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Wizard Styles posted:If it's this one then no: http://steamcommunity.com/sharedfiles/filedetails/?id=620586407 That's fine by me--I don't necessarily need the abilities guaranteed. I'll skip the mod because I don't mind retraining a couple of soldiers. Thanks!
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# ? Feb 10, 2016 19:40 |
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# ? May 17, 2024 09:05 |
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I'd like a "saboteur" class that excels at turning enemy strengths against themselves. Like, "make all armor on an enemy explode, shredding them and doing damage equal to the amount shredded." We sort of already have that with the Psi Op's "Fuse" ability to explode grenades on guys while they're carrying them. A "Neural Feedback" passive that damages enemies for using psionics on you. And also laying traps. They can throw out a variety of prox mines that entangle enemies, preventing them from moving, stuff like that.
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# ? Feb 10, 2016 19:41 |
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SuperKlaus posted:Tell me about gunslingers and shotgun rangers. My theorycraft is something like: specialists have tricks, grenadiers have explosives, sniper sharpshooters have silly range. Shotgunners and gunslingers both appear to fill the role of "high damage at standard ranges." What are the pros and cons of each, and why does one not obsolete the other? I'm aware that concealment stunts are super-pro and I know Run N Gun is godlike from my XCOM EW days, so my gut says that shotgunners outshine gunslingers. Please tell me why this is not the whole picture. She's the Algerian Heavy-style survivor of the tutorial mission, but she's a bit cooler and not a Heavy. RBA Starblade posted:She's the rookie that goes with Bradford to save you and comes out alive. If you do the tutorial, you're guaranteed to get Ranger Jane "Snake" Kelly. She's "Slayer" for me. Thing for S-codenames, it seems.
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# ? Feb 10, 2016 19:42 |
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SuperKlaus posted:Tell me about gunslingers and shotgun rangers. My theorycraft is something like: specialists have tricks, grenadiers have explosives, sniper sharpshooters have silly range. Shotgunners and gunslingers both appear to fill the role of "high damage at standard ranges." What are the pros and cons of each, and why does one not obsolete the other? I'm aware that concealment stunts are super-pro and I know Run N Gun is godlike from my XCOM EW days, so my gut says that shotgunners outshine gunslingers. Please tell me why this is not the whole picture. Shotgunners do huge single-shot damage, Gunslingers get lots of lower-damage shots. So Gunslingers are amazing at mopping enemies up, or with ammo types, doing lots of nasty things in a single turn to one target or multiple targets.
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# ? Feb 10, 2016 19:43 |
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Do hacking attempts have a predetermined outcome like attacks do? Just to test out the ability I've tried hacking a tower via save scum and i just get varying degrees of failure.
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# ? Feb 10, 2016 19:43 |
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Psi ops in this game are hilariously overpowered. I might have to follow a house rule to not use stasis because that ability is broken as hell.
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# ? Feb 10, 2016 19:45 |
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SuperKlaus posted:Tell me about gunslingers and shotgun rangers. My theorycraft is something like: specialists have tricks, grenadiers have explosives, sniper sharpshooters have silly range. Shotgunners and gunslingers both appear to fill the role of "high damage at standard ranges." What are the pros and cons of each, and why does one not obsolete the other? I'm aware that concealment stunts are super-pro and I know Run N Gun is godlike from my XCOM EW days, so my gut says that shotgunners outshine gunslingers. Please tell me why this is not the whole picture. Shotgun rangers are very good at very close range, and get rapidly less effective further back. Gunslingers peak in effectiveness at medium range, and can keep using their sniper rifles from all the way back. In case you misunderstood something, the new sniper class has a long rifle and a big pistol, and several choices between talents that are focused on either sniping better, or getting more extra pistol shots off on the side as a gunslinger. A Ranger is the new assault class, who gets a sword and a shotgun or rifle. Jane Kelly is a pre-fixed name, face, and Ranger who survives the first tutorial mission. If you play the tutorial, she will be one of your xcoms. Mine died from explosions.
