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Strong Sauce
Jul 2, 2003

You know I am not really your father.





So my sniper got "hail of bullets" from aws. Now my sniper, at a cost of 3 slots of ammo, can shoot a 100% guaranteed sniper rifle shot with only 1 blue bar available. SNAPSHOT AM I RIGHT?

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Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

gannyGrabber posted:

That final mission was pretty easy, up until the drat codices teleported in behind me and they all critted my favourite dudette and she died :(. Still won, though!

My sharpshooter killed 8 enemies with a single use of showdown.

I have an alternate opinion. The final mission was really loving easy, until the final battle, at which point it hit Peak Bullshit. And I was playing on easy. I beat it, and I'm so irritated at the way they made the game tougher in what is, for me, a stressful and un-fun way instead of harder in a fun way like the first XCom was, that I don't think I'm going to play it on default for a long rear end time. And when I do, it'll probably be modded to hell so I don't snap and delete all of Bradford's voice acting files from the game so I don't have to hear him badgering me during retaliation missions and during the geoscape.

Seriously, though, that final fight was a piece of horseshit. I looked at it and I was like "Welp, okay then, looks like I'll be savescumming every single round to optimize damage output", and I still barely survived.

Erata
May 11, 2009
Lipstick Apathy
They should've licensed Adagio for Strings for when a mission goes wrong in retaliation/terror missions. This game is still kicking my rear end on Commander and I hope I can make it past the next mission because it means I get a mimic grenade as an extra panic switch to carry me through the next blacksite.

Orgophlax
Aug 26, 2002


OK, finished my G.I. Joe characters for now. These are based on the original 80s cartoon.

https://www.dropbox.com/s/k6jq7q0olfywsdd/GI%20Joe.bin?dl=0

Also, requires Capnbubs Accessories Pack for Flint's beret to show up: http://steamcommunity.com/sharedfiles/filedetails/?id=618977388




Broken Cog
Dec 29, 2009

We're all friends here

Strong Sauce posted:

So my sniper got "hail of bullets" from aws. Now my sniper, at a cost of 3 slots of ammo, can shoot a 100% guaranteed sniper rifle shot with only 1 blue bar available. SNAPSHOT AM I RIGHT?

I got that on my sharpshooter as well, and the best thing is that if you have "Death from above" you can use the extra action to reload.
One downside though, is that it doesn't seem to work with squadsight.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
I didn't think the final mission was that bad on veteran, mostly because the objective enemy is super loving predictable and the special unit is absurdly over powered, as was my squad of 5 colonels and 1 magus.

kater
Nov 16, 2010

Harrow posted:

What corpses are safe to sell?

Pretty much everything? You need Advent corpses for the tier 2 armor upgrades, and I think 2 Faceless per Fake Grenade, Vipers for the medkit upgrade, and an extra Gatekeeper for the Psi thing, then it's just cut em up and ship em out.

Mukaikubo posted:

Seriously, though, that final fight was a piece of horseshit. I looked at it and I was like "Welp, okay then, looks like I'll be savescumming every single round to optimize damage output", and I still barely survived.

Unless you are dead set on acing it I don't see how you can think it's that unfair. I was as ill-prepared as you possibly could be for that fight and still managed to get a victory screen.

Sardonik
Jul 1, 2005

if you like my dumb posts, you'll love my dumb youtube channel

Harrow posted:

What corpses are safe to sell?
Pretty much all of them after you build the one thing that requires them. :ssh:

So last mission was pretty great, just beat the game. Much better than 1's last mission.

Ending/Story observations:

I legitimately thought Tygan would be a friendly Ethereal, or some kind of Ethereal-created alien. The way the Ethereal said "We had such high hopes for you" and all. There's still time for that I suppose, in an expansion or something.

Also, hello new TFTD maybe. Part of me don't want them to retreat that ground, but sure, why not I suppose.

I legitimately thought the portal was going to go to another dimension, like X-Com Apocalypse. The new Skyranger design itself was very apocalypse.

E: Did anybody notice you can totally stealth the radio tower mission? Because you totally can.

