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Hieronymous Alloy posted:OK just starting this, a few questions. Beat this on Monday so I feel qualified to answer these. 1) Have a balanced group of soldiers. Rangers with the re-conceal are super useful for scouting again after your initial reveal on a map and will help you hit enemies before they can react move into cover. Sharpshooters are as good as they were in the first game, actually slightly worse since Double Tap is gone, they're still necessary, the first class you'll want 2 of IMO. Psi Ops are good but don't worry about rushing them, as there is RNG on what abilities they have so they'll be sitting around training a lot. Specialists are necessary in the late game for their hacking skills and ability to shut down Sectopods; they're also helpful for guaranteed damage from the Drone and ridiculously good overwatch skills. 2) Rush for an exposed conduit as they generate a lot of power and you can pretty much survive the whole game on the 2 you'll have with the elerium upgrades and an engineer or two working them. You'll need communication rooms as well. The only things you don't really need are PsiOps and Defensive Grid, pick those up last. Guerella Tactics is helpful for getting the larger squad, after that the useful tapers off but something you'll probably want to rush. 3) I didn't build communications until like May and wished I'd gotten on that earlier. I didn't spend a lot of cores until late game either, they're somewhat rare but by the end I had 11 sitting around before I prepared and went into the last mission. 4 Scientists are about all you need so don't really focus on them, Engineers are more useful because they have things to do when idle. As soon as you see alien facilities pop up, starting working to shut them down as that delays the avatar project, build radio towers every other region to reduce the intel costs. PaybackJack fucked around with this message at 16:29 on Feb 9, 2016 |
# ? Feb 9, 2016 16:26 |
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# ? May 22, 2024 07:59 |
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Should I be keeping a pool of rookies to become psi-ops or can I change existing soldiers into them? I've got most of my rookies into squaddies at this point but don't have psionics yet.
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# ? Feb 9, 2016 16:28 |
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Rookies only.
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# ? Feb 9, 2016 16:29 |
I kinda hosed myself with building the base. I can't really get a good workshop unless I demolish a power relay.
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# ? Feb 9, 2016 16:30 |
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Had an interesting and annoying bug last night. Well, I actually had a whole bunch of bugs last night, this is just the one that stuck with me the most: after the berserker revealed he roared, which shakes the screen. The problem is that the screen didn't stop shaking, and continued to shake during my entire turn, which made it a bit difficult to place my guys in the squares I wanted as the ground was moving under my cursor. Luckily it was gone the next turn.
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# ? Feb 9, 2016 16:31 |
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I'm not going to play this again until it gets patched. Tired of everything freezing and crashing constantly.
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# ? Feb 9, 2016 16:32 |
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You don't need to put the workshop in the center. Power Relays and Communications have room for two engineers when upgraded so you can even put a workshop on a corner, then build those next to it and fill all their 4 staffing slots from the workshop without any waste.
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# ? Feb 9, 2016 16:32 |
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Cheston posted:"Operation Sweaty Hydra" I really have to find the text files of whatever the game randomly uses to draw op names from and edit it.
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# ? Feb 9, 2016 16:33 |
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The workshop is not really necessary at all. In practice it works out to buying engineers for about half the usual supply cost, at the cost of a building slot and a bit of power. With engineers falling off in utility as the game goes on, you want to build it early or not at all, and "not at all" is a totally reasonable path to take.
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# ? Feb 9, 2016 16:33 |
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Is there a mod to allow customization of pistols? I have a superior stock that I'll throw on a sniper rifle to maybe make it useful for once, but I'd rather toss in on the handcannon, really.
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# ? Feb 9, 2016 16:35 |
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peak debt posted:You don't need to put the workshop in the center. Power Relays and Communications have room for two engineers when upgraded so you can even put a workshop on a corner, then build those next to it and fill all their 4 staffing slots from the workshop without any waste. I put mine in the top middle as the first building I built to get more mileage out of my first engineer. Build the workshop, staff it with my first engineer, and use the gremlins to excavate around it. Have the power relay, proving grounds, and resistance communications adjacent to it so I have plenty of slots to utilize the gremlins.
