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First mission after Gatecrasher: Recover the item from the convoy. No worries. Sneak up with my team of Rookie, Sniper, Assault, Engineer. Ambush 2 man patrol of soldier and Sectoid. Kill soldier with overwatch on activation. Get Sectoid down to 3 pips of health. Alien turn! Objective immediately blows up. Waaaaaaaaaaaat.
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# ? Feb 9, 2016 06:34 |
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# ? May 22, 2024 11:27 |
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Harrow posted:Kinda regretting grabbing Deadeye instead of Lightning Hands on my first Sharpshooter this run. Lightning Hands is so good that I even take it on my sniper snipers. The minor extra damage from Deadeye isn't good enough to offset a free damage every 3 turns.
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# ? Feb 9, 2016 06:36 |
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Harrow posted:Kinda regretting grabbing Deadeye instead of Lightning Hands on my first Sharpshooter this run. i had a sniper sniper shoot and kill 3 dudes in a single overwatch so im pretty pro-sniper sniper
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# ? Feb 9, 2016 06:36 |
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splifyphus posted:Repeaters, yo. First time I put a repeater on one of my characters, I put it on my medic specialist just before we went on a retaliation mission. "5% chance huh, might as well get it equipped so it can proc once or twice for the rest of the game." I take out my first pod, then move my heavy up to a civilian. Oh hey, that's not a civilian, that's a horrifying blob monster. Specialist with the repeater was the only one who had an action left... EXECUTED! Few turns later, the last enemy in a pod retreats behind the back wall of the building in front of me. So my grenadier blows it up... revealing a fresh pod behind the wall, with a MEC and a couple troopers. Specialist lines up the shot... EXECUTED! Literally the only two shots she took that whole mission. 5% chance of execution? More like 100% chance of
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# ? Feb 9, 2016 06:38 |
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Harrow posted:Kinda regretting grabbing Deadeye instead of Lightning Hands on my first Sharpshooter this run. I think it might be because in general soldiers actually have abilities beyond Use Gun On Alien. In EU that was really it, beyond say RnG which just put you in a better spot to Use Gun On Alien. Snipers were the best at Use Gun On Man, with only Assaults competing, and could just pick assholes out of cover like it was no problem. Now however everyone just has some many tools to deal with that that just being good at shooting is kind of outshadowed by other things. At least that's my impression of it. Maybe it's also a function of enemies have too little health? I've seen that mentioned before and it would be another reason why snipers get out done.
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# ? Feb 9, 2016 06:38 |
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Harrow posted:Kinda regretting grabbing Deadeye instead of Lightning Hands on my first Sharpshooter this run. Well honestly part of it is that aim's been flattened across the board. In EU Heavies ended up at 75! Aim while Sniper naturally got to 105 with Assaults and Supports at 89/90. Now Grenadiers have 79 Aim, Rangers and Specialists are at 80/81 and Sharpshooters are at 90. Add on to this aim penalties that increase as you get further away, and an aim penalty on the Headshot equivalent plus a lack of Double-Tap and Snipers are no longer point-delete units. Snipers in EW were insane because you could stack enough Aim on them to basically always hit and the maps were designed in such a way that there were few without long lines of sight, and you could usually get high ground especially with Archangel suits.. That isn't really true any more and with time limits exacerbating the issue you end up with Snipers in a much more balanced place. Zore fucked around with this message at 06:44 on Feb 9, 2016 |
# ? Feb 9, 2016 06:40 |
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Is it just me or does the tier 3 armor and weapons look extremely lame compared to tier 1 & 2?
