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Edit: VV Those are random, it doesn't always have that bonus, that bonus might not always even be on the map. LibbyM fucked around with this message at 00:45 on Feb 8, 2016 |
# ? Feb 8, 2016 00:35 |
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# ? May 21, 2024 16:38 |
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If you could choose your starting location I would start in South America every goddamn time. The savings on Future Combat my god. The savingsssss
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# ? Feb 8, 2016 00:35 |
Substandard posted:Having said that, I think you could EASILY beat the game with nothing but Grenadiers. Explosives are amazing, and the grenadiers they actually get better as the game goes on and you need to shred more and more armor. I generally run 2 of them all the time, but I just tried a mission with 3 colonels (2 mainly explosives and 1 w/ holo targeting, etc.) and it was amazing the destruction I could reign down. Once you start getting into special ammo the other classes close the gap. I always bring at least one Combat spec Specialist for the free 2 damage, the insane OPness of hacking, and the improved over-watch. Snipers are about the only class/spec I founded nearly entirely useless (Pistol spec is just flat better for most missions). I installed a no aim loss from Squadsight mod that made them a little better. But still most missions don't really allow you to plant a Sniper. Late game with a combo of Death From Above and a Spidersuit they can be kind of nasty but it is a large investment from not that great a reward.
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# ? Feb 8, 2016 00:38 |
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Captain Oblivious posted:If you could choose your starting location I would start in South America every goddamn time. The savings on Future Combat my god. The country benefits are randomized each game.
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# ? Feb 8, 2016 00:41 |
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LibbyM posted:Seriously in what world did the developers think voice chat was a) even needed at all, and more importantly b) should be mandatory, enabled with no ability to stop broadcasting yourself. This was annoying in the last one, but that this continued on as a feature into the sequel is crazy. There's a push-to-talk toggle in the settings, I'm pretty sure.
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# ? Feb 8, 2016 00:41 |
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Dan Didio posted:There's a push-to-talk toggle in the settings, I'm pretty sure. Is there this time? That would make me really happy, I'll go look. In xcom EU there was no toggle so I just assumed it happened again. Edit: You are right and I'm an idiot. Pretend my last post was me complaining about the first game.
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# ? Feb 8, 2016 00:43 |
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LordNat posted:Snipers are about the only class/spec I founded nearly entirely useless (Pistol spec is just flat better for most missions). I installed a no aim loss from Squadsight mod that made them a little better. But still most missions don't really allow you to plant a Sniper. Late game with a combo of Death From Above and a Spidersuit they can be kind of nasty but it is a large investment from not that great a reward. My 80 kills sniper begs to differ. Slap a superior scope and give them some crit ammo, and they can tear poo poo up from across the map. They are also basically never in any danger of taking damage. The spidersuit is also one of the first armors you unlock, so it really isn't that much of an investment.
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# ? Feb 8, 2016 00:46 |
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had a ranger pull off a 44% shot for a 13 damage crit, slaying the Avatar that appears after skulljacking a codex. ranger: "what's the big deal??" ice cold, lady.
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# ? Feb 8, 2016 00:46 |
Broken Cog posted:My 80 kills sniper begs to differ. Slap a superior scope and give them some crit ammo, and they can tear poo poo up from across the map. They are also basically never in any danger of taking damage. My main problem with them is only a small chunk of the missions really allow for that. Mostly just Retaliation, Defend the Mcguffin, and sometimes supply raids. Outside of that I always find I have to keep them moving along with the team so they are not left behind when we evac. For investment I mostly mean taking them on missions where another class is better so they unlock the later tree perks that make them worthwhile.
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# ? Feb 8, 2016 00:52 |
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Just bring the pistol sniper instead, pistols are great.
