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Broken Cog posted:That's RNG for you I guess. I ran into two that were essentially impossible. I started both over multiple times, and while I could manage to beat one of them on the third go by being extremely lucky with resisting the Sectoid mind spins, the other one just seemed unwinnable. You can get rid of turrets instantly by nading the floor they're on; they'll fall through and die immediately. Three pods close together like that is a dream because it means your explosives get to do massive amounts of work and you can flashbang like 5 guys at once. Seriously, I've won timed missions with half my squad dead because a dude blundered through a spotting square I couldn't see and tripping 3 pods at once at the end of my turn so they all got a free round on me. None of these missions are actually unwinnable if you make the right moves and bring the right stuff, and if they look completely unwinnable, bug the gently caress out. Losing missions that aren't "win this mission or the avatar project completes" is not the end of the world and "negative" council reports mean basically nothing in XCOM 2. Heavy Metal posted:Just for the record, un-upgraded specialists for me have failed hacking all of the time so far. The hacking is not very enticing when the success rate is so low. You literally cannot fail the basic "finish the objective" hack on objectives, no matter how poo poo your hacking stat is. You can fail the additional things but the "complete the objective" hack will always succeed. As for your anecdote, sometimes the line of sight is a little weird and you might need to move your specialist to a different angle for them to be able to see the objective, but you can 100% definitely hack every hackable objective from range with a gremlin.
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# ? Feb 8, 2016 04:25 |
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# ? Jun 3, 2024 13:56 |
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Kanos posted:You can get rid of turrets instantly by nading the floor they're on; they'll fall through and die immediately. Three pods close together like that is a dream because it means your explosives get to do massive amounts of work and you can flashbang like 5 guys at once. Except now you also have a bunch of hard penalties on all further missions for the month, and you're down some or all of your fighting force to injury or death.
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# ? Feb 8, 2016 04:27 |
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Now we can have a comprehensive list of the results of "Experimental X" projects. Ammo: Dragon Rounds (+1 damage, burning) Tracer Rounds (+10 Aim) Viper Rounds (Poison, aim penalty to enemies) A.P. Rounds (Shreds and ignores armor) Heavy Weapons: Rocket Launcher Flamethrower Shredder Gun Grenades: Acid (anti-armor) Plasma (frag upgrade) Incindiary (burning) Poison (obvious)
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# ? Feb 8, 2016 04:27 |
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Oh no, the game crashes when I complete the final mission during the cinematic at the end of the mission. I have an autosave from literally the final turn and it crashes every time.
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# ? Feb 8, 2016 04:27 |
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Normal difficulty, take on and win every mission with no casualties, and all I could manage to do was take out the first black site. I guess my priority management isn't quite there. So: XCOM2 1, Kaiser 0
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# ? Feb 8, 2016 04:28 |
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Kanos posted:You can get rid of turrets instantly by nading the floor they're on; they'll fall through and die immediately. Three pods close together like that is a dream because it means your explosives get to do massive amounts of work and you can flashbang like 5 guys at once. I know you can't fail the objective hacks, those being displayed as 100%. Any other hacking I've failed every time, I should've specified. You're saying the other bit I mentioned is a bug, and usually that should work? That's good to know.
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# ? Feb 8, 2016 04:28 |
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I was looking through files for modding related purposes and found this [Civilian X2CharacterTemplate] strCharacterName="Civilian" strCharacterBackgroundMale[0]="Once serving as the head of a clandestine organization developing advanced military simulations, Sid was left with little choice but to fight when alien forces threatened the whole of human civilization." strCharacterBackgroundMale[1]="One of our most loyal supporters, Beaglerush is known for leading efforts to counter ADVENT propaganda and spread the truth about XCOM and the resistance movement." strCharacterBackgroundMale[2]="Known for his pre-war efforts with the United Nations, Peter Van Doorn is a wildcard, a loose-cannon whose exploits on the battlefield are as legendary as his colorful commentary." FallenGod posted:Turn off antialiasing (yes, even FXAA, they somehow hosed that up and it's a 10+ fps hit), SSAO and most of the checkboxes down at the bottom. I also set view distance and shadows to medium and certain parts of maps (fire especially) will drop my Geforce 780 to 30 fps somehow. Of course it depends on hardware, but I turned off AA and DoF and set SSAO to tilebased and the game runs great. For whatever reason, even simple DoF caused huge framerate drops during action cams.
