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ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Statis is something I completely ignored until the final mission and Jesus is it useful there

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poptart_fairy
Apr 8, 2009

by R. Guyovich
Sounds like psionics will be my next goal then. I somehow missed how to unlock exo suits - I assumed they were a tier 3 thing. :psyduck:

Funnily enough my friend had the opposite problem. She somehow unlocked exo suits without getting magnetic weapons or predator armour.

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.

Harrow posted:

Okay, so, build order for next time (assuming I restart):
1. Guerilla Tactics School
2. AWC
3. Power Relay
4. Resistance Comms
5. Psi Lab


I got proving grounds before psi lab on my campaign because having well equipped regular soldiers is just too important in my opinion. Psi is REALLY GOOD but it takes a while to pay off while special grenades and ammo are just too important to pass up. Rolling with two grenadiers - one carrying 2 frags and the other one acid and one incendiary- will solve way more problems than one psi soldier early game.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

poptart_fairy posted:

Sounds like psionics will be my next goal then. I somehow missed how to unlock exo suits - I assumed they were a tier 3 thing. :psyduck:

Funnily enough my friend had the opposite problem. She somehow unlocked exo suits without getting magnetic weapons or predator armour.

Heavy weapons are a game changer

LordNat
May 16, 2009
Always build a Workshop first thing on the 2nt or 3rd row. Then use the drones to dig out each side. If you can build Comms above it since mid game you want 2 guys camping in Comms anyways.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

LordNat posted:

Always build a Workshop first thing on the 2nt or 3rd row. Then use the drones to dig out each side. If you can build Comms above it since mid game you want 2 guys camping in Comms anyways.

You can use drones to clear the debris? I thought it was just to man the facilities! Thanks for the headsup. Though I'm out of power so it'll have to be that power facility first. I'll put it in the corner.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

I didn't put two and two together that the drones can be used for any engineering task until late game and then it hit me it could clear debris

God damnit

64bitrobot
Apr 20, 2009

Likes to Lurk

RBA Starblade posted:

You can use drones to clear the debris? I thought it was just to man the facilities! Thanks for the headsup. Though I'm out of power so it'll have to be that power facility first. I'll put it in the corner.

I'm pretty sure you can use them to clear and to build and to man. This is why I put my AWC above it, so I can use them to heal when I need it, but when I don't they can help out in the comms or the proving ground. Honestly I want to figure out how I can get a power relay next to one.

Harrow
Jun 30, 2012

So an early Workshop is a good idea? It seems like it'd give you a leg up on building other things a lot faster.

Maybe...

Row 1 - GTS, AWC, Power Relay
Row 2 - Start with a Workshop in the middle, then Resistance Comms and Proving Ground to either side
Row 3 - Psi Lab right under Workshop ASAP

LordNat
May 16, 2009

Harrow posted:

So an early Workshop is a good idea? It seems like it'd give you a leg up on building other things a lot faster.

Maybe...

Row 1 - GTS, AWC, Power Relay
Row 2 - Start with a Workshop in the middle, then Resistance Comms and Proving Ground to either side
Row 3 - Psi Lab right under Workshop ASAP

I have been going
GTS Comms, Power
Middle Workshop, Proving Grounds, AWC

IMO Comms matters far more then AWC early game. Rotating your guys while some of them are hurt matters much less early game then mid, getting early contacts and more resources matters much more.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen



Every time this happens I laugh

Harrow
Jun 30, 2012

LordNat posted:

I have been going
GTS Comms, Power
Middle Workshop, Proving Grounds, AWC

IMO Comms matters far more then AWC early game. Rotating your guys while some of them are hurt matters much less early game then mid, getting early contacts and more resources matters much more.

Yeah, that makes sense. Maybe I'll try that.

It's going to hurt to leave this campaign behind--I even had a couple of missions with a 100% successful shot percentage!--but it's probably the best option.

