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Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
I ran out of Elem cores last run, what should I save them for? Ammo, Armor, Grenades or the special armors?

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victrix
Oct 30, 2007


Four ambushes, four rounds of complete misses by 3-4 squad members. I can't win fights like this xcom :negative:

Virulence
Jun 14, 2012

Pomp posted:

i've gotten the same bug, neither actually works. Had to save and reload

Weird. I've had that bug with my ranger a few times and that's always fixed it for me.

MadJackMcJack
Jun 10, 2009

64bitrobot posted:

9) My Psi-op trained stasis as the first ability. This is the best ability. It can train domination but right now I don't expect it to be any good because the will isn't that high.

Domination has worked out very well for me so far, in two ways. Firstly, if I manage to nab a powerful enemy, I've got a fantastic meatshield I can throw into combat and it can do a lot of damage to boot (I once managed to Dominate an Andromedon. It's made me unreasonably angry that the Proving Ground hasn't spat out an acid grenade yet). Or if you get a weaker enemy, you get a mobile Mimic Beacon that can do some damage before dying horribly.

UberJumper
May 20, 2007
woop
What is the the flag to load first from your pool before creating new characthers? I swear i saw it in this thread, but i cannot find it again.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
My Commander is going not too badly, just beaten the first black site near flawlessly, two pods decided to walk together in concealment so a single Plasma grenade got to shred 2 ADVENT, 1 muton & 3 vipers with the rest of the team ready at CLOSE RANGE?! to pick up the pieces.

The campaign felt pretty touch and go for a while, had some bad near-wipes, especially a disastrous first encounter with a MEC on a VIP mission that lost me my best of all 4 classes. I was able to pull it back by making sure to choose easier missions and ease my Rookies/Squaddies back into things, and then tier 2 weapons and armour started coming in, at this point I feel a little ahead on equipment.

Really, it feels like the game is punishing, but it's far more tolerant of wiping missions than the original, where it didn't take much to tank your campaign.

I've actually found the retaliation/terror missions pretty straightforward as well. Faceless aren't too bad, because I tend to focus on controlling ground rather than rescuing civvies. If you do your best to secure enough of the map that you know you can keep 6 civvies alive, then it's just a stand up fight with no need to risk a faceless activation, and when they do activate you've got enough room between you anyway.

Games good y'all, feels pretty balanced. If you feel you're getting your rear end handed to you try to keep in mind the basics, stuff like:

- don't use up all your moves when revealing ground so you can react to enemy activations

- do unsafe stuff first, long flanks, long reaching scouts into unknown ground, you're going to need to do it because of timers and stuff, but if you do it right it really frees up your movement because you'll be able to dash behind space created or react to threats with the full strength of your turn.

- flank to known ground, expect to possibly unclear activations if you try to flank towards unknown ground.

- creating flanks by destroying cover with grenades risks less activations, it's safe, just be mindful to keep enough around for all engagements on the mission.

- check everyone's hit percentages before taking shots so you can max out your odds

- have backup plans even for potentially 'sure' things, so avoid flanking dangerously if it's unnecessary

- leave the guaranteed moves 'til last (unless you need it to break over watch or something), Combat Protocol, a sure fire grenade that you've already range checked ( if you get good rolls on other shots you might just be able to take the guaranteed action somewhere else)

- use hunker down, smoke and aid protocol. If you have only one 40-50% to take you have no guarantee of stopping anything that's going to happen the next alien turn, so you may be better off mitigating that turn rather than rolling the dice on your turn

- efficiency is your greatest concern in timed missions, and is a good mantra to live by regardless, your turns should be achieving something with every move that puts you positively towards the goal, scouting, killing enemies or limiting their options (through debuffs, squad buffs, movement control)

- plan your movement as far as practicable on timed missions, you can see the general lay of the land, use battle scanners to get more of it, you need to be double moving fast through your plan so the inevitable contact doesn't run down the clock forcing you to take even more risks

