Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Wizard Styles
Aug 6, 2014

level 15 disillusionist

Pomp posted:

this omen bodes ill


Just imagine having Bone Wheels in this.

Adbot
ADBOT LOVES YOU

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

BlazetheInferno posted:

So uhh, question before I head into what I assume is the second-last mission.

Seeing as I'm only allowed to take three soldiers... these three don't get locked out of the final mission, do they? Because if so, I'm not bringing members of my A-team >:(

No, you get to pick the next squad from every soldier you have, including these and wounded. Also they might carry over some bonuses, my specialist brought over concealment he never broke

Sjonkel
Jan 31, 2012
How early should I research magnetic weapons? It takes a while to research, and the upfront cost in supplies in pretty steep, but it's also a significant upgrade to weapons.

Shoefish
Sep 29, 2005
captain haggis mcnipplesworthy
For fucks sake. My second ranger ALSO got lightning reflexes from the AWC :/

Wizard Styles
Aug 6, 2014

level 15 disillusionist
After going through the early game twice I think my early game research priorities in the future are going to be body armor, then mag weapons, then Faceless autopsy as soon as I have three Faceless corpses around.

I'd prioritize armor over weapons simply because the health boost is huge considering every random ADVENT rear end in a top hat can one-shot a rookie and upgrading all weapons takes a lot of supplies, which early on are in short, well, supply.

Orgophlax
Aug 26, 2002


Out of curiosity, since Dropbox doesn't let you see any sort of download count, I'm wondering if anyone's d/l'd my G.I. Joe's in the OP, and what they think?

Skippy McPants
Mar 19, 2009

Sjonkel posted:

How early should I research magnetic weapons? It takes a while to research, and the upfront cost in supplies in pretty steep, but it's also a significant upgrade to weapons.

Earlier the better. None of the autopsies come close to giving you the same benefit and the story advancement projects can all be put off for quite a while. Weapons/Armor research in this game is even more useful than in EU, since you don't need to build multiples in order to equip your squad, just the research followed by one upfront payment and the improved gear is unlocked for everyone from that point on.

toasterwarrior
Nov 11, 2011

Pomp posted:

this omen bodes ill



hurrah for savescum!

Also, does anyone know where to edit the pool of perks you get through the AWC?

Skippy McPants
Mar 19, 2009

toasterwarrior posted:

hurrah for savescum!

Also, does anyone know where to edit the pool of perks you get through the AWC?

On that topic, is there a mod yet that makes the chance to receive an AWC perk 100%? Kind of a bummer having to sideline my favorite Ranger because she didn't get a lucky with the RNG at levelup.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Skippy McPants posted:

On that topic, is there a mod yet that makes the chance to receive an AWC perk 100%? Kind of a bummer having to sideline my favorite Ranger because she didn't get a lucky with the RNG at levelup.

https://steamcommunity.com/sharedfiles/filedetails/?id=620586407&searchtext=awc

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Skippy McPants posted:

On that topic, is there a mod yet that makes the chance to receive an AWC perk 100%? Kind of a bummer having to sideline my favorite Ranger because she didn't get a lucky with the RNG at levelup.

I kinda wish I could put a person in for AWC training, maybe for ~75 supply and 10-15 days. Heck, if you want to make it limited for balancing reasoning, just have it consume some of these extra Codex brains, I've got loads and noth9ing to do with them (I think). Perhaps they have encryption keys/one-time-pads for advanced sim training, I dunno.

toasterwarrior
Nov 11, 2011

Zomborgon posted:

I kinda wish I could put a person in for AWC training, maybe for ~75 supply and 10-15 days. Heck, if you want to make it limited for balancing reasoning, just have it consume some of these extra Codex brains, I've got loads and noth9ing to do with them (I think). Perhaps they have encryption keys/one-time-pads for advanced sim training, I dunno.

TBH, I kinda wanted to disable the AWC since having soldiers with useless perks on them just kills me. Yeah, I'm being a baby about it but whateverrrr

Skippy McPants
Mar 19, 2009


Oh. So every soldier is supposed to get an AWC perk, but they don't always because of a bug? Figures.