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# ? Feb 8, 2016 00:53 |
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LordNat posted:Once you start getting into special ammo the other classes close the gap. I always bring at least one Combat spec Specialist for the free 2 damage, the insane OPness of hacking, and the improved over-watch. But you can put the ammo on a grenadier too and have shredder / holo targeting / etc. as well. I don't actually use only grenadiers but particularly after you start getting free reload or expanded clip mods they are pretty great at shooting guys in addition to grenade-ing. For the most part (baring injury, or trying to level up low level guys) I generally run 2 Grenadiers / 1 Specialist / 1 Psi Op & 2 Run-N-Gun Rangers. It's a good mix so I can mind control / hack / scout and lob explosives everywhere. I also found Sharpshooters to be questionable at best. If you get a mission where they can get to high ground with good sightlines, and you can either kill-zone or serial a bunch of guys with an expanded clip rifle they are amazing, but I only had 2 missions out of 30 or so total where I felt like he was better than just bringing any other class.
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# ? Feb 8, 2016 00:53 |
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Sight lines in this game are so wacky. If I'm behind full cover and therefore one tile back from the edge of high ground I really don't expect to be seen much less grabbed through the floor. This is why I'll never play Ironman. I love what they did to bring in elements like Training Roulette without taking away from the main purpose of each class but you get really locked into AWS -> GTS at the start. The tutorial is also once again in your advantage to skip entirely yet contains critical story. Edit: Ah so sight range is a cylinder that goes straight up from minimum height with no terrain occulsion. GG Firaxis Shumagorath fucked around with this message at 00:58 on Feb 8, 2016 |
# ? Feb 8, 2016 00:53 |
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# ? Feb 8, 2016 00:54 |
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LordNat posted:Once you start getting into special ammo the other classes close the gap. I always bring at least one Combat spec Specialist for the free 2 damage, the insane OPness of hacking, and the improved over-watch. Snipers are amazing since the game doesn't have those cloaked strangler units anymore. I feel like as long as the mission isn't one that requires constant movement (like having to move to an objective and evac behind it) you can get away with just perching him on the nearest building and leaving him there.
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# ? Feb 8, 2016 00:54 |
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LordNat posted:My main problem with them is only a small chunk of the missions really allow for that. Mostly just Retaliation, Defend the Mcguffin, and sometimes supply raids. That's what the spider suit is for, though. It doesn't cost any action points, so you can run, hookshoot up somewhere, and then position yourself. And it only has a 3 turn cooldown. Also, there wasn't a whole lot of missions where I couldn't cover most of the area from a nearby roof, mostly just a couple of story missions as well as the final one, and the final one is open enough that he was still useful there.
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# ? Feb 8, 2016 00:54 |
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Red Mundus posted:What the gently caress? If I complete an objective but evac out I still fail? What, did I throw the objective data out the skyranger window because I feel like I didn't earn it or something? AFAIK if you have completed the main objective, you'll still get the mission rewards and loot but not the corpses. Just ignore the ratings.
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# ? Feb 8, 2016 00:55 |
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Oh geez, this building-sized robot looks like it means business. I'd better get everyone behind heavy cover, apply defense buffs, and start the fight by firing with my Holo Targeting sold- Executed. Promotion Earned. That was the first and only time my instakill weapon mod ever triggered.
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# ? Feb 8, 2016 00:56 |
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Really starting to enjoy it now, but some things need to be changed/modded for my personal preference: Bit higher chance to hit in the early game Flashbangs seem to be almost useless in my experience, need to try to bring them closer to XCOM1:LW flashbangs Elerium Cores or whatever they were called need to drop more OR the development of things like grenades, heavy weapons and etc needs to be not random, but chosen Pointblank melee range shots need bigger chance to hit Can probably fix most of these things myself by ini-diving after this first campaign. Other than that i'm really hopefully for general convenience mods and mods that give the tactical gameplay some more depth. If JohnnyLump or whatever he was called can release a whole bunch of modular mods to bring it closer to LW, but with the option to not have it tedious that would be great.
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# ? Feb 8, 2016 00:56 |
Substandard posted:I also found Sharpshooters to be questionable at best. If you get a mission where they can get to high ground with good sightlines, and you can either kill-zone or serial a bunch of guys with an expanded clip rifle they are amazing, but I only had 2 missions out of 30 or so total where I felt like he was better than just bringing any other class. Gunslinger + Special ammo is fairly good. Lightning Hands to pop off a weak guy for free, Quickdraw to get 2 shots or a shot and run each turn, Faceoff is like a reusable Grenade with longer range, and Fan Fire can just burn down a fair number of late game guys. I just see no real reason to head down the Sniper path outside of maybe Steady Hands.
