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FordPRefectLL posted:failing a hack doesn't really ruin the whole mission either, just makes it more difficult. Aliens are pretty defensive about you hacking their light posts and will call in reinforcements and also break concealment if you fail a hack.
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# ? Feb 8, 2016 23:53 |
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# ? Jun 13, 2024 06:52 |
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Harrow posted:So what are the "must stop" Dark Events? Some of them don't seem too nasty, others seem utterly crippling, but I never know what to prioritize when it pops up.
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# ? Feb 8, 2016 23:53 |
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Vib Rib posted:I think it's pretty easily doable. Would shred or pierce make more sense? Or a bit of both for the final tier? Would increasing aim help? The aim's pretty good already since you're so close up to the baddies. If it's possible to split pierce/shred, I think that would make the most sense. e: I'd make any -Progress on Doom a priority once it's ticked over the halfway marker, but I'm overly cautious. It's an everything-or-nothing, far as I know. There's no benefits to the aliens getting closer to Avatar until they've filled the bar all the way up, and even then, there's a brief grace period for you to scramble and take it down some. Bear in mind that some projects and gameplay events -- like running certain Shadow Room projects -- will also lower the Doom Meter. Bogart fucked around with this message at 23:58 on Feb 8, 2016 |
# ? Feb 8, 2016 23:53 |
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Linx posted:Oh awesome. I wish the game had made that a little more clear, but I suppose most players aren't franchise first timers. I have no idea if my decisions thus far have been good or not, I'm pretty much just picking things that I think seem useful or cool. The whole Avatar Project timer thing is new to XCOM 2, so it'd be new to you even if you'd played a previous game (like me). In XCOM: Enemy Unknown, it was more about global panic--you had to make sure the Council's members didn't freak out and cut your funding by making sure you stop terror events and bad poo poo in their regions in a timely manner. There wasn't a big countdown clock like in XCOM 2. A hint to avoid my mistake: prioritize building Resistance Comms. Not first necessarily, but really early on. A lot of the "set back the Avatar Project timer" missions will spawn outside of your starting contact range and you're going to have to make contact with other resistance cells to do that. I didn't built it early enough and didn't have enough contact slots, so I ended up running out of time scrambling to build Resistance Comms and made some very poor decisions along the way.
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# ? Feb 8, 2016 23:54 |
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Face Off is hilarious.
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# ? Feb 8, 2016 23:55 |
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Harrow posted:So what are the "must stop" Dark Events? Some of them don't seem too nasty, others seem utterly crippling, but I never know what to prioritize when it pops up. The one that broadens the enemy's vision is what destroyed my last run. It's pretty much impossible to fight less than 2 pods with that even active.
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# ? Feb 8, 2016 23:56 |
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Harrow posted:So what are the "must stop" Dark Events? Some of them don't seem too nasty, others seem utterly crippling, but I never know what to prioritize when it pops up. The Avatar project ones are a given, and so is the one that decreases the supply drop by 50% or increases intel costs by 100%, both of which can be way worse than you expect. The "Chrysalids in every mission" is also a pretty good candidate.
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# ? Feb 8, 2016 23:56 |
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On the topic of wacky military weapon system names Aegis Ballistic Missile Defense System Aegis the shield of ZEUS! And an odd question do you pronounce Aegis as A-gis or E-gis?
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# ? Feb 8, 2016 23:58 |
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Broken Cog posted:The Avatar project ones are a given, and so is the one that decreases the supply drop by 50% or increases intel costs by 100%, both of which can be way worse than you expect. I never saw that one in my last campaign. Holy poo poo, that's terrifying. Yeah, I'd drop everything to stop that.
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# ? Feb 8, 2016 23:58 |
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Broken Cog posted:The Avatar project ones are a given, and so is the one that decreases the supply drop by 50% or increases intel costs by 100%, both of which can be way worse than you expect. I started ignoring the hidden faceless and hidden chryssalid dark events after I started getting t3 weapons and high-ranked soldiers when there were other things I liked less. I almost always ignore Major Breakthrough dark events though since it's just easier to bounce the avatar timer most of the time.
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# ? Feb 8, 2016 23:59 |
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Harrow posted:So what are the "must stop" Dark Events? Some of them don't seem too nasty, others seem utterly crippling, but I never know what to prioritize when it pops up. I consider UFO pretty bad, armor padding can be really bad early on before you get AP rounds/better gun, I just rolled one to give all aliens poison bullets which would be absolutely terrible, the one to double intel costs, and there's one for reducing all income by 50%.
