is just a lot of garbage.

They 100% trigger overwatch when running, so you might have run into a bug or the lancer's route was out of LOS of your overwatching guy(s). Overwatch is the primary way to counter them because they're suicidal berserkers.

They are definitely one of the most dangerous humps of the early game, though.

Broken Cog posted:

Burning seems worthless. If one of your characters starts burning, you take one damage each turn, and can't use any abilites. If an enemy starts burning, they *might* take 1 damage each turn and seemingly gets no other penalties, even if they are organic.

Go for any other alternative given the chance.

Burning stops enemy abilities perfectly fine, including stopping some really really annoying ones like Codex teleport/clone.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
Burn does 1-3 damage for a random amount of turns and blocks anything that's not moving and shooting for all units, yours, theirs, robot, squishy, doesn't matter. Burn rocks.

Broken Cog
Dec 29, 2009

We're all friends here

Elliotw2 posted:

Burn does 1-3 damage for a random amount of turns and blocks anything that's not moving and shooting for all units, yours, theirs, robot, squishy, doesn't matter. Burn rocks.

Welp, that was not what happened when I decided to test out the Dragon rounds I had lying around. The Advent soldiers I tested it on didn't give a gently caress.
And yes, I did check that they were in fact burning.

Edit: Unless Marking and Shielding does not count as abilities.

immortal flow
Jun 6, 2003
boing boing boing
Anyone have pro strats for taking on Codexes? I can't take them on without losing at least one troop to teleporting flank shots.

So far I've got

- Only hit them with powerful shots, they clone every time you hit them so plinking away only serves to produce even more teleporting arseholes.

- Spread your dudes out massively so the ammo-sucking vortex doesn't hit too many of them.

- Sniper's pistol is immune to the ammo vortex, as are all grenades.

- ???

Fister Roboto
Feb 21, 2008

I think the best way to go for the strategic layer is to get a workshop up and running ASAP, because you're usually going to be bottlenecked by lack of engineers early on. A workshop effectively lets you double your engineering roster for the adjacent tiles, so even in the worst case scenario where your first open tile is in a corner, you can still turn 2 engies into 4. That lets you excavate the adjacent tiles super fast, and then build and fully staff, say, a power relay and a resistance antenna.

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
:siren: Dont do Ironman :siren:

You guys are all smart and warned me but I encountered a gamebreaking bug where on my save, if I go to the command map there will be no options and the games wont let me exit. I have to restart

Carcer
Aug 7, 2010
Has anyone else had sectoids reanimating the "dead" meme grenade hologram? I had a mission where I threw one into the middle of a pack, who "killed" it, and a few turns later a sectoid reanimated a xcom soldier from the same spot that the grenade had gone off.

GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods
Hahaha Bladestorm procs even if your ranger is unconscious. :allears: Stun lancer just ran up, knocked my guy out cold, guy then proceeded to get up and kill the poo poo out of the lancer before slumping over in an unconscious heap again.

Diogines
Dec 22, 2007

Beaky the Tortoise says, click here to join our choose Your Own Adventure Game!

Paradise Lost: Clash of the Heavens!

Edit: Nevermind.

Diogines fucked around with this message at 20:57 on Feb 6, 2016

Exposure
Apr 4, 2014

Diogines posted:

For the life of me, I cannot figure out how to put on weapon attachments. I don't see a menu or an option for them anywhere in the squad selection screen. Can anyone point it out, or describe how or post a screenshot? This is indeed a dumb question but I just don't see it.

It should be weapon upgrades when you're viewing a soldier in the armoury, but you do need to have researched modular weapons before it gives you access to the screen.

Tenzarin
Jul 24, 2007
.
Taco Defender
I was worried that there was no space armor in the game intill i made predator suits.



Now I can color code units and it looks cool to back up that little effort.

Diogines
Dec 22, 2007

Beaky the Tortoise says, click here to join our choose Your Own Adventure Game!

Paradise Lost: Clash of the Heavens!

Exposure posted:

It should be weapon upgrades when you're viewing a soldier in the armoury, but you do need to have researched modular weapons before it gives you access to the screen.
I did not realize you had to click edit. Thanks.

Deuce
Jun 18, 2004
Mile High Club
I discovered you can skulljack from concealment. This makes things easier!

Plus, making it your opening action for a turn is beneficial, for, uh, reasons.

Deuce
Jun 18, 2004
Mile High Club

Tenzarin posted:

I was worried that there was no space armor in the game intill i made predator suits.



Now I can color code units and it looks cool to back up that little effort.

Red outfits are for rookies :colbert:

Tenzarin
Jul 24, 2007
.
Taco Defender

Deuce posted:

Red outfits are for rookies :colbert:

Red is to make them run faster.

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poptart_fairy
Apr 8, 2009

by R. Guyovich

Furnaceface posted:

Your created soldiers can appear on the title screen in the random scenes. Sometimes its the little things. :3:

One of my supposedly injured specialists is dicking around on the command deck. I know it's you, Najaur, those glasses are not very discrete! :argh:

On that note I'm spending an inordinate amount of time "upgrading" my soldiers' appearance as they level up, and compose a suitably in character epitaph for when they eventually get dropped. As Rookies they have basic resistance armour; Squaddies earn class appropriate colours and loosely co-ordinated clothing. One higher level than that they earn the right to have a hat, etc etc. It's an incredibly loving nerdy level of continuity but I love it so much.

My only rule is that outside of character pool soldiers I won't touch their physical customization beyond hair/tattoos/scarring.

Tenzarin posted:

I was worried that there was no space armor in the game intill i made predator suits.



Now I can color code units and it looks cool to back up that little effort.

Hey, what's up red ranger/green grenadier buddy. :haw:

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