Soho Joe
Aug 11, 2006

the torment of existence
weighed against
the horror of nonbeing
Nap Ghost
My first campaign is ended in five weeks :magical:

First, I took a mission that gave me an engineer (i need those guys real bad) over the one that cancels the enhanced detection radius. This was the beginning of the end. A Retaliation mission goes awry immediately when a Muton and a Lancer activate when my guy reaches the corner of a building that no one had any business being on the other side of, and within two turns I've got a corpse and a sleeping grenadier. Did you know Mutons can melee you? For a lot? I didn't. I evac a turn or two later, but the good news is that I didn't get a chance to be mauled by the faceless that would have been my first "rescue". Thanks, scanning robot buddy.

Right after that, I gotta raid a train or something, so I grapple one guy up behind a chimney and activate: a Shield Guy and a handful of grunts, plus a Codex (WHY DO THESE EXIST) and some burly officer who looks like an M. Bison Power Ranger. I fall back and press all my "make this problem stop existing" buttons to no avail. My sniper whiffs the easy shot on the codex that would have killed it or at least brought it to one or two HP, but he does manage to do two points of damage from a weapon mod! Clone. Soon two guys have their guns jam and a bunch of assholes make shots so unlikely that they are akin to being struck by a falling meteor. Panic makes my wounded gunslinger hang out in the swirling death void. And then a trio of pectoids descend from the frosty cliffs around me like starving wolves, because why not?

But I did kill some snaketits one time by blowing up the floor, semper games

Klyith
Aug 3, 2007

GBS Pledge Week

Tae posted:

The temple ship where you just used your overpowered psi guy that can summon black holes?

The temple ship was where the final boss stood around like a chump and let your whole team snipe him down in one of the most anticlimactic ending missions ever.


Solomon said afterward that they wanted the last mission to be more a victory lap than a super difficult final challenge. IIRC their thinking was that the alien base was supposed to be the hardest mission, then everything after that a quick wrap-up. But they made it too easy. Particularly in how the level is set up, there's a simple change that could have made it way more interesting. (there are 3 ethereals, the boss and two others out on the side platforms. if they had scripted it so you needed to kill the side guys first, say they were projecting a special invulnerability shield around the boss, that would be a challenge but not too crazy)

Anyways they seem to have heard the demand for a harder last mission loud and clear.

Caidin posted:

Hmm... are Andromedon's collapsing through the floor whenever they climb up to a roof a bug or a feature?
A quirk? They're technically "landed" despite hovering all the time.

Dominic White
Nov 1, 2005

Soho Joe posted:

plus a Codex (WHY DO THESE EXIST)

I managed to trigger two pods simultaneously by accident on a rooftop during my playthrough. I got a Shieldbearer, an Elite Trooper, a Heavy MEC, an Archon and TWO CODEXES.

I cannot believe I pulled that poo poo off without anyone taking damage, no save-scumming (only loading saves in the case of obvious weirdness and glitches). Mainly because I blew the entire goddamn building up.

And then just around the corner is a Sectopod with a couple more troopers flanking.

Dominic White fucked around with this message at 03:47 on Feb 7, 2016

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Somebody needs to explain to the Advent Troopers that Sectopods are not indoor pets. Though their ability to raise up stops being real funny when they pop up through the floor above them and just start walking through the building you're in.

SkySteak
Sep 9, 2010

Tae posted:

You basically get two free missions, a scientist, and engineer.

Fair enough. I don't know why I am having so many troubles.Classic in XCOM 1 was a bit bumpy but I never remember losing so many people early on. Like whenever there is a Sectoid I am completely screwed over because I cannot kill it quickly enough. Either I have to abandon any cover and hope that flank hits kill it or stay in cover and content with 45% shots and go nowhere. It's very disheartening. I could go to Veteran but I heard that becomes really a bit too easy eventually.

the pole or the dole
May 21, 2009


Gunslinger sharpshooters with Bluescreen ammo just tears poo poo up, a Sectopod has what? 30-40HP? I can do 5 attacks on the same target if I have no abilities on cooldown.

quiggy
Aug 7, 2010

[in Russian] Oof.


