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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

Retraining does work. The retroactive AWC mod just lets you skip the retraining part--it doesn't guarantee you a skill, so some soldiers still won't get one.

Ohhh, ok. That may be it then. I thought the AWC was a guarantee. That's...a lot worse than I thought, I built it really early assuming it'd give me an advantage but so far only two soldiers have gotten something. Next campaign I'm swapping it out for resistance comms sooner.

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Apoplexy
Mar 9, 2003

by Shine
This is going to sound like a weird request, but does anyone have an animated gif of Central giving VO that appears in the corner, the one that's staticky and jumbled in XCOM2? I'd like to use it for my avatar.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
Just did my first downed UFO mission last night. It ended up taking over an hour because I had to save scum so much.

So the UFO is covered by 4 sectoids, two heavy turrets, and several advent troopers. Once I come out of concealment, a distress beacon goes off giving me 6 turns to kill all those enemies, make it into the UFO, and shut off the beacon before backup comes. :wtf:

With my gear that was basically impossible, so I then had to deal with an advanced commander, shield bearer, and like 5 more advent troops (none of which were the basic trooper).

I guess what I'm trying to say is this game is hard as hell and I'm bad at it.

It's especially frustrating because it seems like the aliens crit on every other attack and I still have the base armor. I need that goddamn predator armor already!

PantsBandit fucked around with this message at 16:05 on Feb 11, 2016

thunderspanks
Nov 5, 2003

crucify this


necrobobsledder posted:

I haven't tested it yet, but I think the Caps Lock trick only works as long as there's no voiceover mission intro going on. I can get CapsLock to speed up loads when I'm exiting a mission where there's no Bradford, but I don't seem to be able to get a speed up while I keep jamming CapsLock until Bradford has finished talking.


From what I can tell it works only on the post mission load screen. its functionality is tied to how the engine is rendering that one specific scene (read: poorly) vs. the going to mission load screen which is rendered correctly but the time is eaten up by creating the procedurally generated map.

edit: AWC gave me blast padding on my Maj. Ranger which I thought was total bullshit until the first blacksite mission. It quickly devolved into a clusterfuck, I lost 2 good soldiers but she was saved by.. a 1hp (her last hp) damage armor absorb. I couldn't believe it.

thunderspanks fucked around with this message at 16:10 on Feb 11, 2016

Harrow
Jun 30, 2012

RBA Starblade posted:

Ohhh, ok. That may be it then. I thought the AWC was a guarantee. That's...a lot worse than I thought, I built it really early assuming it'd give me an advantage but so far only two soldiers have gotten something. Next campaign I'm swapping it out for resistance comms sooner.

I've been super lucky, I think. My Phantom Ranger got Hail of Bullets, which is underwhelming in its home class but pretty valuable when you're rocking a shotgun. Ranger can't flank, isn't in concealment, but a motherfucker has to die right now? Hail of Bullets has your back. My medical Specialist got Shadowstep, which is okay, but I didn't even grab that on my Ranger so I dunno. My Specialist is already the guy I use to end overwatches--he has a stock, so even if he misses he'll end the target's overwatch.

My Grenadier, meanwhile, got Serial. I haven't had a chance to use it yet, but I'm guessing she's just going to be a murder-storm with that thing, especially once I get her some tracer rounds and a scope on her cannon. If nothing else, being able to kill an enemy and then immediately launch a grenade follow-up is going to be very nice.

Broken Cog
Dec 29, 2009

We're all friends here
Serial on Ranger is probably the best combination you can get though. Slap a laser sight and extended mag/auto reloader on their shotgun, and they can clean up multiple pods on their own in a single turn.

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!

PantsBandit posted:

Just did my first downed UFO mission last night. It ended up taking over an hour because I had to save scum so much.

So the UFO is covered by 4 sectoids, two heavy turrets, and several advent troopers. Once I come out of concealment, a distress beacon goes off giving me 6 turns to kill all those enemies, make it into the UFO, and shut off the beacon before backup comes. :wtf:

With my gear that was basically impossible, so I then had to deal with an advanced commander, shield bearer, and like 5 more advent troops (none of which were the basic trooper).

I guess what I'm trying to say is this game is hard as hell and I'm bad at it.

If you get line of sight on the beacon you can hack it with a specialist, and barring that just blowing up the beacon with explosives works as well. You won't get any hack rewards out of it, but it still counts as a success.

Eimi posted:

My problem with hacker specialists is that not only does it have a lesser chance to work than domination, but in terms of threat tier for me it's been Gatekeeper > Andromedon > Muton/Heavy MEC. Sectopods this time around are very fair, which means they get slaughtered. They need some of the bullshit of the original sectopods, whether that's more toughness, more shots per turn, auto overwatch with Guardian, or something! (Mutons/MECs are more scary because of their suicidal lust for grenades)

As well my way of thinking on specialists is that a hacker does things in situations you may know you'll encounter, and they are good but not overwhelmingly good compared to the just kill everything strategy. Also BSOD rounds exist. Meanwhile a healer is harder to quantify, but when you need one, you NEED it, and I like the security blanket.

