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Banano
Jan 10, 2005
Soiled Meat
So I must be loving thick because apparently there's no way to reserve enough action points for overwatch or firing before moving :confused:

Also moving twice even its two squares takes up a whole turn? Please someone tell me there is a mod in the works to undo this idiocy.

The loading screen art is loving rad though

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Lemon
May 22, 2003

Is there any way to make Central shut the hell up during missions? If it's a new objective coming up then fine, but I don't need him reminding me about the time limit or complaining about dead civilians.

cheesetriangles
Jan 5, 2011





Banano posted:

So I must be loving thick because apparently there's no way to reserve enough action points for overwatch or firing before moving :confused:

Also moving twice even its two squares takes up a whole turn? Please someone tell me there is a mod in the works to undo this idiocy.

The loading screen art is loving rad though

When is the time units mod?

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Banano posted:

So I must be loving thick because apparently there's no way to reserve enough action points for overwatch or firing before moving :confused:

Also moving twice even its two squares takes up a whole turn? Please someone tell me there is a mod in the works to undo this idiocy.

The loading screen art is loving rad though

Did you not play EU/EW? It's not a TU based game, you get two actions in a turn, usually moving once and then overwatch or firing. It's a lot better because gently caress counting time units.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I can't deal with non-timed missions anymore. I went back to my first campaign because the second one is going terribly for reasons I don't quite understand, went to blow up a facility. Twenty-something turns of overwatch-creeping. Then the game decides it's about time for the Avenger defence and I just wish I got some extraction mission or something in between.
This is gonna take so long.

Mr.PayDay
Jan 2, 2004
life is short - play hard
Is the "Assault the Advent Network Tower" the final Objective/Mission and the "end"?

Mr.PayDay fucked around with this message at 15:59 on Feb 7, 2016

Kernel Monsoon
Jul 18, 2006
I really dislike that I have to rush every mission to have the slimmest chance of completing it. I'm also very bad at this game, and stun lancers are massive jerks.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Wizard Styles posted:

I can't deal with non-timed missions anymore. I went back to my first campaign because the second one is going terribly for reasons I don't quite understand, went to blow up a facility. Twenty-something turns of overwatch-creeping. Then the game decides it's about time for the Avenger defence and I just wish I got some extraction mission or something in between.
This is gonna take so long.

Yeah I take like 40-50 turns to do the plot missions. Although they seem to be balanced for that, there are some nasty pods or surprise aliens in them. Although it's hilarious when I'm overgeared for the scripted encounters, like the game goes all "hey here's a brand new murderalien! it's all by itself so you have a chance against it!" and then I Rupture+Plasma Nade+Chain Shot it to pieces.

MadJackMcJack
Jun 10, 2009

Pwnstar posted:

It seems like if you use Void Rift on a pod while in concealment your Psi Guy keeps casting spells as a kind of overwatch thing.

Nah, that's actually part of Void Rift, the potential Insanity cast that comes with it. Concealment just means that the enemy are likely close enough together to get multiple chances of getting it.

Rookersh
Aug 19, 2010
The biggest issue I'm having right now with XCOM2 is the "unfairness" really.

Like there are just too many things in the game right now that you can't account for, plan for, or even deal with when they happen. It's just usually an instant death for whoever got unlucky enough to get hit by it. Half of it seems like bugs, the other half I'm not sure about. I mean the thing I loved about normal XCOM, and like 90% of XCOM2 is that it's fair. You lose everything? You hosed up. Your best guy died? You hosed up. You got ambushed/full squad wiped? You hosed up earlier in the mission, and that led to this. Every loss was attributed to you loving up, outside of maybe bomb defusing missions, which had a bit too high of a penalty if you hosed up.

I've now had 3-4 times in the early game alone where an enemy unit would mesh with a wall/building/vehicle/whatever, and suddenly get full flanking on my entire team. That's utter bullshit, and is obviously a bug, but it's totally a gamebreaking bug in this kind of game.

