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ParanoidInc posted:wait WHAT a thing happens in a hole in the bottom of the ocean
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# ? Feb 7, 2016 10:01 |
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# ? Jun 8, 2024 08:17 |
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deep cover vs untouchable... is there any reason to go deep cover?
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# ? Feb 7, 2016 10:03 |
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Pomp posted:a thing happens in a hole in the bottom of the ocean good enough for me! time to get unreasonably hyped and then have a meltdown on the steam forums when I don't get my way
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# ? Feb 7, 2016 10:04 |
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Strobe posted:I put mine on my Specialist's Rifle with a Superior Scope, Tracer Rounds, and Guardian overwatch. I've seen Hair Trigger proc on overwatch shots (), so even though it hasn't happened yet I'm sure it's just a matter of time before I overwatch kill some Sectopod from full health. A few pages late, but the Executioner effect definitely procs on overwatch, had my Combat Specialist pop a Muton that was about to flank everyone before I saw that beautiful, "Executed" pop up. On a side note, the combat hacker drone attack completely ignores armor and at base does 4-5 damage to robotics. The fact that I usually use it to execute almost dead assholes that I have sub-30% chances to hit instead is a different matter. I'm having fun with my personal Goon submission pretending he's a Rigger.
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# ? Feb 7, 2016 10:05 |
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Strong Sauce posted:deep cover vs untouchable... is there any reason to go deep cover? Absolutely not.
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# ? Feb 7, 2016 10:08 |
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So what am I supposed to be doing after I get the Codex ?? It feels like I'm just flying around doing random missions, and while I get that's the point of the game, I'm about to get tier 3 armor and I haven't had any objectives update in a while. Do I need to destroy X number of blacksites to advance or what? Keep it spoiler free as possible, please.Neddy Seagoon posted:You'll notice a new room you can make aboard the Avenger. Either that or you haven't Researched it yet. I hear you loud and clear! Thanks! Hellburger99 fucked around with this message at 10:19 on Feb 7, 2016 |
# ? Feb 7, 2016 10:10 |
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So it appears that the AWS only applies the bonus ability to recruits you level up normally, since my bought Colonels never get one even after retraining their skills.
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# ? Feb 7, 2016 10:12 |
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Hellburger99 posted:So what am I supposed to be doing after I get the Codex ?? It feels like I'm just flying around doing random missions, and while I get that's the point of the game, I'm about to get tier 3 armor and I haven't had any objectives update in a while. Do I need to destroy X number of blacksites to advance or what? Keep it spoiler free as possible, please. You'll notice a new room you can make aboard the Avenger. Either that or you haven't Researched it yet.
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# ? Feb 7, 2016 10:13 |
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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. Try using waypoints when you move. The default is LCtrl. Hold that and left click to set a waypoint. Your path will then resume from that waypoint. This is a good way to steer clear of enemy sight radii, stay away from turrets and environmental hazards, etc.
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# ? Feb 7, 2016 10:16 |
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I had a pretty funny random map where an Andromedan and two Codexes (Codices?) spawned inside the room where the relay I had to protect was. Even charging full speed through other packs of enemies I only got to it in time for them to destroy it as I got in range.
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# ? Feb 7, 2016 10:28 |
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Are building adjacency bonuses a thing in this game?
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# ? Feb 7, 2016 10:29 |
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Only for the workshop and that lets you send Gremlins over to fill in for engineers. Basically your optimal build has to include the Workshop in the center of the ship.
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# ? Feb 7, 2016 10:33 |
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Javes posted:Are building adjacency bonuses a thing in this game? Only one: if you build anything that can be staffed by Engineers (AWC, Resistance Comms, Power Relay, Proving Grounds, Psi Lab?) next to a staffed Workshop, they can be staffed for free by the Gremlin drones from the Workshop. note: this doesn't work diagonally so don't stress it. Dallan Invictus fucked around with this message at 10:44 on Feb 7, 2016 |
# ? Feb 7, 2016 10:37 |
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Game just gave the one black soldier on my whole roster the nickname Kong.