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# ? Feb 9, 2016 06:42 |
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Just finished on Veteran difficulty. Some thoughts on the game Good stuff -Timed missions are the best missions. I read some people felt stressed out with the timers but I always felt that those missions made you "live on the edge" so to speak and make you dash when you normally wouldn't and take mobility armor and mobile classes like the ranger when otherwise it would make sense to just always bring the heavy hitters out for every mission. My rangers and snipers were zipping around like Batman on the VIP rescue/capture missions holding enemy pods off while the heavies legged it to roof top extractions. -Sword Rangers were the most fun class and I wish I had developed them sooner rather than later although they aren't really feasible till you get Implaccable. They are really awesome with Reaper with a Psi op backing them up with inspire in case they wiff. Some careful shot placement and some explosives and they can swing 3-4 times per turn no problem and have a free move left over to get back into cover. -Its too bad the end game where you can field multiple colonels and have the crazy experimental and heavy gear to kit them out is so short. Early game is fine but feels RNGish where as the final 1/4 to 1/5 of the game is where the game can activate multiple pods on your rear end but your killer squad has all the tools it needs to get out of the jam. Instead of tile creeping the game is trying to say, have fun, rush up a little. Don't worry if things go south your guys can handle it and get you out of it. Not that this is an excuse to take a double with your last move into the unknown but I no longer feel like I am metagaming it to the point where I activate one and only one pod by tile creeping and then repeat ad naseum. I just moved my guys up and if my scout activates 2 pods, no biggie, time to bust out the badass skills and experimental gear have some fun. -The new visuals and audio fit the game much better. EU and EW always felt cartoonish with its visuals and sound effects. I felt like I was firing star trek weapons or something in EU/EW. I know the destructible environments are over the top in Xcom2 but the sound design and better looking graphics made me feel like I was doing BAD THINGS to the aliens. -The story elements were all cool. When some of the early previews commented on how much story there was, I was afraid they would railroad you but it never felt that way. They stitched it into the strategy layer pretty seamlessly with that Avatar timer as a small reminder that you can't totally ignore it and then let you progress when you felt appropriate. -I love how they made the maps. I don't know what this procedural poo poo is or how it works but its awesome. The maps are always different yet I never felt that they were contrived or would look so random that it would scream out at you. Bad stuff -Performance obviously. I have an i2500k OC'd with a 970 in it and it chugs on 1080p. -No second wave options, specifically randomized recruit stats and training roulette. I know AWC grants perks differently but damnit, those two were I feel staples. A long wire style red mist options would also be great. Back Hack posted:Is it just me or does the tier 3 armor and weapons look extremely lame compared to tier 1 & 2? I know broke from the "real world/near future military" look and feel and went straight to cartooney which feels wierd.
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# ? Feb 9, 2016 06:44 |
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This game needs more soldier customization. And the ability for guns to retain their patterns/colours when you upgrade because holy poo poo is it annoying to redo it every time.
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# ? Feb 9, 2016 06:47 |
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Back Hack posted:Is it just me or does the tier 3 armor and weapons look extremely lame compared to tier 1 & 2? Yeah there are a few mods that let you use the decos of tier 1 & 2 on the tier 3 to fix that. Can't wait until major cosmetic mods get going so we actually get cooler new stuff though.
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# ? Feb 9, 2016 06:47 |
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i want some tier 3 tech appearance mods that change em to look like a mix of sleek alien design and human tech shoddily welded on or something
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# ? Feb 9, 2016 06:48 |
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I am the 0.1%Back Hack posted:Is it just me or does the tier 3 armor and weapons look extremely lame compared to tier 1 & 2? That seems to be the general opinion. I love how the spider suit is made with that crappy yellow poly rope you see at every hardware store and it's a shame we don't get to see any garage-built plasma guns.
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# ? Feb 9, 2016 06:48 |
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emTme3 fucked around with this message at 02:44 on Mar 31, 2022 |
# ? Feb 9, 2016 06:49 |
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Would a way to fix the Iranian save issue be to set the savefile location to something like Google drive, and then restore it to a previous version if it corrupts?