You can have both. Medical Protocol, Haywire Protocol, Field Medic, Threat Assessment, Guardian, Restoration will give you someone who can hack, shoot and still provide plenty of healing when you need it.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
oh gently caress apparently you need to have researched hybrid materials to get tier 2 armor? I didn't want the stupid vest so I didn't bother :(

Well poo poo hopefully I can salvage this run.

Harrow
Jun 30, 2012

Broken Cog posted:

Serial on Ranger is probably the best combination you can get though. Slap a laser sight and extended mag/auto reloader on their shotgun, and they can clean up multiple pods on their own in a single turn.

Yeah, I do wish my Ranger had gotten Serial instead of my Grenadier, but oh well, can't have everything I guess.

PantsBandit posted:

oh gently caress apparently you need to have researched hybrid materials to get tier 2 armor? I didn't want the stupid vest so I didn't bother :(

Well poo poo hopefully I can salvage this run.

How far in are you? If you're pretty early, you've got plenty of time. If you're fairly late, you probably have enough scientists that you can research that poo poo really quickly. If you've sold all your ADVENT Trooper corpses, you have my condolences.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Procedural level generation is the best improvement in this game, bar none. loving love that poo poo.

Also thin men actually being snake lizard women is loving hilarious

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
So I added Chain Shot to Rangers, classified it as a sword skill, but it complains my sword doesn't have enough ammo. I'm guessing that's something that needs to be changed in the mod tools and not just the .ini files? Because I'll have to wait til I'm back to my PC to do that, rather than this laptop.

FairGame
Jul 24, 2001

Der Kommander

I've only had 1 soldier get a skill from the AWS (and it's a grenadier with the skill that lets you move after killing something, so who cares)? Does retraining actually give a person their skill, or is that just Reddit misinformation?

Also, Andromedons: any way to kill them so they stay dead the first time? Just ran into my first mission with them and I only have Plasma Rifles--still on mag tier shotguns/cannons/snipers. Just putting them in stasis meant it was easy, but it's still a lot of HP to chew through.

Eimi
Nov 23, 2013

I will never log offshut up.


LightWarden posted:

You can have both. Medical Protocol, Haywire Protocol, Field Medic, Threat Assessment, Guardian, Restoration will give you someone who can hack, shoot and still provide plenty of healing when you need it.

Revival Protocol is kind of the best part of their kit. Removing unconscious alone is a life saver. If you remove something from a soldier they get their full turn. So I know people love bitching about Stun Lancers, but Revival Protocol can turn all but a kill around.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

PantsBandit posted:

oh gently caress apparently you need to have researched hybrid materials to get tier 2 armor? I didn't want the stupid vest so I didn't bother :(

Well poo poo hopefully I can salvage this run.

The vest seems pretty useless.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Well, Serial might combo well with Salvo, at least. Grenade them, then bam, bam, bam.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Harrow posted:

Yeah, I do wish my Ranger had gotten Serial instead of my Grenadier, but oh well, can't have everything I guess.


How far in are you? If you're pretty early, you've got plenty of time. If you're fairly late, you probably have enough scientists that you can research that poo poo really quickly. If you've sold all your ADVENT Trooper corpses, you have my condolences.

I'm still pretty early. I was right on the verge of doing the first blacksite when I stopped last night. The Avatar Project is a little over halfway at this point.

Overall I think I'm in a pretty good position. I've made contact with the next region which is only one region removed from the next blacksite. So I should be able to hit the two in pretty quick succession.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Gyshall posted:

Procedural level generation is the best improvement in this game, bar none. loving love that poo poo.

Also thin men actually being snake lizard women is loving hilarious

It's real good

Harrow
Jun 30, 2012

PantsBandit posted:

I'm still pretty early. I was right on the verge of doing the first blacksite when I stopped last night. The Avatar Project is a little over halfway at this point.

Overall I think I'm in a pretty good position. I've made contact with the next region which is only one region removed from the next blacksite. So I should be able to hit the two in pretty quick succession.

Oh yeah, you're absolutely fine. You've got plenty of time to get tier 2 armor. I didn't do the blacksite at all until the Avatar Project timer was at max, so you've got tons of time.

And hey, you don't need it if you just don't get shot :v:

poptart_fairy
Apr 8, 2009

by R. Guyovich
I could see nano vests being useful if they provided armour, but a single extra HP...eh.

LordNat
May 16, 2009

poptart_fairy posted:

I could see nano vests being useful if they provided armour, but a single extra HP...eh.

There is a Proving Grounds armor that gives 1 point of Armor. Nano Vests just seem like the easy to build option to keep a Rookie alive for one mission.

Broken Cog
Dec 29, 2009

We're all friends here

poptart_fairy posted:

I could see nano vests being useful if they provided armour, but a single extra HP...eh.

They're useful for when you can build them. That early pip is a 25% increase to health for rookies early game, which can mean the difference between life and death if they get crit by a trooper or officer.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Broken Cog posted:

They're useful for when you can build them. That early pip is a 25% increase to health for rookies early game, which can mean the difference between life and death if they get crit by a trooper or officer.

