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LibbyM posted:Chess would be much cooler if everyone told all their pieces where to move in real time, and then it would pause and you'd update where you want all your pieces to move. Only being able to move one unit per turn is an obvious bandaid over the problem of units not being able to properly defend themselves. Then you need other bandaids like "castling" to fix the problems that that introduces and... e: This is the worst new page ever, I'm sorry. e2: Eimi posted:I'm pretty sure its only one pip on everything not Legendary, and 2 pips on legendary. At least I only got one pip from it and skulljacking a captain. Also destroying facilities is only 1 pip. (I mean I've modded my game, () but that was to make those values go UP not down.) Destroying facilities removes however many pips the facility had produced (you can see the red squares below it on the globe). If you're on top of it as soon as it spawns, that's probably one. If it's on the other side of the map and takes you ages to get over to it, probably more.
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# ? Feb 7, 2016 07:58 |
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# ? May 13, 2024 09:56 |
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Jimbot posted:Retaliation missions can go gently caress themselves. One civilian getting killed a turn is stupid and I just finished one where the initial run was a hurricane of poo poo - not much you can do against a berserker, a MEC, several advanced troopers and sectoids, a shield guy and that teleporting enemy. With regards to retaliation missions, I don't think you're supposed to worry about civilians dying since you don't seem to be penalized for it like in the previous games. As long as you get 6 guys out then you can pretty much let the aliens nuke the place and nobody minds.
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# ? Feb 7, 2016 07:58 |
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MechanicalTomPetty posted:With regards to retaliation missions, I don't think you're supposed to worry about civilians dying since you don't seem to be penalized for it like in the previous games. As long as you get 6 guys out then you can pretty much let the aliens nuke the place and nobody minds. I got hosed by one apparently spawning everyone in the northeast while I went northwest and found a grand total of one civ and a faceless. I'm wondering if it's worth the risk to split the team in 2/2 to cover more ground.
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# ? Feb 7, 2016 08:00 |
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So is there a way to use slash outside of the path the game automatically makes for you? I can't seem to figure it out. Its annoying when the games path is going to place you outside of cover for no reason.
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# ? Feb 7, 2016 08:02 |
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Internet Kraken posted:So is there a way to use slash outside of the path the game automatically makes for you? I can't seem to figure it out. Its annoying when the games path is going to place you outside of cover for no reason. If you highlight any place next to a slash target you can then initiate the slash by right clicking on the target you should see a little sword as you move your cursor into position
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# ? Feb 7, 2016 08:04 |
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Internet Kraken posted:So is there a way to use slash outside of the path the game automatically makes for you? I can't seem to figure it out. Its annoying when the games path is going to place you outside of cover for no reason. Move your mouse near the enemy you want to sword, from the grid beside them move the mouse slightly into them, you'll see a sword icon and arrow pop up.
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# ? Feb 7, 2016 08:04 |
Jimbot posted:After the first major assault the game's difficulty spike goes through the loving stratosphere. I don't remember the first game ramping up this quickly. The first game's difficulty was rocky to start, then started to dip once you had full lasers and carapace Armor. Then it fell off a cliff once you got your first plasma weapons.
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# ? Feb 7, 2016 08:04 |
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Something has got to be wrong here. Fifty days to excavate the first room on the second floor?
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# ? Feb 7, 2016 08:04 |
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Alain Post posted:I got hosed by one apparently spawning everyone in the northeast while I went northwest and found a grand total of one civ and a faceless. I'm wondering if it's worth the risk to split the team in 2/2 to cover more ground. If you have a Phantom ranger, it's absolutely worth it to have them initially head off in a different direction from everyone else to cover more ground. Battlescanners can also be helpful. After the first turn, you can see where civilians are getting shot in the fog and probably want to head that way. I don't know if anyone else has had this happen, but when I engaged the remaining enemies on the map, they seemed pretty aggressive about killing civilians until there was only six left, but then started fighting me instead of killing one more to make me fail the mission. Maybe it's a coincidence, but that does seem like the sort of thing that could be a deliberate choice by the designer of the AI.
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# ? Feb 7, 2016 08:06 |
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Well gently caress me. Doing the tutorial and I don't have a specialist for the mission where you must hack the terminal, and I wasn't able to get to the drive in time because some guys came out of the shadows and shot my rookie who was a turn away stone dead. I killed all the aliens after the timer expired but still got a game over. WHELP!
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# ? Feb 7, 2016 08:09 |
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Jabor posted:Only being able to move one unit per turn is an obvious bandaid over the problem of units not being able to properly defend themselves. Then you need other bandaids like "castling" to fix the problems that that introduces and... Unless the variables are not accessible in the .ini, the .ini says the min and max are the same, even unmodded.
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# ? Feb 7, 2016 08:10 |
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is it just me or do Gatekeepers suffer from the weaknesses of both mechanical and cybernetic enemies? I've poisoned, burned and acid-ed them (though they may only be vulnerable when open) and yet the Bluescreen bullets will also do horrible things to their health pools.