Kai Tave
Jul 2, 2012
Fallen Rib
Okay, so my first go at XCOM2 is being written off, not because it's unsalvagable per se but simply because with the benefit of seeing how things need to go I'm beginning to understand how I could, in theory, be doing better as well as some less than ideal skill picks (since I hear Demolition is maybe bugged or something, oh well). I saved a couple of my better troops to the character pool and started a fresh game on Veteran (where I was last time) and seem to be doing remarkably better so far. I'm still in the tutorial portion but as far as differences go I've yet to have any of my troops get injured in the last four missions whereas my first game kicked off with me losing three of my soldiers in the power converter heist, including Jane Kelly. In this go Jane Kelly has earned the nickname "Monster" for her penchant for chopping sectoids in half with a carefree smile. I went with a sniper Sharpshooter last time which actually worked out okay but this time I'm going with a gunslinger, medic spec'd Specialist and, well, a Grenadier. Only one because so far the game hasn't mandated that I bring fresh rookies along since my guys keep killing the hell out of ADVENT before they have a chance to get a shot off.

My last mission was a VIP extraction. We started on the balcony of the second story of a three story building and had to get to the rooftop of a building across the street. First couple of rounds are spent heading into the second story and then climbing an access ladder to the roof. I spook a couple civvies who trigger a nearby ADVENT patrol on the roof...who promptly jump down to ground level. My soldiers take up position along the roof and turn it into a shooting gallery, including an overwatch cannon shot from my Grenadier who somehow spotted a fleeing ADVENT trooper through the geometry and punched a hole through the ceiling to kill him. Doing good so far, we hustle down onto the street and take up position outside the building that the evac point is on. I have a generous turn limit, like 6 or 7 turns left but gently caress it, I'm pretty sure the remaining enemies are in the building so I hatch what I figure is a brilliant plan...I'll use the VIP as bait. I can run him up to the roof with a yellow move, the aliens in the building will see him and come popping out where my soldiers can take them down.

I dash the VIP up to the roof where the fog of war parts and it turns out there's a sectoid and an ADVENT troop waiting for him. I have to say that so far my one big complaint with the game is the fog-of-war/LoS seems a lot spottier than it did in the first game.

So now my VIP is completely exposed, out of cover, out of actions, and next to two activated aliens. Here's how I salvage the situation. First I have my grenadier use her last grenade to fire up onto the roof targeting the sectoid, being VERY CAREFUL not to blast the extraction point because I have no idea what the gently caress this will do. The sectoid takes the blast then takes even more damage as the roof collapses, but not quite enough to kill it. Nonetheless he no longer has a direct line of fire to the VIP. Then I have my Specialist make the only blue move she can to the roof, which puts her out of cover but gives her a shot at the ADVENT troop and, well, she can maybe survive getting shot once, I don't know if the VIP can...but she guns the trooper down anyway. On the aliens' turn the sectoid panics my Grenadier who runs back and hunkers down, but this gives Jane Kelly the opportunity to drop down the whole I blew in the roof and slice it in two. Aliens dead and panic subsided, it's back to the evac point and time for promotions all 'round.

It's early game yet I know, and I know how much poo poo this game loves to throw at you, but so far I'm feeling pretty good about this one.

Coolguye
Jul 6, 2011

Required by his programming!

Orgophlax posted:

OK, finished my G.I. Joe characters for now. These are based on the original 80s cartoon.

https://www.dropbox.com/s/k6jq7q0olfywsdd/GI%20Joe.bin?dl=0

Also, requires Capnbubs Accessories Pack for Flint's beret to show up: http://steamcommunity.com/sharedfiles/filedetails/?id=618977388





to the OP!

Synthbuttrange
May 6, 2007

My new run has much less save scumming. Basically my only rules are if I gently caress up, I can reload but only from the start of the mission, or a quicksave for every soldier death :v:

So many captured soldiers from that last mission when only 2 guys and the VIP made it to the extraction on time. There was just no way onto the roof without running to the far side of the building!

