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Harrow
Jun 30, 2012

Soothing Vapors posted:

Pistol Sharpshooters start to shine as you go further down the tree. You get a guaranteed 2 pistol shots per turn baseline; Lightning Hands pumps it to 3 every few turns; you get the shoot everyone in sight skill and the "fire three shots at one dude" skill to round it out. It adds up to a ton of damage. When you get ammo to put on them they get nuts, you're poisoning, burning, or shredding depending what ammo you go with several times per turn. '

I think my pistol sharpshooter has more kills than the rest of my A-team put together.

RBA Starblade posted:

Even early on the handcannon is so much better than the sniper it's not funny.

I've seen both snipers and gunslingers praised as clearly better than the other all over the place. It makes it really tough to decide what to do with my Sharpshooters.

The most convincing argument I've seen in the sniper's favor is that Kill Zone + Serial means you're just going to be headshotting aliens all day, every day, without ever needing to move, so long as you've got a Phantom Ranger scouting out targets for you. Then other people are like, "Yeah, but gunslinger lets you shoot all the dudes too!" and I have no idea what ot think.

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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

redreader posted:

I want to know if the game will get harder or if I'm in the endgame. Equipment wise: I have t3 everything, and the lategame enemies I encounter are:
archon (angels), gatekeeper (1 per mission max so far), sectopod, advanced mech, elite troopers/shield/captains/lancers, crysalid, codex, codex avatar, andromedan, muton, berserker, then the poo poo tier stuff like snakemen and sectoids and faceless.

The Sectopod is the second to last and the Gatekeeper is the last non-story alien to appear, and the elites are the strongest form of ADVENT. You're in the endgame of enemy progression.

Harrow posted:

I've seen both snipers and gunslingers praised as clearly better than the other all over the place. It makes it really tough to decide what to do with my Sharpshooters.

The most convincing argument I've seen in the sniper's favor is that Kill Zone + Serial means you're just going to be headshotting aliens all day, every day, without ever needing to move, so long as you've got a Phantom Ranger scouting out targets for you. Then other people are like, "Yeah, but gunslinger lets you shoot all the dudes too!" and I have no idea what ot think.

Both sniper builds are extremely good and viable, it all depends on what you want out of your guy. The pistol build has an advantage in that it is drastically more mobile than the rifle build so it's a lot more suited to handling timed objectives and advancing aggressively, whereas the rifle build has advantages in that it has superior range, more punch per shot, a gun that can be modded, and has a couple of amazing abilities in Serial and Kill Zone.

Kanos fucked around with this message at 19:11 on Feb 8, 2016

Crosspeice
Aug 9, 2013

Holy poo poo, just realized that using a mimic beacon to get hit or killed counts towards your wounded count for the mission and prevents you from getting flawless :argh:

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Soothing Vapors posted:

and the "fire three shots at one dude" skill to round it out.

They brought back auto-shot from old school x-com? :allears:

isk
Oct 3, 2007

You don't want me owing you

Gortarius posted:

Can you sneak up on enemies this time around? They no longer get a free turn when you encounter them?

Can I have more sensible loadouts now, or do I still have to choose between stungun and medpack or whatever the first game had?

Is soldier class assignment still completely random?

1) Most of the time, yes. You start in stealth mode. Enemies, civilians, and things like turrets can detect you. Once you're out of stealth, you'll need a special skill to get back in.

2) More sensible loadouts, yes. The 2nd and 3rd tier of armor offer a 2nd item slot.

3) Yes, from what I've seen. Main callout is that Psychics are a class all on their own. Once a Rookie levels up, they can't be trained as Psy Operatives.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Harrow posted:

I've seen both snipers and gunslingers praised as clearly better than the other all over the place. It makes it really tough to decide what to do with my Sharpshooters.