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# ? Feb 8, 2016 23:59 |
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Harrow posted:The whole Avatar Project timer thing is new to XCOM 2, so it'd be new to you even if you'd played a previous game (like me). In XCOM: Enemy Unknown, it was more about global panic--you had to make sure the Council's members didn't freak out and cut your funding by making sure you stop terror events and bad poo poo in their regions in a timely manner. There wasn't a big countdown clock like in XCOM 2. I think I may have researched the first two Comms projects that my science guy gave me, so it's good to know that I've headed down the right track early on. I've read a couple of times that power is super important so 2/3 excavated rooms I've made into power generators as well.
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# ? Feb 9, 2016 00:00 |
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Tenzarin posted:And an odd question do you pronounce Aegis as A-gis or E-gis? ayyy-gis (yeah, really)
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# ? Feb 9, 2016 00:01 |
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Tenzarin posted:On the topic of wacky military weapon system names Aye-jiss. Like in Persona!
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# ? Feb 9, 2016 00:02 |
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Tenzarin posted:And an odd question do you pronounce Aegis as A-gis or E-gis? I've always said A-gis, or really more of Ayee-gis like Fonzie. Although I think the Ash is supposed to be an 'e' sound if anything. Like Archaeology. You can say "ark-ayee-ology" but most people say "ark-e-ology"
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# ? Feb 9, 2016 00:03 |
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Harrow posted:A hint to avoid my mistake: prioritize building Resistance Comms. Not first necessarily, but really early on. A lot of the "set back the Avatar Project timer" missions will spawn outside of your starting contact range and you're going to have to make contact with other resistance cells to do that. I didn't built it early enough and didn't have enough contact slots, so I ended up running out of time scrambling to build Resistance Comms and made some very poor decisions along the way. I usually wait till I have magnetic weapons before I start getting resistance comms. My last game was going really good on the supply also intill I wasted it all on useless stuff. Odd thing is I was able to make contact while the comm center was building.
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# ? Feb 9, 2016 00:03 |
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Tenzarin posted:Aliens are pretty defensive about you hacking their light posts and will call in reinforcements and also break concealment if you fail a hack. More dead aliens
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# ? Feb 9, 2016 00:04 |
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So what corpses are safe to sell?
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# ? Feb 9, 2016 00:06 |
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Harrow posted:So what are the "must stop" Dark Events? Some of them don't seem too nasty, others seem utterly crippling, but I never know what to prioritize when it pops up. One I haven't seen other people mention that I found unbearable was increased detection radius during concealment. It basically made sneaking impossible. It was way to easy for enemies to spot my guys the second I got sight of them. It totally fucks up your ability to reach timed mission objectives quickly, and as a result will gently caress up further attempts to stop dark events.
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# ? Feb 9, 2016 00:08 |
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Why do enemies have specifically anti-melee abilities when melee is so garbage? Why is that even a thing? Were swords even tested at higher difficulties?
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# ? Feb 9, 2016 00:11 |
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ZearothK posted:[Edit]By the way, if you have two Psykers with Domination can you have more than one Dominated alien at a time or is it only one per mission? Each psi operative can have their own dominated alien. This is pretty fun when you have more than one and just take over a pod and use them as cannon fodder
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# ? Feb 9, 2016 00:11 |
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Can anyone find where, during level up, you actually add the new abilities? I think I found it for the Psi class, but not for the other classes.
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# ? Feb 9, 2016 00:12 |
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Dr. Carwash posted:So what corpses are safe to sell? Whatever you have the most of. I find it's safe to sell a little elerium and alien alloy, but hang onto the loving Cores. Some less useful attachments are easy to sell, too.
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# ? Feb 9, 2016 00:13 |
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Operant posted:Why do enemies have specifically anti-melee abilities when melee is so garbage? Why is that even a thing? Were swords even tested at higher difficulties? Swords seem like they are good on legend, as rangers dont start with run and gun and they let you kill units way ahead. I just dont understand a shotgun on a ranger without run and gun or even why run and gun is in the blademaster tree.
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# ? Feb 9, 2016 00:13 |
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Internet Kraken posted:One I haven't seen other people mention that I found unbearable was increased detection radius during concealment. It basically made sneaking impossible. It was way to easy for enemies to spot my guys the second I got sight of them. It totally fucks up your ability to reach timed mission objectives quickly, and as a result will gently caress up further attempts to stop dark events. Sneaking sucks anyway. Go in grenades blazing.
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# ? Feb 9, 2016 00:15 |
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Has anyone found a way to make pods spawn more enemies? I'm playing with an 8-man squad so even on Legend I'm wiping out entire pods before they can react.
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# ? Feb 9, 2016 00:15 |
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Y'know, I don't think I find the new Sectoids to be as nasty as some people do, even in the early game. Yeah, they have some really dangerous abilities, but their priorities are completely hosed. If there's a corpse for them to reanimate, like 90% of the time that's what they're going to spend their turn on. Then the Psi Zombie doesn't do anything (because it can't on its first turn) and you can probably take out the Sectoid before it gets another turn, which also rids you of the Psi Zombie. I actually think they'd be more dangerous if they couldn't reanimate corpses. Then, they'd spend their turns panicking and mind controlling soldiers instead.