Neddy Seagoon posted:

Somebody needs to explain to the Advent Troopers that Sectopods are not indoor pets. Though their ability to raise up stops being real funny when they pop up through the floor above them and just start walking through the building you're in.

This reminds me, I had an Advent airdrop drop guys onto the bottom floor of a three-story building. I'm still trying to figure that one out.

AlternateAccount
Apr 25, 2005
FYGM
Things I love and have learned so far:

1> The skill that allows Rangers to take a sword swipe at any enemy that enters or attacks in melee range is hilarious when you get tongued by a Viper.

2> On the mission (early game)for the Blacksite, remember if someone is on a roof, you can grenade them and they will fall through and die. So fantastic.

3> Don't sell a corpse. Like ever. They are required ingredients for a lot of things you are going to want.

Broken Cog
Dec 29, 2009

We're all friends here
I Mind controlled two Elite Stun Lancers during the final mission, and brought them with me all the way to the end. I'm pretty sure they got 4-5 kills each.
I wish I could take them with me back, they were valuable members of the team, damnit!

Edit: Now that I'm finished with the game, the only corpses that seemed to be used for anything beyond autopsy was normal ADVENT Troopers, Faceless, and Chrysalids.

Broken Cog fucked around with this message at 03:56 on Feb 7, 2016

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Broken Cog posted:

I Mind controlled two Elite Stun Lancers during the final mission, and brought them with me all the way to the end. I'm pretty sure they got 4-5 kills each.
I wish I could take them with me back, they were valuable members of the team, damnit!

I really think they should have put the 4/6-man thing to bed for XCOM2. It had a handwavy reason for existing because of console versions in the first game, but all you have to do for XCOM2 is point at the Avenger Defense missions to show it's perfectly feasible for the game to handle double that.

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.



Dominic White posted:

I managed to trigger two pods simultaneously by accident on a rooftop during my playthrough. I got a Shieldbearer, an Elite Trooper, a Heavy MEC, an Archon and TWO CODEXES.

I cannot believe I pulled that poo poo off without anyone taking damage, no save-scumming (only loading saves in the case of obvious weirdness and glitches). Mainly because I blew the entire goddamn building up.

And then just around the corner is a Sectopod with a couple more troopers flanking.

I just did an Avenger Defense mission where the Tractor Beacon was guarded by a pod of a Gatekeeper and Twin Holo-Waifus. Good I hate the Codexes so loving much. Though I laughed pretty hard when the bullshit psi-storm attack hit four of my dudes and their Gatekeeper buddy: disabling his weapon which confused the poo poo out of it and made it wobble about until the vortex exploded and killed the Gatekeeper and no one else.

Neddy Seagoon posted:

Somebody needs to explain to the Advent Troopers that Sectopods are not indoor pets. Though their ability to raise up stops being real funny when they pop up through the floor above them and just start walking through the building you're in.

Oh my god, yes, this is always gloriously stupid. Even when you're screaming in fear/frustration you're sniggering at the AI. Of course, at the same time I found one on a roof one time which was all "WTF! BULLSHIT!"




Anyways, I've done the Forge mission, and I've got the Codex Site next (*shudder*) about how far am I in the story am I?

Nordick
Sep 3, 2011

Yes.
So I only just now noticed that a soldier's attitude customization setting also affects the lines they speak. I switched Jane Kelly to "Twitchy" and in the next battle I heard a couple kinda nervous sounding lines I haven't heard before. And now that I think about it, my other soldiers' lines also fit their attitudes.

Pretty neat touch, I like it.

Caidin
Oct 29, 2011

Klyith posted:

A quirk? They're technically "landed" despite hovering all the time.

I'm talking the big environmental suit alien dudes, I saw one patrolling while I was concealed and it climbed onto the roof a perfectly intact building and then it gave out under the suit and the goons with it.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
Does the Black Market ever refresh inventory? I've got way too much intel and nothing good to spend it on.