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# ? Feb 7, 2016 08:10 |
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Lotish posted:Well gently caress me. Doing the tutorial and I don't have a specialist for the mission where you must hack the terminal. I killed all the aliens after the timer expired but still got a game over. WHELP! Anyone can hack mission objectives, they just have to get next to it instead of being able to do it at range like Specialists
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# ? Feb 7, 2016 08:10 |
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That was my point; I rushed people there to beat the timer and got shot in the back from across the map, so no one was able to actually get to the objective alive. With a specialist I could have done it from range.
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# ? Feb 7, 2016 08:11 |
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Oh, thought you meant you thought you were just screwed entirely.
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# ? Feb 7, 2016 08:13 |
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Eimi posted:I'm pretty sure its only one pip on everything not Legendary, and 2 pips on legendary. At least I only got one pip from it and skulljacking a captain. Also destroying facilities is only 1 pip. (I mean I've modded my game, () but that was to make those values go UP not down.)
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# ? Feb 7, 2016 08:14 |
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Capn Beeb posted:Something has got to be wrong here. Are you on Legendary? That doubles build times. Also you can have multiple engineers clear rooms and that'll cut it in half.
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# ? Feb 7, 2016 08:15 |
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Insert name here posted:I blew up a facility last night (on Veteran) and it knocked 2 pips off the counter. I am confused as hell then. Especially why I only lost one pip from the blacksite/skulljack thing.
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# ? Feb 7, 2016 08:15 |
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Alain Post posted:Turn limits are, by a significant margin, the best change about this game. I disagree with this only because the changes to the geoscape are the best with timers as a close second monster on a stick posted:Civ 5 got even more hate. "One unit per tile OMG" but then it wasn't very good until the expansions. Is Civ:BE any good yet? No.
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# ? Feb 7, 2016 08:16 |
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Alkydere posted:is it just me or do Gatekeepers suffer from the weaknesses of both mechanical and cybernetic enemies? I've poisoned, burned and acid-ed them (though they may only be vulnerable when open) and yet the Bluescreen bullets will also do horrible things to their health pools. Codexes also have mechanical and biological weaknesses. Andromedons also do, but not as extreme. They're immune to acid/fire/poison but Psi powers can still affect them until the suit goes solo. And anti-mech stuff fucks them up hard in both forms.
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# ? Feb 7, 2016 08:17 |
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Someone make a mod that changes tier 3 equipment graphics to kevlar and ballistics/gauss. Your Mass Effect bullshit is lame, I want to kill giant robots with a revolver and wear sick tats all day.
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# ? Feb 7, 2016 08:18 |
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StashAugustine posted:I disagree with this only because the changes to the geoscape are the best with timers as a close second It definitely makes aiming for perfection a right bitch, which is pretty much the point.
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# ? Feb 7, 2016 08:18 |
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Zore posted:Are you on Legendary? That doubles build times. Nope, that's on normal with an engineer assigned.
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# ? Feb 7, 2016 08:20 |
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toasterwarrior posted:Someone make a mod that changes tier 3 equipment graphics to kevlar and ballistics/gauss. Your Mass Effect bullshit is lame, I want to kill giant robots with a revolver and wear sick tats all day. Tier 3 "Jack" armor--you run around shirtless showing off your sick tats because you're protected by psionic personal defense barriers.
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# ? Feb 7, 2016 08:20 |
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Capn Beeb posted:Nope, that's on normal with an engineer assigned. Somethings hosed up then, it should cap at 20 on level 2.
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# ? Feb 7, 2016 08:22 |
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Alain Post posted:I got hosed by one apparently spawning everyone in the northeast while I went northwest and found a grand total of one civ and a faceless. I'm wondering if it's worth the risk to split the team in 2/2 to cover more ground. Splitting up can bone you with snakemen pulls and other high health guys like faceless. Deffo beeline for that squad size upgrade though.
