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I have two psychic xcoms who have reached the top rank of 'Magus,' one has 100 psi talent, the other has 93. Do their stats keep going up if you learn more skills past Magus? Is psi just slightly randomized?
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# ? Feb 10, 2016 21:01 |
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# ? Jun 7, 2024 17:28 |
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Kanos posted:I actually really love the T3 weapons because I have a soft spot for beam style weapons that feel like they have a huge punch to them. That *VWOOOOM* charge cycle followed by the beam firing and blowing someone's loving face off is like audiovisual porn, and the heavy beam cannon looks amazing with tracer rounds in it because some of the beams will come out red. In EW, it was always funny when you missed with a plasma pistol round on the terror missions, nicked a tank, and then made it explode next turn. What's in that stuff anyway? How hasn't it caved a hole into the center of the earth and destroyed the earth yet?
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# ? Feb 10, 2016 21:02 |
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Gyshall posted:basically don't listen to reddit about anything with this game. Horrible misinformation abound. they were wrong about the AWC being retroactive too Pyromancer posted:Bullshit, you get +5 on level up but nothing from hacks unless you get "Enemy protocol" reward ya keep reading dumbo
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# ? Feb 10, 2016 21:03 |
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If we're suggesting 'nice to have' perks... Nerd Rage: Every successful attack (including overwatch) increases Hack for the by 5, for the duration of the current mission. Stacks up to five times. That'll only bust that particular annoyance though; the rewards are often really, really good - for every crappy effect, there are godly ones like mind controlling random enemies or concealing the squad, or refilling all of their turns. So it would be sort of unbalanced, really. Also, having a full on 100% success against, say, Sectopods is an I-Win button even larger than Meme Bacon, which is already one visible from space. In pacing news, I'm trying a legendary run and I have to say the timer is pretty easily chumped - even more so on Legendary where everything takes so much longer. I've bounced back from a day left three times now, and I still have three facilities in hand - two in established territories, and a facility lead to research if it goes tits-up. I'm two blocks shy of another timer, and there's an avatar kill to do a reset later on (just did another final-day reset with a Codex kill). Have had so much time on my plate that I'm ready to slam the story route now, and everybody is in T3 gear with maxed out toys. Feels way, way over the hump now - I guess the only real difference between the difficulties is how much you get bitch-slapped before you hit T2/3. That said, you absolutely have to use maximum cheese with Meme Bacon and Stasis to not get wiped out, and a Phantom scout feels pretty much mandatory. Finally: Game owns. Needs fixing though. Some highlights: 1. A Bacon got killed. Two more mutons decided to dog-pile the empty space. No soldiers were able to move to that spot afterwards, which was a pain as it was a juicy full-cover spot. Would've been nice for a Sectoid to resurrect it for extra comedy, but there weren't any. 2. VIP extraction failed for the hilarious reason that the car he was cowering by exploded. 'So what?' I hear you mutter. Except that I'd knocked him out, picked him up and was two screens across the map. Let me restate that: I was carrying the VIP, and was on the extraction point, and a car exploded two screens away and I failed the mission because the VIP was dead. 3. Save crashing bugs, memorably lost an hour or so on a nail-biter of a mission. Fortunately I had a backed up Geoscape save, because that bitch wasn't loading. These save-fuckers always seem to involve burrowing bugs, from what I've experienced. 4. Still some off-putting line of sight glitches where killing zones won't trigger, or demolition won't do a goddamned thing, or the cone shredder doesn't do anything. Null lance seems to work 100% though, so I don't know what's going on there. 5. Fire killed an objective off-screen, a mere three turns in. Not sure what I could've done about that; hadn't engaged nearby. Maybe a stray shot, I suppose? I'll accept that one, but grumble about it. 6. Chap on overwatch standing next to door, in the approved full-cover spot. Closed the door on my last turn. A cheeky Archon rocks up to the other side of the door. Not the opposite side, as in behind the wood, but next to my overwatch chap. Was visible to him before he moved to that square (diagram: X__X <--1--2--/). No overwatch triggered. Archon hits my guy. My turn comes up. I can't shoot him, even though I'm flanking him and he's right there next to me. I open the door. Suddenly I can shoot him because ... reasons. But glitches aside, this is a bloody great game. Hopefully some of these kinks get worked out, though, because a lot of them - well, it's really hard to see how they could pass Q.A. P.S. Caps Lock? Seriously? I can't believe that works. It does though. Every time.