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# ? Feb 7, 2016 10:38 |
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Also: you can only build one Workshop. So don't stress yourself about placement, except probably for Power Relays since the bonus from putting them on exposed power conduits is huuuuge.
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# ? Feb 7, 2016 10:39 |
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The Iron Rose posted:actually forreal after that one advent officer what can you even do with skulljacking because I equipped it on my sniper and don't even have the option to skulljack anyone. Do I have to get that skullmining upgrade? What's the difference? Alkydere posted:Yup, you need to get the Skullmine upgrade for it to be of any use after the storyline required jack. The upgrade also makes it grant Specialists +25 hack strength. toasterwarrior posted:Also: you can only build one Workshop. So don't stress yourself about placement, except probably for Power Relays since the bonus from putting them on exposed power conduits is huuuuge. This makes me realize I haven't build a single lab yet. I guess I just always had bigger priorities. That and holy gently caress I spend my supplies the second I get them and there's never enough. I probably stymied myself with this hard because I'm in loving late May and only just now finally built a comm relay so I can have more than 3 territories. I just wanted my ACW/Guerrilla School/Proving Grounds so badly. And then I needed power, and a workshop... In retrospect, this may have been my biggest mistake so far.
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# ? Feb 7, 2016 10:51 |
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gently caress concealment where you have a dude in LoS of the enemy squad to light up alert squares, move another guy to a 'safe' square and it alerts them He didn't run through another square either. Buggy poo poo.
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# ? Feb 7, 2016 11:16 |
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I'm probably going to finish the game without a single Lab if I do. I've gotten so many scientists that my research is doing fine even without the lab. I've got tier 3 equipment all throughout and any mission without a timer I utterly demolish the aliens, so the timers really are mandatory for the game to remain challenging. The early game is still the roughest going though.
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# ? Feb 7, 2016 11:16 |
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TASTE THE PAIN!! posted:Game just gave the one black soldier on my whole roster the nickname Kong. Plan Z fucked around with this message at 11:40 on Feb 7, 2016 |
# ? Feb 7, 2016 11:18 |
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Still not working, forced to assume that the game probably will not run and will just have to wait till I get my new computer. Little brother is enjoying it though and if they bring a patch out in a few days that fixes the "will not load" thing I'll be a happy bunny.
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# ? Feb 7, 2016 11:19 |
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I'm doing the first 'avatar project building' mission. Can someone tell me: it says "plant explosives then evacuate soldiers". I don't see an evac point. Will I get the option to create one, or will one appear somewhere ?
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# ? Feb 7, 2016 11:21 |
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You'll get to paint a point to evac once you've set the explosives. I recommend the top of the building, if baddies are still alive.
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# ? Feb 7, 2016 11:23 |
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So apparently base defenses are supposed to be really tough or something, but I just had one - I made my psion mind control the first enemy I saw, then ran him towards the spike, which gave squadsight to my sniper, who killed it in two shots. Mission complete, 0 deaths 0 injuries in like 4-5 turns. I barely even saw any enemies. Nobody had to really even leave the evac zone except for the psion who ran out to find an enemy. I wonder if that's actually reliably reproducable or if I just got incredibly lucky.
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# ? Feb 7, 2016 11:23 |
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nice url
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# ? Feb 7, 2016 11:28 |
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Anybody else getting a freeze on the world statistics bit after the end of the game? Unless it's just me, that bit doesn't work yet.Pomp posted:a thing happens in a hole in the bottom of the ocean I love how they've set up TFTD at the end . Also PSI troops - do I even need to spoil this? and mimic beacons are such 'I win' buttons that they're insane. Oh, and you people with your gunslingers - my pure long range guy had the most kills over the course of the whole game - by a long, LONG margin; as in three times the nearest competitor - and was never shot at. Just sayin'. Serial, an autoloader and a decent spotter is just plain obscene, and works exactly as well as a Jaeger or ITZ sniper does in LW - better, really, since you get free lock n' loads and the damage never goes down. Also found that opening concealment engagements from a very long range haywire or mind control with everybody safely out of range is probably the funnest way to line up multiple pods for prox shenanigans. Need to try Legendary now, and get stomped on by the geoscape Salt n Reba McEntire fucked around with this message at 11:43 on Feb 7, 2016 |
# ? Feb 7, 2016 11:34 |
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The only thing I did was the nickname (it was originally Werewolf!), everything else was serendipity.
