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Haven't seen this bonus before. Well then!
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# ? Feb 9, 2016 19:38 |
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# ? Jun 8, 2024 07:41 |
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Cheston posted:They'll still blow concealment if they run through red tiles. You typically have to choose between breaking concealment to attack (if it's advantageous) and having them sit out that encounter to maybe sneak up on further pods. Gotcha, so if I have them attack, the ability is gone. Wonder if there's a way to regain concealment like once per mission or something.
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# ? Feb 9, 2016 19:38 |
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along the way posted:Gotcha, so if I have them attack, the ability is gone. Wonder if there's a way to regain concealment like once per mission or something. There sure is further down the tree
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# ? Feb 9, 2016 19:38 |
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along the way posted:Gotcha, so if I have them attack, the ability is gone. Wonder if there's a way to regain concealment like once per mission or something. There's another Ranger ability to do that, but it competes with Run & Gun for the upgrade slot. Run & Gun is still brilliant, so it's a big sacrifice to make.
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# ? Feb 9, 2016 19:39 |
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people acting like sectopods are a problem to a 6 man psi team when stasis is a thing... can you even build more than 1 psi lab?
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# ? Feb 9, 2016 19:39 |
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CapnAndy posted:I got that one! It was awesome, the local resistance called me up all "hey we shot down a UFO!" and I got to raid a UFO crash site just like the good old days. This is probably the only thing I miss from old X-com. There was nothing like taking down a battleship and then having to explore every inch of that sucker. No Long range sniping options, just tight, claustrophobic spaces with Aliens lurking all over the place. Coolguye posted:There's another Ranger ability to do that, but it competes with Run & Gun for the upgrade slot. Run & Gun is still brilliant, so it's a big sacrifice to make. There is no harder skill choice to make IMO. Thankfully you only really need a single guy that has concealment, so everyone after can go Run & Gun. Roobanguy posted:people acting like sectopods are a problem to a 6 man psi team when stasis is a thing... Sectopods are really mostly annoying because of their ridiculous amount of life, and actions required to kill them. Having a hacker or Psi Op around to lock them down is definitely the way to go. Mind Control is nice because if they are the last enemy on the map and you MC them, mission over, so it saves you from having to sit there and unload on them for 2 turns. PaybackJack fucked around with this message at 19:45 on Feb 9, 2016 |
# ? Feb 9, 2016 19:41 |
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Coolguye posted:There's another Ranger ability to do that, but it competes with Run & Gun for the upgrade slot. Run & Gun is still brilliant, so it's a big sacrifice to make. They're both really good and it becomes a playstyle choice really
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# ? Feb 9, 2016 19:41 |
Roobanguy posted:people acting like sectopods are a problem to a 6 man psi team when stasis is a thing... 6 Man Psi team fully trained in W.A.R suits. This is my new goal.
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# ? Feb 9, 2016 19:41 |
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LordNat posted:6 Man Psi team fully trained in W.A.R suits. This is my new goal. No matter how many Psi Operatives you have, you should ALWAYS put them in W.A.R. suits. All those Psi powers plus a powered heavy weapon? You can kill anything.
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# ? Feb 9, 2016 19:42 |
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Musluk posted:Probably poo poo against any mech, but hilariously broken otherwise. It's actually ridiculously good against mechs and hilariously broken otherwise. The trick is that if a Sectopod appears, you blat it out of existence with chained void lances or simply nuke its buddies, shoot the Sectopod a bunch of times, and have your last psi-operative put it in stasis for the last action. You'll probably want bluescreen rounds and acid bombs for this but given that you have so many ways of nuking people behind cover (void rift, lance, fuse, etc etc) losing out on some cover destruction is fine. Then when it recovers at the beginning of your turn, you rinse and repeat. Repeat until dead.
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# ? Feb 9, 2016 19:44 |
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PaybackJack posted:This is probably the only thing I miss from old X-com. There was nothing like taking down a battleship and then having to explore every inch of that sucker. No Long range sniping options, just tight, claustrophobic spaces with Aliens lurking all over the place. That and the cydonia / mars invasion. That was the perfect hardcore ending, even if it was usually a slog and you just used blaster bombs.
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# ? Feb 9, 2016 19:45 |
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Not sure if this has already been discussed to death, but I find that Swords are really awesome in the early game and then fall off heavily to become mostly useful by the end. Possible because their damage upgrades don't scale as well as the guns. Anyway, for that reason, I think Blademaster is a good early game investment to easily deal with Sectoids and other early high HP enemies, but you should retrain your Ranger into Conceal once you unlock the bigger squad sizes (because it's easier to afford using up a slot on a scout when you have a bigger squad). This is my Ranger theory. Thank you for listening.
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# ? Feb 9, 2016 19:46 |
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I got a marksmen that learned Rupture. With death from above and a grappling hook the dude can fly up, kill one dude with a regular sniper shot, kill another dude with Rupture, get DFA again and then use Lightning Hands to double tap another dude. He can one round midgame pods by himself.
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# ? Feb 9, 2016 19:48 |
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I just had a ranger take out two mechs with a sword in the same mission.