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# ? Feb 10, 2016 21:04 |
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Jesus Christ, lategame doesn't gently caress around. During a blacksite assault I pulled an ambush on two pods - Trooper/Captain/Shieldbearer and Sectoid/Andromedian. Went well until I Run&Gunned up and found two Superheavy Turrets, two more Troopers and a goddamn Sectopod right behind them. Managed to put them down (at the loss of Jane Kelly and my best Grenadier), only for a second goddamn Sectopod to come stomping through the building. This was, of course, my first time seeing the Sectopod and while my hacker was in the hospital. Christ, those things are loving ridiculous.
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# ? Feb 10, 2016 21:06 |
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Moogle posted:P.S. Caps Lock? Seriously? I can't believe that works. It does though. Every time. I really want to know what's happening that lets that work, of all things.
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# ? Feb 10, 2016 21:08 |
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I'm... idk, halfway through the game? My next story objective is to build the shadow chamber, which I've been delaying for a good long while while I get stronger. My most recent major research was plasma weaponry, which I have all of except the sniper and cannon. The game is starting to feel like a bit of a cakewalk, I usually leave most missions with a few scratches, and I've got 4 colonels hanging around with a handful of majors and some captains and lieutenants that I'm training up slowly. For some reason I haven't gotten around to making any psi dudes yet, either because of lack of corpses or funds or power or avenger space at any given moment, and I'm wondering if it's still worth it. Should I build the psi lab this late into the campaign? I've gone so far without it, but it sounds like it could be lots of fun, and I think I have enough war heroes around to let a lil rookie tag along till he gets better at his pew pews and wobbly wobblies.
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# ? Feb 10, 2016 21:09 |
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Tempest_56 posted:Jesus Christ, lategame doesn't gently caress around. During a blacksite assault I pulled an ambush on two pods - Trooper/Captain/Shieldbearer and Sectoid/Andromedian. Went well until I Run&Gunned up and found two Superheavy Turrets, two more Troopers and a goddamn Sectopod right behind them. Managed to put them down (at the loss of Jane Kelly and my best Grenadier), only for a second goddamn Sectopod to come stomping through the building. This was, of course, my first time seeing the Sectopod and while my hacker was in the hospital. Christ, those things are loving ridiculous. I got really lucky with my first sectopod encounter and pulled off the Mechlord achievement by taking control of it and letting it tank literally the whole map by itself, including two Codex, and Andromedan, an Elite Lancer and a Shieldbearer. Results screen comes up: "Most Fired Upon: Sectopod" What a trooper.
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# ? Feb 10, 2016 21:10 |
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quadrophrenic posted:I'm... idk, halfway through the game? My next story objective is to build the shadow chamber, which I've been delaying for a good long while while I get stronger. My most recent major research was plasma weaponry, which I have all of except the sniper and cannon. The game is starting to feel like a bit of a cakewalk, I usually leave most missions with a few scratches, and I've got 4 colonels hanging around with a handful of majors and some captains and lieutenants that I'm training up slowly. Psi is absolutely worth it even lategame, but if your issue is the endgame is no longer challenging, psi is only going to make that worse Also, psi soldiers level in the lab so you don't even have to expose them to danger until theyre good
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# ? Feb 10, 2016 21:11 |
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Entered the death spiral I think. Trying to play midgame with rookies filling out half the team just leads to impossible missions. Almost all of this was due to being lazy on a hack mission where I decided to leave a patrol alone and it double backed on me while I was fighting. 4 of 5 lost, managed to recover Commie in a POW rescue and then he died leading a bunch of squadies and corporals in an VIP extraction. Time to try again
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# ? Feb 10, 2016 21:12 |
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Segmentation Fault posted:You don't get corpses or wrecks from missions you evac from, including ones you're forced to evac from, like hostage or avenger defense missions. Psykmoe posted:At this point my Rangers should just hand their swords to the Specialists. I remember a single time this campaign one of the Advent guys dodged out of having his skull impaled. Clearly, my Specialists are the real melee specialists.