Fister Roboto
Feb 21, 2008



Probably not the best name for a settlement, guys.

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.



Dallan Invictus posted:

Does the Black Market ever refresh inventory? I've got way too much intel and nothing good to spend it on.

It definitely does. Dunno what the refresh rate is (at least a couple weeks, but likely once a month) but it does very much refresh.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Neddy Seagoon posted:

I really think they should have put the 4/6-man thing to bed for XCOM2. It had a handwavy reason for existing because of console versions in the first game, but all you have to do for XCOM2 is point at the Avenger Defense missions to show it's perfectly feasible for the game to handle double that.

Honestly, you can't go too much higher before you start running out of good cover to put people in. 8 would probably be fine, but going up to 12 on regular missions would just be a pain.

Broken Cog
Dec 29, 2009

We're all friends here

Dallan Invictus posted:

Does the Black Market ever refresh inventory? I've got way too much intel and nothing good to spend it on.

Keep an eye on the Black Market symbol at the bottom of the screen on the Global Map. When it refreshes inventory, there will be a "!" next to it.

Meskhenet
Apr 26, 2010

Dallan Invictus posted:

Does the Black Market ever refresh inventory? I've got way too much intel and nothing good to spend it on.

Im the opposite. No itel and in urgent need of it. Ended up taking a VIP mission that had 110 intel, of course it didnt tell me i only got the intel if i captured him.

That was a wasted mission.

Pomp
Apr 3, 2012

by Fluffdaddy
My ranger got the In The Zone equivalent :getin:

aeigiven
May 31, 2014
Just started my Commander Ironman run after finishing my first playthrough on Veteran Ironman. Literally just started, March 13, and haven't even finished Guerilla Tactics school when I get this event.



I'm laughing so hard right now. If I can't beat early game now, I just suck.

Dr. VooDoo
May 4, 2006


Caidin posted:

I'm talking the big environmental suit alien dudes, I saw one patrolling while I was concealed and it climbed onto the roof a perfectly intact building and then it gave out under the suit and the goons with it.

I kind of hope that's supposed to happen cause I'm picturing people in apartments minding their own business when another random alien suit just smashes through their ceiling and goes theough their floor as a typically happening every week

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Jabor posted:

Honestly, you can't go too much higher before you start running out of good cover to put people in. 8 would probably be fine, but going up to 12 on regular missions would just be a pain.

I'd be fine with the "rush" missions like VIP extraction still having only 4-6 as a hard limit. Stuck with a small fast-moving strike team kinda thing, while bringing in a big squad for the assault missions.

Doctor_Acula
May 24, 2011
Shen's face has started artifacting so hard it's covering the entire Avenger.

Game is great mechanically, but holy poo poo did they even QA this thing?

Grapplejack
Nov 27, 2007

Neddy Seagoon posted:

I really think they should have put the 4/6-man thing to bed for XCOM2. It had a handwavy reason for existing because of console versions in the first game, but all you have to do for XCOM2 is point at the Avenger Defense missions to show it's perfectly feasible for the game to handle double that.

It would slow the game down too much. See: long war for an example, even though I love that mod.


Nordick posted:

So I only just now noticed that a soldier's attitude customization setting also affects the lines they speak. I switched Jane Kelly to "Twitchy" and in the next battle I heard a couple kinda nervous sounding lines I haven't heard before. And now that I think about it, my other soldiers' lines also fit their attitudes.

Pretty neat touch, I like it.

I'm a big fan of the one that makes them sound tired of this poo poo, my main specialist has it and I love it.

Eimi
Nov 23, 2013

I will never log offshut up.


So has anyone figured out what the ini values do? Some aren't straightforward in terms of is higher or lower values better. Basically I'd like to just make the Avatar project easier to beat back, rather than just making more bars. To that end, I modified FacilityDestructionDoomDelay[0]=672 to 1008, basically increasing it by half, but I've only seen the Avatar count drop by one thanks to it. I'm assuming it's lower now thanks to that, but was wondering if anyone could confirm that. Also I'd like to modify Bleedout chance and timer, make bleedout timer short, but the chance 100% or closest to that, incentivizing medics and playing with the carrying unconscious trooper mechanic, as while my main specialist is a medic, my up and comer is a hacker and with all the crazy robot enemies its hard to not want the hacker. Bleedout turns is easy and clear enough, but BLEEDOUT_BASE and BLEEDOUT_ROLL are opaque enough that I'm not sure.

