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Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

ArchRanger posted:

Do you have to do something special to get a sectopod wreck? I've killed probably a half-dozen in non-evac missions and I have yet to get a research project from it.

Are you hacking them? I had problems getting a turret wreck because of that.

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Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
https://gfycat.com/PreciousOffbeatArcticwolf
I was wondering about this for a long time but now it seems confirmed: Repeaters CAN activate their execution ability off of 'graze' stock shots.
(Apparently they also roll to trigger every time a poison or burning debuff they've inflicted ticks off.)

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Also, can I see the dodge change somewhere? 100% killshots are a necessary tool to train rookies, and hitting for 3 when I expect to hit for 7 with my last action is bullshit.

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

Fat Samurai posted:

Are you hacking them? I had problems getting a turret wreck because of that.

This might be it because I've hacked every single one of the fuckers I've encountered. Though I've almost always been destroying them before finishing the mission but maybe it doesn't count if they're yours when they die.

I did have an amazing flawless VIP extraction because I managed to sneak my ranger within 5 squares of the VIP, and then the next round hack the Sectopod with one Specialist, and then through a lightpost hack with my second specialist took control of an Andromedan while my Psychic mind controlled two of three of a pod of troopers with Void Rift. It's amazing what you can do when half of the enemies on the map are fighting for you!

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Demiurge4 posted:

My experience was that once I got a psi trooper with stasis I could clown basically any pod. You should aim to get psi up by the mid game and get that ability out, it was instrumental to my non-failure against Andromedons.

I didn't get a psi lab up and running until way late in the midgame and I really suffered for it. I just kept prioritizing other things, which is probably still a valid way to win the game, but is a bigger headache all told.

I also rushed the AWC right after the GTS, which made the early game hump worse, but is paying a lot of dividends in the endgame. It's basically a long-term investment that's better the sooner you make it as long as making it doesn't scuttle your whole campaign.

I'm not even near to finishing my Commander campaign but I'm trying to figure out what I want to do next. Commander again but with fun mods after the first patch is out maybe. There are no second wave options, are there?

gimme the GOD DAMN candy
Jul 1, 2007
I seem to always get either salvo or truly ridiculous abilities as my bonuses. I have gotten kill zone for ranger (my sword dude, sadly), hail of bullets for spec, and for extra fun rupture on my sniper. You really need an autoloader or death from above for that last one, though. I really like having a chance for each character to win the lottery and become a god among squaddies. Pity about all the salvo, though.

Demiurge4
Aug 10, 2011

I got the overwatch ability if you spend both your actions moving on my sniper, but sadly it doesn't seem to work with the sniper rifle.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
So I'm trying to wrap my head around a basic sword improvement mod using Iron Rose's as a template but I have no idea where downloaded mods are saved to. What folder should I be looking in.
Alternately, are there any guides for making mods that implement simple INI changes, like tweaking weapon stats?

FrickenMoron
May 6, 2009

Good game!
Are there any guides for "Perfect starts" yet? I get really frustrated when 2 months in the Avatar Project is already at 6 dots complete.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

FrickenMoron posted:

Are there any guides for "Perfect starts" yet? I get really frustrated when 2 months in the Avatar Project is already at 6 dots complete.

Wait for Firaxis to balance the early-game properly, would be the best bet.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Vib Rib posted:

So I'm trying to wrap my head around a basic sword improvement mod using Iron Rose's as a template but I have no idea where downloaded mods are saved to. What folder should I be looking in.
Alternately, are there any guides for making mods that implement simple INI changes, like tweaking weapon stats?
SteamApps\workshop\content\268500\[workshop ID folder #]

Making simple ini edits is easy: just go into your documents\my games\XCOM2\XComGame\Config and find the appropriate ini file to edit. To publish a mod on the workshop though I think you need to go and install the dev tools though.

Demiurge4
Aug 10, 2011

FrickenMoron posted:

Are there any guides for "Perfect starts" yet? I get really frustrated when 2 months in the Avatar Project is already at 6 dots complete.

GTS in either the left or right slot, AWC in the center top slot. Rush resistance comms and expand to 3 sectors as soon as you can and build a power plant in left or right side in the second tier, you want to eventually put a workshop in the center of tier 2. Once you have the power plant put down your proving grounds (I prefer to have it in top left or right since I'm not running projects 100% of the time and so don't need a dedicated workshop engineer). From there you should aim to get a power plant in a shielded power core and get a resistance comms center so you can expand further. If you haven't hosed up with your soldiers so far you should be in a good spot.