Tenzarin
Jul 24, 2007
.
Taco Defender

Harrow posted:

So an early Workshop is a good idea? It seems like it'd give you a leg up on building other things a lot faster.

Maybe...

Row 1 - GTS, AWC, Power Relay
Row 2 - Start with a Workshop in the middle, then Resistance Comms and Proving Ground to either side
Row 3 - Psi Lab right under Workshop ASAP

My best legend run was to build the AWC first thing because your guys get gravely wounded so easy. It knocked 40 days rest down to 15.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Tenzarin posted:

My best legend run was to build the AWC first thing because your guys get gravely wounded so easy. It knocked 40 days rest down to 15.

Yeah I can see AWS being a priority on legend just for that

Fat Samurai
Feb 16, 2011

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

RBA Starblade posted:

Power, workshop, comms for the second row then maybe? Save psi lab for three?

I'm rushing Psi Lab on my next campaign because I'm in June (July? Probably July) with top of the line weapons and I have no Psi Dudes yet. :colbert:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

Yeah, that makes sense. Maybe I'll try that.

It's going to hurt to leave this campaign behind--I even had a couple of missions with a 100% successful shot percentage!--but it's probably the best option.

Yeah, I'm still really early on (researching mag weapons, milling around building up before I do the blacksite) but if I fail it'll be because I hosed up the Avenger and also overestimated how long I have before I get hosed by the Avatar project. It's at 3 pips right now though so no big deal.

Paradoxish
Dec 19, 2003

Will you stop going crazy in there?
So, how are you guys feeling about hacking on the whole?

I like specialists as a class, but hacking anything other than mission objectives feels unbelievably off to me in terms of risk/reward. Some of the rewards are great, but the penalty for failure always feels objectively worse. Like, sure, getting all of my AP back would be great, but at best it's going to turn the tide of the current fight that I'm involved in. Meanwhile, failing and having reinforcements drop on my head while also having my specialist waste their action could very well lose me in the mission on the whole. Giving a permanent buff to all enemies on the map is pretty brutal in early/mid-game too.

I might just be missing something, but it seems like hacking is almost universally a choice between a temporary buff for your squad/hacker vs. a permanent buff for all aliens on the map (or some other equally devastating penalty). The only time I've ever bothered to hack so far is when I'm looking for a hail mary move on a mission that's going to poo poo anyway, because otherwise there's just always something better and more useful for the specialist to be doing.

Tykero
Jun 22, 2009
How do "Experimental ____" things work from the proving ground? Do you just get a random thing each time? Any in particular I should look out for?

Taear
Nov 26, 2004

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

Paradoxish posted:

I might just be missing something, but it seems like hacking is almost universally a choice between a temporary buff for your squad/hacker vs. a permanent buff for all aliens on the map (or some other equally devastating penalty). The only time I've ever bothered to hack so far is when I'm looking for a hail mary move on a mission that's going to poo poo anyway, because otherwise there's just always something better and more useful for the specialist to be doing.

It's useful for Haywire because you've then turned an enemy against the others and they'll spend shots on that enemy. Like we said on the previous page though it's really abitrary and for the most part isn't very well done. I only hack mission objectives and robot enemies, nothing else.

LordNat
May 16, 2009

Paradoxish posted:

So, how are you guys feeling about hacking on the whole?

I like specialists as a class, but hacking anything other than mission objectives feels unbelievably off to me in terms of risk/reward. Some of the rewards are great, but the penalty for failure always feels objectively worse. Like, sure, getting all of my AP back would be great, but at best it's going to turn the tide of the current fight that I'm involved in. Meanwhile, failing and having reinforcements drop on my head while also having my specialist waste their action could very well lose me in the mission on the whole. Giving a permanent buff to all enemies on the map is pretty brutal in early/mid-game too.

I might just be missing something, but it seems like hacking is almost universally a choice between a temporary buff for your squad/hacker vs. a permanent buff for all aliens on the map (or some other equally devastating penalty). The only time I've ever bothered to hack so far is when I'm looking for a hail mary move on a mission that's going to poo poo anyway, because otherwise there's just always something better and more useful for the specialist to be doing.