Skippy McPants
Mar 19, 2009

toasterwarrior posted:

TBH, I kinda wanted to disable the AWC since having soldiers with useless perks on them just kills me. Yeah, I'm being a baby about it but whateverrrr

I feel like the pool of genuinely useless perks is small enough that this isn't a huge deal. I mean, even something like Blast Padding on a Squadsight Sharpshooter or Salvo on a Specialist isn't useless, just situational.

Not everything can be Serial Rangers!

Musluk
May 23, 2011



Skippy McPants posted:

I feel like the pool of genuinely useless perks is small enough that this isn't a huge deal. I mean, even something like Blast Padding on a Squadsight Sharpshooter or Salvo on a Specialist isn't useless, just situational.

Not everything can be Serial Rangers!

The only useless thing is probably the aim bonus on hunker down from snipers. Rest, you can always find an use for. I got run&gun on my 'nadier, and even with salvo there are times when you can utilize it to move around AND then go introduce advent to a hiex nade.

Psykmoe
Oct 28, 2008
Salvo on any class that's not Grenadier just means they get to shoot their wrist mounted Shredder and then their real gun. I guess it's too situational on an actual sniper because the rifle takes two actions to fire but on a Gunslinger? Shred a crowd of aliens, which destroys cover and armor, then hit Face-Off. Getting Salvo as bonus perk means getting first dibs on EXO/WAR suits :v:

My other gunslinger got the one that gives you a bonus move when you kill a guy. Implacable? It encourages risky play, but it's fun to run into a risky flanking position, start unloading with the pistol, then walk away like a boss.

The straight up best I got so far is chain-shot on a Ranger though, because at shotgun ranges the -15 aim matters very little and double firing the shotgun is amazing against some of these sacks of hitpoints. That's not even situational, that's just Rapid Fire.

If I got Lightning Reflexes on a Ranger I'd just retrain from Shadow Step into Shadow Strike or something. Most of the time when there's only one enemy overwatching, triggering and forcing a miss is more convenient for the rest of the team than just not triggering overwatch. I only see enemy Overwatch in like 3 specific situations: MECs frequently overwatch when coming off a transport, people who are on fire and can't use skills may occasionally just hit overwatch, or an Archon is using Pinions and all his buddies go into overwatch to be dicks about it.

That last one is the only one where I'd prefer Shadowstep over Reflexes on a character, and at this point in the campaign it rarely comes up.

Psykmoe fucked around with this message at 14:03 on Feb 10, 2016

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

Skippy McPants posted:

Oh. So every soldier is supposed to get an AWC perk, but they don't always because of a bug? Figures.

It feels to me like they shouldn't get a free perk, but that is a thing I can live with honestly.

Harrow
Jun 30, 2012

Skippy McPants posted:

Oh. So every soldier is supposed to get an AWC perk, but they don't always because of a bug? Figures.

Yeah, if you train up a rookie after building an AWC, they're guaranteed to get a perk from it. Otherwise, there's a very good chance they "missed" their AWC perk level.


I'm tempted to install this because my favorite Ranger was at Captain rank before I managed to build an AWC and I don't have a lot of faith that he's going to nab a free perk in the remaining two levels. But also, I'm extremely hesitant to install any mod. This guy seems pretty sure that if you install the "load without mod" mod if you need to turn this one off and/or it gets pulled from the workshop, your save will load fine, but I really don't want to throw away a promising campaign (or roll it back to before I installed the mod) if I can help it.

I'll probably do it though, and then things will gently caress up, and I'll emptyquote this post later.

Hammerstein
May 6, 2005
Probation
Can't post for 14 days!
If anyone among us is a talented god at writing UC script, then it would be great if you could take a look at this.

I will expand my Hidden Potential mod over the next days, but Eladdv202 on the Nexus forums is already working on a remake of "Not Created Equally" and we are kind stuck about getting the random rolls for Rookies working again.