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# ? Feb 10, 2016 21:14 |
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Soothing Vapors posted:Psi is absolutely worth it even lategame, but if your issue is the endgame is no longer challenging, psi is only going to make that worse It's not an issue at all. I'm enjoying my victory lap, I feel like it was well earned, I would like to add some MINDWAVES to it plz, and if what I hear is right it will not be that much longer
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# ? Feb 10, 2016 21:15 |
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Face-off is my mvp. So many missions saved because of my gunslinger. And 3 times fire kills so many mechs and sectopods, its unfair.
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# ? Feb 10, 2016 21:17 |
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Heh, so it seems like on Ironman if you hit load right after the end of your turn but before aliens take a turn you get control at the beginning of the next turn but the aliens don't act.
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# ? Feb 10, 2016 21:19 |
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MadJackMcJack posted:Aim for Sharpshooters, Will for Psi-Ops, Health for the rest. Does will actually do anything meaningful for psi-ops? As far as I can tell, it protects against psi attacks but it's the psi stat which determines effectiveness of psi ops abilities.
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# ? Feb 10, 2016 21:21 |
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PaybackJack posted: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. I'm making my concealment guy the blade-spec Ranger. Give him a Mobility PCS on top and instead of run&gun, he reacts to the kind of situation you'd normally use it by just running right up and slashing the fucker. I think I'm going with the slight upgrade mod for swords on my next playthrough. Slight increase to hit chance, rit chance and a bit of armor-piercing should do nicely to make swords more viable.
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# ? Feb 10, 2016 21:22 |
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Man, I really hope that the Anarchy's Children cosmetic stuff will drop soon. I want to field an entire band of punk rockers against our alien oppressors.
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# ? Feb 10, 2016 21:23 |
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The Insect Court posted:Does will actually do anything meaningful for psi-ops? As far as I can tell, it protects against psi attacks but it's the psi stat which determines effectiveness of psi ops abilities. Psiwizards already get immunities anyway, so will is a bit wasted on them.
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# ? Feb 10, 2016 21:26 |
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lmfao Can't wait to try it
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# ? Feb 10, 2016 21:39 |
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So the conal shoot ability that Grenadier gets at max level has an interesting bug - if they're standing in certain cover, they'll also set themselves on fire when using it. Hilarious but quite dangerous.
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# ? Feb 10, 2016 21:43 |
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Famethrowa posted:lmfao It works, I've been doing it since I heard about it a couple days ago. I have abso-loving-lutely no idea how or why it would work, but it does.
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# ? Feb 10, 2016 21:43 |
Mister Adequate posted:It works, I've been doing it since I heard about it a couple days ago. From what I understand the game engine is doing realtime rendering on the animation during the load screen, dedicating pretty much all its CPU time to that. Pressing caps lock disables this (which is why it freezes) and lets the background data load asap. edit: so far in my experience it's ONLY the back to base load that it works on. I've never done it successfully anywhere else.
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# ? Feb 10, 2016 21:49 |
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So what's everyone's general research and building priorities? I've been trying to get a AWC but i never get one so I don't know how good it is yet, is it something that should be among my first facilities I get?
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# ? Feb 10, 2016 21:49 |
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Mister Adequate posted:It works, I've been doing it since I heard about it a couple days ago. press "A" repeatedly to guarantee a critical hit
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# ? Feb 10, 2016 21:50 |
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It can also cause crashes.
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# ? Feb 10, 2016 21:51 |
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Regarding HACKING; I had a mission where, early on, I looked at an advent pillar thing and it had 'randomly control one enemy on the map' at like 30% so I said gently caress that and ignored it. Then I did most of the mission and blew up a bunch of aliens and a sectopod, and then I looked at the pillar thing again and the same hack from the same specialist was 97%. The only two enemies left were an advent chump and the turret that gunned him down moments later. So, enemies left alive on the map have some bearing on hacking success rates? Or, possibly turns spent? Not sure if it's only for that mind control hack or for others too.
