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toasterwarrior posted:First game of mine had the same. I rushed Engineers and dug like a motherfucker to get that sweet electricity. It helps that freeing up slots gives you a decent amount of supplies, and that once you get one Relay up, you can coast on that mofo for a while. If you're running out of room and don't want to put in another relay then putting a non-power-relay room on top of a shielded power coil removes the power cost for that room, which is nice for the power-hungry psi lab, shadow chamber and resistance comms.
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# ? Feb 9, 2016 17:12 |
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# ? May 21, 2024 11:08 |
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PaybackJack posted:What difficulty are you on, and what countered you other than Mutons? On commander I think? The one before legendary. Mutons and Lancers. I THINK andromedons? But I can't quite recall on that one. I'm pretty sure that blade storm is triggering their melee-counters oddly enough or atleast playing different anims. ..And I hit the wrong button didn't I?
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# ? Feb 9, 2016 17:18 |
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I just encountered the Codex for the first time and it blew up my entire squad with the help of some sectoids mind controlling my sniper. I love this game, currently on restart #7.
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# ? Feb 9, 2016 17:19 |
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necrobobsledder posted:Uh, you know that Commander difficulty actually has AI try to avoid each other more often on top of removing bonuses for better aiming angles for enemies, so Legend means more multi-pod encounters that can crit you from behind full cover, right? I did not! I'll probably start on a legendary campaign soon. I honestly don't have a problem with that stuff, I was just venting on the RNG a few missions in a row just starting me off basically with all of the pods right up my rear end. I'm all for the challenge of fighting them, just boy does it suck when you can't move at all or you're just triggering even more pods. I need to start evacuating when this stuff happens and call it a loss, though. You're not supposed to win every time in this game. (When it's possible, at least. Goddamn VIP escorts.)
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# ? Feb 9, 2016 17:20 |
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Hahaha. So Blast Pads is kind of a meh skill, and I got it on my ranger and thought "eh at least she can use the armor." Then she got strangled by a Viper and I realized you can grenade the viper and she'll only take one point of damage.
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# ? Feb 9, 2016 17:23 |
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njsykora posted:I love this game, currently on restart #7. Thanks for this. I am about to start restart #4 and I was really starting to get a complex about how everyone seems to be the second goddamn coming of Ender Wiggin
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# ? Feb 9, 2016 17:25 |
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waah posted:Thanks for this. I am about to start restart #4 and I was really starting to get a complex about how everyone seems to be the second goddamn coming of Ender Wiggin It's me in Ender Wiggin Manning
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# ? Feb 9, 2016 17:26 |
Psi soldiers are the best. Just the very best.
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# ? Feb 9, 2016 17:26 |
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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. Also, this. https://www.youtube.com/watch?v=qtyw3aURYCU
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# ? Feb 9, 2016 17:27 |
Thyrork posted: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. Even just a few hours in there are already some elements that feel like they're just waiting on DLC. I'm already missing soldiers with variable starting stats, for example.
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# ? Feb 9, 2016 17:31 |
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waah posted:Thanks for this. I am about to start restart #4 and I was really starting to get a complex about how everyone seems to be the second goddamn coming of Ender Wiggin It took me about 14 runs to clear Enemy Unknown on easy, so don't worry. Starting over knowing more about what is comomg is part of the game, like I now know about the Codex so I can be ready for it next time.
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# ? Feb 9, 2016 17:32 |
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Eimi posted:Also the only story bit I did not like was that ADVENT soldiers are manufactured and not alien sympathizers who (un)willingly underwent that transformation. It added something thinking I was shooting traitors to humanity in the face. And it would add some of the from the first game in terms of fighting the alien invasion. This is a better game but it's much more obviously a power fantasy, none of the creepy atmospheric tension of the first. That's because they were manufactured from biological slurry from people who went in for gene therapy treatments. They murdered and liquefied millions of people to turn into troops by tricking them into thinking they were going in to get cured of diseases and aging.