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# ? Feb 9, 2016 00:16 |
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Hick Magnet posted:Has anyone found a way to make pods spawn more enemies? I'm playing with an 8-man squad so even on Legend I'm wiping out entire pods before they can react. There's a mod that adds one enemy to each pod, you can probably grab that and reverse engineer it.
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# ? Feb 9, 2016 00:16 |
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Bogart posted:Whatever you have the most of. I find it's safe to sell a little elerium and alien alloy, but hang onto the loving Cores. Some less useful attachments are easy to sell, too. Should I sell data pads?
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# ? Feb 9, 2016 00:16 |
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RBA Starblade posted:Should I sell data pads? Alien Data Pads are 80 intel, ADVENT ones are like 40? Balance it out with if you need intel or supplies more.
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# ? Feb 9, 2016 00:16 |
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Late game is too drat easy lol
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# ? Feb 9, 2016 00:17 |
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RBA Starblade posted:Sneaking sucks anyway. Go in grenades blazing. The best way to hit a whole pod with a grenade is to spot it with your phantom ranger first and then light it up with a grenadier who isn't in los (and the real best way is to do that with a proximity mine since it won't alert them and then also use a second grenade/sniper killzone/pretty much whatever)
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# ? Feb 9, 2016 00:17 |
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Elliotw2 posted:Alien Data Pads are 80 intel, ADVENT ones are like 40? Balance it out with if you need intel or supplies more. Is that all they do? Research them for an Intel boost? Well hell I have plenty of that, to the market!
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# ? Feb 9, 2016 00:18 |
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Harrow posted:Y'know, I don't think I find the new Sectoids to be as nasty as some people do, even in the early game. Yeah, they have some really dangerous abilities, but their priorities are completely hosed. If there's a corpse for them to reanimate, like 90% of the time that's what they're going to spend their turn on. Then the Psi Zombie doesn't do anything (because it can't on its first turn) and you can probably take out the Sectoid before it gets another turn, which also rids you of the Psi Zombie. Yeah, the fact that reanimation is their highest priority really reduces their threat level a lot. I know that most of the time I have a 1 turn window when they are not a threat. Its after that window when they start panicking and mind controlling my guys that they become dangerous.
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# ? Feb 9, 2016 00:19 |
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Dongicus posted:Late game is too drat easy lol honestly there just aren't enough ayys on the bread and butter missions to outpace your supply of 'delete pod now' options once you're rolling colonels, plasma and a war suit or two the final mission excepted, of course, that was hard and grueling as gently caress
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# ? Feb 9, 2016 00:19 |
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Elliotw2 posted:Alien Data Pads are 80 intel, ADVENT ones are like 40? Balance it out with if you need intel or supplies more. Although the Black Market quite frequently sells Supplies for a very small amount of Intel.
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# ? Feb 9, 2016 00:21 |
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Harrow posted:I actually think they'd be more dangerous if they couldn't reanimate corpses. Then, they'd spend their turns panicking and mind controlling soldiers instead. Lategame they start showing up on pods with no advent and thus no corpses to reanimate and you're absolutely correct but they're still usually the least dangerous ayy on the field
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# ? Feb 9, 2016 00:21 |
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Sounds like the difficulty curve is about the same as EU, then:
XCOM 2's difficulty, for me at least, has been in managing the Avatar Project and the overall geoscape, and rarely on individual missions. Though I still think that time my Psi Op got killed from full HP in a single crit by a Muton was some bullshit. Do soldiers not enter bleed out state anymore or something?
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# ? Feb 9, 2016 00:22 |
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Neddy Seagoon posted: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. Early Avenger defence was brutal for me. I only lost a Rookie but the way back to the Avenger was a really tense fighting retreat. In the end almost everyone was injured. Early on it can just be tough to keep up with the reinforcements since low level people just don't kill fast enough. Midgame Avenger defence on the other hand was a ridiculous slaughter. I killed over 90 enemies and only stopped piling up bodies because at some point it started causing the game to slow down. Wizard Styles fucked around with this message at 00:51 on Feb 9, 2016 |
# ? Feb 9, 2016 00:24 |
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# ? Jun 13, 2024 06:52 |
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Harrow posted:XCOM 2's difficulty, for me at least, has been in managing the Avatar Project and the overall geoscape, and rarely on individual missions. Though I still think that time my Psi Op got killed from full HP in a single crit by a Muton was some bullshit. Do soldiers not enter bleed out state anymore or something? If a soldier is downed by a crit they're dead as poo poo, which makes sense since it's a crit. Bleedout in general seems to be attached to being brought to 1-2 health in XCOM2 instead of actually running out of health and rolling the dice this time.
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# ? Feb 9, 2016 00:26 |