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StringOfLetters
Apr 2, 2007
What?
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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ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

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.

So much better than the Nickolodeon Gak plasma from EU/EW.

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?

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

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 :saddowns:

Pyromancer posted:

Bullshit, you get +5 on level up but nothing from hacks unless you get "Enemy protocol" reward

ya keep reading dumbo

Salt n Reba McEntire
Nov 14, 2000

Kuparp.
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.

Tempest_56
Mar 14, 2009

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.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

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.

quadrophrenic
Feb 4, 2011

WIN MARNIE WIN
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.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

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. :patriot:

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

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.

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.

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

MikeC
Jul 19, 2004
BITCH ASS NARC
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 :downsgun:

Wizard Styles
Aug 6, 2014

level 15 disillusionist

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.
I spent over a month delaying the final mission waiting for the game to finally put a Gatekeeper into a mission that lets you retrieve corpses until I could finally upgrade my Psi Ops to be even more broken.

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.
I have never seen it fail. At some point I suspected that, while the game tells me it's a 70% chance, that's really a strange UI bug and it's actually 100%.

quadrophrenic
Feb 4, 2011

WIN MARNIE WIN

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

Also, psi soldiers level in the lab so you don't even have to expose them to danger until theyre good

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

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
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.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
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.

The Insect Court
Nov 22, 2012

by FactsAreUseless

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.

Magni
Apr 29, 2009

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.

Sylphosaurus
Sep 6, 2007
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.

Musluk
May 23, 2011



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.

Famethrowa
Oct 5, 2012

lmfao

Can't wait to try it

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
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.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Famethrowa posted:

lmfao

Can't wait to try it

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.

thunderspanks
Nov 5, 2003

crucify this


Mister Adequate posted:

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.

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.

Koorisch
Mar 29, 2009
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?

Famethrowa
Oct 5, 2012

Mister Adequate posted:

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.

press "A" repeatedly to guarantee a critical hit

Shirkelton
Apr 6, 2009

I'm not loyal to anything, General... except the dream.
It can also cause crashes.

StringOfLetters
Apr 2, 2007
What?
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.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

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.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

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?

Henry Scorpio
Mar 20, 2006

Maybe it just collapsed on its own?

Mister Adequate posted:

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.

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.

thunderspanks
Nov 5, 2003

crucify this


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.

Famethrowa
Oct 5, 2012

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.

Floodkiller
May 31, 2011

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I love how smug your guys are when they fly out unharmed.

Harrow
Jun 30, 2012

Soothing Vapors posted:

they were wrong about the AWC being retroactive too :saddowns:

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?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Koorisch posted:

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?

I tend to go GTS, proving ground, power relay, resistance comms, AWC.

Harrow
Jun 30, 2012

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.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
*a single civilian dies*

we're seeing heavy civilian casualties commander

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Fojar38 posted:

*a single civilian dies*

we're seeing heavy civilian casualties commander

Bradford cares about these guys. He went and nodded at them personally.

Bloomington
Apr 20, 2010

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

welp.
Well the load times don't seem very optimized, so they're probably still waiting for it.

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My PIN is 4826
Aug 30, 2003

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 :confused:

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