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# ? Feb 10, 2016 19:46 |
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SuperKlaus posted:Tell me about gunslingers and shotgun rangers. My theorycraft is something like: specialists have tricks, grenadiers have explosives, sniper sharpshooters have silly range. Shotgunners and gunslingers both appear to fill the role of "high damage at standard ranges." What are the pros and cons of each, and why does one not obsolete the other? I'm aware that concealment stunts are super-pro and I know Run N Gun is godlike from my XCOM EW days, so my gut says that shotgunners outshine gunslingers. Please tell me why this is not the whole picture. Jane Kelly is a soldier you get after the tutorial mission who promotes to Ranger. If you skipped the tutorial, you don't get her. She's not special, she's just a soldier most players have on their first campaign. Shotgun Rangers are for flanking and just nuking a guy. Gunslinger Sharpshooters only really shine when you have special ammo and they can shred, burn, or poison multiple dudes per turn, or when they get Fan Fire and can nuke an alien just as well as a shotgun Ranger (if not better). They're also awesome at mopping up groups of wounded or low-health enemies.
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# ? Feb 10, 2016 19:47 |
I changed my Kelly to be actually Irish-sounding (albeit NIrish sounding). Not sure why they gave her an American voice.
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# ? Feb 10, 2016 19:48 |
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SuperKlaus posted:Tell me about gunslingers and shotgun rangers. My theorycraft is something like: specialists have tricks, grenadiers have explosives, sniper sharpshooters have silly range. Shotgunners and gunslingers both appear to fill the role of "high damage at standard ranges." What are the pros and cons of each, and why does one not obsolete the other? I'm aware that concealment stunts are super-pro and I know Run N Gun is godlike from my XCOM EW days, so my gut says that shotgunners outshine gunslingers. Please tell me why this is not the whole picture. Gunslingers are good at spreading out their damage among many targets. It's useful to me because I use explosives a lot and often find myself in situations where I have multiple enemies at low health.
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# ? Feb 10, 2016 19:49 |
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I just love what a gunslinger can do if you blow all the cooldowns. Fan Fire fires 3 times on one target, does not end the turn, Lightning Hands shoots without costing an action, Face-Off shoots every visible target (but ends the turn when used first). Both fire and venom ammo add +1 damage in addition to their dot, so one of those is really nice on a gunslinger. I guess if you run AP ammo which ignores up to 5 armor you can do your damage without a lot of set-up since you don't need shredding, but I prefer poison/fire. One of my gunslingers has Implacable so when she inevitably gets a kill during her nova round she can just walk away looking cool. And of course the Gunslinger can still squadsight snipe in a pinch. It's just a cool class, I try to have one along whenever possible. Plus, they don't give a poo poo when a Codex empties everyone's guns. Edit: Shen is just loving with me on this campaign. I'm sitting on a stack of AP and Tracer ammo, but meanwhile everyone has to fight over the one set of Talon or Venom rounds, and still no Incendiary ammo to be seen. Come on Psykmoe fucked around with this message at 19:55 on Feb 10, 2016 |
# ? Feb 10, 2016 19:49 |
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Nearly caught up to the codex coordinates mission again, yay. This time on commander because I was breezing through veteran. Boy do chryssalids not mess around. The first time they showed up on retaliations was easily my bloodiest mission yet. As soon as you think you're gonna be seeing them get medikits equipped on your soldiers ASAP. Also remember, you can call an evac for soldiers that are about to die to chryssalid poison as a last resort and they'll survive.
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# ? Feb 10, 2016 19:51 |
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Internet Kraken posted:Psi ops in this game are hilariously overpowered. I might have to follow a house rule to not use stasis because that ability is broken as hell. Yeah, they just break the game wide open. I delayed building a lab until I had everyone in plasma and now it's hilarious how easy everything is.