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# ? Feb 8, 2016 04:29 |
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Kanos posted:You can get rid of turrets instantly by nading the floor they're on; they'll fall through and die immediately. Three pods close together like that is a dream because it means your explosives get to do massive amounts of work and you can flashbang like 5 guys at once. Hard to do that when they're in the middle of the street. Kanos posted:Seriously, I've won timed missions with half my squad dead because a dude blundered through a spotting square I couldn't see and tripping 3 pods at once at the end of my turn so they all got a free round on me. None of these missions are actually unwinnable if you make the right moves and bring the right stuff, and if they look completely unwinnable, bug the gently caress out. Losing missions that aren't "win this mission or the avatar project completes" is not the end of the world and "negative" council reports mean basically nothing in XCOM 2. Edit: To clarify, I had no problems actually killing the enemies in the mission, but I didn't have time to actually reach the objective in time. Broken Cog fucked around with this message at 04:33 on Feb 8, 2016 |
# ? Feb 8, 2016 04:29 |
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Junpei posted:A.P. Rounds (Shreds and ignores armor) They dont shred, they just ignore up to 5 armor.
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# ? Feb 8, 2016 04:30 |
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KaiserSchnitzel posted:Normal difficulty, take on and win every mission with no casualties, and all I could manage to do was take out the first black site. I guess my priority management isn't quite there. This is exactly how my run just ended. I was doing amazingly on the Blacksite and then everything went to poo poo at the extraction. Neddy Seagoon posted:Except now you also have a bunch of hard penalties on all further missions for the month, and you're down some or all of your fighting force to injury or death. Injuries feel a ton worse in this than they did in XCOM: EU. I was doing great earlier today, but the last two missions were a "success" in that I completed the objective but suffered so many injuries that I can't keep up. I absolutely hate how easy it is to technically succeed at a mission but what you get from succeeding doesn't at all make up for not having any of those soldiers available for 20 days.
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# ? Feb 8, 2016 04:31 |
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There are also Talon Rounds, +20% crit chance and +1 damage on crit
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# ? Feb 8, 2016 04:31 |
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Deuce posted:Are you expecting some kind of aim penalty that applies when you're in the same room? Well, you're certainly getting an aim penalty when trying to shoot the huge Muton behind cover in the same room.
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# ? Feb 8, 2016 04:32 |
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Junpei posted:Now we can have a comprehensive list of the results of "Experimental X" projects. Are those all that you've seen or are these confirmed? Also, there's two more slots you left out: Powered Weapons (tier 2 weapons for the WAR suit) which have a Blaster Launcher, an upgraded Shredder Gun (forgot the name)) and the Experimental Armor (gives you nanoweave vests with bonus stats, like the Hazmat suit which gives +2 HP and immunity to fire, poison and acid). Also, I'm starting a second campaign now that my first finished with the Goon List and a the Hidden Potential mod. So far goons are excellent soldiers other than the near certainty that one will get instantly ganked by the last enemy in the mission. Alkydere fucked around with this message at 04:34 on Feb 8, 2016 |
# ? Feb 8, 2016 04:32 |
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Are the scouting grenades or the specialist scan skill actually good? The game so successfully trains you to think that having sight of enemies is terrible that I was afraid to ever even try these. Do they not activate the enemy pod when it spots one?
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# ? Feb 8, 2016 04:32 |
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Kazanir posted:- The UX for the soldier screen is bad. It's too many clicks to get the loadout screen from the mission prep screen and stuff like weapon upgrades and PCS should be on the gear screen, with soldier customization elsewhere. It just needs a nice user experience pass and it would be fine. I'm loving the game but the entire UI for the base/geoscape/loadout screens is intensely bad. Everything plays a laggy animation, and everything is nested and illogically linked so it takes the maximum amount of watching animations to get anything done. Loadout and Facilities are probably the worst but the entire strategic layer is incredibly tedious because of this poo poo. Then speed up every drone animation 500% and get rid of every time someone is talking and preventing me from doing anything
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# ? Feb 8, 2016 04:33 |
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Scans never trigger pods. You can basically chuck a scanner halfway across the map, too. They can reveal Faceless and burrowed units but I think they still need to see you to come after you
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# ? Feb 8, 2016 04:33 |
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Am I the only one who is getting muton packs triggering from across the map during terror missions? Is this not intentional? Cause its 3 missions in a row where its happended, always with mutons, and I'm starting to wonder if some pod always just magically becomes aware of you on a terror mission. Sure as hell makes advancing hard when I don't know where the surpise berserker and pals is gonna come from.