I've had 10+ occasions where the enemy would know exactly where my guys were inside of a building ( fine, whatever ), but then thanks to the new destructibility settings, would just fire on them through the building, and almost always instantly kill them. They'd flank around the wall, and then just fire straight through the wall. It makes any urban setting mission really a pain in the rear end. I realize the AI automatically knows where everyone is at all times, but it's really odd when rando Advent Trooper fresh to the battle instantly flanks half my team inside a building, and then kills them through a wall. Like if I could do this as well, I wouldn't be so annoyed, but I have to blow up the wall/find a window first, before I can shoot the assholes inside. It seems to be bugged for the enemy that the wall technically doesn't exist for them.

My first encounter with a Faceless was on a VIP mission, I was escorting the VIP and my team to the Evac with 2 turns left, and the whole map cleared, so we were dashing there, semi in cover, semi not. Suddenly one of the random civvies on the side of the road turned Faceless on me as my lead ran past her. Instantly gibbed my lead, and then killed the VIP next turn before I could put her down. Awesome! That was fun! I guess I now need to cover dash constantly if anything is around, because gently caress, I guess the trash cans nearby might kill me if I don't. And apparently the VIPs can be Faceless as well, and instantly gib the person you sent to get them. That's at least a bit more fair in my mind, because once it happens once, you know to prepare for it. Rando on the side of the road though? Ehh.

The VIP collection range is also absurd. I've spawned into a few missions now and the VIP was just instantly spotted/joined my team, even though they were halfway across the map. Instantly lost concealment, and the VIP instantly died. Cool. Other times, I was still at least a full dash away from them and they'd join, again, only to instantly die. But then you also have VIPs who you basically need to get within shooting range to even join you. It's completely arbitrary, and doesn't seem to have any rhyme or reason. It makes collecting VIPs far more difficult then it already was/needs to be.

Like I love the game, don't get me wrong, and I like a lot of the new features. I'm excited to mess around with the new classes, the new heavier focus on battlefield control through dashing/armor/abilities, the destructible environments, new alien types etc etc. It's just at the same time, it really feels like they added in a lot of new stuff that maybe needs some more tweaking.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
^^^ Hopefully you are not playing ironman - and if you are this is exactly why you shouldn't with a new game - but when poo poo bugs out don't feel bad about reloading and working around it. Having said that, you know Faceless are a thing so you should try not to end turns near unscanned civies and especially not near a civ by a car or on a roof. Faceless shouldn't be able to one shot anyone unless there's explosion or fall damage added onto things.

Kiggles posted:

Having said that, I haven't tried slapping two workshops side by side. If it is possible to staff a workshop with a gremlins, it may actually be preferable to daisy chain workshops straight down the middle. It wouldn't be a huge bonus, especially considering the resource cost/space/time cost, but I guess it could be a thing if you are seriously hurting for engineers.

You can only have one workshop. This confused me, had my layout planned around 2 and that rather disappointed me.

Darkrenown fucked around with this message at 16:10 on Feb 7, 2016

Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
What's the consensus on the steam controllers? Thinking about getting one with that deal, but I haven't really noticed if people were enjoying them or not.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Im getting really tired of floors not collapsing and the enemy standing on air.

Karlious
Jul 19, 2010
Nap Ghost

Mr.PayDay posted:

Is the "Assault the Advent Network Tower" the final Objective/Mission and the "end"?

Not exactly, but yes, it will lock you out of everything else until the end of the game.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Rookersh posted:

The biggest issue I'm having right now with XCOM2 is the "unfairness" really.

Like there are just too many things in the game right now that you can't account for, plan for, or even deal with when they happen. It's just usually an instant death for whoever got unlucky enough to get hit by it. Half of it seems like bugs, the other half I'm not sure about. I mean the thing I loved about normal XCOM, and like 90% of XCOM2 is that it's fair. You lose everything? You hosed up. Your best guy died? You hosed up. You got ambushed/full squad wiped? You hosed up earlier in the mission, and that led to this. Every loss was attributed to you loving up, outside of maybe bomb defusing missions, which had a bit too high of a penalty if you hosed up.


I was going to write a longish post in this vein, actually. I get that aliens can have abilities that are "unfair", and I like how it's shaking out, but the game should at least make an attempt to communicate to the player what is going on. You have a cast of characters who can bark up hints as to what a new enemy might be up to, for instance. They already do this with some of the aliens, like the Andromedan, where Shen points out whatever's inside the suit might be nasty, so you know to steer clear when the suit pops open.