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# ? Feb 9, 2016 16:35 |
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So I guess soldier retraining only takes 5 days and lets you reset all abilities? That's super useful, especially for snipers who want to be gunslingers in the early game before they can pack on loads of +aim.
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# ? Feb 9, 2016 16:36 |
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PaybackJack posted:Beat this on Monday so I feel qualified to answer these. Good advice, but going to have to disagree on Psionics. Getting them cooking up sooner rather then later means you get an unbelievably powerful force multiplier in your back. It also means you can fill holes in your squad when people die with them. My advice would be to start eyeballing them after you've stabilized post-mag weapons and predator armour. Before then, you are simply too cash strapped, power limited and space restricted on the avenger. Also, specialists are amazingly good to pair up, one being a hacker & robot killer and the other being team squad support with the medkit. My final squad was 4 psi ops and 2 supports, and they really shined.
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# ? Feb 9, 2016 16:42 |
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he was one hand no-scoping the sniper rifle too, good bug
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# ? Feb 9, 2016 16:42 |
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I wish I could run a full group of 6 Psi Ops. First pod of the game, Archon with two buddies. Stasis the Archon, kill the other two guys, next turn Dominate the Archon, who then becomes my scout for the rest of the game. He took a beating from those annoying Heavy MECs, but at least he was disposable.
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# ? Feb 9, 2016 16:42 |
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Is there a way to respec your dudes?
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# ? Feb 9, 2016 16:43 |
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Defend the objective missions that spawn pods in the same room as the thing you're supposed to be protecting are kind of bullshit. An elite officer was shooting the thing from basically turn 1, while I had to chew through an andromedon with a muton escort, and a superheavy turret plopped right in the middle of it all. After managing to shoot my way through (and failing various hacking attempts on the goddan turret) I got engaged by a mech mk2 + shieldbearer combo, but wait! The game then decided it would've been funny to send reinforcements right behind me.. So at this point I'm surrounded by 2 heavy duty mechs + various troops, when SOMETHING randomly blows up a wall on the other side of a house revealing an archon and 2 codices. That's...that's xcom...I guess. First time I had to bug out of a mission, god drat.
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# ? Feb 9, 2016 16:44 |
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Dr. Carwash posted:Is there a way to respec your dudes? Yes. You can respec soldiers using the Advanced Warfare Center.
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# ? Feb 9, 2016 16:44 |
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Dr. Carwash posted:Is there a way to respec your dudes? AWC
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# ? Feb 9, 2016 16:44 |
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The Shortest Path posted:So I guess soldier retraining only takes 5 days and lets you reset all abilities? That's super useful, especially for snipers who want to be gunslingers in the early game before they can pack on loads of +aim. And based on the animations, this is accomplished by five straight days of pull ups
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# ? Feb 9, 2016 16:44 |
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I've been told that vipers and stun lancers can counterattack melees. Is this true? They never have for me, but none have ever survived the slash. Is it if the slash doesn't kill that they get to fight back?
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# ? Feb 9, 2016 16:49 |
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I beat the game on the Normal Difficulty without caring about base layout and all my soldiers were 100% down one skill path or the other so for you guys freaking about optimisation don't worry unless you are playing on one of the hard modes. Really the "hardest" part of the game is ignoring the Avatar clock building up in the early game because its no big deal, you have as much time as you could ever need.
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# ? Feb 9, 2016 16:50 |
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Just finished the game on normal Jane Kelly mvp forever, she started in the tutorial and was on every single mission since then good times. Going to start another game and force myself not to run triple Rangers, run and gun, implacable and untouchable is just too good. Rangers facetanking everything forever with zero issue. My final squad was 3 rangers a grenadier heavy gunner a specialist combat hacker and a gunslinger sharpshooter.