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
Speaking of restarting missions, I saw that someone made a mod to add a restart mission button. Might be a good idea for Ironman players in case of critical bugs.

phosdex
Dec 16, 2005

I'm not too far in but my ship got taken down and I had to do a mission to blow up some device so we could take off again. So I had a concealed ranger sneak up near the device but it was surrounded by a muton and some of those annoying stun dudes. The rest of my team was busy fighting a mech but it ran away towards the device. I used my specialist to mind-control hack it and apparently if you don't move him, it never triggers the pack surrounding the device. So I just used the mech to blow up the device while his buddies just stood around watching. Also every other turn I would get a wave of baddies dropping from a ship but I just setup my guys surrounding the drop point in overwatch mode and had a turkey shoot for 10 or so rounds until I got bored. Then I got in my ship and flew away.

That's my xcom2 story.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

kater posted:

Unless you are dead set on acing it I don't see how you can think it's that unfair. I was as ill-prepared as you possibly could be for that fight and still managed to get a victory screen.

What the heck were you doing? Okay.

I had a crew of two colonel grenadiers, one major ranger, one major specialist, one captain specialist, and a 4th level psi trooper. And the Commander, of course. When the final fight began, I just got mobbed faster than I could kill things, with the peak being when two andromedons walked in from the fog of war and acid bombed all of my people at once. I lost three of my people after that and some more lunacy with gatekeepers everywhere, and the only way I managed to kill the final avatar was by save-and-reload scumming until the avatar warped into the right positions after each hit for all four of my survivors to unload on her in succession. I thought the avenger defense was hard, but it was super easy compared to that finale; the avenger defense was just on the right side of hard-but-fun for me, while the finale went over the edge into 'this is tedious bullshit and I'm not having fun anymore' territory.

Overall, I still think the game has some serious issues/is not For Me, but once I learned that "Yes, you really are supposed to just loving ignore whatever Central says in all situations, he's lying to stress you out" the geoscape got a lot more bearable. Still wish he'd just shut the gently caress up, though. The tactical play is by and large really fun, and I am cool with the timers on 80% of the missions because it encourages fun play. I'm looking at what just happened to me on the easiest difficulty level though, and I am literally unable to understand how anyone is winning on the harder two difficulty levels. Default alone seems like it would be an exercise in a whole lot of savescumming if I wanted to get through it, which is not a fun idea for me.

Kai Tave
Jul 2, 2012
Fallen Rib
I'm not nearly in the right headspace for Ironman shenanigans though I've been allowing myself to be more relaxed about wounds and soldier deaths in this one than I was in EU/EW, the one time I've savescummed so far in this second go was when I was trying to rotate the camera around and instead hit the hotkey for Reload, prematurely ending Jane Kelly's turn instead of shooting someone like I had her set up to do. I don't really consider "hit the wrong button" part of the integral That's XCOM experience so gently caress it, whatever.

LibbyM
Dec 7, 2011

I don't mind some spoilers here for the Advent Network Tower. The game is making me pick a squad of only 3 soldiers. Does this effect availability for the final assault afterwords, do I need to make sure I have 3 people leftover who also form a good squad on their own?

Synthbuttrange
May 6, 2007

LibbyM posted:

I don't mind some spoilers here for the Advent Network Tower. The game is making me pick a squad of only 3 soldiers. Does this effect availability for the final assault afterwords, do I need to make sure I have 3 people leftover who also form a good squad on their own?

Nah. Just bring a ranger in a spider suit and you can stealth it, then go onto part 2. :ninja:

FallenGod
May 23, 2002

Unite, Afro Warriors!

Finally finished the campaign on Veteran, think I'll come out of the cave for a while before I bump up the difficultly for round 2.



Felt like the game improved over EU/EW in all ways, performance issues aside. That final mission got a bit hairy, had to bait the final Avatar out of the back end of the room with a blaster bomb before finishing him off with a few low percentage shots. Having two PSI ops in addition to the commander made it fairly easy to AOE down the packs before the final room, but the Codex enemies in the last room made that tactic unattractive.