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# ? Feb 7, 2016 08:23 |
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Got to the final mission, or maybe the last mission before a BIG TWIST I don't know about. Game crashed while loading, though. Pretty fun on Veteran. You don't quite steamroll things as easily once you get higher techs like in the first game. Everything, including your guys, gets high enough HP pools that it's difficult to one shot or get one shot, but that also makes it more difficult to avoid injuries, cause you can't reliably wipe out every squad in one round. Andromedons and Sectopods in particular are just sacs of HP, and they don't tend to travel alone, so focusing them down means leaving lil' dudes to hit you for some damage. Sectopods are awesome. They upgrade Advent troops to keep them relevant, and new alien types are nasty. Stun Lancers seem to be the heaviest hitting things in the game, sometimes doing 14 damage with a single stab, although I've never let a Sectopod live long enough to fire its big cannon. Looks like they don't upgrade aliens, though, so Pectoids and Vipers become kinda pushovers. Really just pectoids. Vipers are just squishy enough that you can one shot them, unless they dodge. Stealth Rangers are amazing. Something might be borked with Shotguns, cause I've got a stealth ranger with a superior scoped shotty, and her chance to hit is frequently 100% at much longer range than it should be. I kinda like Demolitions Grenadiers better than the cannon guys, mostly for the double flashbangs with huge aoes that do damage. I've actually had really good luck with a Sniper Sharpshooter, using it a lot like XCOM 1, but with a stealthy spotter. Also, killzone is nuts, and serial is great with an auto-loader. I take both a Medic and Hacking Specialist. The medic is great for healing late game, since the fights seem to last longer, and the overwatch stuff they get is good. The hacker is basically a psion, just making GBS threads all over xenos with damage and hacks. One of the spotlight tower hacks is basically giving your entire squad an extra turn. What the hell. Actual Psions are weird. Dominate is really cheesy. Works great on muton variants and advent. Not so well on the higher level organic/mechanical guys, like Archons. Dominating a Stun Lancer and having him destroy his friends is really cathartic. Note on performance, disabling LightEnvironmentShadows in BaseEngine.ini, which is in the XCOM2/Engine/Config folder, basically solved all my performance issues, barring crashing due to presumably a memory leak bug. Complex games like his always have those at launch. Load times are still a bit long, but I get a solid framerate. bobtheconqueror fucked around with this message at 08:38 on Feb 7, 2016 |
# ? Feb 7, 2016 08:23 |
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I have Warden Armor and all the plasma weapons. I still haven't done the Blacksite mission
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# ? Feb 7, 2016 08:23 |
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Restarted 20 missions in on legend. Advance warfare center seems to valuable not to have. I was 50+ days from being able to have one. Never got to attack a facility.
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# ? Feb 7, 2016 08:24 |
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CharlieFoxtrot posted:I have Warden Armor and all the plasma weapons. I still haven't done the Blacksite mission Sounds like me and the XCom 1 base assault.
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# ? Feb 7, 2016 08:24 |
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Having fun recreating 90's FPS heroes as soldiers for me to use in my pool but man they do not have a good preacher style hat so I can't make my favorite, Caleb from Blood
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# ? Feb 7, 2016 08:30 |
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Is anyone else finding that the game gets confused a lot in combat? I sometimes watch a drone hover in front of an enemy for like 10 seconds waiting to hack them, and the rangers in particular seems buggy and prone to issues. Several times I've queued up a slash and had my ranger just run up in front of the enemy and stand there, and it's softlocked the game a few times. What really takes the cake though is what just happened to me now. I had a concealed ranger in overwatch inside a traincar that was discovered by a Snake Lady pathing inside the car. She did not trigger his overwatch somehow, but instead immediately reaction moved a few spaces away and did a successful tongue grab, putting him in the "bound" animation for about ten seconds... until his bladestorm reaction went off and killed her from inside the bind... and he remained in the bound animation on his knees with a snake corpse in front of him. Then on subsequent turns when I used him to slash some Advent troops, he just kinda kept sitting there on his knees but a few seconds later the troop would take damage and die. Weird as gently caress.
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# ? Feb 7, 2016 08:35 |
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Cryssalids in this version are pure
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# ? Feb 7, 2016 08:35 |
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Camera operator know what I'm here for. https://zippy.gfycat.com/SelfishGlisteningCapeghostfrog.webm https://gfycat.com/SillyRightBlackfootedferret edit: Tables Reverence fucked around with this message at 08:53 on Feb 7, 2016 |
# ? Feb 7, 2016 08:36 |
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so what does playing the blacksite trigger?
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# ? Feb 7, 2016 08:37 |
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Zore posted:Somethings hosed up then, it should cap at 20 on level 2. Yeah, somehow my DefaulGameData.ini got fudged.
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# ? Feb 7, 2016 08:38 |
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Strong Sauce posted:so what does playing the blacksite trigger? Story and a reduction in the Avatar countdown. There are way more story missions than in EW so delaying the Black site is pretty dumb. Its pretty easy and the reward for doing it is really scaled to help you in the early game. Like if you've maxed out the tech tree before assaulting it you're going to be flying around for a month+ with your thumb up your rear end as you slowly unlock the other story missions and either grind through a slog of late game missions or tons of Avengers defenses. Zore fucked around with this message at 08:43 on Feb 7, 2016 |
# ? Feb 7, 2016 08:39 |
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Strong Sauce posted:so what does playing the blacksite trigger? It's one of the two plot advancement paths. The other being skulljacking.
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# ? Feb 7, 2016 08:40 |
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toasterwarrior posted:Someone make a mod that changes tier 3 equipment graphics to kevlar and ballistics/gauss. Your Mass Effect bullshit is lame, I want to kill giant robots with a revolver and wear sick tats all day.
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# ? Feb 7, 2016 08:44 |
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# ? May 13, 2024 09:56 |
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Do Archons have a special extra evasion to overwatch shots or something? I haven't played this enough to have a good sample size yet obviously, but I'm pretty sure I've hit them out of my conceal ambushes like 1 in every 20 shots, but I have no problem hitting them in actual combat.
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# ? Feb 7, 2016 08:45 |