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.



aeigiven posted:

Just started my Commander Ironman run after finishing my first playthrough on Veteran Ironman. Literally just started, March 13, and haven't even finished Guerilla Tactics school when I get this event.



I'm laughing so hard right now. If I can't beat early game now, I just suck.

:stare:

Holy gently caress, that can happen? I hate/envy you so much now.

DStecks
Feb 6, 2012

Holy loving poo poo, does this game ever become fun? I find myself wishing for new enemy types to get introduced, only to immediately regret it. "Meet the Sectoid! He's completely ineffectual 90% of the time but will gently caress you sideways that remaining 10%." "Meet the stun trooper! He'll run up to you and instakill you because gently caress you." "Meet the turret! It has a shitload of health and whether or not it can shoot you is completely glitched out!" "Meet the Codex! She can teleport and shoot in the same turn because gently caress you with a chainsaw!"

There's nothing tactically interesting about any of them, it's just a matter of hoping the RNG decides to let you live another turn.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
Who says you can't ghost a mission?



To be fair I would've had to fight, or at least hunker down a turn if I didn't have Psi Inspire to move one of my guys. Turns out just moving onto the objective square has someone watch it for breaking concealment--even if you have eyes on the guy and that square isn't lit up to break concealment.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Eimi posted:

To that end, I modified FacilityDestructionDoomDelay[0]=672 to 1008, basically increasing it by half, but I've only seen the Avatar count drop by one thanks to it. I'm assuming it's lower now thanks to that, but was wondering if anyone could confirm that.

After you destroy an advent facility, there's a cooldown before the doom track starts ticking back up again. I'm pretty sure that particular var affects how long the cooldown is, not how many blocks you get back.

MadJackMcJack
Jun 10, 2009

Alkydere posted:

:stare:

Holy gently caress, that can happen? I hate/envy you so much now.

I had that event, but had to hold off as the project timer was getting too high and I had neglected expansion. By the time I was safe it had disappeared :negative:

Cheston
Jul 17, 2012

(he's got a good thing going)
I had a Specialist I really liked. Then they got maybe 3% on the +20 to Hack check, and got Volatile Mix from the AWS. (It's +2 damage and +1 radius on grenades, on the one class that usually holds a Skulljack and a Medkit.)

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.



DStecks posted:

Holy loving poo poo, does this game ever become fun? I find myself wishing for new enemy types to get introduced, only to immediately regret it. "Meet the Sectoid! He's completely ineffectual 90% of the time but will gently caress you sideways that remaining 10%." "Meet the stun trooper! He'll run up to you and instakill you because gently caress you." "Meet the turret! It has a shitload of health and whether or not it can shoot you is completely glitched out!" "Meet the Codex! She can teleport and shoot in the same turn because gently caress you with a chainsaw!"

There's nothing tactically interesting about any of them, it's just a matter of hoping the RNG decides to let you live another turn.

You get used to them, and none of the enemy so far are that bad as far as I can tell. Except the goddamned Codex, gently caress those so hard.

Also, turrets tend to be on roofs: try destroying the floors beneath them if you're having trouble.

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Eimi
Nov 23, 2013

I will never log offshut up.


Jabor posted:

After you destroy an advent facility, there's a cooldown before the doom track starts ticking back up again. I'm pretty sure that particular var affects how long the cooldown is, not how many blocks you get back.

Ah. Looking around in the files it seems there is another variable, BlacksiteMinDoomRemoval[0] Min/Max, then somethings called (spoiled in case they reveal story crap) Forge and PsiGate so I'm assuming Blacksite refers to the story mission and facilities you blow up?

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