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# ? Feb 9, 2016 17:34 |
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Obviously the sequel to XCOM 2 is gonna be Pacific Rim.
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# ? Feb 9, 2016 17:38 |
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Just finished the game, spoilers abound That ending fight was a loving nightmare. I mind controlled a gatekeeper to take it in with me, it turned during the fight and murdered some of my guys. That was a loving fantastic last level though. It's a shame they didn't mention anything about the contagion that they'd put into the books, but I don't care to much. They've definitely set up for a TFTD expansion dogstile fucked around with this message at 17:45 on Feb 9, 2016 |
# ? Feb 9, 2016 17:40 |
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njsykora posted:It took me about 14 runs to clear Enemy Unknown on easy, so don't worry. Starting over knowing more about what is comomg is part of the game, like I now know about the Codex so I can be ready for it next time. The first time you fight every enemy in the game, except maybe Mutons, there's a moment of "gently caress this enemy is bullshit" I remember being mind controlled on my first mission and flipping my poo poo. The Codex, the Big Daddy(they can call it whatever they want, we know what it is), the Sectopod, Snakemen, Stun Lancers, even the freaking Shield Advent. Also sucks to hear that everything counters melee at higher levels, Reaper was a fantastically fun skill to play with on Veteran. With a Mobility 3 mod and Untouchable, "Snake" Kelly was the best clean up hitter ever.
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# ? Feb 9, 2016 17:40 |
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waah posted:Thanks for this. I am about to start restart #4 and I was really starting to get a complex about how everyone seems to be the second goddamn coming of Ender Wiggin I only beat it on Veteran my first playthrough because I played quite a bit of EU/EW and then watched Beaglerush play on Legendary obsessively for hours the week before release, so I picked up a lot of good habits by watching him that kept my soldiers alive and me completing missions until I'd started to branch out and try a bunch of my own tactics. Had I not watched Beagle playing I'd probably have gotten thrashed on a bunch of the early missions because I would not have been prepared for what the enemies can do in this game.
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# ? Feb 9, 2016 17:40 |
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They reallllllly need to change the highlight color for enemies in range of a grenade/ability to something other than red. Red is also the silhouette color and also the scanned color. End result - I just flashbanged and missed a loving single target officer because I thought he was in the radius (and there were plenty of other squares to target). He then blew up the cover for two of my troops in the middle of a street with a grenade
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# ? Feb 9, 2016 17:40 |
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Fangz posted:Obviously the sequel to XCOM 2 is gonna be Pacific Rim. Pacific Rim already felt like an XCOM spinoff with the secret NGO devoted to fighting aliens funded by a bunch of backlit strangers.
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# ? Feb 9, 2016 17:41 |
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Hieronymous Alloy posted:Even just a few hours in there are already some elements that feel like they're just waiting on DLC. I'm already missing soldiers with variable starting stats, for example. You can workshop in what basically amounts to Hidden Potential from the previous games Second Wave options, which will give soldiers random stat boots on level up rather than set ones; buuuut yeah. I don't think we will be seeing official Second Wave-esque options still the first DLC.
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# ? Feb 9, 2016 17:41 |
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I have yet to get a single one of those hack bonuses that increases the hack skill, and so even with save-scumming I've never gotten one of the riskier rewards like controlling a MEC with Haywire Protocol. I want to play around with badguys but the game won't let me!
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# ? Feb 9, 2016 17:46 |
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Is it possible to have a giant soldier pool yet? Or is that all manual stuff and INI edits? It would be sweet to subscribe to a workshop mod that imported a bunch of soldiers.
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# ? Feb 9, 2016 17:46 |
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PaybackJack posted:The first time you fight every enemy in the game, except maybe Mutons, there's a moment of "gently caress this enemy is bullshit" I remember being mind controlled on my first mission and flipping my poo poo. The Codex, the Big Daddy(they can call it whatever they want, we know what it is), the Sectopod, Snakemen, Stun Lancers, even the freaking Shield Advent. My best trooper was a blademaster. I'm going to try on one legendary next but its just fine on any non-insane mode.