If you load out a hacker they are amazing. Toss a Skulljack on a dude and start taking control of any MEC or Turret you see. As long as you are keeping up with Gremlin Tiers you have a fairly good chance to hit most rewards.
If you get lucky and hit 1 or 2 of the +20 Hacking skill rewards early that Specialist more or less becomes your auto win option.

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.

Paradoxish posted:

So, how are you guys feeling about hacking on the whole?

I like specialists as a class, but hacking anything other than mission objectives feels unbelievably off to me in terms of risk/reward. Some of the rewards are great, but the penalty for failure always feels objectively worse. Like, sure, getting all of my AP back would be great, but at best it's going to turn the tide of the current fight that I'm involved in. Meanwhile, failing and having reinforcements drop on my head while also having my specialist waste their action could very well lose me in the mission on the whole. Giving a permanent buff to all enemies on the map is pretty brutal in early/mid-game too.

I might just be missing something, but it seems like hacking is almost universally a choice between a temporary buff for your squad/hacker vs. a permanent buff for all aliens on the map (or some other equally devastating penalty). The only time I've ever bothered to hack so far is when I'm looking for a hail mary move on a mission that's going to poo poo anyway, because otherwise there's just always something better and more useful for the specialist to be doing.

I feel that hacking has a good payoff for the risk. Lets look at having your whole team refresh action points like you said; If you are already doing fine it pretty much guarantees that you will beat the mission, if you are not doing well it will make your situation way better, be it by killing dudes or just doing running twice as much back to the extraction point. With such an overpowered bonus the fail condition HAS to be pretty dire.

1337JiveTurkey
Feb 17, 2005

Tykero posted:

How do "Experimental ____" things work from the proving ground? Do you just get a random thing each time? Any in particular I should look out for?

Acid grenades for extra shred, recurring damage and sustained damage fields that melt through floors.

Captain Beans
Aug 5, 2004

Whar be the beans?
Hair Elf
Have they made any announcements regarding improving performance?

It sucks that I can run witcher 3 near max at 60 fps but Xcom2 has all sorts of drops and hangs. None of the ini edit floating around in the forums really help.

I might do a final run through on xcom1 long war and hope a patch comes out.

Broken Cog
Dec 29, 2009

We're all friends here

ProZocK posted:

I feel that hacking has a good payoff for the risk. Lets look at having your whole team refresh action points like you said; If you are already doing fine it pretty much guarantees that you will beat the mission, if you are not doing well it will make your situation way better, be it by killing dudes or just doing running twice as much back to the extraction point. With such an overpowered bonus the fail condition HAS to be pretty dire.

There's also the hack that puts your entire team back into concealment which is also crazy good.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

https://steamcommunity.com/sharedfiles/filedetails/?id=618566069

This seems like a necessary mod

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Double postttt

Fans
Jun 27, 2013

A reptile dysfunction
I'd get Proving Grounds early because Experimental Gear is 5 days a core but it is all awesome, especially Tracer Rounds and Incendary Grenades.

Anything Burning can't use abilities. It's like a flashbang that kills people.

Ben Nerevarine
Apr 14, 2006
I might have to restart my game. I'm about 8 hours in, I've progressed the main path to the point that having trouble not losing at least one of my dudes every mission without savescumming relentlessly, and I accidentally built two comm stations, one right above the other on the left side of floors 1 and 2. Feels bad man.

Broken Cog
Dec 29, 2009

We're all friends here

You can do some cool stuff with the character creator. (Sorry for the poo poo quality, game runs bad on my laptop)

Edit:

Broken Cog fucked around with this message at 17:10 on Feb 8, 2016

Bogarts
Mar 1, 2009
I'm almost done with the my game but I've only seen two beserkers. On the other hand I get at least one sectopod and one of those deep diver suits per mission.