I enjoyed the corny DBZ beam battle against the Ethereals at the end, now to fight the true evil, the crab people from the bottom of the ocean

terrorist ambulance
Nov 5, 2009
Is there an anti save-scumming mechanic or something in the game

I don't reload that often, but when I do I notice that the rolls change on the first reload, and they all tend to be terrible. Like just now, I took a shot with my grenadier, hit, then moved in a ranger to clean up - misclicked and had him just standing out in the open. So I reloaded and the first shot from the grenadier missed, and then so did the ranger's high % shot, and the next one was a dodge:graze. It may just be confirmation bias I guess

MikeC
Jul 19, 2004
BITCH ASS NARC

LibbyM posted:

I don't mind some spoilers here for the Advent Network Tower. The game is making me pick a squad of only 3 soldiers. Does this effect availability for the final assault afterwords, do I need to make sure I have 3 people leftover who also form a good squad on their own?

Any trooper you bring that gets injured will stay injured. You do not have to take them on the final battle though, you get a chance to swap in a fresh crew

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Yeah, I can see how you'd find it challenging if most of your team doesn't even have their powerful capstone abilities on the final mission of the game.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Mukaikubo posted:

What the heck were you doing? Okay.

I had a crew of two colonel grenadiers, one major ranger, one major specialist, one captain specialist, and a 4th level psi trooper. And the Commander, of course. When the final fight began, I just got mobbed faster than I could kill things, with the peak being when two andromedons walked in from the fog of war and acid bombed all of my people at once. I lost three of my people after that and some more lunacy with gatekeepers everywhere, and the only way I managed to kill the final avatar was by save-and-reload scumming until the avatar warped into the right positions after each hit for all four of my survivors to unload on her in succession. I thought the avenger defense was hard, but it was super easy compared to that finale; the avenger defense was just on the right side of hard-but-fun for me, while the finale went over the edge into 'this is tedious bullshit and I'm not having fun anymore' territory.

Overall, I still think the game has some serious issues/is not For Me, but once I learned that "Yes, you really are supposed to just loving ignore whatever Central says in all situations, he's lying to stress you out" the geoscape got a lot more bearable. Still wish he'd just shut the gently caress up, though. The tactical play is by and large really fun, and I am cool with the timers on 80% of the missions because it encourages fun play. I'm looking at what just happened to me on the easiest difficulty level though, and I am literally unable to understand how anyone is winning on the harder two difficulty levels. Default alone seems like it would be an exercise in a whole lot of savescumming if I wanted to get through it, which is not a fun idea for me.

Uh, why the hell did you have so many troops under Colonel/a non-maxed out Psiop?

What kind of gear were you using?

Broken Cog
Dec 29, 2009

We're all friends here
Just lost a specialist because a Viper positioned itself behind a burning vehicle and pulled him close.
Not even mad, well played, Snake. :golfclap:

MikeC
Jul 19, 2004
BITCH ASS NARC

Mukaikubo posted:

Overall, I still think the game has some serious issues/is not For Me, but once I learned that "Yes, you really are supposed to just loving ignore whatever Central says in all situations, he's lying to stress you out" the geoscape got a lot more bearable. Still wish he'd just shut the gently caress up, though. The tactical play is by and large really fun, and I am cool with the timers on 80% of the missions because it encourages fun play. I'm looking at what just happened to me on the easiest difficulty level though, and I am literally unable to understand how anyone is winning on the harder two difficulty levels. Default alone seems like it would be an exercise in a whole lot of savescumming if I wanted to get through it, which is not a fun idea for me.

The biggest difference between guys like begalrush, average strategy joes like me, and people who struggle on Normal like yourself is mainly due to play sequencing and how well you use the synergies of the skills, abilities and gear. Two players using the same team, on the same turn can achieve wildly different results even if they use the same skills but simply sequenced in a more efficient manner. Without knowing what builds you are running, with what gear, its hard for any of us to comment. I will say that I beat it, no reloads on Veteran and I had a crew of 4 Colonels, 1 Major and 1 "grand wizard rank thingy" going in which is slightly better than your crew and while the final room was hard and all my guys were injured by the end, I beat it without losing a man so its possible.