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# ? Feb 10, 2016 21:52 |
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thunderspanks posted:From what I understand the game engine is doing realtime rendering on the animation during the load screen, dedicating pretty much all its CPU time to that. Pressing caps lock disables this (which is why it freezes) and lets the background data load asap. Which is hilarious.
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# ? Feb 10, 2016 21:53 |
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I started a Legendary campaign. Are second level alien debris really supposed to take 60 days to clear with a single engineer? Is it because debris gives it 2x on top of the Legendary 2x?
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# ? Feb 10, 2016 21:54 |
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Mister Adequate posted:It works, I've been doing it since I heard about it a couple days ago. Supposedly this happens in other UE3 titles like Mass Effect elevator rides, but can't find anything to back that up. Makes some sense though 'cause it is a pretty random thing to try... but is something you might try if you knew the engine had it.
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# ? Feb 10, 2016 21:56 |
Clarste posted:Which is hilarious. Hah, yeah, it's certainly telling of the level of polish missing from the retail release of a AAA title (which I say as someone who LOVES this game). Interestingly enough caps lock is the same button final cut pro uses to disable realtime rendering as well. Not sure if there's any correlation there.
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# ? Feb 10, 2016 21:57 |
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almost feels like they added caps lock as a debug tool in testing, planning to take it out once the load times were optimized welp.
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# ? Feb 10, 2016 22:01 |
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StringOfLetters posted:Regarding HACKING; I had a mission where, early on, I looked at an advent pillar thing and it had 'randomly control one enemy on the map' at like 30% so I said gently caress that and ignored it. Then I did most of the mission and blew up a bunch of aliens and a sectopod, and then I looked at the pillar thing again and the same hack from the same specialist was 97%. The only two enemies left were an advent chump and the turret that gunned him down moments later. So, enemies left alive on the map have some bearing on hacking success rates? Or, possibly turns spent? Not sure if it's only for that mind control hack or for others too. I've tested these with some savescumming on a +20 to hacking bonus, and I've had those target numbers change based on what tile I initiate the hack from (and distance from the hack point had no correlation, either), even on the same turn with only the specialist moving and the initiating the hack. I believe they are RNG seeded, with the target goal just being picked from a range based on your hacking skill vs target's hacking defense. Additionally, although the target numbers will stay the same between loads (if you repeat the same actions, similar to shot success), the actual hacking is randomized each time and is not tied to the seed, so you can scum that from a standstill if you wanted to.
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# ? Feb 10, 2016 22:03 |
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I love how smug your guys are when they fly out unharmed.
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# ? Feb 10, 2016 22:04 |
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Soothing Vapors posted:they were wrong about the AWC being retroactive too According to Wizard Styles it's retroactive if you retrain your soldiers (but also soldiers aren't guaranteed to get a perk either). Or is that what you meant?
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# ? Feb 10, 2016 22:06 |
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Koorisch posted:So what's everyone's general research and building priorities? I tend to go GTS, proving ground, power relay, resistance comms, AWC.
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# ? Feb 10, 2016 22:06 |
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Fangz posted:I tend to go GTS, proving ground, power relay, resistance comms, AWC. I really should've built a Proving Ground earlier in this run. I went GTS, Resistance Comms, Power Relay, AWC, Proving Grounds, so I'm just now getting the Spider Suit and special ammo types.
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# ? Feb 10, 2016 22:09 |
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*a single civilian dies* we're seeing heavy civilian casualties commander
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# ? Feb 10, 2016 22:09 |
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Fojar38 posted:*a single civilian dies* Bradford cares about these guys. He went and nodded at them personally.
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# ? Feb 10, 2016 22:11 |
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Famethrowa posted:almost feels like they added caps lock as a debug tool in testing, planning to take it out once the load times were optimized
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# ? Feb 10, 2016 22:14 |
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# ? Jun 7, 2024 17:28 |
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Is the first mission in the campaign different every time or something? My first stab at the campaign had me saving myself from some storage facility, but for my second attempt at the campaign I was sent into some mission where I have to blow up a monument straight after the intro cinematics
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# ? Feb 10, 2016 22:15 |