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# ? Feb 7, 2016 11:37 |
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Furnaceface posted:The mod adds 2-4 turns depending on mission type. I really only find the extra turns helpful on VIP missions because the randomly generated maps can throw you some really bad layouts. For Timers, you could alternatively use this: http://steamcommunity.com/sharedfiles/filedetails/?id=618077830 . Which reduces the timers, but the timers don't start until you break concealment - which I find is a nice balance.
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# ? Feb 7, 2016 11:38 |
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Pomp posted:nice url Ugh, I C+Ped it without reading it. Re-hosted.
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# ? Feb 7, 2016 11:40 |
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Punished Xeno.
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# ? Feb 7, 2016 11:40 |
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I just had the 'expanded sight' black event kick in. My first mission is a downed UFO. The advanced mech can see at least 1/3 of the entire map and must have close to 1/4 of the map in spotting concealment. The 2nd patrol of 2 codex and a muton block off the rest. I cant even move :/
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# ? Feb 7, 2016 11:50 |
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My first campaign started its downfall on my first encounter with a Codex. Going in cold to the game, I didn't realize their aoe weapon jamming fog thingie had another effect, it hit 3/4 of my guys (i clumped them at a cliff face, my bad) and instead of moving I just reloaded and kept murdering. Yeah. Oops. I got one ragged survivor out of that mess and I had sent in my dream team. From there I kept slowly getting more and more behind the curve. I had a hard time grooming raw recruits because all available missions were against tougher lineups and the newbies would go into panic spins or just plain get torn apart. That ate into my supplies, and slowed my progress, and widened the gap. Just an FYI: If your base gets chased down by an alien ship, the special mission for it is really tense and fun. Oh and also get ready to put your soldiers into a meat grinder, because it is completely brutal. I had so very many deaths, and my roster after that event was filled 100% with wounded to gravely wounded. When it was near time to complete the mission, my ranger (who was the farthest away completing the objective) was close to a full double-move away from the LZ, though it was hard to be certain exactly if she'd need 1 turn or 2. Meanwhile the remnants of my team had established a front line at the LZ with a mixed bag of 6 or 7 ADVENT all behind cover and shooting at them from one flank. My defense line was littered with the dead, friendly and enemy alike from previous assaults. The ranger was thankfully able to go through an open approach back to the the LZ, but it still brought her close to that front line. During the alien's turn, behind cover, she took a hit, and instead of being able to close the gap next turn she panicked and hunkered behind a rock. I had to make the grim estimation of how many more soldiers I'd lose trying to hold out for yet another round to get her on the landing platform. The risk of jeopardizing what I had left was too great, so I made the call, ordered the evac and left her to her fate My next sobering choice was to wait the long agonizing days for my roster to heal up, when I'm already behind as it is. Instead I decide to draft 4 recruits, hire a ranger and take the easiest mission I can find. 1 ranger + 4 green rookies, with T2 armor on a "retrieve the supplies" mission gets put against: 2 of the white mech dudes (one looked bigger I think) 3 mind loving aliens 1 codex 1 turret 2 ADVENT soldiers, 1 shock baton dude, and 1 officer It was a total party wipe. Lots of panicking, and lots of reanimated corpses of your former friends chewing on your arm. I'm not a savant at this game, and don't get me wrong i really enjoyed all the hours that went into the above, and I get that there's a time pressure theme throughout the game. I definitely made a lot of mistakes tactically and so on. But I would say one thing that would be nice is for the mission list, as you progress, to offer a spectrum of difficulties instead of trying to stay within the margins of your tech level (or the alien progression or however it does it). Because if you suffer a big loss of your top soldiers in the mid-late game, it's very hard to control the success of leveling up replacements on missions that they can survive. Bhaal fucked around with this message at 12:07 on Feb 7, 2016 |
# ? Feb 7, 2016 11:59 |
http://i.imgur.com/Ki6NSV7.gifv Bubblegum don't take no poo poo.