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# ? Feb 8, 2016 00:59 |
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Dongattack posted:Flashbangs seem to be almost useless in my experience, need to try to bring them closer to XCOM1:LW flashbangs I like them a lot against melee enemies that can usually sprint across the entire map to gently caress you up. They end up being relatively nonthreatening while disoriented.
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# ? Feb 8, 2016 00:59 |
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Flashbangs just function slightly differently than the Long War version, and they're better in some ways. It's trivially easy to hit an entire pod with one thanks to the ginormous effect radius, and they've already saved my rear end more times than I can count.
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# ? Feb 8, 2016 00:59 |
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LordNat posted:My main problem with them is only a small chunk of the missions really allow for that. Mostly just Retaliation, Defend the Mcguffin, and sometimes supply raids. Proper snipers are only inadvisable in evac missions, in my experience. There is nothing preventing them to sit back and shoot across the map while others accomplish the objective.
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# ? Feb 8, 2016 00:59 |
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Sectoids have amazingly well toned asses for some reason
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# ? Feb 8, 2016 01:00 |
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Does face off not work with ammo mods? I initiated an ambush with it expecting a glorious fireworks show due to my dragon rounds. 6 shots, zero burning enemies, one sad commanders.
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# ? Feb 8, 2016 01:00 |
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Had some wacky bugs today: - Dead civ clipped under world, eyeball dude raised them as a zombie and it brought the game to a screeching halt. Like, I could still do actions, but the animations wouldn't play or would play after a huuuge delay or just hang there in the action cam. Ended up having to reload to before that had happened (quicksaving then loading did nothing) - Knocked out VIP and had someone pick them up. For whatever reason the VIP still counted as being stood next to the (now burning) car where he was when he got punched, any time the car blew up he died even though he was more than a double-move away from it. Had to load the game several times and ended up using my psyker's inspire to give the guy carrying the vip another move to put the vip down, which moved his location to the right place. - Had my prize medic get zapped by a stun lancer and fall unconscious. Couldn't pick her up from any angle to take her to the extract, and she kept making response quotes to stuff like enemies moving in and fire getting close to her. Had to leave her behind, captured rip.
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# ? Feb 8, 2016 01:01 |
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Oh my god. So I had my first Avenger Defense, and while I wasn't losing anyone (I'd destroyed all the cover surrounding the landing ramp leaving clear lines of defenseless sight to the enemy), ADVENT was hitting me with so many troops I wasn't gaining any ground either. Finally managed to clear enough space to get a rookie through, and she was able to damage the transmitter twice before finally taking a Beserker to the face and being knocked out. Despite being across the map I was still allowed to revive her with a gremlin and took a third shot, but by this point enemy reinforcements arrived. A fourth shot would finish this mission but she was completely surrounded and in the open: She ducked under the Muton's fists, swerved away from the lancer's blade, strafed the MEC's railgun, dodged the shieldbearer's fire and practically danced through the trooper and second lancer's attacks. I just about died laughing when she casually destroyed the transmitter and saved the entire ship. Sadly, she wasn't able to get away after that but hopefully the Epitaph hanging proudly on the Avenger will do some justice. poptart_fairy fucked around with this message at 01:05 on Feb 8, 2016 |
# ? Feb 8, 2016 01:01 |
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It is pretty funny that this game is so (un)balanced with everything being overpowered in certain situations that no one can agree on what to argue/complain about. I can only hope that people who take time to put out mods will actually understand how the game works.
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# ? Feb 8, 2016 01:01 |
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fspades posted:Proper snipers are only inadvisable in evac missions, in my experience. There is nothing preventing them to sit back and shoot across the map while others accomplish the objective. Even with evac missions I find them pretty useful. If I know I'm going to be sending the majority of my squad across open air, I'll leave a sniper back on a rooftop to cover them. Then once I've got a secure position I just dash the sniper back over to join them.