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# ? Feb 9, 2016 19:48 |
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Zaphod42 posted:That and the cydonia / mars invasion. That was the perfect hardcore ending, even if it was usually a slog and you just used blaster bombs. It was a bit disappointing that the last level in the past couple games has just been "Alien Temple" through a portal. Flying into space and landing on a moon was much cooler. What was even better was how many unique textures there were for one zone, plus the mother brain. Also LOL at the Terror from the Deep reference in this game. . Clarste posted:Not sure if this has already been discussed to death, but I find that Swords are really awesome in the early game and then fall off heavily to become mostly useful by the end. Possible because their damage upgrades don't scale as well as the guns. Anyway, for that reason, I think Blademaster is a good early game investment to easily deal with Sectoids and other early high HP enemies, but you should retrain your Ranger into Conceal once you unlock the bigger squad sizes (because it's easier to afford using up a slot on a scout when you have a bigger squad). I found pairing a Ranger with a couple Grenadiers was great because they would shred the armor and damage everyone in sight. Then I could use Reaper to chain kill everyone. Leaving my Sniper, PsiOp and Specalist to Overwatch whatever the Ranger scouted with her move into melee. PaybackJack fucked around with this message at 19:51 on Feb 9, 2016 |
# ? Feb 9, 2016 19:48 |
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A sword ranger has literally zero downsides when using a shotgun but still retains untouchable and bladestorm. Why bother respeccing in order to have one of your strongest units sit out of fights to conceal spot?
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# ? Feb 9, 2016 19:48 |
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Flashbangs not applying a bigger aim penalty takes getting used too, but they do a more important thing now; disable almost every single ability. Against a lot of enemies this is devastating. The movement limitation is also nice though admittedly not as important as it was in EW because aliens don't care about distance for some stupid reason. The only thing I would change about disorient would be to give it a big crit penalty. Getting shot by a disoriented enemy while in full cover sucks, but getting critted by them is infuriating.
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# ? Feb 9, 2016 19:49 |
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Coolguye posted:That's how Disorient works with regard to the player, but I'm actually not convinced it works that way with regard to the AI. There's a bunch of things we could presume work the same way (such as close range bonuses) that simply don't. He pulled 50 from a wiki entry and just ran with it and his sample size of 3 tests I mean, I too have found myself getting shot a lot behind full cover + flashbang, but if it's just applying disorient - which seems to be a generalized status effect that can be found in the .ini as -20 - then it makes sense that a lovely -20 aim buff sometimes doesn't save your rear end even behind full cover. That's only 60 defense.
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# ? Feb 9, 2016 19:49 |
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Internet Kraken posted:Flashbangs not applying a bigger aim penalty takes getting used too, but they do a more important thing now; disable almost every single ability. Against a lot of enemies this is devastating. The movement limitation is also nice though admittedly not as important as it was in EW because aliens don't care about distance for some stupid reason. Ahh yeah good point - that should be an easy change to mod in - disorient is currently -20 aim and -30 will Should be -50 crit as well..at a minimum.Frankly I think it should just be "unable to crit when disoriented"
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# ? Feb 9, 2016 19:52 |
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I couldn't care less about concealment out of setting up in the first turn. From there I go in guns blazing. It's a large part of why the timers barely matter to me. Most of the time I out long before it's an issue.
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# ? Feb 9, 2016 19:54 |
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Broken Cog posted:
drat, that would be nice. It doesn't appear to be on my map, though. Actually, while I can see a bonus for taking South America, my North America doesn't have a bonus at all. I have contacted neither; is it possible for zones to not have bonuses or do you have to be within a certain proximity to tell?
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# ? Feb 9, 2016 19:59 |
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wait you mean a reddit thread dogpiled on top of a bunch of inaccurate information?
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# ? Feb 9, 2016 20:00 |
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I imagine there are multiple dissertations about RNG because it's such a fascinating topic. The human brain excels at finding patterns in things so it has a really hard time with truly random events. This explains why in every game ever, someone has declared that the pattern they witnessed proves the existence of some sort of bug or conspiracy.
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# ? Feb 9, 2016 20:00 |
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Concealment doesn't stop you from charging forward guns blazing, you just have to do so with one less person. Which is easy enough, with Grenadiers. And less risk of things going pear shaped.
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# ? Feb 9, 2016 20:01 |
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It seems trivially easy to check the flashbang thing - flashbang your own guys and see what happens. Or if you think there's a different version of the flashbang effect, try and mind control a flashbanged AI unit. Or run it in multiplayer, why not.
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# ? Feb 9, 2016 20:03 |
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FallenGod posted:A sword ranger has literally zero downsides when using a shotgun but still retains untouchable and bladestorm. Why bother respeccing in order to have one of your strongest units sit out of fights to conceal spot? Because you probably don't need your ranger to wipe the first pod on the map since you get the drop on them, which means you get a walking maphack to spot the next pod(s) and engage the aliens on your own terms, or avoid them altogether and save a few turns on a timed mission. Concealment is extremely strong and phantom is one of the best perks in the game if you ignore the blatantly broken psi class. Phantom also gives your ranger concealment on missions where you're not supposed to sneak around, like retaliation missions.