And while there are some great QOL improvements like the icons that tell you whether you'll be seen or whether you can see an enemy from a position, it's still difficult to estimate how far certain enemies can travel (e.g. how close to a stun lancer I can go without getting murdertowned) and how far they can see. Not having this information, especially early in the game, leads to frustrating moments.

Maybe the game shouldn't let you play Commander until you've played one playthrough to mitigate this issue, if they can't put the information into the game and rely on the player to just figure it out while getting murdered left and right and potentially losing 20+ hour campaigns. If I'd known beforehand about all these issues and if I'd realized the problem only a couple of hours in, I would've restarted on Veteran.

Pipski
Apr 18, 2004

Supernorn posted:

stun lancers are massive jerks.

Agreed. I'm enjoying the actual missions though, so far - except for the hacking, which is stupid as hell. Hacking Exalt poo poo in the first one was really nicely done and useful. In this one, it's just aggravating frigging nonsense.

The new geoscape is an absolute dog as well. Who came up with this wretched 'float around, start scanning a thing, get interrupted by your researcher, get interrupted by your engineers, get interrupted by the resistance, do a mission somewhere else, fly back, start scanning again, get some numbers, start scanning something else' concept? It's just awful. They seem to have decided to complicate the front end of the game wherever they can, even if it adds absolutely nothing. I'm also not sure why I'm flying around in something the aliens have apparently been using as a dumpster for 20 years.

The actual missions, though, when you get to them, are fun, and I really like the loading screens.

Taratang
Sep 4, 2002

Grand Master

Mr.PayDay posted:

Is the "Assault the Advent Network Tower" the final Objective/Mission and the "end"?
Not quite but very close, it gives you a very quick research project that unlocks the actual final mission.

Mr.PayDay
Jan 2, 2004
life is short - play hard

Karlious posted:

Not exactly, but yes, it will lock you out of everything else until the end of the game.

Thanks mate! I was asking because I want to add some more contacts for more supplies and stuff and power up my 2nd and 3rd squads. I guess I will continue with the exploring before starting the last objectives.

cheesetriangles
Jan 5, 2011





Pipski posted:

Agreed. I'm enjoying the actual missions though, so far - except for the hacking, which is stupid as hell. Hacking Exalt poo poo in the first one was really nicely done and useful. In this one, it's just aggravating frigging nonsense.

The new geoscape is an absolute dog as well. Who came up with this wretched 'float around, start scanning a thing, get interrupted by your researcher, get interrupted by your engineers, get interrupted by the resistance, do a mission somewhere else, fly back, start scanning again, get some numbers, start scanning something else' concept? It's just awful. They seem to have decided to complicate the front end of the game wherever they can, even if it adds absolutely nothing. I'm also not sure why I'm flying around in something the aliens have apparently been using as a dumpster for 20 years.

The actual missions, though, when you get to them, are fun, and I really like the loading screens.

This post makes some good points.

SergZpartan
Jun 20, 2008
Untouchable for rangers is a really fun skill.

Can't Grim reaper chain a whole pod? Stab the weakest dude. Now you have an invincible mimic beacon who WILL chain kill everyone next turn if you soften em up.

Underwhelmed
Mar 7, 2004


Nap Ghost

Kingtheninja posted:

What's the consensus on the steam controllers? Thinking about getting one with that deal, but I haven't really noticed if people were enjoying them or not.

I will not claim to speak for everyone, but I find them to be poo poo on all counts. You would be far better served by a wireless mouse and keyboard if you are talking about playing away from a desktop, or just toughing it out with the default.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Pipski posted:

Agreed. I'm enjoying the actual missions though, so far - except for the hacking, which is stupid as hell. Hacking Exalt poo poo in the first one was really nicely done and useful. In this one, it's just aggravating frigging nonsense.