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# ? Feb 9, 2016 16:50 |
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RBA Starblade posted:I've been told that vipers and stun lancers can counterattack melees. Is this true? They never have for me, but none have ever survived the slash. Is it if the slash doesn't kill that they get to fight back? As far as I know, only regular Mutons can directly counterattack melee. Not sure about berserkers, but Vipers and Lancers definitely can't, at worst their dodge might proc and live them alive and in an awkward spot.
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# ? Feb 9, 2016 16:51 |
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RBA Starblade posted:I've been told that vipers and stun lancers can counterattack melees. Is this true? They never have for me, but none have ever survived the slash. Is it if the slash doesn't kill that they get to fight back? Mutons can do it, too. Had that happen to me during a mission, where it looked like the Muton parried the machete slash with his gauntlet then punched him in the face. Definitely not his best moment.
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# ? Feb 9, 2016 16:52 |
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Thanks for the warning but I mean, how does the mechanic actually work? What triggers it? I've never seen a counterattack happen. Also all my high ranking units now have snake tattoos.
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# ? Feb 9, 2016 16:53 |
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RBA Starblade posted:I've been told that vipers and stun lancers can counterattack melees. Is this true? They never have for me, but none have ever survived the slash. Is it if the slash doesn't kill that they get to fight back? I've killed tons of Stun Lancers (and somewhat fewer Vipers) with melee. The only counterattack I've seen is from Mutons. And even then it's not a sure thing.
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# ? Feb 9, 2016 16:54 |
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Thyrork posted:Good advice, but going to have to disagree on Psionics. Getting them cooking up sooner rather then later means you get an unbelievably powerful force multiplier in your back. It also means you can fill holes in your squad when people die with them. We're actually in agreement. I said don't rush Psi Ops, and if you're defining that as coming after you've build Mag Weapons and Predator Armor then you're looking around March-April so I wouldn't call that rushing. I realize now too that I didn't build a workshop, ever. So that's something that you can skip and not worry about. Pakled posted:I've killed tons of Stun Lancers (and somewhat fewer Vipers) with melee. The only counterattack I've seen is from Mutons. And even then it's not a sure thing. Same, which was kind of annoying as late game Mutons are the only enemy that doesn't get replaced by a tougher version, and have so much life that it takes 2 hits to kill from swords so they'd be perfect for destroying in a single Reaper turn. PaybackJack fucked around with this message at 16:57 on Feb 9, 2016 |
# ? Feb 9, 2016 16:54 |
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PaybackJack posted:We're actually in agreement. I said don't rush Psi Ops, and if you're defining that as coming after you've build Mag Weapons and Predator Armor then you're looking around March-April so I wouldn't call that rushing. Fair. Workshop worked alright for me, i staffed the resistance coms with it. Later on when I needed more contacts, i built another, upgraded the workshop and got enough coms to spare. E: I see the Andromedon as the successor to the Muton. Killing it while its still alive means you're about to eat a face full of fist. I guess giving it a proper counter attack could be fun. The alien that I'm kind of unsure about is the Viper. She kind of goes away at one point and nothing really replaces that level of dread "snatched out of cover YOU FU-..." moments you get from her. I guess the Codex might fill that role? Thyrork fucked around with this message at 17:03 on Feb 9, 2016 |
# ? Feb 9, 2016 16:59 |
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The only advice I can think of to add and this probably goes without saying, is to avoid going for world map scanning locations that are > 4 days unless you are in dire need. I lost track of the number of times I got offered a soldier or a scientist in exchange for pissing about for 5 days, or 50 intel for a full week of scanning.
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# ? Feb 9, 2016 16:59 |
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Building a workshop saves you decisions to get missions just to get engineers. You only need like 7 with a workshop up, and I'm already almost done with my base by May.
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# ? Feb 9, 2016 17:00 |
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That's something else I felt was a bit disappointing about this game - a lot of the base features felt under-utilised. The fact that you can go a Veteran game without a workshop or lab at all is indicative of that. Defence Matrix is something I've not had a chance to test, but then I've only had one Avenger defence mission and I can tell you having a couple turrets during that fiasco would have saved quite a few lives.