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# ? Feb 9, 2016 06:50 |
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Microcline posted:I am the 0.1% Only three failed missions on an ironman run? Good job
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# ? Feb 9, 2016 06:51 |
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Zore posted:Well honestly part of it is that aim's been flattened across the board. Yeah you can aimstack on anyone now thanks to Tracer Rounds, Scopes, and Aim PCS. My gunner Grenadier had an obscene amount of aim, somewhere in the 130s. One thing I would love is a LW style Infantry class, just because I love assault rifles, but specialists don't pack that kind of of punch, and there's no reason to use an AR on assaults anymore. Back Hack posted:Is it just me or does the tier 3 armor and weapons look extremely lame compared to tier 1 & 2? Well the plasma bolt actually looks amazing now. I hated that in EU it was like an acid spray or something. It felt so non threatening for what it did. The weapons look too much like nerf blasters sadly, if they looked better the vfx of shooting would be Tier 2 armor is my favorite since it's armory but still bulky and not all sleek and shiny. Glad there are mods that let you use tier 3 armor with tier 2 graphics already.
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# ? Feb 9, 2016 06:51 |
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Microcline posted:I am the 0.1% The fact that you don't have plasma guns that look like one bad shot doesn't blow the gun up in your face is disappointing Look at the loving gauss weapons they're hilarious
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# ? Feb 9, 2016 06:52 |
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Elliotw2 posted:Lightning Hands is so good that I even take it on my sniper snipers. The minor extra damage from Deadeye isn't good enough to offset a free damage every 3 turns. Assuming your pistol and sniper rifle are the same tier, against unarmored targets the bonus damage from lightning hands is actually a little better than the +50% from deadeye since pistols do a little more than half the damage of your rifle (and more still with special ammo). Lightning Hands also means an extra chance to score a crit or proc your special ammo, and provides the flexibility to finish off a weakened enemy before shooting a different one that deadeye doesn't. Deadeye's only major advantages are that as a single shot it's good vs. heavily armored opponents that your pistol will just plink on, and it's usable at squadsight ranges. Unfortunately, that aim penalty is a ridiculous insult compared to some of the other skills. Even if you removed the penalty Lightning Hands would still be more desirable in more situations.
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# ? Feb 9, 2016 06:52 |
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splifyphus posted:Deadeye feels like a dumb pick in the early game because why would you ever want something that reduces your aim. I was considering respeccing my sniper early on for lighting hands, but honestly I'm glad I kept deadeye. In the the late game when you get 100% on everything, deadeye becomes key to getting really long serial chains. My sniper gets enough extra pistol shots with death from above anyways, and deadeye is the difference between a huge serial chain and plinking off an advent officer. Yeah I regretted deadeye at first but later on the aim penalty is not a big deal if you've been stacking aim bonuses on your sniper + snipers natural high aim progression
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# ? Feb 9, 2016 06:53 |
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They say the future DLCs will have more dramatic customization options. The more skins and props we get the better! I'm curious about the "Alien Hunters" dlc. It looks like we'll be fighting boss-monster aliens and getting sweet-as-hell rewards for doing so, I guess? Friggin' gatekeepers are practically boss fights in themselves.
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# ? Feb 9, 2016 06:58 |
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My pure Sniper is amazing and has something close to like 100 kills. I use him to just remove one alien from a pod so my Grenadiers can remove the cover they scuttle to and my team mops up the rest. There's also been plenty of times when I've used my Sniper to just remove any enemy I want from the field, no question. It's wonderful and I love them so much.
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# ? Feb 9, 2016 06:58 |
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Elliotw2 posted:Lightning Hands is so good that I even take it on my sniper snipers. The minor extra damage from Deadeye isn't good enough to offset a free damage every 3 turns. Not to mention the aim penalty sucks serious dick until late game on deadeye anyway If I tinker with the mod tools that'll prob be one of my first mods - just make it no aim penalty at all and let it be a cooldown damage buff like that headshot ability in EU
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# ? Feb 9, 2016 07:02 |
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Just played a VIP extraction mission where it was just a long street with my spawn on top of a tall building at one end and the extraction point on top of a building on the other end. Every pod was on the street, and they were filled with sectopods, andromedas, archons, and mechs. After the first few turns advancing slowly eventually every pod just got activated. I decided to say screw it and send out my one Ranger who randomed Serial halfway down his perk tree and was equipped with Overdrive Serum and Talon rounds. With Inspire, a hacked mech, two snipers on our spawn building, and the rest of the team helping out, he cleared almost the entire street.