The Xcomgamestate_unit.uc has this though:

quote:

function RandomizeStats()
{
local int iMultiple;

if( `GAMECORE.IsOptionEnabled( eGO_RandomRookieStats ) )
{
iMultiple = 5;
SetBaseMaxStat( eStat_Offense, RollStat( class'XGTacticalGameCore'.default.LOW_AIM, class'XGTacticalGameCore'.default.HIGH_AIM, iMultiple ) );

iMultiple = 1;
SetBaseMaxStat( eStat_Mobility, RollStat( class'XGTacticalGameCore'.default.LOW_MOBILITY, class'XGTacticalGameCore'.default.HIGH_MOBILITY, iMultiple ) );

iMultiple = 2;
SetBaseMaxStat( eStat_Will, RollStat( class'XGTacticalGameCore'.default.LOW_WILL, class'XGTacticalGameCore'.default.HIGH_WILL, iMultiple ) );
}
}

This is probably how the original Second Wave option worked. Now the question is how to get that function working for Rookies.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Lunethex posted:

There's a mod on the workshop now that makes the AWC retroactive so everyone will get their hidden perk no matter what.

This is the first XCOM2 mod I downloaded because how that works is dumb and screws every soldier I currently have out of it.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Skippy McPants posted:

Oh. So every soldier is supposed to get an AWC perk, but they don't always because of a bug? Figures.

Not really a bug, but I understand what you're saying. I want to believe that they wanted to make training new soldiers worthwhile in order to make sure they get the perks, but this is a pretty silly way to go about it.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Sekenr posted:

Is there some weird trick to get a lot of alien alloys? I can't research or build anything

Local opportunity event and the Black Market. This assumes spending time scanning for a reward or spending your intel, respectively.

YoungSexualNorton
Aug 8, 2004
These are good for the children's brains.
This is a really good game. It seems like the resource management is not nearly as much of a concern in this one though. Maybe I was traumatized by Long War and forgot what the vanilla EW was like, but I seem to remember being strained for resources pretty regularly. In 2 I almost never encountered that.

Coming into the game blind on commander/iron man, supplies and intel were the only things that occasionally bottlenecked. Intel stopped being an issue as soon as the skulljack was available, and the black market completely takes care of supply shortages because of the abundance of elerium and fragments. I regularly sold 200-300 worth of resources and never came close to running out. I think having the weapon/armor tier upgrades occur squad-wide is the source of it. There's just not enough expenses to put pressure on your stocks if you're regularly completing the optional missions.

Not really a big deal though. It's overall a great improvement over an already top-tier game. Already got my little video game weiner hard as heck for mods and expansions.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Final mission:

So the Mind Control you get isn't permanent, huh? Well, that's a reload. I guess at least I finally saw a Gatekeeper outside of its pokéball.

Wizard Styles fucked around with this message at 14:21 on Feb 10, 2016

02-6611-0142-1
Sep 30, 2004



*kills off every black metal celebrity he can think of*

Skippy McPants
Mar 19, 2009

Wizard Styles posted:

Final mission:

So the Mind Control you get isn't permanent, huh? Well, that's a reload. I guess at least I finally saw a Gatekeeper outside of it's pokéball.

Haha! It's funny how many of the late-game enemies whose abilities you never get to see, because letting them survive past the point of contact basically counts as a mission failure.

I still have no idea what the hell Sectopods do in this game, other than soak up a ton of damage.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Fat Samurai posted:

Not really a bug, but I understand what you're saying. I want to believe that they wanted to make training new soldiers worthwhile in order to make sure they get the perks, but this is a pretty silly way to go about it.

It seems like it would have made more sense to have every existing soldier either just get one or get one on the next level up. As it stands I only had one soldier get a perk so far. I'll wait until someone hits max level to see if anyone else gets one and if not I'm flipping on that mod (because I'm still concerned about save corruption).

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)

Skippy McPants posted:

Haha! It's funny how many of the late-game enemies whose abilities you never get to see, because letting them survive past the point of contact basically counts as a mission failure.

I still have no idea what the hell Sectopods do in this game, other than soak up a ton of damage.

That's why hacking and domination is fun, all the abilities with none of the downsides.