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# ? Feb 8, 2016 01:02 |
Dongattack posted:Flashbangs seem to be almost useless in my experience, need to try to bring them closer to XCOM1:LW flashbangs Disoriented disables the use of and and active special abilities, that counts clone, teleport, Psi Zombies, Mind Control, that charge attacks Lances can use, etc. It is amazingly powerful early game and still fairly good late.
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# ? Feb 8, 2016 01:02 |
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All things said, the usefulness of the spider suit for a sniper is invaluable. I don't think I'd be using him much without it.
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# ? Feb 8, 2016 01:05 |
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LordNat posted:Disoriented disables the use of and and active special abilities, that counts clone, teleport, Psi Zombies, Mind Control, that charge attacks Lances can use, etc. A timer on how long it lasts would be nice but yeah they're great.
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# ? Feb 8, 2016 01:05 |
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fspades posted:Proper snipers are only inadvisable in evac missions, in my experience. There is nothing preventing them to sit back and shoot across the map while others accomplish the objective. My main gunslinger procced Holo Targeting, so I'm gonna swap her to a proper sniper thanks to recruiting a col sniper (now AWS perk sadly) to be a replacement gunslinger so I'll see how it plays. My problem with that is it might end up being the sort of thing where, sure sniper is good, but gunslinger is BETTER. At least that's my feeling. Other guys replaced the big guy hitters, gunner grenadiers are astounding at that, same with Rapid Fire shotguns. (Even if my main ranger has reaper for maximum anime.)
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# ? Feb 8, 2016 01:06 |
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Internet Kraken posted:Does face off not work with ammo mods? I initiated an ambush with it expecting a glorious fireworks show due to my dragon rounds. 6 shots, zero burning enemies, one sad commanders. It's only a chance, but any and all pistol shots do in fact get the bonus from ammo types you're carrying.
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# ? Feb 8, 2016 01:06 |
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LordNat posted:Disoriented disables the use of and and active special abilities, that counts clone, teleport, Psi Zombies, Mind Control, that charge attacks Lances can use, etc. That's interesting, wish that information was a bit more obvious ingame, if it's written anywhere I've missed it the almost entire game. I just want flashed enemies to hit my troops a lot less.
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# ? Feb 8, 2016 01:07 |
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Conceal, or Run 'n' Gun?
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# ? Feb 8, 2016 01:07 |
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What exactly is the disoriented debuff. in my second commander play through (iron man cause I'm a masochist who wants to git gud) things are going fine til the stun lancers come out, and then cover destruction plus shots starts to get less effective as they can take a real beating. I think next time around I may just need to be way more ready to evacuate for that little period in between stun lancers coming in and magnetic weapons, as they just wreck me when they come in right now and it's setting back otherwise good campaigns. Maybe a flashbang will help with their move range & hit chance, rather than relying heavy on cover destruction. Edit: was typing this while those new posts came in, I'm definitely going to go harder on flashbangs next time around to control these stun lancers. Maluco Marinero fucked around with this message at 01:11 on Feb 8, 2016 |
# ? Feb 8, 2016 01:08 |
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Run 'n' Gun is amazing. I have it on everyone. I haven't even tried conceal though.
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# ? Feb 8, 2016 01:08 |
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Substandard posted:Run 'n' Gun is amazing. I have it on everyone. I haven't even tried conceal though. Conceal is amazing and it's hard for me to imagine a ranger build without it. But I modded swords to be 100% accuracy and I'm allergic to shotguns. Nothing like hiding a bladestorm ranger in the enemies path, popping them with your normal troops and watching them go to town.
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# ? Feb 8, 2016 01:11 |
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I have two snipers. One sits on roofs. One shoots things with his six shooter. Both are in the race for most aliens killed right next to my ranger. I feel like I should have built a psi chamber earlier but... well I'm all in power armor and plasma weapons. So I'm pretty much in the victory lap phase now and I'm just now getting around to training my first psi operative.
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# ? Feb 8, 2016 01:11 |
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# ? May 21, 2024 16:38 |
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Any good advice floating around on how to fill up the ant farm on the Avenger?
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# ? Feb 8, 2016 01:12 |