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# ? Feb 9, 2016 17:46 |
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So is there anyone in here who can speak to modding in this game? I know Firaxis did everything short of just handing out the source code, but I'm curious to hear how intuitive the modding process is. There are a load of them out already but the majority seem to be basic texture mods.
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# ? Feb 9, 2016 17:48 |
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Lotish posted:I have yet to get a single one of those hack bonuses that increases the hack skill, and so even with save-scumming I've never gotten one of the riskier rewards like controlling a MEC with Haywire Protocol. I want to play around with badguys but the game won't let me! Yeah, my hackers are remarkably consistent in their inability to get hacking boosts. I even had one that was a 75% chance and the meter stopped just below the threshold. Just for fun, I reloaded an autosave, did different actions in the turns before the hack, tried again, and now it was a 50% chance, and I also failed. I've started to think I just got a "you don't get to hack well in this campaign" seed or something.
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# ? Feb 9, 2016 17:49 |
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Which buildings gain benefits from being staffed? Labs improve research speed with scientists, the AWS improves healing rates, Proving Ground project rates speed up, Resistance Comms get a massive boost if you upgrade it and staff it with two, ditto Power Relays. Labs basically give you a free adjacent engineer, any others? And Rk. Hugh "Slim" Mann has joined XCOM to fight the glorious oppressors. I want to kit him out as a sniper with the Wraith Suit, but I can't decide between a gas/acid grenade or venom rounds. Thoughts?
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# ? Feb 9, 2016 17:51 |
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They gave me a VIP escort mission and put the dropzone on top of an inaccessible roof... I had to set it on fire so they'd give me a new one. Eat my dick Central.
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# ? Feb 9, 2016 17:51 |
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Has anybody come across the commander's chip model in the SDK? i can't find it and i want to try remodelling that one for 3D prints too
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# ? Feb 9, 2016 17:52 |
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Someone on reddit claiming flashbangs are bugged https://www.reddit.com/r/Xcom/comments/44xaj2/psa_flashbangs_are_bugged/ He says they subtract (-50) aim and crit, meaning they just add 50 aim and crit. Anyone finding themselves getting hit thru hard cover - and crit - an awful lot by flashbanged enemies?
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# ? Feb 9, 2016 17:53 |
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If you were able to pick the square a ranger melee-attacks from the sword would be a lot more useful. How it is right now there's a lot of situations where you might want to use a sword but it'd leave you on an exposed square so you can't do it. Also more enemies that take bonus damage from melee like Sectoids do. I think think there's any other?
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# ? Feb 9, 2016 17:53 |
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PantsBandit posted:So is there anyone in here who can speak to modding in this game? I know Firaxis did everything short of just handing out the source code, but I'm curious to hear how intuitive the modding process is. There are a load of them out already but the majority seem to be basic texture mods. If you have some exposure to coding it shouldn't be too hard to do basic mods. The UnrealScript seems very similar to Java or C# or other modern object-oriented languages. That said the IDE is not very good, even though it's based on Visual Studio it doesn't have Intellisense or any other sort of function auto-complete or anything, so you're gonna be going really old-school when you try and do more complex tasks, with lots of browsing through dense script files.
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# ? Feb 9, 2016 17:53 |
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Ravenfood posted:Which buildings gain benefits from being staffed? Labs improve research speed with scientists, the AWS improves healing rates, Proving Ground project rates speed up, Resistance Comms get a massive boost if you upgrade it and staff it with two, ditto Power Relays. Labs basically give you a free adjacent engineer, any others? Psi labs training speed is increased with an engineer, and the defense matrix gets a boost as well.