TeaJay
Oct 9, 2012


Why do I sometimes have one plasma grenade on my grenadier and sometimes more? On this mission right now I have 2 gas grenades and 1 plasma. Is it tied to the placement of the grenades in the loadout?

toasterwarrior
Nov 11, 2011

Azazell0 posted:

Why do I sometimes have one plasma grenade on my grenadier and sometimes more? On this mission right now I have 2 gas grenades and 1 plasma. Is it tied to the placement of the grenades in the loadout?

Yeah. Grenadiers have that one skill that turns their utility slots into a dedicated grenade slot, and grenades slotted in it get an extra charge.

TeaJay
Oct 9, 2012


That's what I thought. The equipping of various grenades is sometimes quite cryptic, with all the "you can only equip one grenade" error messages. I gotta try to switch them to the 3rd slot.

QuantaStarFire
May 18, 2006


Grimey Drawer

Wizard Styles posted:

Just imagine having Bone Wheels in this.

Please do not mod Bone Wheels into XCOM 2.

FractalSandwich
Apr 25, 2010

Azazell0 posted:

That's what I thought. The equipping of various grenades is sometimes quite cryptic, with all the "you can only equip one grenade" error messages. I gotta try to switch them to the 3rd slot.
Smoke grenades don't count as real grenades, either, so a Grenadier with Heavy Ordinance can secretly carry four grenades.

FractalSandwich fucked around with this message at 14:46 on Feb 10, 2016

LibbyM
Dec 7, 2011

QuantaStarFire posted:

Please do not mod Bone Wheels into XCOM 2.

An enemy that could melee you and then runaway on the same action would be pretty cool actually.

Broken Cog
Dec 29, 2009

We're all friends here

QuantaStarFire posted:

Please do not mod Bone Wheels into XCOM 2.

Stun lancers are basically bonewheels

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Wizard Styles posted:

Just imagine having Bone Wheels in this.

The Nito Project is nearing completion Commander!

Harrow
Jun 30, 2012

Y'know, XCOM 2 got a lot easier once I realized that I was playing like a stupid idiot and not like a smart person who doesn't suck at XCOM 2.

Though I am still a bit salty about my so-far-only death this campaign. Ended up pulling two pods during a supply raid, one of which was four sectoids and a viper. Sniped the viper, killed all but two sectoids. One of them mind controlled one of my specialists. The next turn? Every shot against the mind-controller missed, and so my specialist proceeded to flank my other, higher-level specialist and crit him to death.

Broken Cog posted:

Stun lancers are basically bonewheels

I hate Stun Lancers so much. It's like they exist to suicide-charge into my group and make sure I don't get out of a mission without someone taking 2 damage and becoming gravely wounded.

Harrow fucked around with this message at 15:05 on Feb 10, 2016

Gato
Feb 1, 2012

Skippy McPants posted:

Haha! It's funny how many of the late-game enemies whose abilities you never get to see, because letting them survive past the point of contact basically counts as a mission failure.

I still have no idea what the hell Sectopods do in this game, other than soak up a ton of damage.

I'm a little disappointed with Sectopod v2.0 tbh. EU sectopods were much scarier with auto-overwatch and the giant fusion laser cannon they could fire twice for splash damage and cover destruction. I've never seen the new ones fire their doom cannon because you can just stasis or hack them first.

Watching them kool-aid their way through walls will always be great though.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

I hate Stun Lancers so much. It's like they exist to suicide-charge into my group and make sure I don't get out of a mission without someone taking 2 damage and becoming gravely wounded.

The only time they've ever hurt me was when they realized they have guns (something I did not) and they just shot my grenadier in the face. I know the pain train's coming but it's been derailed for now.

Incidentally if they do stun someone do they get up on their own or do they need to be revived?

Adbot
ADBOT LOVES YOU

Broken Cog
Dec 29, 2009

We're all friends here

RBA Starblade posted:

The only time they've ever hurt me was when they realized they have guns (something I did not) and they just shot my grenadier in the face. I know the pain train's coming but it's been derailed for now.

Incidentally if they do stun someone do they get up on their own or do they need to be revived?

If they get *Stunned*, they're just out for a turn or two. If they get knocked unconscious, they're out for the rest of the mission unless you can revive them.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply