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Deki
May 12, 2008

It's Hammer Time!
Operation Brutal Misery is an amazing name for a retaliation mission. Good work Bradford.

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Speedball
Apr 15, 2008

We haven't even seen the limits of what strategic options will be available to us, as within the next 6 months we'll have more DLC with extra weapons and a new character class.

Synthbuttrange
May 6, 2007

Shen's last gift: Ultra-SHIV.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Pomp posted:

how do i get blaster bombs

Research Powered Armor, then there's the powered weapons option in the proving grounds where you roll for a random weapon with the blaster bomb being one of the options. It's a fun upgrade to the rocket launcher, and it and the shredstorm cannon are probably the two best heavy weapons you can get from the proving grounds.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?

SynthOrange posted:

Shen's last gift: Ultra-SHIV.

The ENFORCER

Internet Kraken
Apr 24, 2010

slightly amused

SynthOrange posted:

Shen's last gift: Ultra-SHIV.

Little Shen notes in one of her reports that she is appalled by the idea of fully autonomous robots and would never create such a thing.

Did nobody tell her about SHIVs?

Nix Panicus
Feb 25, 2007

Internet Kraken posted:

Little Shen notes in one of her reports that she is appalled by the idea of fully autonomous robots and would never create such a thing.

Did nobody tell her about SHIVs?

One of Shen's musings aboard the Avenger is that she wanted to integrate the Gremlins with ADVENT MECs to create autonomous troops, but didn't want to bring it up with Tygan or Bradford until things calmed down

BeefThief
Aug 8, 2007

I just picked this game up...does it seem a little bit unbalanced to anyone that the aliens get to move, and then possibly move and attack as soon as you see them? Is there a mod that fixes this or am I just supposed to play super cautious? Kind of hard when all the missions have a timer. Maybe this has been beaten to death and I'm late to the party but I don't remember the first new XCOM being quite so unforgiving.

Khisanth Magus
Mar 31, 2011

Vae Victus

BeefThief posted:

I just picked this game up...does it seem a little bit unbalanced to anyone that the aliens get to move, and then possibly move and attack as soon as you see them? Is there a mod that fixes this or am I just supposed to play super cautious? Kind of hard when all the missions have a timer. Maybe this has been beaten to death and I'm late to the party but I don't remember the first new XCOM being quite so unforgiving.

It uses the same system as EU/EW: Enemies get to do a single move when they are revealed, usually into cover. If they are revealed on your turn they will get to have a full turn on their turn. If they are revealed on their own turn they will only get their move into cover.

Nix Panicus
Feb 25, 2007

BeefThief posted:

I just picked this game up...does it seem a little bit unbalanced to anyone that the aliens get to move, and then possibly move and attack as soon as you see them? Is there a mod that fixes this or am I just supposed to play super cautious? Kind of hard when all the missions have a timer. Maybe this has been beaten to death and I'm late to the party but I don't remember the first new XCOM being quite so unforgiving.

If you activate aliens on your turn, they all get to run to cover. Exploring new tiles after youve already moved half your squad is generally a bad idea. Your best bet is to move everyone up one move, then cautiously advance a second move, keeping everyone behind the first unit. Always stay in cover, but low cover isn't that great. Explosives are your friend. Blow up everything.

If aliens patrol into you on your turn they scatter but don't shoot, although I did have aliens patrol into me and shoot me on one mission and I don't know why.

tokenbrownguy
Apr 1, 2010

Protip: If you haven't mind controlled a Big Daddy and hacked a Sectopod by turn 3 of the final mission you're doing it wrong

Jarmak
Jan 24, 2005

khy posted:

Shredder vs Blast Padding is super difficult to decide. They're both just so very, very good.

Shred is better but blast padding can be super useful in the early game

So far I've been making my first grenadier get blast padding and go with shred for everyone after that. The survivablility helps me get an experienced grenadier earlier.

The only thing that makes me doubt that shred is better is when you take blast padding and give a grenadier exo armor it suddenly stacks enough to be really survivable.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!

Not a Step posted:

If aliens patrol into you on your turn they scatter but don't shoot, although I did have aliens patrol into me and shoot me on one mission and I don't know why.

Apparently they have a chance to take a shot when they patrol into you to discourage setting up Overwatch traps that the enemy walks into.