I dunno maybe post the save file and we can do a recording of it?

Mr. Whale
Apr 9, 2009
Someone earlier said that the awc was retroactive. If that's true then all but one of my colonels this playthrough were never meant to have an extra skill, which seems kind of strange or unlucky.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
The chance for an AWC skill is low since only 4 of my 12 colonels got one.

Exposure
Apr 4, 2014
Ok I rescued Jane Kelly a while ago (left her behind on the Avenger Defence since she was chryssalid poisoned and wouldn't have made it back in time), but she's been stuck in a state of wounded with no timer on it. Am I missing something here or did I finally experience one of these major bugs people have been talking about?

Internet Kraken
Apr 24, 2010

slightly amused
How to break someone out of prison with Xcom tactics;

1.) Enter prison (with explosions)
2.) Open cell (with explosions)
3.) Exit (with explosions)



This mission made me realize how silly it is there's no penalty for blowing up the civilians running around on the map. In fact since there were hidden faceless, it was actually beneficial. Take that collaborators! :911:

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

terrorist ambulance posted:

Is there an anti save-scumming mechanic or something in the game

I don't reload that often, but when I do I notice that the rolls change on the first reload, and they all tend to be terrible. Like just now, I took a shot with my grenadier, hit, then moved in a ranger to clean up - misclicked and had him just standing out in the open. So I reloaded and the first shot from the grenadier missed, and then so did the ranger's high % shot, and the next one was a dodge:graze. It may just be confirmation bias I guess

the rng seed is baked into the save game and literally cannot change if you do the exact same actions in the same order

SpookyLizard
Feb 17, 2009
Hey guys if you want to prevent bricked saves and etc, do the following for mods:

quote:

DONT INSTALL MODS WITHOUT BEING PREPARED TO LOSE GAMEPLAY.
DON'T USE IRONMAN WITH MODS. (you probably shouldn't use it anyway)

When you do install mods:
Go to your steam directory/steamapps/workshop/content/268500
Copy the folders to steam directory/steamapps/common/xcom 2/xcomgame/mods
Congratulations you just backed up a mod! You'll have to manually re-back it up, but this way if it disappears, you'll have it.

If mods don't do much in the way of adding content, you can easily 'delete' them by removing the actual content of the mod while keeping the folder and the ModName.XComMod file. If a mod adds content this may gently caress your save in other, more interesting ways.

this may or may not be information that needs to be in the OP if it isn't already.

SpookyLizard fucked around with this message at 18:02 on Feb 10, 2016

Away all Goats
Jul 5, 2005

Goose's rebellion

Internet Kraken posted:

How to break someone out of prison with Xcom tactics;

1.) Enter prison (with explosions)
2.) Open cell (with explosions)
3.) Exit (with explosions)



This mission made me realize how silly it is there's no penalty for blowing up the civilians running around on the map. In fact since there were hidden faceless, it was actually beneficial. Take that collaborators! :911:

Once I got the WAR suit on my whole squad that's basically how I handled most 'destroy/hack this thing' just blow out the wall and let the sniper/specialist take care of it.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
put that in an actual quote tag instead of code though


Anyways you can safely remove mods that alter .inis. You absolutely absolutely absolutely cannot ever remove mods that alter or extend unrealclasses, since those classes are now saved into the savegame and the game will freak out if they're missing. That means, for example, you can't remove the free camera mod because even though it only affects the control scheme and the UI it still extends a class, and accordingly can't be removed.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

Zore posted:

Uh, why the hell did you have so many troops under Colonel/a non-maxed out Psiop?

What kind of gear were you using?

Two reasons. First, I did the story missions, generally speaking, as soon as they came up as available, so I finished around August 1st. Second, I might be wrong, but I *think* the XP levels for different ranks go up at the same numbers on different skill levels, so that the smaller pod sizes and number of pods on easy mean you don't rank up as fast. Also, I believe I misremembered: I brought my only two colonels, both grenadiers, a major ranger, a 4th level psi op, a major ranger, and a captain ranger and specialist.