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# ? Feb 8, 2016 04:34 |
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Alkydere posted:Are those all that you've seen or are these confirmed? Thx! And those are all the ones that I've seen thus far.
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# ? Feb 8, 2016 04:34 |
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Also, something I wondered about. Are the links between continents on the global map randomized? On my first run I started in the US, and I could only connect to Eastern Asia, not Europe or South America.
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# ? Feb 8, 2016 04:35 |
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My ranger regularly has 120% crit chance, I should get some second-level crits for that. Maybe that's for a mod
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# ? Feb 8, 2016 04:36 |
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Harrow posted:Also somehow none of the Advent Trooper corpses that dropped in that mission counted so I still can't get Predator Armor. Ok. So you got hit when in full cover. Yeah, that will happen. Missions where you evac dont get you corpses. I mean, it's not like you carried them with you. Also, people, seriously: You aren't going to run out of ADVENT troopers for corpses. See, there are "advanced" and "elite" versions of the ADVENT soldiers. Their corpses drop as the same generic "advent trooper" and "advent officer" items. Don't worry, you'll still get your armor upgrades. ...but don't sell them all anyway.
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# ? Feb 8, 2016 04:36 |
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Warbadger posted:Well, you're certainly getting an aim penalty when trying to shoot the huge Muton behind cover in the same room. Sure, cover bonuses. That's a thing. But looking for a distance penalty when you're in the same room?
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# ? Feb 8, 2016 04:38 |
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All right, I think I found the INI value that controls how fast the aliens upgrade their forces. Oddly enough, it was set higher for impossible, you'd think that it would be lower. But when I set it even lower I got Vipers and Advent MECs in literally my second mission. Can anyone else confirm that AlienHeadquarters_ForceLevelInterval in DefaultGameData.ini does what I think it does?
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# ? Feb 8, 2016 04:41 |
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Hunter Noventa posted:All right, I think I found the INI value that controls how fast the aliens upgrade their forces. Oddly enough, it was set higher for impossible, you'd think that it would be lower. But when I set it even lower I got Vipers and Advent MECs in literally my second mission. I'm guessing by the name you had it backwards, you want a higher interval between force upgrades. Use a higher number?
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# ? Feb 8, 2016 04:42 |
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Deuce posted:See, there are "advanced" and "elite" versions of the ADVENT soldiers. Their corpses drop as the same generic "advent trooper" and "advent officer" items. Don't worry, you'll still get your armor upgrades. I'll keep that in mind when I start a new run next month sometime after I cool down. It's probably fair to assume that if I only have three soldiers who aren't injured and the Avatar Project is one pip from emergency mode, I'm probably hosed, right? I sure as hell can't do anything to stop the couple of Dark Events that'll happen before they're healed, which will mean that the next few missions after that will be even harder, which is great.
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# ? Feb 8, 2016 04:43 |
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Deuce posted:You aren't going to run out of ADVENT troopers for corpses. Except there's a massive gap between when the Regular ones go away and the Advanced ones start showing up, and even then they often only turn up as part of the potential reinforcement pool in missions where you can't salvage an entire map for corpses.
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# ? Feb 8, 2016 04:46 |
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You have a couple of weeks. Put an Engineer in your AWC
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# ? Feb 8, 2016 04:46 |
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So I thought my 2nd run was going decent, until I did my first blacksite encounter. Codec, Mutons, and heavy mecs are active. Lost my entire team. Said "gently caress it," ran it again with a hacking specialist and 5 rookies. Somehow won easily....? Then I lost a month later because it is loving impossible to win without higher tier skills. Are Androdema or Archons just pure resource drains? Because those are basically 2-3 kills off my team every time since I'm stuck rotating a bunch of rank 1 squadies.
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# ? Feb 8, 2016 04:47 |
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Most Dark Events affect the geoscape more than the tactical side though? Not to mention that you have 25-20 days after the doom meter fills to replace/heal your soldiers before the Avatar Project actually gives you a game over.