The new geoscape is an absolute dog as well. Who came up with this wretched 'float around, start scanning a thing, get interrupted by your researcher, get interrupted by your engineers, get interrupted by the resistance, do a mission somewhere else, fly back, start scanning again, get some numbers, start scanning something else' concept? It's just awful. They seem to have decided to complicate the front end of the game wherever they can, even if it adds absolutely nothing. I'm also not sure why I'm flying around in something the aliens have apparently been using as a dumpster for 20 years.

The actual missions, though, when you get to them, are fun, and I really like the loading screens.

Xcom shot the ship down in the first invasion, that's why it's hosed up.

I agree hacking is a pain in the rear end though, I hope a mod or something can cut out the long-rear end animations. It's the kind of poo poo that looks great in trailers but quickly becomes annoying when actually playing, especially considering Xcom is meant to be replayable.

gimme the GOD DAMN candy
Jul 1, 2007
Is there a trick to killing archons or are they always a slog until you get plasma? I'm only playing on normal but a single archon in a pod fucks up the overwatch ambushes that worked just fine previously. I guess it is also possible that I have just been consistently unlucky with the rng, but only with archons.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

SergZpartan posted:

Untouchable for rangers is a really fun skill.

Can't Grim reaper chain a whole pod? Stab the weakest dude. Now you have an invincible mimic beacon who WILL chain kill everyone next turn if you soften em up.

It only makes them immune to one attack though, doesn't it? You can't go exactly hog wild with it, while you can drop a mimic beacon into half-cover and expect it to soak up several attacks.

Dominic White
Nov 1, 2005

Pro tip learned from watching Beagle play LW:

Always, ALWAYS have an Uh-Oh Button to hand. Either a smoke or explosive grenade, or ideally a Mimic Beacon if you've killed a few Faceless. Whoever has this emergency button should ALWAYS move and act last. If you're overwatch-trapping, don't let them fire unless you're absolutely sure. Because sometimes you're just going to miss that 98% shot, and unless you hit that Uh-Oh Button, then that Gatekeeper that just drifted into range is going to flank and crit someone for 17 damage.

Darkrenown posted:

I agree hacking is a pain in the rear end though, I hope a mod or something can cut out the long-rear end animations. It's the kind of poo poo that looks great in trailers but quickly becomes annoying when actually playing, especially considering Xcom is meant to be replayable.

It's theoretically be really easy to just have Gremlins fly at twice the speed and to play the hacking setup animation much faster. It's little quality of life stuff like this that I want to see modders tackle. I'd love a 'make all custom weapons available' button for reequipping my squad.

Dominic White fucked around with this message at 16:26 on Feb 7, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Pipski posted:

Agreed. I'm enjoying the actual missions though, so far - except for the hacking, which is stupid as hell. Hacking Exalt poo poo in the first one was really nicely done and useful. In this one, it's just aggravating frigging nonsense.

The new geoscape is an absolute dog as well. Who came up with this wretched 'float around, start scanning a thing, get interrupted by your researcher, get interrupted by your engineers, get interrupted by the resistance, do a mission somewhere else, fly back, start scanning again, get some numbers, start scanning something else' concept? It's just awful. They seem to have decided to complicate the front end of the game wherever they can, even if it adds absolutely nothing. I'm also not sure why I'm flying around in something the aliens have apparently been using as a dumpster for 20 years.

The actual missions, though, when you get to them, are fun, and I really like the loading screens.

Yeah I don't dig the presentation of the new geoscape.

Dominic White
Nov 1, 2005

Really? I think the new Geoscape is one of the biggest improvements. It's a whole big mess of risks and options and opportunities. Could do with a few less popups and (same as gremlins) speed up the visible travel time (just show the travel time on mouse-over, and play it at 4x speed when you do, perhaps with a clipped 'Relocating' audio blip), but it's mostly quality of life stuff. Mechanically it's vastly most interesting, IMO.

Dongattack
Dec 20, 2006

by Cyrano4747
Can you guys help me get better at skulljacking? I gather the techies should be doing it, but i'm having trouble with A: closing the distance without getting shot since techies aren't that speedy and B: figuring out which targets can be skulljacked (i already did the advent leader one, used a ranger with a SMG back then). Heelp.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

With some tweaks to the speed of things I love the new geoscape

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Dongattack posted:

Can you guys help me get better at skulljacking? I gather the techies should be doing it, but i'm having trouble with A: closing the distance without getting shot since techies aren't that speedy and B: figuring out which targets can be skulljacked (i already did the advent leader one, used a ranger with a SMG back then). Heelp.