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# ? Feb 10, 2016 19:52 |
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Pakled posted:Gunslingers are good at spreading out their damage among many targets. It's useful to me because I use explosives a lot and often find myself in situations where I have multiple enemies at low health. For this reason they combo with grenadiers like peanut butter and chocolate. I stopped bringing my main gunslinger on non-horrifying missions when she hit colonel because she's stealing all the XP.
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# ? Feb 10, 2016 19:54 |
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How much harder is Commander compared to Veteran? Now that I'm starting to get strong enough tools/weapons to outpace aliens I might turn the difficulty up, unless the difference is minor and/or not really going to be noticeable once you're already at the "snowball to victory" phase.
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# ? Feb 10, 2016 19:56 |
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Is there any particular comp that works best for you guys? In XCom:EU I always went 1xAssault, 1xSniper, 2xSupport, 2xHeavy. When EW came out I traded my extra support and extra heavy for MECs. For XCom 2 I'm thinking 2xSpec, 1xGren, 1xShottyRanger, 1xSniper, and 1xPsiOps. One spec with gremlin heal and lots of support, the other with Combat Gremlin and lots of offensive talents. Is this a dumb idea?
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# ? Feb 10, 2016 19:56 |
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Okay, the final encounter in the last mission is pretty bullshit.
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# ? Feb 10, 2016 19:58 |
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khy posted:For XCom 2 I'm thinking 2xSpec, 1xGren, 1xShottyRanger, 1xSniper, and 1xPsiOps. One spec with gremlin heal and lots of support, the other with Combat Gremlin and lots of offensive talents. Some squad compositions will work better for some missions than others this time around. Sometimes you want a gunslinger Sharpshooter instead of a sniper Sharpshooter because you need to stay mobile. Sometimes you'll want two Grenadiers (they're amazing) instead of two of something else. I wouldn't get too caught up in having one team or one team composition the whole way through.
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# ? Feb 10, 2016 19:59 |
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Harrow posted:Some squad compositions will work better for some missions than others this time around. Sometimes you want a gunslinger Sharpshooter instead of a sniper Sharpshooter because you need to stay mobile. Sometimes you'll want two Grenadiers (they're amazing) instead of two of something else. I wouldn't get too caught up in having one team or one team composition the whole way through. Gotcha. In EU I never needed anything more than my A-Team. In EW I had a B-Team and that was sufficient. XCom 2 is throwing me off though. It's tons of fun but I made the mistake of playing a lot of XCom 1 first so I'm having to un-learn quite a bit.
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# ? Feb 10, 2016 20:01 |
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khy posted:Is there any particular comp that works best for you guys? Roll with a team setup that makes you comfortable as you learn the ins and outs of the game and what various missions types have you do and what various enemies can do, and then start mixing it up. I rolled with an A-team of 1xranger 2xspec, 2xgrend, 1xsniper for most of my first playthrough on Veteran, but now I'm doing an Ironman playthrough on Veteran (yes I am aware that a bug could end my campaign, I'm not too worried because it's not that huge of a deal to me because I'm working on modding anyway). On this new playthrough I'm not going to have an A-team at all, but instead I'll be doing different team types for different mission types (and, once I have my shadow chamber, for different enemy types).
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# ? Feb 10, 2016 20:01 |
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khy posted:For XCom 2 I'm thinking 2xSpec, 1xGren, 1xShottyRanger, 1xSniper, and 1xPsiOps. One spec with gremlin heal and lots of support, the other with Combat Gremlin and lots of offensive talents. This is how my squad is kitting up to nowadays. Sub another ranger for the psiops when I didn't have one ready to go. 2x specialists with threat assessment, haywire, and combat protocol are just to generally helpful it's easy to justify having two. Ditto for rangers, having two lets me have at least one person in concealment for the majority of a mission.