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# ? Feb 9, 2016 20:05 |
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Vipers on VIP extract missions are such a pain. They can poison the VIP from across the map, and if you are unlucky with the poison duration/Don't have a medpack available, they might just die before he reaches the extraction point. Edit: I also just lost my best sharpshooter from poison 100->0. A poison tick triggering panic and making them run in the opposite direction of the extract point kinda sucks. Why does poison trigger panic anyway? Broken Cog fucked around with this message at 20:08 on Feb 9, 2016 |
# ? Feb 9, 2016 20:06 |
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I like using a phantom ranger as a scout because it makes moving through the map quickly a lot safer. A concealed unit can usually make a full yellow move without being spotted if you position them properly. Having someone you can freely move ahead makes it a lot easier to plan out your engagements. Even if the rest of your squad isn't concealed, you can still get to the objective faster when you know how to avoid the enemy pods. Fangz posted:It seems trivially easy to check the flashbang thing - flashbang your own guys and see what happens. Or if you think there's a different version of the flashbang effect, try and mind control a flashbanged AI unit. Or run it in multiplayer, why not. Your own troops are immune to flashbang. Broken Cog posted:Vipers on VIP extract missions are such a pain. They can poison the VIP from across the map, and if you are unlucky with the poison duration/Don't have a medpack available, they might just die before he reaches the extraction point. I can't imagine not having a medic specialist after the early game. Way too easy to lose someone if something goes wrong.
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# ? Feb 9, 2016 20:07 |
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Internet Kraken posted:Your own troops are immune to flashbang. Are you sure mind controlled aliens count as yours? Considering you can shoot them...
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# ? Feb 9, 2016 20:08 |
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The special armor suits all say you need advanced armor to open up a another accessory slot on them. Is that a continent bonus I haven't seen?
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# ? Feb 9, 2016 20:09 |
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Internet Kraken posted:
The problem was more that I had used the medpack on the poison from the first Viper.
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# ? Feb 9, 2016 20:10 |
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Broken Cog posted:Vipers on VIP extract missions are such a pain. They can poison the VIP from across the map, and if you are unlucky with the poison duration/Don't have a medpack available, they might just die before he reaches the extraction point. Poison is shittier than ever in XCOM2 but the vip really shouldn't ever be in a position that anything can even glance at him.
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# ? Feb 9, 2016 20:10 |
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RBA Starblade posted:Poison is shittier than ever in XCOM2 but the vip really shouldn't ever be in a position that anything can even glance at him. You underestimate the range of the poison attack, and the sheer assholery of the Viper troops. Edit: Meh, this is dumb. I lost two troops on an otherwise won mission because the first one panicked from a poison tick, died while I tried getting her to the evac point, then her death triggered panic in another unit that ran away with 2 turns left on the extraction timer. Broken Cog fucked around with this message at 20:13 on Feb 9, 2016 |
# ? Feb 9, 2016 20:11 |
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Any way to start this from Steam without the launcher? Streaming doesn't seem to work.
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# ? Feb 9, 2016 20:11 |
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Beagle's playing multiplayer, how's it stack up to EU's? I liked it but it devolved quick into plasma snipers or punchmecs.Broken Cog posted:You underestimate the range of the poison attack, and the sheer assholery of the Viper troops. Oh no, I've seen what those shitheads have done to me. I keep the vip very very far behind my units though. Also medic specialists with field medic are mandatory counters to poison. Does it ever even wear off by itself now? I went six turns with it keeping on a soldier, I had to evac them and carry on without her.
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# ? Feb 9, 2016 20:12 |
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RBA Starblade posted:Poison is shittier than ever in XCOM2 but the vip really shouldn't ever be in a position that anything can even glance at him. I had a mission with a VIP I needed to capture/kill, and he spawned right inside a non-patrolling pod of mutons and an archon. I managed to deal with them, but then a sectopod walked into view and stood basically right on top of him. I did set the VIP on fire in the process of taking out the sectopod, but was able to knock him out and get him evac'd before he burned to death.
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# ? Feb 9, 2016 20:13 |
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RBA Starblade posted:Beagle's playing multiplayer, how's it stack up to EU's? I liked it but it devolved quick into plasma snipers or punchmecs. Beagle seems to really love the com2 multi
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# ? Feb 9, 2016 20:14 |
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AlternateAccount posted:Any way to start this from Steam without the launcher? Streaming doesn't seem to work. If it's crashing on launch, make sure steam set the language and it isn't blank.
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# ? Feb 9, 2016 20:14 |
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This customization mod is great. The game needs more tats; my dudes are all getting snake Someone should put the Starship Troopers tattoo in.
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# ? Feb 9, 2016 20:15 |
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# ? Jun 8, 2024 07:41 |
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RBA Starblade posted:Poison is shittier than ever in XCOM2 but the vip really shouldn't ever be in a position that anything can even glance at him. The single time a viper has used poison on me it did through a wall with no vision of anyone in my squad. So like many things, its probably bugged. Broken Cog posted:The problem was more that I had used the medpack on the poison from the first Viper. That's why you take field medic!
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# ? Feb 9, 2016 20:15 |