Khisanth Magus
Mar 31, 2011

Vae Victus

Shab posted:

I might have to restart my game. I'm about 8 hours in, I've progressed the main path to the point that having trouble not losing at least one of my dudes every mission without savescumming relentlessly, and I accidentally built two comm stations, one right above the other on the left side of floors 1 and 2. Feels bad man.

Sounds like my first attempt(both have been on Commander difficulty). My second is going much better, with me leaving with a lot less wounded than before.

I think a lot is simply utilizing the proving grounds more, getting some better grenades, some exo suits, and some of the experimental heavy weaponry is a huge boon(shredder ammo is just so awesome).

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
Is there some kind of status screen for soldiers like in the first game? You could see the stats of the guy you have selected, but also see the buffs and debuffs affecting him and what they do. I'd like to know what debuffs are affecting my dudes when I see the down red arrows.

Khisanth Magus
Mar 31, 2011

Vae Victus

DarkAvenger211 posted:

Is there some kind of status screen for soldiers like in the first game? You could see the stats of the guy you have selected, but also see the buffs and debuffs affecting him and what they do. I'd like to know what debuffs are affecting my dudes when I see the down red arrows.

Hover over the up/down arrows to see what they have.

LordNat
May 16, 2009

Bogarts posted:

I'm almost done with the my game but I've only seen two beserkers. On the other hand I get at least one sectopod and one of those deep diver suits per mission.

I think two Beserkers is all you get. After the first use of them the leaders figured a hulking monster that turns on it's own allies the moment it gets damaged is a bad idea.

Khisanth Magus
Mar 31, 2011

Vae Victus

LordNat posted:

I think two Beserkers is all you get. After the first use of them the leaders figured a hulking monster that turns on it's own allies the moment it gets damaged is a bad idea.

I still think the best moment from my first run was when a berserker with only 2 health left ran up to my gunslinger, tried to punch her, missed, and got capped in the face with return fire.

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.
I posted some time ago that I was worried about how I purchased this game, and I want to give an update on the matter.

I preordered this game back in October on Funstock Digital and was scared shitless that it would be some kind of scam or I would regret it. They sent me the key in time for me to preload the game but forgot to give me the preorder bonus key. I sent them an e-mail today about it (I hadn't realized I was missing it) and they already sent me the missing key.

Being Brazilian I am not used to good customer service, so holy poo poo these guys just got a loyal customer!

Feonir
Mar 30, 2011

Ask me about aquatic cocaine transportation and by-standard management.
Not sure how everyone else handled their UFO mission but holy poo poo mine was a slog. 19 Rounds long, barely escaped, no casualties but everyone was gravely wounded. Killed 8 Mec's and left 3 on the field chasing my poor boys and girls. Killed 50 of 56 attackers. Is that the normal? Because holy poo poo that was a stressful mission. Had to send a team of 5 rookies after a "BUT THOU MUST" mission afterwards. Rookies are not..great for handling codex fellows.

Khisanth Magus
Mar 31, 2011

Vae Victus

Feonir posted:

Not sure how everyone else handled their UFO mission but holy poo poo mine was a slog. 19 Rounds long, barely escaped, no casualties but everyone was gravely wounded. Killed 8 Mec's and left 3 on the field chasing my poor boys and girls. Killed 50 of 56 attackers. Is that the normal? Because holy poo poo that was a stressful mission. Had to send a team of 5 rookies after a "BUT THOU MUST" mission afterwards. Rookies are not..great for handling codex fellows.

Meh, throw the rookies in exo/war suits with good grenades and heavy weapons and they will do just fine!

Speedball
Apr 15, 2008

Untouchable wasn't kicking in on my death ranger and now I think I know why. She got marked by an officer. I think that disabled it.

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Harrow
Jun 30, 2012

Do you all prefer a sniper or a gunslinger Sharpshooter? My two snipers did fantastic work in my last campaign, but I'm hearing that gunslingers are death-machines.

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