Peewi
Nov 8, 2012

Magmarashi posted:

Ok, where the hell do Workshop mods download to? I can't find the one I subscribed to, to poke at it in the SDK, anywhere on my computer.

\Steam\steamapps\workshop\content\268500\

Perestroika
Apr 8, 2010

FrickenMoron posted:

Are there any guides for "Perfect starts" yet? I get really frustrated when 2 months in the Avatar Project is already at 6 dots complete.

That's more or less how it's supposed to work. The aliens will progress rather quickly early on, but they don't keep that pace the whole time through. A bit later on you'll get the ability to attack and destroy their facilities, which will not only slow down their further progression but also actually subtract some dots from the track.

Perestroika fucked around with this message at 11:57 on Feb 8, 2016

lilspooky
Mar 21, 2006
So need some help / advice on a part of the game that is pretty early on that I'm having an insane time with.

The scripted defense against the UFO event where you have to run out and blow up the EMP device seems to be a pretty poorly designed scenario unless I'm just really missing something. What's the best way to beat this thing without either getting wiped out or taking so many casualties that you end up pretty much being hosed if you do succeed? It wouldn't be as bad if I actually maybe had armor or second tier weapons but it happens so early in the game that I haven't had a chance to research that stuff coupled with how you have to run around trying to establish radio beacons just to stay ahead of the stupid doom clock. Maybe I need to knock the difficulty down to Veteran?

Demiurge4
Aug 10, 2011

lilspooky posted:

So need some help / advice on a part of the game that is pretty early on that I'm having an insane time with.

The scripted defense against the UFO event where you have to run out and blow up the EMP device seems to be a pretty poorly designed scenario unless I'm just really missing something. What's the best way to beat this thing without either getting wiped out or taking so many casualties that you end up pretty much being hosed if you do succeed? It wouldn't be as bad if I actually maybe had armor or second tier weapons but it happens so early in the game that I haven't had a chance to research that stuff coupled with how you have to run around trying to establish radio beacons just to stay ahead of the stupid doom clock. Maybe I need to knock the difficulty down to Veteran?

The enemies stall out around 30, if you can't make it to the objective just keep killing.

Pomp
Apr 3, 2012

by Fluffdaddy

lilspooky posted:

So need some help / advice on a part of the game that is pretty early on that I'm having an insane time with.

The scripted defense against the UFO event where you have to run out and blow up the EMP device seems to be a pretty poorly designed scenario unless I'm just really missing something. What's the best way to beat this thing without either getting wiped out or taking so many casualties that you end up pretty much being hosed if you do succeed? It wouldn't be as bad if I actually maybe had armor or second tier weapons but it happens so early in the game that I haven't had a chance to research that stuff coupled with how you have to run around trying to establish radio beacons just to stay ahead of the stupid doom clock. Maybe I need to knock the difficulty down to Veteran?

concealment ranger + snipers trivializes the whole thing

Good Lord Fisher!
Jul 14, 2006

Groovy!

FrickenMoron posted:

Are there any guides for "Perfect starts" yet? I get really frustrated when 2 months in the Avatar Project is already at 6 dots complete.

Just don't worry about it to be honest. Do what I did and ignore it completely, but make sure to make contact with all the regions where facilities and mission locations are. Once it goes into the final timer countdown and you have 10 days or so left, launch counterattacks at 2 or 3 facilities in a row and then do a few story objectives in a row. That should cumulatively drop it back to nearly zero and buy you a mountain of time.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Insert name here posted:

SteamApps\workshop\content\268500\[workshop ID folder #]

Making simple ini edits is easy: just go into your documents\my games\XCOM2\XComGame\Config and find the appropriate ini file to edit. To publish a mod on the workshop though I think you need to go and install the dev tools though.
Awesome, thanks. Mostly I just needed to know the syntax mods needed when overwriting specific features, so I could toggle my sword fixes on and off.
Would armor piercing or shredding be better for swords? Maybe one for T2, both for T3? And I may swap out burning for keeping the stun chance in, too.

Sandweed
Sep 7, 2006

All your friends are me.

It's annoying how you loose stealth when you plant the bomb at a black site, I thought I had pulled of the perfect sabotage mission.

Psykmoe
Oct 28, 2008
The most disappointing thing so far is the visual design of tier3 gear. :effort:

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Demiurge4 posted:

The enemies stall out around 30, if you can't make it to the objective just keep killing.