As far as I can tell you can only skulljack ADVENT soldiers, so get close to the cops and stab their brains. A flashbang or forcing them to hold their ground with an overwatch can help you get close.

Underwhelmed
Mar 7, 2004


Nap Ghost

Dominic White posted:

Really? I think the new Geoscape is one of the biggest improvements. It's a whole big mess of risks and options and opportunities. Could do with a few less popups and (same as gremlins) speed up the visible travel time (just show the travel time on mouse-over, and play it at 4x speed when you do, perhaps with a clipped 'Relocating' audio blip), but it's mostly quality of life stuff. Mechanically it's vastly most interesting, IMO.

New geoscape is like a board game that I want to play.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



My armored grenadier in full cover and with full health just got one-shotted with a crit from a disoriented snek. :xcom:

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Dominic White posted:

Really? I think the new Geoscape is one of the biggest improvements. It's a whole big mess of risks and options and opportunities. Could do with a few less popups and (same as gremlins) speed up the visible travel time (just show the travel time on mouse-over, and play it at 4x speed when you do, perhaps with a clipped 'Relocating' audio blip), but it's mostly quality of life stuff. Mechanically it's vastly most interesting, IMO.

It's really not. The only option you actually get to choose is what flavour of pain to avoid for a month out of three, and if you actively ignore a mission it penalizes the hell out of you for it. The original XCOM didn't care if you let a UFO or two slip by every so often, XCOM2 demands you do everything dropped on your plate. Or else.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

What do you actually gain from skullmining? Intel? I've only done the one plot-mandated skulljack.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
The skulljack is great because it means your specialist gets to pretend to be a ranger for a turn. A ranger that will instantly kill even the toughest advent trooper regardless of health, but with a 70% hit rate. But it's honestly not worth trying to force it too much - the actual reward on the strategic layer is pretty marginal. Just use it when it's tactically useful, or if it's the last enemy on the map and you have another plan for if your guy rolls the 30%.

Kiggles
Dec 30, 2007

Dongattack posted:

Can you guys help me get better at skulljacking? I gather the techies should be doing it, but i'm having trouble with A: closing the distance without getting shot since techies aren't that speedy and B: figuring out which targets can be skulljacked (i already did the advent leader one, used a ranger with a SMG back then). Heelp.

Flash bangs, smoke, suppression, mimic beacon in an exposed position. Just use your utility abilities/gear. It's not too difficult to get into position. Just don't try TOO hard for the skulljacks. Simply keep it in mind for the instances ADVENT soldiers happen to leave themselves overextended and exposed. Then consider suppression/flash to pin down the target while you wipe out the rest of the aliens and get your specialist into a better position. Deploy battlescanner to guarantee your specialist charging forward won't trigger another pod. Have your specialist move first on the next turn. Success? Success. Failure? Have the rest of your team clean up.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Neddy Seagoon posted:

It's really not. The only option you actually get to choose is what flavour of pain to avoid for a month out of three, and if you actively ignore a mission it penalizes the hell out of you for it. The original XCOM didn't care if you let a UFO or two slip by every so often, XCOM2 demands you do everything dropped on your plate. Or else.

The only missions that you get heavily penalized for are terror missions and council missions. Failing to do any others just gives a pretty minor penality like slightly reduced supplies and whatever the dark events are.

Lame Devil
Mar 21, 2013

Heroes of the Storm
Goon Tournament Champion
All the armor I researched replaces my grenade slot. How do I get armor that doesn't do that?

Pierson
Oct 31, 2004



College Slice

Tae posted:

Weapons completely upgrade, along with modifications.


Wait you mean stuff like scopes/triggers etc is for all weapons of that class/type, not just the one I install it on? :aaa:

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Samopsa
Nov 9, 2009

Krijgt geen speciaal kerstdiner!
Yup, install a mod on a rifle and you'll later get a magrifle with the same mods, replacing your tier-1 weapons.

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