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# ? Feb 9, 2016 17:03 |
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PaybackJack posted:We're actually in agreement. I said don't rush Psi Ops, and if you're defining that as coming after you've build Mag Weapons and Predator Armor then you're looking around March-April so I wouldn't call that rushing. Wait, you're saying building a Psi Lab in March-April ISN'T rushing it? The game starts in March.
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# ? Feb 9, 2016 17:04 |
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I could be wrong, but I'm starting to think maybe 95% isn't actually what the hit chance is on swords. Especially in regards to blade storm. I've been either getting extraordinarily unlucky lately, or the hit percentage is just out of wack. On a similar note, the sword rangers really fall off hard towards the end game. Not just due to damage, but because theres several enemies which counter melee HARD. I've had my ranger knocked unconcious several times from counters. Which is just all sorts of bullshit, since it completely takes the unit out regardless of how much health they had. Also, it seems a bit odd to me that the on hit effects of the sword are all random and unstated chance to trigger. Its really weird how gimped it is in the late game.
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# ? Feb 9, 2016 17:04 |
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PiCroft posted:That's something else I felt was a bit disappointing about this game - a lot of the base features felt under-utilised. The fact that you can go a Veteran game without a workshop or lab at all is indicative of that. I mentioned this idea earlier, but having the workshop be able to make gun parts and the lab able to make combat sims would make them both feel very welcome. While I disagree that the workshop is under-utilized, it has its place and its good at what it does, the lab desperately needs something fun to make it appealing. E: VVV Its "ironically" cynical.
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# ? Feb 9, 2016 17:06 |
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Not sure I approve of that Haven name
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# ? Feb 9, 2016 17:07 |
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Tae posted:Building a workshop saves you decisions to get missions just to get engineers. You only need like 7 with a workshop up, and I'm already almost done with my base by May. I think most of the time your choice on those missions will be dictated mostly by which event you shutdown. I would typically prioritze ones that gave enemies extra armor or would cause me to go into missions without concealment for a month. Typically I was delaying the Avatar project though. It's funny having played the Board Game that came out last year based on X-Com 1, it really feels like they designed elements of this game to be very board game-y. The whole avatar project and hidden tracks for retaliation and facility construction, I can see how everything would be layed out with cards on a board, and the app would run in the background which dictated the hidden alien turns. sighnoceros posted:Wait, you're saying building a Psi Lab in March-April ISN'T rushing it? Oh, I thought it started in January. So yeah then I mean May/June for the Psionic Lab.
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# ? Feb 9, 2016 17:07 |
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DeliciousCookie posted:I could be wrong, but I'm starting to think maybe 95% isn't actually what the hit chance is on swords. Especially in regards to blade storm. I've been either getting extraordinarily unlucky lately, or the hit percentage is just out of wack. On a similar note, the sword rangers really fall off hard towards the end game. Not just due to damage, but because theres several enemies which counter melee HARD. I've had my ranger knocked unconcious several times from counters. Which is just all sorts of bullshit, since it completely takes the unit out regardless of how much health they had. Also, it seems a bit odd to me that the on hit effects of the sword are all random and unstated chance to trigger. Its really weird how gimped it is in the late game. What difficulty are you on, and what countered you other than Mutons? !Quote is not edit.
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# ? Feb 9, 2016 17:10 |
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PaybackJack posted:I think most of the time your choice on those missions will be dictated mostly by which event you shutdown. I would typically prioritze ones that gave enemies extra armor or would cause me to go into missions without concealment for a month. Typically I was delaying the Avatar project though. I look at the dark event system and see that it would make for a great 1v1 competitive geoscape layer. Both players get a set number of cards drawn from the deck, a certain number of them need to be completed this month, and the player can also see a number of the others events but needs to pay to see them all (with one of them possibly always hidden). Not that I can see a 1 vs 1 competitive xcom-like game ever coming to fruition, but its a nice thing to dream about.
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# ? Feb 9, 2016 17:11 |
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# ? May 22, 2024 07:59 |
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So anyone managed to achievement for completing the whole game on Commander+ by July?
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# ? Feb 9, 2016 17:12 |