This would have been good to know before sending a sniper to her doom to take out the drat thing. :cripes:

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
Just finished the game. I guess I better start with the good, because there are so many frustrating little parts to list and I don't want people thinking I totally hated it or anything.

The art and the various environments are great and varied for the most part, certainly a step up from last gen's offering. The systems in place are more complex and interesting to explore, and the many different kinds of enemies that aren't simply of higher health or with better weaponry are neat. Interception is gone, but it doesn't really matter that much since it wasn't that great in the first game either. And hey, proper mostly destructible terrain is back!

Now for the bad. The difficulty is all over the place, with some missions incredibly hard, harder than even the final mission, all because of the time limits imposed, while others like Avatar Project facilities are easy as all hell. VIP extraction missions especially are sometimes ensured death traps for at least one squad member, even with massive savescumming. Some classes are just better than others for 95 percent of missions, and aggressive ambushes are the only strategies that seem to work when trying to fight the aforementioned time limit.

Some enemies are just too drat powerful. I mindcontrolled a Gatekeeper in the final mission and he tied up all the enemies visible on the map while hardly taking a scratch. Running up against 2 of them is almost assuring death for at least one squaddie. This wouldn't be a problem if I just had the time to maneuver around them or get lucky with some criticals, but again the time limits on most missions mean I won't have a chance to take them out fast enough. The amount of enemy AOE seems to have been upgraded considerably for this , probably to deal with all that terrain you can hide behind, but it also means a trip to the medical bay is going to happen no matter what if you survive any of their salvos. Not that I mind running out of soldiers and having to replace them, it just got frustrating after a while when I played almost perfectly (for me, I've no delusions about actually being great at the game) and still had grave wounds after almost every mission.

Hacking is said to be OP, but I never saw it. Perhaps because I played on the next highest difficulty, but they never got more than 50 percent chance for most mechs to be taken over or stunned, even with the best Gremlin and a fully promoted support guy. Not to mention failing giving such massive debuffs or boosts to that enemy it was often a bad idea to chance it.

Chryssalids popping out of the ground that you can't see normally. Yes, I presume you can use scanners to check the ground, but that isn't always an option, not to mention they move around on their turn. Even with overwatch on, when you first start seeing these a single one will tie up a squad and oftentimes still manage to poison and heavily wound whoever was unlucky enough to be bait. You can grenade them out of their holes, but that presumes you know where they are already.

The story beats are incredibly predictable. Beyond the existence of the Shadow Gate I pretty much knew what was going to happen and what shocking reveals were going to occur when, even before I went on their particular missions. It is a real shame because reviewers had been touting a great story and I just couldn't see it. The one thing I really did like was at the very end, with the Terror from the Deep vibe of the last cutscene and the underwater area of the final mission. .

Edit: Oh, and it is buggy as all heck and needs optimization. Might replay it sometime in the future, but not anytime soon.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
I got lucky with my UFO mission. I had a plateau with a lower level around the sides and far back, so snipers just murdered anything trying to climb up the cliffs.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

lilspooky posted:

So need some help / advice on a part of the game that is pretty early on that I'm having an insane time with.

The scripted defense against the UFO event where you have to run out and blow up the EMP device seems to be a pretty poorly designed scenario unless I'm just really missing something. What's the best way to beat this thing without either getting wiped out or taking so many casualties that you end up pretty much being hosed if you do succeed? It wouldn't be as bad if I actually maybe had armor or second tier weapons but it happens so early in the game that I haven't had a chance to research that stuff coupled with how you have to run around trying to establish radio beacons just to stay ahead of the stupid doom clock. Maybe I need to knock the difficulty down to Veteran?

Take one or two phantom rangers in initial party, run them to side of the map and along the side move concealed toward the thing. The rest should keep position(important! you move forward and you'll trigger way more aliens at once than if you'd let them come to you), bring lots of explosives and remove all cover on the plateu. By the time rangers get there you should be done with initial spawns and can advance some squadsight snipers to help rangers deal with the thingy and run back, sometimes even just snipe it without revealing rangers.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Anyone know where the Battle scanner radius is to mod?

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

evilmiera posted:

Hacking is said to be OP, but I never saw it. Perhaps because I played on the next highest difficulty, but they never got more than 50 percent chance for most mechs to be taken over or stunned, even with the best Gremlin and a fully promoted support guy. Not to mention failing giving such massive debuffs or boosts to that enemy it was often a bad idea to chance it.