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# ? Feb 10, 2016 20:01 |
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I've been really enjoying my sharpshooter as heavily specced into gunslinger, but works as a sniper for the most part since Serial is just so goddamn good. He's got something like 90+ kills in around 20-30 missions. I roll a couple grenadiers so I use them to shred + soften targets (not to mention everyone except my sniper and ranger are in war suits now), and my sharpshooter just pops serial and goes to town on everyone and gets an overwatch/movement at the end. I haven't lost anyone and I'm slightly concerned what would happen if I lost my A-Team. I used to have some decent leveled back-ups that swapped in during healing downtime, but they so rarely get hurt lately and then it's usually Slightly Wounded so they're back up before the next mission.
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# ? Feb 10, 2016 20:05 |
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Internet Kraken posted:Psi ops in this game are hilariously overpowered. I might have to follow a house rule to not use stasis because that ability is broken as hell. Still, I might try a no Mimic Beacon, no/restricted Psi, possibly no heavy weapons playthrough. At least this is a lot more appealing to me than Legendary; I really don't need this game to take twice as long to complete. Speedball posted:I'd like a "saboteur" class that excels at turning enemy strengths against themselves. Like, "make all armor on an enemy explode, shredding them and doing damage equal to the amount shredded." We sort of already have that with the Psi Op's "Fuse" ability to explode grenades on guys while they're carrying them. A "Neural Feedback" passive that damages enemies for using psionics on you. And also laying traps. They can throw out a variety of prox mines that entangle enemies, preventing them from moving, stuff like that.
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# ? Feb 10, 2016 20:05 |
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khy posted:Gotcha. In EU I never needed anything more than my A-Team. In EW I had a B-Team and that was sufficient. XCom 2 is throwing me off though. It's tons of fun but I made the mistake of playing a lot of XCom 1 first so I'm having to un-learn quite a bit. One of the differences in XCOM 2 is that each class build is really well balanced. I think the only one I wouldn't really want is a blademaster Ranger, but that's maybe personal preference for me. For every other class, you could go straight down one side or the other and end up with a great soldier. They're just more situational this time around. For example, the larger amount of timed missions means that snipers don't often get an opportunity to just camp on a rooftop and rain death for the entire mission, which is when gunslingers get to shine. So I'd recommend having a diverse roster of soldiers and bring out the squad that makes sense for each mission. (You can see ahead of time if a mission will be timed.)
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# ? Feb 10, 2016 20:06 |
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loving christ I hate hacking so much. So so much. I'd ignore it completely if I didn't need to raise hacking to wreck mechanical enemies, I get into so much trouble failing 80-90% hacks over and over again.
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# ? Feb 10, 2016 20:09 |
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Harrow posted:I think the only one I wouldn't really want is a blademaster Ranger, but that's maybe personal preference for me. As it is melee Rangers are a lot of risk for not much of a reward imo. Edit: Kind of like hacking. Wizard Styles fucked around with this message at 20:12 on Feb 10, 2016 |
# ? Feb 10, 2016 20:10 |
Harrow posted:One of the differences in XCOM 2 is that each class build is really well balanced. I think the only one I wouldn't really want is a blademaster Ranger, but that's maybe personal preference for me. For every other class, you could go straight down one side or the other and end up with a great soldier. They're just more situational this time around. For example, the larger amount of timed missions means that snipers don't often get an opportunity to just camp on a rooftop and rain death for the entire mission, which is when gunslingers get to shine. The blademaster tree gets some nice poo poo, even if you don't focus on the sword.
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# ? Feb 10, 2016 20:10 |
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I've had good luck with Jane Kelly as a blade ranger, but at the end I still had to pick Run n Gun over Ranger because when my tactics favor killing the gently caress out of one thing and letting Implacable keep her safe.
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# ? Feb 10, 2016 20:10 |
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victrix posted:loving christ I hate hacking so much. So so much. Bluescreen Rounds,Combat Protocol and Capacitor Discharge don't require hacking and gently caress up mechanical units pretty good. Also EMP grenades should too, but I haven't tried them out yet.