The most convincing argument I've seen in the sniper's favor is that Kill Zone + Serial means you're just going to be headshotting aliens all day, every day, without ever needing to move, so long as you've got a Phantom Ranger scouting out targets for you. Then other people are like, "Yeah, but gunslinger lets you shoot all the dudes too!" and I have no idea what ot think.

They're both really really good. It comes down to a playstyle preference.

LordNat
May 16, 2009

isk posted:

3) Yes, from what I've seen. Main callout is that Psychics are a class all on their own. Once a Rookie levels up, they can't be trained as Psy Operatives.

You can train a rookie into any class in 5 days using the GTS. There is very little reason to ever take a Rookie into the field unless you are already in the death spiral.

Inglonias
Mar 7, 2013

I WILL PUT THIS FLAG ON FREAKING EVERYTHING BECAUSE IT IS SYMBOLIC AS HELL SOMEHOW

AlternateAccount posted:

Have you tried this? You're lucky to get 5fps at minimal on an Intel HD 4000.

I have, in fact, tried it. The battles are more playable than the geoscape, but the game is still basically unplayable on that system.

Like I said - A foolish hope.

Still didn't get my question answered. Although the game is playable on my gaming rig (GTX 670), it could definitely be better, so my initial question still stands - Does anybody know if Firaxis is working on patching the game, or are they abandoning it after launch?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

I've seen both snipers and gunslingers praised as clearly better than the other all over the place. It makes it really tough to decide what to do with my Sharpshooters.

The most convincing argument I've seen in the sniper's favor is that Kill Zone + Serial means you're just going to be headshotting aliens all day, every day, without ever needing to move, so long as you've got a Phantom Ranger scouting out targets for you. Then other people are like, "Yeah, but gunslinger lets you shoot all the dudes too!" and I have no idea what ot think.

I'd be feeling better on snipers if the time limit weren't so constrained, limiting their setup and use compared to my other units, and also if they would stop missing 75 to 90% chance shots every single god damned time holy poo poo it's a trooper in the open 95% to hit 50 to crit how did you gently caress it up, no one knew you were there why did we let you into XCOM.

Also the urban environments block line of sight a lot so even on rooftops positioning kind of sucks for them.

quote:

Holy poo poo, just realized that using a mimic beacon to get hit or killed counts towards your wounded count for the mission and prevents you from getting flawless

lmao

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

Tenzarin posted:

I haven't been able to use snipers good at all on legend. To level up you need to bring them on timed missions but a sniper cant move and shoot making them kinda gimp. With pistols are trying to rely on a 3 dmg weapon when I need to be hitting 5+. I tried gunslinger it was pretty bad because they have to get shot to activate return fire, lightning hands is pretty cool a free pistol shot but its kinda worthless.
Snipers just need an elevated position to do their work. They're strictly better than riflemen when in position to use Squadsight, and a smidge worse than riflemen when on the move- unless you went Gunslinger, then you're still just plain better. If you slap a good scope on a sniper, he'll easily 100% hit anything he can see from an elevated position.

My first few campaign attempts I got really down on Snipers, but they truly come into their own once you get some better equipment. A gunslinger can take something like 5 loving shots? a round, and that's not taking into account the aoe damage of something like Faceoff, and god help you if he learns Rupture or Rapid Fire. My sniper that learned Rapid Fire also had a +10% scope and PCS, so she double-taps every loving shot at base accuracy. The biggest issue is ammo at that point.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Dongattack posted:

DefaultGameData.ini:
code:
XComHeadquarters_DefaultRespecSoldierDays[1]=0
Instant respecs, easy peasy. Time to try stealthy rangers.

Digging through the code while I wait for someone to call back


code:
UFOChaseLocations=1
UFOChaseChanceToSwitchContinent=0
Huh

Also

code:
; Not currently used, all items are instant
BuildItemProject_TimeScalar[0]=1.0 ;Easy
BuildItemProject_TimeScalar[1]=1.0 ;Normal
BuildItemProject_TimeScalar[2]=1.0 ;Classic
BuildItemProject_TimeScalar[3]=1.0 ;Impossible

BuildFacilityProject_TimeScalar[0]=1.0 ;Easy
BuildFacilityProject_TimeScalar[1]=1.0 ;Normal
BuildFacilityProject_TimeScalar[2]=1.0 ;Classic
BuildFacilityProject_TimeScalar[3]=1.0 ;Impossible

; Not currently used, all upgrades are instant
UpgradeFacilityProject_TimeScalar[0]=1.0 ;Easy
UpgradeFacilityProject_TimeScalar[1]=1.0 ;Normal
UpgradeFacilityProject_TimeScalar[2]=1.0 ;Classic
UpgradeFacilityProject_TimeScalar[3]=1.0 ;Impossible
Seems like a quick way to make the game longer

Wait a minute

code:
AlienHeadquarters_LoseModeDuration[0]=550			;Easy
AlienHeadquarters_LoseModeDurationVariance[0]=48
AlienHeadquarters_LoseModeDuration[1]=504			;Normal
AlienHeadquarters_LoseModeDurationVariance[1]=48
[b]AlienHeadquarters_LoseModeDuration[2]=320	[/b]		;Classic
AlienHeadquarters_LoseModeDurationVariance[2]=48
AlienHeadquarters_LoseModeDuration[3]=640			;Impossible
AlienHeadquarters_LoseModeDurationVariance[3]=48
Shouldn't the Classic variable be 620, not 320?

ZenVulgarity fucked around with this message at 19:19 on Feb 8, 2016

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Important sniper sharpshooter note is that the grappling hook armors are totally life changing for them, giving them huge amounts of mobility and the elevation that they crave without cutting off their ability to shoot. It's possibly the biggest power increase that a single class gets from a single piece of equipment besides maybe Grenadiers with Advanced Launchers or Plasma Grenades.

Ash1138
Sep 29, 2001

Get up, chief. We're just gettin' started.

Gortarius posted:

I'm considering buying this, so I'd like to know how buggy is this one? I got the first game on launch and it was preeeetty buggy and iirc was patched in a very casual pace.

Here's a bunch of followup questions:

Can you sneak up on enemies this time around? They no longer get a free turn when you encounter them?

Can I have more sensible loadouts now, or do I still have to choose between stungun and medpack or whatever the first game had?

Is soldier class assignment still completely random?
In 30+ hours I've had one crash, one lockup in combat, two lockups at exit to desktop, a bug where hitting the overwatch key on a unit that can't overwatch makes me unable to switch units so I have to hit "end turn," and a whole lot of wonkiness with the action camera. Also lots of stuttering for no reason. Not awful, but not ready for Ironman either.

Enemies still get to run for cover when you encounter them, but you can get close and set up ambushes while in concealed mode.

Only after the first armor upgrade do you get a 2nd utility item slot (Predator armor).

Yes, but you can build a facility that will train a rookie to whatever class you want in 5 days.

Grapplejack
Nov 27, 2007

Anyone hear anything about a stability patch?

Elswyyr
Mar 4, 2009

Grapplejack posted:

Anyone hear anything about a stability patch?

Or a performance patch, for that matter?

Tenzarin
Jul 24, 2007
.
Taco Defender

frest posted:

Snipers just need an elevated position to do their work. They're strictly better than riflemen when in position to use Squadsight, and a smidge worse than riflemen when on the move- unless you went Gunslinger, then you're still just plain better. If you slap a good scope on a sniper, he'll easily 100% hit anything he can see from an elevated position.

My first few campaign attempts I got really down on Snipers, but they truly come into their own once you get some better equipment. A gunslinger can take something like 5 loving shots? a round, and that's not taking into account the aoe damage of something like Faceoff, and god help you if he learns Rupture or Rapid Fire. My sniper that learned Rapid Fire also had a +10% scope and PCS, so she double-taps every loving shot at base accuracy. The biggest issue is ammo at that point.

Have used scopes. they just cant match the mobility of the other soldiers on legend. Bringing a sniper so far has been like wasting a slot. Most of the time they will be mainly spending turns getting into position to shoot once and likely miss then dash to the evac point.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Again, I find it funny how people's different playstyles or perception of the game's demands lead to a declaration of one class or another being garbage. I've seen several people say rangers are useless, and then several people say sharpshooters are useless, and then just as many proclaim either of them to be amaze-balls.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

All classes are good

KoB
May 1, 2009

KoB posted:

Does the Workshop give a production bonus on top of engineers, or are the gremlins instead of engineers?

Can someone let me know?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Lotish posted:

Again, I find it funny how people's different playstyles or perception of the game's demands lead to a declaration of one class or another being garbage. I've seen several people say rangers are useless, and then several people say sharpshooters are useless, and then just as many proclaim either of them to be amaze-balls.

I just want them to hit the broad side of the barn directly in front of them with something other than their pistols.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

For my own take, I find getting sharpshooters to shine has not been easy, because the maps I've been getting have not been good for high ground and prioritized mobility, mobility, mobility, but I am by nature a close-encounters kind of guy and am probably not seeing the field the way a good sharpshooter player would.

LordNat
May 16, 2009

ZenVulgarity posted:

All classes are good

All classes are equal, but Grenadiers are more equal than others.

Tenzarin
Jul 24, 2007
.
Taco Defender

Lotish posted:

Again, I find it funny how people's different playstyles or perception of the game's demands lead to a declaration of one class or another being garbage. I've seen several people say rangers are useless, and then several people say sharpshooters are useless, and then just as many proclaim either of them to be amaze-balls.

Sword rangers are pretty good, no cooldown run and gun except you have to use the sword. My last failure in legend saw good things happen with then killing groups for me.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

By the way is there a mod that will play Rules of Nature when a ranger kills someone with their sword yet and if not why not.

Draxion
Jun 9, 2013




KoB posted:

Can someone let me know?

It basically just doubles the engineer you put in to staff it, it doesn't seem to do anything else besides that afaik.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Sword rangers I found are really good early and kind of blow late

LordNat
May 16, 2009

ZenVulgarity posted:

Sword rangers I found are really good early and kind of blow late

They do a fairly good job of cleanup late game. If you have 1-2 guys on low HP almost ready to die Sword Rangers finish them off better then any other class.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Draxion posted:

It basically just doubles the engineer you put in to staff it, it doesn't seem to do anything else besides that afaik.

Yeah, you put in an engineer, and you get two gremlins you can put in adjacent facilities. Put in two engineers, and you get four gremlins. They can clear rubble, run power plants, staff medbays, the works.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.
Chryssalids pretty much singlehandedly made me rethink my "no sword rangers/no medic specialists" stance

Pakled
Aug 6, 2011

WE ARE SMART

ZenVulgarity posted:

Sword rangers I found are really good early and kind of blow late

To me it seems like they go up and down in usefulness. Early-game when they can one-shot Sectoids that take everyone else two hits to down, they're great, but then in the mid game, their damage doesn't keep up with upgraded weapons and their survivability becomes a big issue, but THEN, late game, if you manage to get a sword ranger to survive long enough (or respec a scout) they get abilities like bladestorm and untouchable that make them able to operate largely independently and they get really cool again.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

LordNat posted:

They do a fairly good job of cleanup late game. If you have 1-2 guys on low HP almost ready to die Sword Rangers finish them off better then any other class.

Yeah they have their uses; but, I just would rather have the vision

But I think you can use any class set up so long as plan around it, so they're all useful

Your world changes if you get certain classes with certain random skills though

Harrow
Jun 30, 2012

RBA Starblade posted:

I just want them to hit the broad side of the barn directly in front of them with something other than their pistols.

That's so different from my experience with snipers. In my last campaign, they were easily my best shots. Granted, they both had scopes and a PCS Accuracy sim, so that probably helped a lot. Even more than my Ranger, my snipers were MVPs.

I never tried a gunslinger to compare, though.

queeb
Jun 10, 2004

m



what's the code to allow other classes to use a weapon type? I think a SMG gunslinger would be pretty great.

Taffer
Oct 15, 2010


ZenVulgarity posted:

Sword rangers I found are really good early and kind of blow late

I just got a col sword Ranger last night with reaper. He has grazed or missed every single reaper attempt, it's pathetic.

Prior to that he also missed every single reaction sword hit vs. Vipers and archons who got close.

I think I've had swords miss more than any other weapon. So much for high risk high reward.

sighnoceros
Mar 11, 2007
:qq: GOONS ARE MEAN :qq:
Thinking of restarting. Just got my first Colonel (Jane Kelly from the tutorial) and she never gained a bonus ability from the AWC. My other highest-ranked guy is a Major sharpshooter, who learned Hail of Bullets, which seems super bad for a sniper that almost always has near 100% chance to hit. Plus my base is built all fucky because I had no idea what to prioritize at the start and the avatar project clock only has 1 pip left, I've already done the black site, and I've only made contact with 1 Alien Facility that I can even assault. It's "Very Difficult".

It seems like Resistance Comms are the new Satellite Uplinks and should be prioritized pretty fast. It's hard to find time to Make Contact when it seems like there's so much stuff to scan and then you get interrupted by URGENT MISSIONS!!! all the time. Should I just be ignoring a lot of those bonus scan opportunities that pop up after missions?

LordNat
May 16, 2009
I wish there was a way to bring back hacked MECs. 90% of my missions end with a hacked MEC just standing there begging to be taken. I am really hoping that is Shen's Last Gift, the ability to capture and refit ADVENT robots.

LordNat fucked around with this message at 19:45 on Feb 8, 2016

Ash1138
Sep 29, 2001

Get up, chief. We're just gettin' started.

Lotish posted:

For my own take, I find getting sharpshooters to shine has not been easy, because the maps I've been getting have not been good for high ground and prioritized mobility, mobility, mobility, but I am by nature a close-encounters kind of guy and am probably not seeing the field the way a good sharpshooter player would.
Give the sharpshooter a nice long lane to fire down either by scouting & advancing with that in mind or by making it happen with explosives/heavy weapons.

I think 70% of the game for me so far has boiled down to "blow up cover with grenadier, shoot dead with sniper." The other 30% is probably either "stunhack that robot" or "shotgun that alien's face off."

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Taffer posted:

I think I've had swords miss more than any other weapon. So much for high risk high reward.

The fact that they can miss really does suck a lot of the fun out. You're playing this big dangerous game of positioning, triggering new encounters, moving through around and out of cover and then to whiff is :doh:

Tenzarin
Jul 24, 2007
.
Taco Defender
I don't see the point of the conceal ranger. The perk that gives aim and crit if the ranger starts the ambush but I perfer to start all my ambushes with a grenade for the armor shredding and dmg to all. Overwatch really is hit or miss on the ambush because they get to dash right away.

I have also notice the computer will cheat and always move squads near what ever characters you move even though they cant see them. This makes solid snaking missions one of the worst idea because when you finally go loud like 3 pods will run in at you. And the next worse thing for timed missions is taking 4 turns to kill one pack.

Tenzarin fucked around with this message at 19:48 on Feb 8, 2016

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Kris xK
Apr 23, 2010

Soothing Vapors posted:

Chryssalids pretty much singlehandedly made me rethink my "no sword rangers/no medic specialists" stance

Yeah, Chryssalids single handedly made a medic essential for some missions.

queeb posted:

what's the code to allow other classes to use a weapon type? I think a SMG gunslinger would be pretty great.

It's fantastic, but I don't have the code on me. There are a couple mods that unlock weapons for classes however, check the workshop.

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