Also apparently rushing mag weapon research is kind of bad because you don't have any alloys to build the mag weapons with yet. :sigh:

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

BeefThief posted:

I just picked this game up...does it seem a little bit unbalanced to anyone that the aliens get to move, and then possibly move and attack as soon as you see them? Is there a mod that fixes this or am I just supposed to play super cautious? Kind of hard when all the missions have a timer. Maybe this has been beaten to death and I'm late to the party but I don't remember the first new XCOM being quite so unforgiving.
This is basically how XCOM (1 and 2) works. On the turn they spot you (yours or theirs) they get to move once, usually to cover (or towards you, for units that don't care about cover). The next time it's their turn, they get to move and attack. This means the best time to "activate" a pod (have or spot you) is either on their turn, meaning they get to move but not attack, or at the beginning of your turn, where you have the ability to focus fire on the new pod with your entire squad still active. The WORST time to activate a pod is with the last move of your turn, because then they activate and move on your turn, then it's their turn immediately and they get to move+attack.
What this means in terms of gameplay is you usually want one or two units to move up first (using only one action, so they can fire or retreat if necessary), as a forward scout. Then when the enemy is spotted, you can move the rest of your team into position and attack. You don't often want to explore too much into the fog after you've already used up a unit or two, or risk activating more pods.

Kin33 posted:

Stocks don't work with killzone either. Kind of a bummer.
But they DO trigger repeaters. :unsmigghh:

Synthbuttrange
May 6, 2007

Clear out the rooms with alirn machinery for alien alloys

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.



khy posted:

Shredder vs Blast Padding is super difficult to decide. They're both just so very, very good.

Blast Padding sounds good...and it's not bad to be honest. It's a straight up, passive "this unit takes less damage from all attacks and espeically from explosions". It's just as you go on you find that 1 armor really isn't much. Especially compared to the 4-5 enemies can sport. And when you first look at that choice you haven't seen any armor at all.

The problem is as you go through the game you start running into more enemies with more and more armor and you start wishing you'd have taken Shredder because as amazing as grenades are for shredding armor, even a Grenadier is only allowed to carry three.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
Blast Padding would be significantly better if there were more items that provided armour. Assault biotanks in Long War were obscenely powerful due to damage reduction; I one stuck one out in a room full of a dozen aliens and they took less than half their health in damage. Though armour can be shredded in Xcom 2, there's still a niche for a very tanky soldier who just soaks alien fire like no one's business. Problem is, of course, that far from diminishing returns, you get increasing returns the more armour you have. If there were enough sources for your grenadier to get 5 or 6 armour that'd be one thing, but as is there is not.

The other thing is, of course, that injuries don't work the same way they do in EU/EW. Because damage to armour still results in injury time, the utility of a heavily up-armoured tanky unit is significantly decreased. To make blast padding competitive you'd have to increase the amount of armour available from other sources so you could obtain a meaningful amount in the endgame, and ensure injury timers only trigger if you take health damage, not armour damage.

Nix Panicus
Feb 25, 2007

The Iron Rose posted:

Blast Padding would be significantly better if there were more items that provided armour. Assault biotanks in Long War were obscenely powerful due to damage reduction; I one stuck one out in a room full of a dozen aliens and they took less than half their health in damage. Though armour can be shredded in Xcom 2, there's still a niche for a very tanky soldier who just soaks alien fire like no one's business. Problem is, of course, that far from diminishing returns, you get increasing returns the more armour you have. If there were enough sources for your grenadier to get 5 or 6 armour that'd be one thing, but as is there is not.

The other thing is, of course, that injuries don't work the same way they do in EU/EW. Because damage to armour still results in injury time, the utility of a heavily up-armoured tanky unit is significantly decreased. To make blast padding competitive you'd have to increase the amount of armour available from other sources so you could obtain a meaningful amount in the endgame, and ensure injury timers only trigger if you take health damage, not armour damage.

In the very early game 1 armor can knock a few days off the wound timer though, which can be huge in terms of accumulating ranks and having experienced grenadiers available for missions. Blast padding helps get your squads snowballing. Mid to late game definitely swap it out for shredder though. The AWC is the best thing.

Im torn on the best weapon upgrade combo for my Serial/Killzone sharpshooters. Magazine + Autoloaders means never running out of ammo, but Id like a scope of some variety as well. The bonus aim and crit would be nice. Only having two slots is terrible.