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# ? Feb 10, 2016 20:11 |
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victrix posted:loving christ I hate hacking so much. So so much. This reminds me. I was playing but didn't come across a way to boost hacking. I assume there's things like PCUs that help? Do specialists gain extra hacking stat as they level up? Or how do I make my specialists master hackers?
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# ? Feb 10, 2016 20:12 |
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khy posted:This reminds me. I was playing but didn't come across a way to boost hacking. I assume there's things like PCUs that help? Do specialists gain extra hacking stat as they level up? Or how do I make my specialists master hackers? And when you come across a hacking reward that gives a permanent +20 bonus savescum the poo poo out of that. At least that's what I did. Not even a little bit ashamed.
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# ? Feb 10, 2016 20:14 |
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Specialists improve hacking as they level and get a bonus from upgrading their gremlins. Rarely (I've had one come up in my game so far and I'm in tier 3 armor) you get a hack reward that is just a straight +20 to your stat forever.
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# ? Feb 10, 2016 20:14 |
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khy posted:This reminds me. I was playing but didn't come across a way to boost hacking. I assume there's things like PCUs that help? Do specialists gain extra hacking stat as they level up? Or how do I make my specialists master hackers? 1.) 2.) you get +20 hacking from mission objectives sometimes, so have your specialists do them 3.) skulljack gives your dude like +20 hack, so make your hacker specialist your skulljacker (and equip him with SMGs) 4.) upgrading the gremlin (upgrades come from mechanical foe autopsies) Soothing Vapors fucked around with this message at 21:04 on Feb 10, 2016 |
# ? Feb 10, 2016 20:15 |
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Lotish posted:I've had good luck with Jane Kelly as a blade ranger, but at the end I still had to pick Run n Gun over Ranger because when my tactics favor killing the gently caress out of one thing and letting Implacable keep her safe. The Run and Gun vs. Conceal choice is maybe the hardest skill choice I've seen in this game. They're both so good. I went with Conceal on my best Ranger, but I just keep thinking back to how much I loved completely insane Run and Gun/Rapid Fire Assaults in XCOM: EU and start second guessing myself.
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# ? Feb 10, 2016 20:17 |
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I'm rolling tier3 gear and one of my specialists got the +20 hacking bonus one time the whole campaign, another time some 4th string squaddie got the bonus when my real guys were injured. I'm not a fan of being at the mercy of the RNG to even offer the bonus as a potential reward when doing a mission critical hack, but I guess with a tier3 gremlin and skulljack my chance to stun a Sectopod with haywire is still near 100% - but skullmining for facility leads barely ever works with a 27% chance, every advent mook has a better hack defense than my Specialists have skill. And forget about risking the attempt to actually control a sectopod. Psykmoe fucked around with this message at 20:22 on Feb 10, 2016 |
# ? Feb 10, 2016 20:17 |
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I managed to research Improved Explosives right before I ran into my first Andromedon. Needless to say, he wasn't very smug in his 4 armor for very long. And then I used his robo-suit to scout out pods and punch them all the while leaving a
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# ? Feb 10, 2016 20:18 |
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Soothing Vapors posted:1.) you get +5 hacking for every successful hack, so hack a lot Oh holy poo poo.
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# ? Feb 10, 2016 20:18 |
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I've successfully hacked one non-mission critical thing so far, the rest have either failed or have been so low as to not bother.
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# ? Feb 10, 2016 20:19 |
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Soothing Vapors posted:1.) you get +5 hacking for every successful hack, so hack a lot WAAAAAAAAAAIT Even guaranteed poo poo like door hacks or only just like the streetlight scanner things? Also, SMGs? I think i'm not nearly far enough into the game yet because I didn't even know SMGs exist khy fucked around with this message at 20:44 on Feb 10, 2016 |
# ? Feb 10, 2016 20:19 |
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# ? May 17, 2024 09:05 |
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dyzzy posted:Oh holy poo poo. you actually only get it once per mission, so it's not as great as it sounds
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# ? Feb 10, 2016 20:20 |