For gear: Plasma rifles but no other third tier weaponry, and predator armor with 2 exo suits and 1 spider suit that didn't go used since I didn't bring my major sharpshooter. I had all my weapons with at least some upgrade- but usually only one and relatively low tier, since my reliance on explosives after the early game meant few loot drops. I had plasma grenades and advanced grenade launchers. I had one mimic beacon which helped a little, the specialist had field medic and a medkit. Very few special rounds or grenades or heavy weapons (just the shredder gun) because, again, I got effectively no loot because most of my kills were from a long way away with explosives. So yeah, I was mostly at tier 2 with a few tier three things, 4 soldiers over the rank of captain- and not because they died, because I lost exactly one soldier all campaign. Until that final battle, I thought I was doing well enough on easy that default would be a good/fair challenge, but after that attempt to dance inside a meat grinder I'm not so sure anymore.


I had a much better handle on how to make abilities work together in EU/EW; I beat the game on classic a few times which, while that's nothing to y'all in the thread, is a lot better than I can do in 2 so far. I can post a save if you all like, but I don't think it would really yield anything different than 'you should have been at a higher level/not done the final mission yet, and you probably missed some opportunities to chain together things'.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Away all Goats posted:

Once I got the WAR suit on my whole squad that's basically how I handled most 'destroy/hack this thing' just blow out the wall and let the sniper/specialist take care of it.

gently caress, I do that from the very start. Why wait until WAR suits to take advantage of terrain destruction?

Also, the amount of terrain destruction the simple act of throwing a grenade (not even it detonating) sometimes makes me wish your dudes could just pick up and throw stones. I mean when you've got a pitching arm that can bring down the entire side of a building...

Away all Goats
Jul 5, 2005

Goose's rebellion

Alkydere posted:

gently caress, I do that from the very start. Why wait until WAR suits to take advantage of terrain destruction?

Also, the amount of terrain destruction the simple act of throwing a grenade (not even it detonating) sometimes makes me wish your dudes could just pick up and throw stones. I mean when you've got a pitching arm that can bring down the entire side of a building...

Cause I start carrying flashbangs, gas, acid grenades, etc ASAP and those are kind of wasted on walls.

Now that I think about it I wish there was something like the MEC's collateral damage ability since it was basically an unlimited ammo 'remove cover' ability.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Away all Goats posted:

Cause I start carrying flashbangs, gas, acid grenades, etc ASAP and those are kind of wasted on walls.

Now that I think about it I wish there was something like the MEC's collateral damage ability since it was basically an unlimited ammo 'remove cover' ability.

The Grenadier gets that, Demolition, it competes with suppression and afaik is prone to miss or not work so well. I haven't tried it much cause grenades are so much more thorough.

Verviticus
Mar 13, 2006

I'm just a total piece of shit and I'm not sure why I keep posting on this site. Christ, I have spent years with idiots giving me bad advice about online dating and haven't noticed that the thread I'm in selects for people that can't talk to people worth a damn.

Harrow posted:

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.



:shrug:

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
Oh thank god, putting a Sectopod in Stasis during charge-up prevents it firing its Wrath Cannon.

Synthbuttrange
May 6, 2007

Starting up the wrath cannon breaks concealment if I stealthily hack one, WHICH IS BULLSHIT! The first the enemies should know of trouble is half their building vapourizing.

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Peewi
Nov 8, 2012

terrorist ambulance posted:

Is there an anti save-scumming mechanic or something in the game

I don't reload that often, but when I do I notice that the rolls change on the first reload, and they all tend to be terrible. Like just now, I took a shot with my grenadier, hit, then moved in a ranger to clean up - misclicked and had him just standing out in the open. So I reloaded and the first shot from the grenadier missed, and then so did the ranger's high % shot, and the next one was a dodge:graze. It may just be confirmation bias I guess

XCOM saves the RNG seed. If you perform exactly the same actions, you'll get exactly the same result. If you do anything even the slightest bit differently, you might get a different result.

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