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So I must be loving thick because apparently there's no way to reserve enough action points for overwatch or firing before moving 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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# ? Feb 7, 2016 15:46 |
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# ? May 18, 2024 21:01 |
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.
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# ? Feb 7, 2016 15:50 |
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 When is the time units mod?
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# ? Feb 7, 2016 15:53 |
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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 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.
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# ? Feb 7, 2016 15:53 |
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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.
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# ? Feb 7, 2016 15:53 |
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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 |
# ? Feb 7, 2016 15:55 |
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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.
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# ? Feb 7, 2016 15:55 |
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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. 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.
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# ? Feb 7, 2016 15:59 |
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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.
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# ? Feb 7, 2016 16:02 |
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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.
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# ? Feb 7, 2016 16:02 |
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^^^ 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 |
# ? Feb 7, 2016 16:04 |
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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.
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# ? Feb 7, 2016 16:05 |
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Im getting really tired of floors not collapsing and the enemy standing on air.
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# ? Feb 7, 2016 16:05 |
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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.
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# ? Feb 7, 2016 16:07 |
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Rookersh posted:The biggest issue I'm having right now with XCOM2 is the "unfairness" really. 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.
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# ? Feb 7, 2016 16:09 |
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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.
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# ? Feb 7, 2016 16:09 |
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Mr.PayDay posted:Is the "Assault the Advent Network Tower" the final Objective/Mission and the "end"?
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# ? Feb 7, 2016 16:09 |
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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.
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# ? Feb 7, 2016 16:10 |
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. This post makes some good points.
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# ? Feb 7, 2016 16:10 |
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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.
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# ? Feb 7, 2016 16:12 |
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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.
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# ? Feb 7, 2016 16:13 |
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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. 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.
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# ? Feb 7, 2016 16:13 |
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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.
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# ? Feb 7, 2016 16:14 |
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SergZpartan posted:Untouchable for rangers is a really fun skill. 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.
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# ? Feb 7, 2016 16:16 |
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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 |
# ? Feb 7, 2016 16:19 |
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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. Yeah I don't dig the presentation of the new geoscape.
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# ? Feb 7, 2016 16:26 |
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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.
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# ? Feb 7, 2016 16:31 |
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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.
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# ? Feb 7, 2016 16:33 |
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With some tweaks to the speed of things I love the new geoscape
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# ? Feb 7, 2016 16:34 |
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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.
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# ? Feb 7, 2016 16:35 |
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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.
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# ? Feb 7, 2016 16:36 |
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My armored grenadier in full cover and with full health just got one-shotted with a crit from a disoriented snek.
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# ? Feb 7, 2016 16:38 |
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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.
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# ? Feb 7, 2016 16:40 |
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What do you actually gain from skullmining? Intel? I've only done the one plot-mandated skulljack.
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# ? Feb 7, 2016 16:41 |
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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%.
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# ? Feb 7, 2016 16:42 |
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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.
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# ? Feb 7, 2016 16:43 |
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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.
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# ? Feb 7, 2016 16:46 |
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All the armor I researched replaces my grenade slot. How do I get armor that doesn't do that?
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# ? Feb 7, 2016 16:48 |
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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?
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# ? Feb 7, 2016 16:50 |
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# ? May 18, 2024 21:01 |
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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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# ? Feb 7, 2016 16:51 |