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.

Demiurge4
Aug 10, 2011

Taear posted:

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.

Make hacking a quick mini-game like the ones in The Witness.

Shoefish
Sep 29, 2005
captain haggis mcnipplesworthy

Taear posted:

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.

I went through my whole first campaign and only once had the option for a 20+ hacking skill, at 28% chance, which I failed. Literally never saw it again, and I was running 2 specialists mostly, attempting to hack everything in sight.

Panzeh
Nov 27, 2006

"..The high ground"
I think the game could do well to tone down the injury timers. I know you can pay to mitigate it but it should probably be a bit more optional to have to do that.

Hunter Noventa
Apr 21, 2010

I've grabbed some of the mods for additional classes, and they're pretty great. But now I have to wonder if it's possible to give an additional secondary weapon slot to a class, wanna see one with both a sword and a pistol.

Nelson Mandingo
Mar 27, 2005




Taear posted:

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.

Ehh if you equip a skull jack with the upgrade on your specialist and upgrade the gremlins you can reliably get the low-tier options. I agree though it is a really opaque mechanic. Skulljack is great because it lets you one hit kill enemies.

Nelson Mandingo fucked around with this message at 12:36 on Feb 8, 2016

Demiurge4
Aug 10, 2011

Nelson Mandingo posted:

Ehh if you equip a skull jack with the upgrade on your specialist you can reliably get the low-tier option.

Yeah, all my specialists run skulljack. Second slot kinda depends but usually a medkit since scan protocol isn't that great.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Nelson Mandingo posted:

Ehh if you equip a skull jack with the upgrade on your specialist and upgrade the gremlins you can reliably get the low-tier options. I agree though it is a really opaque mechanic.

Be fun if you could stick a Skulljack on a Gremlin. Flying Headcrab!

Nelson Mandingo
Mar 27, 2005




Demiurge4 posted:

Yeah, all my specialists run skulljack. Second slot kinda depends but usually a medkit since scan protocol isn't that great.

Scan protocol is actually pretty solid. Lets you see enemies from a very long distance. Great for terror missions. I run with one specialist who is all medic and another who is mostly the other tree.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Panzeh posted:

I think the game could do well to tone down the injury timers. I know you can pay to mitigate it but it should probably be a bit more optional to have to do that.

The building that gives extra skills (which are good, and better the earlier you get it) also reduces healing time when staffed. Of course, you also want to rush Satellites radio towers, so... :shrug:

How much energy do I actually need by the endgame? Is an upgraded and staffed power coil room enough?

Nelson Mandingo
Mar 27, 2005




Fat Samurai posted:

The building that gives extra skills (which are good, and better the earlier you get it) also reduces healing time when staffed. Of course, you also want to rush Satellites radio towers, so... :shrug:

How much energy do I actually need by the endgame? Is an upgraded and staffed power coil room enough?

Two power plants, both staffed, one on the +10 bonus and one upgraded will get you every building slot with a unique structure except the final one- but if you upgrade both plants then you will have a power surplus. This is assuming you get the +5 power upgrade from the world map. Same deal with resistance communications.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Nelson Mandingo posted:

Ehh if you equip a skull jack with the upgrade on your specialist and upgrade the gremlins you can reliably get the low-tier options. I agree though it is a really opaque mechanic. Skulljack is great because it lets you one hit kill enemies.

My worst specialist has it and he's still at about 60% for the low tier options. Since that's sort of his job it feels a bit lovely compared to the other one - she's at 100% for those.

I did kind of expect a mini game, it seems a lot of sat waiting for the gremlin to fly over and open and etc just to click a button instead of actually do something.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Taear posted:

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.
What crates? This isn't the first time I heard those mentioned but I have no idea what you're referring to.

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Tensei
Nov 24, 2010

All the 8reaths. All of them.
Finished on Veteran last night. What a game. Grenadiers were probably the most useful class overall, but my favorite moment in my campaign was brought on by a Specialist. I hacked into a tower and took the 'control a random enemy for two turns' option. Somehow the game figured it would give me a goddamn Sectopod of all things. I immediately used its cannon to blow away half of the building that the VIP was being kept in, conveniently vaporizing a pod of Archons at the same time, and finished up with like 6 turns to spare. As buggy as it is, the improved terrain destruction really puts this game ahead of EU/EW for me. :allears:

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