Only had one stock drop all game, probably going to give it to my specialist so she can keep doing kill shots even after I'm out of combat protocols.

Kin33
Jul 3, 2007

Where is your god now?
^^^^ I like extended mag and scope. Nothing sucks more than missing an early 90% shot during serial clean-up duty. Extended mag + auto-loader does let you serial into killzone effectively though. Idk when you'd ever need that much aoe firepower though.

Not a Step posted:

My favorite sharpshooter rolled shredder, which made me sad because I reserve him for clean up with Serial and Killzone. Armor busting is for grenadiers. My gunslinger sharpshooter got Implacable, which makes her badass at killing and then fading back into cover.

E: And the lt. sharpshooter I just hired picked up holotargeting from the AWC, so I guess I'm going to experiment with using a sharpshooter to open a combat instead of ending it. Does holotargeting work with reaction fire? Will it persist onto my turn?

My shredder sniper was a great opener combined with a grenadier and a phantom ranger. Ranger finds the pack, sniper kllzones a pack, grenadier grenades the pack. Specialists and psi ops clean up anything that remains which is usually nothing.

Kin33 fucked around with this message at 08:02 on Feb 11, 2016

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Not a Step posted:

In the very early game 1 armor can knock a few days off the wound timer though, which can be huge in terms of accumulating ranks and having experienced grenadiers available for missions. Blast padding helps get your squads snowballing. Mid to late game definitely swap it out for shredder though. The AWC is the best thing.

I had a soldier take two damage and get gravely wounded. Just accept that your people are gonna stay a while in the hospital and hire a few more.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Yeah, recovery time doesn't seem to relate to the amount of damage the soldier actually took in any meaningful way. I had a guy get chunked down to 1 HP and come out merely wounded, another lady take two damage and get gravely wounded, and a third person take 4 damage and get lightly wounded in the same mission.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Kanos posted:

Yeah, recovery time doesn't seem to relate to the amount of damage the soldier actually took in any meaningful way. I had a guy get chunked down to 1 HP and come out merely wounded, another lady take two damage and get gravely wounded, and a third person take 4 damage and get lightly wounded in the same mission.

It absolutely does relate, it's just that (especially in the early game) the die roll ends up mattering more than the exact amount of damage you take. If you take 1 damage on a mission, you will on average come out with less wound time than someone who took 4 damage, but that's just an average and there will be cases where the soldier who took 1 damage gets unlucky and vice versa.

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

oswald ownenstein posted:

Everyone gets 'gravely wounded' at the slightest damage

This just happens to me on eveeeeeeeeeeeeeeery difficulty.

Microcline
Jul 27, 2012

Not a Step posted:

In the very early game 1 armor can knock a few days off the wound timer though, which can be huge in terms of accumulating ranks and having experienced grenadiers available for missions. Blast padding helps get your squads snowballing. Mid to late game definitely swap it out for shredder though. The AWC is the best thing.

I'm torn on the best weapon upgrade combo for my Serial/Killzone sharpshooters. Magazine + Autoloaders means never running out of ammo, but Id like a scope of some variety as well. The bonus aim and crit would be nice. Only having two slots is terrible.

Only had one stock drop all game, probably going to give it to my specialist so she can keep doing kill shots even after I'm out of combat protocols.

Scopes are the best weapon mod and sharpshooters tend to need them more than the other classes. If you fail your first shot against a crowd of aliens it's a crisis but if you run out of ammo after killing six there probably isn't anyone left to shoot.

Broken Cog
Dec 29, 2009

We're all friends here
Whyyyyyyyy can troops panic from taking normal damage?

stev
Jan 22, 2013

Please be excited.



Broken Cog posted:

Whyyyyyyyy can troops panic from taking normal damage?

Because they're been shot/mauled/sliced by a terrifying alien being.

In my experience it's only when a mission is already going slightly pearshaped.

Internet Kraken
Apr 24, 2010

slightly amused

Broken Cog posted:

Whyyyyyyyy can troops panic from taking normal damage?

Because :xcom:

I'm not sure how this is even a question.

Morzhovyye
Mar 2, 2013

Does healing your troops reduce recovery time at all? I do it anyways if I have any turns left in a mission or if it's not timed at all.