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# ? Feb 9, 2016 17:55 |
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I've truly savescummed only once in this campaign and it was when the random map generation gave me 8 turns to run across the biggest map I'd ever seen, hack a door, make contact with a VIP, and then double back to an evac point half the map away. I tried that same map four times and it just wasn't possible to extract both the VIP and my soldiers, so I loaded a save before the mission and got a new map. That new map started me with the VIP and gave me 12 turns to reach the closest evac point in history. I got out of there with 7 turns left and I probably could've done it even faster if I hadn't stopped to do some alien murder.
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# ? Feb 9, 2016 17:55 |
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PantsBandit posted:So is there anyone in here who can speak to modding in this game? I know Firaxis did everything short of just handing out the source code, but I'm curious to hear how intuitive the modding process is. There are a load of them out already but the majority seem to be basic texture mods. It comes with Visual Studio and the entire script base of the game, so if you know how to handle UE3 you can do anything you want.
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# ? Feb 9, 2016 17:55 |
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StashAugustine posted:Hahaha. So Blast Pads is kind of a meh skill, and I got it on my ranger and thought "eh at least she can use the armor." Then she got strangled by a Viper and I realized you can grenade the viper and she'll only take one point of damage. I'm trying to think what would make blast padding a better skill worth taking. +2 armor instead of +1? Immunity to fire/acid/etc.? I don't think scaling with armor tech would be easily done with a mod...I think you'd have to have some johnnylump levels of knowledge to pull that off.
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# ? Feb 9, 2016 17:56 |
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peak debt posted:If you were able to pick the square a ranger melee-attacks from the sword would be a lot more useful. How it is right now there's a lot of situations where you might want to use a sword but it'd leave you on an exposed square so you can't do it. You can pick the square. Select your ranger and go to the tile you want to sword from and then lean the cursor into the enemy tile and a little sword icon will show up. Can be done diagonally. This doesn't work with skulljack AFAIK so you're sol there
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# ? Feb 9, 2016 17:57 |
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oswald ownenstein posted:I don't think scaling with armor tech would be easily done with a mod...I think you'd have to have some johnnylump levels of knowledge to pull that off.
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# ? Feb 9, 2016 17:58 |
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oswald ownenstein posted:Someone on reddit claiming flashbangs are bugged Hah, that's hilarious. If you ever got critted by a non-flanking Sectoid, it's apparently because you flashbanged him since Sectoids naturally have 0 crit chance in the .ini files.
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# ? Feb 9, 2016 17:58 |
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peak debt posted:If you were able to pick the square a ranger melee-attacks from the sword would be a lot more useful. How it is right now there's a lot of situations where you might want to use a sword but it'd leave you on an exposed square so you can't do it. GoneWithTheTornado posted:Psi labs training speed is increased with an engineer, and the defense matrix gets a boost as well.
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# ? Feb 9, 2016 17:59 |
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PantsBandit posted:So is there anyone in here who can speak to modding in this game? I know Firaxis did everything short of just handing out the source code, but I'm curious to hear how intuitive the modding process is. There are a load of them out already but the majority seem to be basic texture mods. oswald ownenstein posted:Someone on reddit claiming flashbangs are bugged I've literally never been shot by a disoriented enemy. Not once. And I use Flashbangs as 'get out of situation free' cards almost every mission, as well, so I feel like I should have gotten bullshitted on that at least once if this is true. He's probably misreading the code, or the script is doing some sort of non-obvious correction.
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# ? Feb 9, 2016 17:59 |
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# ? May 21, 2024 11:08 |
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So at this point the only missions I hate are the retribution missions. I don't mind most of the other timed missions because I treat them as "stealth as fast as you can to the objective, then fight your way out", but saving civilians is another headache altogether. I've lost more than one mission where there's a single remaining lancer and he's actively running away from me to kill that LAST civilian when I've saved 5/6. Also due to having to rush in I'm fighting 2-3 pods at the same time and it's a bloodbath. The mandatory "one civilian killed per turn" faux-timer is the most infuriating one in this game. Can anyone provide some advice on these missions? I'm apparently missing something here. I don't recall terror missions being nearly this frustrating (though they sucked too).
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# ? Feb 9, 2016 17:59 |