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# ? Feb 9, 2016 07:02 |
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LightWarden posted:Assuming your pistol and sniper rifle are the same tier, against unarmored targets the bonus damage from lightning hands is actually a little better than the +50% from deadeye since pistols do a little more than half the damage of your rifle (and more still with special ammo). Lightning Hands also means an extra chance to score a crit or proc your special ammo, and provides the flexibility to finish off a weakened enemy before shooting a different one that deadeye doesn't. Deadeye's only major advantages are that as a single shot it's good vs. heavily armored opponents that your pistol will just plink on, and it's usable at squadsight ranges. Unfortunately, that aim penalty is a ridiculous insult compared to some of the other skills. Even if you removed the penalty Lightning Hands would still be more desirable in more situations. They are both for characters with different jobs. Deadeye clearly is a late game favorite for anyone using the sharpshooters in the old sniper role. Its there to punch through Mecs and other hardware that you don't want to tangle up close with. Lighting hands sharpshooters almost feel like they are close range brawlers who faceoff and have a sniper rifle as backup if they can't get close
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# ? Feb 9, 2016 07:02 |
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Gobblecoque posted:About when are folks researching magnetic weapons? I feel like my first campaign is a bit hosed because I've put it off and now it's taking forever to kill stuff while the aliens are getting swole as gently caress. I guess I could salvage it but right now every mission is pretty much bashing my ballsack into paste with a mallet way way more than I remember the first game ever doing. My second campaign I learned my lesson and picked them up as soon as available. Then Armor. Then I hosed with plotline nonsense.
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# ? Feb 9, 2016 07:09 |
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I wonder how hard it would be to rush psionics... I never built any labs in my first campaign and I managed (but was I think ever so slightly behind the research curve). So getting just one lab might edge me out over the aliens next time.
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# ? Feb 9, 2016 07:12 |
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So I did the Overpowered achievement with six psi-operatives and I found something amazing out: Andromedons have an actual panic animation-they hide in a corner and curl up in a ball. It's just so adorable for a giant walking alien death tank.
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# ? Feb 9, 2016 07:12 |
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Gobblecoque posted:About when are folks researching magnetic weapons? I feel like my first campaign is a bit hosed because I've put it off and now it's taking forever to kill stuff while the aliens are getting swole as gently caress. I guess I could salvage it but right now every mission is pretty much bashing my ballsack into paste with a mallet way way more than I remember the first game ever doing. There has been one constant in every XCOM game I've ever played. And that is you want to rush for lasers/the second tier of weaponry ASAP.
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# ? Feb 9, 2016 07:14 |
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Crosspeice posted:My pure Sniper is amazing and has something close to like 100 kills. I use him to just remove one alien from a pod so my Grenadiers can remove the cover they scuttle to and my team mops up the rest. There's also been plenty of times when I've used my Sniper to just remove any enemy I want from the field, no question. It's wonderful and I love them so much. Just use killzone on the pod, then use a grenadier to activate them with explosives.
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# ? Feb 9, 2016 07:21 |
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Man the Plasma Blaster is really loving disappointing, especially since I got the Shredstorm Cannon and Blaster Bomb before it. I haven't tried the Hellfire Projector, but I don't see how it can compete with a space blunderbuss and a big goddamn bomb
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# ? Feb 9, 2016 07:26 |
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MJ12 posted:So I did the Overpowered achievement with six psi-operatives and I found something amazing out: I want to make all the andromedons my friends. If they weren't trying to kill you would they would be adorable giants. Plus I feel bad for them now that I know they are mutons genetically designed to live in acid bubbles for their entire life. That's a pretty lovely deal.