Tiler Kiwi
Feb 26, 2011
no

Nix Panicus
Feb 25, 2007

Microcline posted:

Scopes are the best weapon mod and sharpshooters tend to need them more than the other classes. If you fail your first shot against a crowd of aliens it's a crisis but if you run out of ammo after killing six there probably isn't anyone left to shoot.

Just picked up a sweet +3 ammo magazine from the blackmarket. 6 shots at +15% aim should clear a room pretty effectively. Im hoping I get a laser sight by the time I get a beam sniper.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Odobenidae posted:

Does healing your troops reduce recovery time at all? I do it anyways if I have any turns left in a mission or if it's not timed at all.

Wound time is based on the lowest health your soldier reached during the mission. So taking damage, healing them up, then taking more damage will mean less wound time than if you didn't heal them in the middle. But if they don't end up taking any further damage, it doesn't make a difference.

Kin33
Jul 3, 2007

Where is your god now?

Odobenidae posted:

Does healing your troops reduce recovery time at all? I do it anyways if I have any turns left in a mission or if it's not timed at all.

Its based on the lowest health they had during the mission.

Famethrowa
Oct 5, 2012

I'm too stubborn to go down to Veteran difficulty, but Commander is loving brutal early game :negative:

I wish you could be a bit more creative with concealment stealth. It's satisfying as hell to get that ambush, but with timed missions you have to do it with the first pack you see. It'd be nice to be able to choose your battles and infiltrate behind their lines.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
after I finish my current commander game I'm gunna try an ironman veteran campaign, once the first patch is out. Figure that the added difficulty of ironman will offset the lowered combat difficulty.

Strong Sauce
Jul 2, 2003

You know I am not really your father.





So that Advent event that adds additional faceless to your missions apparently never goes away. I chose another event and even though that month(?) has now passed I'm still seeing two faceless every mission. Is this on purpose or am I hitting a bug or does it last longer than 1 month?

Soho Joe
Aug 11, 2006

the torment of existence
weighed against
the horror of nonbeing
Nap Ghost
I was so proud of myself for never having to learn what a Gatekeeper can do since I always saved a Stasis on any mission that has a big horrible end game monster listed.

Tonight I found out what a Gatekeeper can do :rip:

ps gently caress burning pinions. here is my 'pinion, it is rude to demolish the entire rooftop I am using as cover

Tiler Kiwi
Feb 26, 2011
early game advice on commander

you want to lean on grenadiers a bunch due to cover destruction and guaranteed damage. give the others flashbangs, as they keep sectoids from panicking your dudes and are generally helpful. other roles get useful later, but an extra grenade with more range and radius is far more immediately useful than the other class skills.

smoke grenades are helpful early as well. disoriented foes shooting into smoke will have a hell of a time doing damage.

don't bother taking shots with less than 65% chance to hit unless you're freeing someone from a viper or something. throw something or overwatch.

get the guerrilla training school up asap, as getting extra people to deploy with is very helpful, as is the ability to train rookies into more grenadiers (never, ever deploy a rookie if you can help it). after that, clear the middle square in floor two and put a workshop there and upgrade it; the supplies you will get from clearing rooms will pay for itself, and you really want a lot of engineers fast as that's a lot of free supplies to harvest in your ship. and don't hoard supplies, spend them.

lategame advice: psionics. don't take one, take as many psionics as you can. chain stasis foes. laugh. then die of boredom after your nth "most fired upon: --" mission completion.

Tiler Kiwi fucked around with this message at 09:02 on Feb 11, 2016

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

Strong Sauce posted:

So that Advent event that adds additional faceless to your missions apparently never goes away. I chose another event and even though that month(?) has now passed I'm still seeing two faceless every mission. Is this on purpose or am I hitting a bug or does it last longer than 1 month?

I'm pretty sure you can get multiple faceless anyway after the first retaliation. I've certainly had a few instances of that and I haven't had that dark event.

Mordaedil
Oct 25, 2007

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

Broken Cog posted:

Whyyyyyyyy can troops panic from taking normal damage?

Have you ever played Call of Cthulhu?

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Broken Cog
Dec 29, 2009

We're all friends here
Anyone know if it would be possible to mod the game to show the rolls when shooting, as you do with hacking?

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