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# ? Feb 7, 2016 12:00 |
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This is super frustrating. I was at power capacity (12/12) in my first few hours of a new campaign. I begin excavating two new slots and I intended to place a power relay in one. A day before they're going to complete I get a message that excavation has been paused on each slot. I have no idea as to why they paused or how to unpause them. I had to destroy my Guerrilla School (taking with it two upgrades) to have the game re-calculate power. If it's intentional that you're not allowed to excavate building slots if you're at capacity then it should've not allowed me to queue excavation in the first place. For all the ways this entry is good I have never been more frustrated by a game, both in terms of how it plays (I'm sure intentionally) and in terms of the way it frequently bugs out. I'm as much an x-com fan as the next guy but I think this entry could stand a patch or two before heaping on any more praise. This is the second time I've had to restart my campaign due to bugs, or poorly explained mechanics, whatever the case actually is.
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# ? Feb 7, 2016 12:01 |
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Why would excavation get paused, that is bizarre.
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# ? Feb 7, 2016 12:05 |
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Here's my mod idea for the perfect XCOM2: an alternative to the Gremlin for Specialists, a dog with its own special abilities derived from the Specialist abilities. E.g. it can bark to create distractions, fetch loot from a distance and go calm down a panicking squadmate.
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# ? Feb 7, 2016 12:10 |
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I want a mod that lets you do the item pick up vacuum thing but with every single physicsable object on the map.
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# ? Feb 7, 2016 12:19 |
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I'm probably in the final stretch of my first playthrough (Veteran - loading saves only in case of weirdness or glitches, got pretty much all techs and I'm riding the doom timer for all it's worth), and I gotta say that I've enjoyed this far more than I ever did vanilla XCom: EU. So it's with some surprise that I see that only 71% of the Steam reviews are positive. Most seem to be related to the time limits, which seems bizarre to me. They're such an integral part of the design, and really force you to be clever. Hack target too far away? Pop open a wall with a rocket and get a specialist into the adjacent building to establish line of sight. Much more fun than just crabbing my way slowly across the map. Most of the tweaks I'd make at this point are obvious bugfixes and tuning and quality-of-life stuff. Like we've got buttons for Make Items/Armor available, but not modded weapons. That'd be pretty easy to implement, I think? And perhaps a few other tweaks, like perhaps sword-killing a Sectopod not causing blast damage to the lunatic brave enough to stab it. Also, RULES OF NATURE needs to play, but that's more of a mod thing.
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# ? Feb 7, 2016 12:19 |
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Does anybody know how AP rounds interact with Shredder?
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# ? Feb 7, 2016 12:24 |
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redreader posted:I'm doing the first 'avatar project building' mission. Can someone tell me: it says "plant explosives then evacuate soldiers". I don't see an evac point. Will I get the option to create one, or will one appear somewhere ? Avatar Project missions are the only ones where going in Concealed is actually really useful. Sneak in, plant the charges, drop the Extraction Volume somewhere close and run.
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# ? Feb 7, 2016 12:25 |
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# ? Jun 8, 2024 08:17 |
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Jesus christ, peak loving XCOM. Miss a 95% shot on an officer who is in the open, die to cryssalid poison which panics my remaining soldier who was on overwatch, so he runs away. Then the officer dodges two more sniper shots before I finally kill him. gently caress you officer.
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# ? Feb 7, 2016 12:31 |