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# ? Feb 8, 2016 04:47 |
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Deuce posted:Ok. So you got hit when in full cover. I did! I sold down to 4, since that seemed like a number that wasn't horrible in case there was something I needed them for later. I was wrong. Every ADVENT Trooper I saw from that point forward was on a mission I extracted at the end. Eventually I finally got one on a defend objective mission... less than a day before Powered Armor finished researching. I've been fighting Andromedons and Codices in kevlar all game. EDIT: And somehow have only lost five troopers. Medbay time is frequent and long, but few of them actually die.
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# ? Feb 8, 2016 04:47 |
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Ugh, I just had an Advent Officer that I hadn't revealed yet grenade my entire squad from inside the room I was moving towards, on ironman This is the final room of the Forge mission, too, and it's probably going to be the difference between winning and failing. I also got hit with the bug where I can't move between floors which meant that I couldn't see what tiles to step on to pick something up, and now it's hanging while trying to reload the mission.
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# ? Feb 8, 2016 04:48 |
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Elliotw2 posted:Most Dark Events affect the geoscape more than the tactical side though? Not to mention that you have 25-20 days after the doom meter fills to replace/heal your soldiers before the Avatar Project actually gives you a game over. And again; During that time you're stuck playing catch-up on other missions OR ELSE and sticking your guys back in the hospital with fresh injuries. There's an absolute razor-thin margin for keeping a fully-capable squad available for missions that needs fixing/balancing.
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# ? Feb 8, 2016 04:49 |
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Harrow posted:I'll keep that in mind when I start a new run next month sometime after I cool down. Put an engineer in the AWC, then go back to HQ, buy the medical scanning bonus and scan at HQ for a few days, that can halve to quarter your recovery time. You have at least three to four weeks before you have to worry about losing the game. It's not going to be easy, but it is going to be doable. Making the most out of your soldiers and gear can make a huge difference in how well you do.
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# ? Feb 8, 2016 04:49 |
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Don't sell ADVENT trooper, faceless, viper or chrysalid corpses. IIRC they are the only ones that are used for anything beyond the autopsy.
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# ? Feb 8, 2016 04:50 |
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Strobe posted:I did! I sold down to 4, since that seemed like a number that wasn't horrible in case there was something I needed them for later. I was wrong. Every ADVENT Trooper I saw from that point forward was on a mission I extracted at the end. Eventually I finally got one on a defend objective mission... less than a day before Powered Armor finished researching. This is exactly what happened to me. I sold down to 5 because I thought that would be safe and I really needed some supply and it's been about five Avatar Project pips since I've gotten an Advent Trooper corpse. I probably would've come out of that Blacksite mission a lot better if everyone had a tiny bit more HP. My Psi Ops certainly would've survived. But nope.
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# ? Feb 8, 2016 04:50 |
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Tae posted:So I thought my 2nd run was going decent, until I did my first blacksite encounter. Codec, Mutons, and heavy mecs are active. Lost my entire team. Said "gently caress it," ran it again with a hacking specialist and 5 rookies. Somehow won easily....? Unless Archons have some ability I've never seen I just throw Aid Protocol on whoever is closest to them and they miss their melee attack most of the time.
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# ? Feb 8, 2016 04:51 |
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Just ignore missions if you don't have the troop strength to do them. Optimus Prime may call you mediocre but it's not the end of the world
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# ? Feb 8, 2016 04:52 |
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Does anyone know how long missions stay available if you don't accept them immediately? I have a couple of times now been able to finish my current scanning before going on a mission, but each time I've made an extra save first to be safe.
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# ? Feb 8, 2016 04:52 |
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Broken Cog posted:Don't sell ADVENT trooper, faceless, viper or chrysalid corpses. IIRC they are the only ones that are used for anything beyond the autopsy. Sectoids for Mindshields, I think? Not that those are usually items worth taking when you've got flashbangs, but still.
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# ? Feb 8, 2016 04:53 |
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# ? Jun 3, 2024 13:56 |
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Phoix posted:Unless Archons have some ability I've never seen I just throw Aid Protocol on whoever is closest to them and they miss their melee attack most of the time. Burning Pinions: fly way up high in the sky and summon 4 missiles (with big red MISSILES WILL HIT HERE markers) that will hit next turn (enemy has 1 turn to dodge: forcing them to move basically). Mister Adequate posted:Sectoids for Mindshields, I think? Not that those are usually items worth taking when you've got flashbangs, but still. Having a couple mindshields is invaluable when you have shaken soldiers.
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# ? Feb 8, 2016 04:53 |