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# ? Feb 9, 2016 07:29 |
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I just finally beat the first blacksite, wowsers that was tough. 20 enemies, evaced as the last 3 arrived, only one gravely wounded survivor. For the record, the first blacksite only removed one pip on the doom bar after stopping the countdown. I have one other facility available because of intel, welp, I'm gonna be at 95% Doomsday bar for the foreseeable future. This game plays for keeps!
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# ? Feb 9, 2016 07:32 |
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So no spoilers but holy poo poo does the end cutscene lay it on thick as to what the next game/expansion is going to be.
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# ? Feb 9, 2016 07:34 |
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Internet Kraken posted:I want to make all the andromedons my friends. If they weren't trying to kill you would they would be adorable giants. Plus I feel bad for them now that I know they are mutons genetically designed to live in acid bubbles for their entire life. That's a pretty lovely deal. Andromedons are the best buddies and I wish there was a plushie of them or something. I love taking them over because they're fairly easy targets, plus they have tons of HP and armor, a good ranged attack (and 80 aim is very solid), a rechargeable AoE damage grenade, and basically the MEC Kinetic Strike Module but inaccurate. They're just so fun to have as buddies.
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# ? Feb 9, 2016 07:35 |
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It feels like every mission I find a new ridiculous bug. Just killed an advent stun lancer with overwatch. When the alien turn was supposed to end, the game zoomed in on its corpse and I heard the sound of footsteps. A few seconds later, the corpse teleported to one of my troops, got back up, hitshim with an attack that didn't do anything, and then collapsed once again. Anyways, if I mind control an enemy with rift/insanity how long do they stay under my control?
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# ? Feb 9, 2016 07:46 |
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I got talon rounds and gas grenades out of a supply drop, lol. I dont even have plated armor yet.
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# ? Feb 9, 2016 07:49 |
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Rhymenoserous posted:So no spoilers but holy poo poo does the end cutscene lay it on thick as to what the next game/expansion is going to be. Independence Day 3 with Jeff Goldblum? I'm hoping we can have a specialist upload a virus to the alien computers by using a late 90s macbook.
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# ? Feb 9, 2016 07:52 |
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Rhymenoserous posted:So no spoilers but holy poo poo does the end cutscene lay it on thick as to what the next game/expansion is going to be. Yeah, the hint isn't exactly subtle. Looking forward to it though, if they do go that route - doesn't sound like it would match any of the currently listed DLC packs, so it might be XC3 unless they do an "Enemy Within" style massive expansion, but the DLC packs together sound about the size of EW - so who knows?
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# ? Feb 9, 2016 07:52 |
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MJ12 posted:Andromedons are the best buddies and I wish there was a plushie of them or something. You forget they also Shred armor. I had a MC'd Andromedon in my last 6 missions. One was basically my MVP of the final mission and took on a whole company of Berserkers and Sectoids while my squad tangled with other stuff. (he won)
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# ? Feb 9, 2016 07:52 |
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# ? May 22, 2024 11:27 |
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PSA if no one else has posted this: You can still overwatch trap/Beaglewatch. The trick is that most of your team has to be out of concealment. You need: 1. A way of seeing enemies without them seeing you (generally a phantom/conceal ranger, but battlescanners/scanning protocol also work) 2. A sniper with Long Watch On your turn, use 1 to find an un-activated pod. Move your team into good cover outside of the enemy's visual range and have everyone overwatch. On the enemy turn, the pod moves, triggering the sniper's overwatch shot. This activates the pod, which moves into visual range triggering the rest of the overwatch shots. If you do this, you get 1. Five overwatch shots against uncovered enemies 2. All of your moves available 3. You claimed the superior position so you can use both moves to attack instead of having to advance to cover 4. You know what's ahead so you can flank with rangers without worrying about activating more pods This works on pretty much every untimed map and even on timed maps it's still useful to activate pods with Long Watch.
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# ? Feb 9, 2016 08:08 |