It comes at the cost of the vastly more useful frag grenade though.

OwlFancier
Aug 22, 2013

I really am finding blade specced rangers to be the best thing to take on the extra squad slots, because it's remarkable how many problems you can solve by sprinting across the map and stabbing someone in the face for 10 damage.

Khisanth Magus
Mar 31, 2011

Vae Victus

Harrow posted:

I've been super lucky, I think. My Phantom Ranger got Hail of Bullets, which is underwhelming in its home class but pretty valuable when you're rocking a shotgun. Ranger can't flank, isn't in concealment, but a motherfucker has to die right now? Hail of Bullets has your back. My medical Specialist got Shadowstep, which is okay, but I didn't even grab that on my Ranger so I dunno. My Specialist is already the guy I use to end overwatches--he has a stock, so even if he misses he'll end the target's overwatch.

My Grenadier, meanwhile, got Serial. I haven't had a chance to use it yet, but I'm guessing she's just going to be a murder-storm with that thing, especially once I get her some tracer rounds and a scope on her cannon. If nothing else, being able to kill an enemy and then immediately launch a grenade follow-up is going to be very nice.

So far every single one of the abilities I've gotten has to do with hunkering down. It has been less than overwhelming, because I never really hunker down!

Segmentation Fault
Jun 7, 2012
Nanoscale Vest is only relevant when you're still wearing kevlar, and the one item slot is desperately needed for actually useful things like grenades, flashbangs, or whatever else. If it gave more health (3?) it'd be more useful as a stopgap for your more tanky units until you get predator armor.

Segmentation Fault fucked around with this message at 16:34 on Feb 11, 2016

dogstile
May 1, 2012

fucking clocks
how do they work?

Sandweed posted:

I have never seen a panic shot hit.

My very first panic shot of the new campaign saw my shotgunner run up, flank an advent and shoot him in the face for an instant crit.

It was loving hilarious.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
So to safely play my game with a mod, I should subscribe to download, then unsubscribe so any future changes don't screw up my saves?

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC

Khisanth Magus posted:

So far every single one of the abilities I've gotten has to do with hunkering down. It has been less than overwhelming, because I never really hunker down!

It is amazing if you get the +20 aim or whatever it was along with the 'automatically hunker down at the end of your turn if you haven't gone pew pew' ability. Using items or abilities that are not gun-related are still kosher!

Khisanth Magus
Mar 31, 2011

Vae Victus

GenericOverusedName posted:

It is amazing if you get the +20 aim or whatever it was along with the 'automatically hunker down at the end of your turn if you haven't gone pew pew' ability. Using items or abilities that are not gun-related are still kosher!

My sniper got the automatically hunker down if you don't shoot...which is less than useful, given that snipers are either never idle or are sprinting where there are no enemies to either find a new sniping position or start booking towards evac.

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

Khisanth Magus posted:

My sniper got the automatically hunker down if you don't shoot...which is less than useful, given that snipers are either never idle or are sprinting where there are no enemies to either find a new sniping position or start booking towards evac.

Then you have the one Sharpshooter who might actually want to take the Aim perk.

dogstile
May 1, 2012

fucking clocks
how do they work?

Khisanth Magus posted:

My sniper got the automatically hunker down if you don't shoot...which is less than useful, given that snipers are either never idle or are sprinting where there are no enemies to either find a new sniping position or start booking towards evac.

That works well with overwatch and the aim skill snipers can get. +20 to every shot you take if you shoot, move every time is fantastic.

E: gently caress, Beaten

dogstile fucked around with this message at 16:57 on Feb 11, 2016

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Fangz posted:

But saying every perk needs to be as good as Dominate is *rather* silly.

Hey yeah, isn't it really silly to say that a perk that takes control of a biological enemy for 3 turns should have the same chance to fire as a perk that takes control of a mechanical enemy for 3 turns despite both needing similar levels of investment!

I guess we are just really silly people!

Dude, the outcome is exactly the same, you take control of an enemy for 3 turns, the only difference is the type of enemy it works on. You could argue haywire is "better" because Sectopods and Advanced Mechs are loving awesome to control, as well as advanced turrets in the right situation, but when I've got an 80% chance to dominate a loving gatekeeper and a 45% chance to hack an advanced mech I know which one of these almost identical skills is better.

peak debt
Mar 11, 2001
b& :(
Nap Ghost

dogstile posted:

My very first panic shot of the new campaign saw my shotgunner run up, flank an advent and shoot him in the face for an instant crit.

It was loving hilarious.

It was great in XCOM 1 when you could shoot a Muton, it'd intimidate the shooter, which panicked, and immediately shot the Muton a second time.

OwlFancier posted:

I really am finding blade specced rangers to be the best thing to take on the extra squad slots, because it's remarkable how many problems you can solve by sprinting across the map and stabbing someone in the face for 10 damage.

They're great until the middle of the game but towards the end when even ADVENT dudes have 15 HP and a shotgun dual-blast does more like 30+ damage they fall off.

Harrow
Jun 30, 2012

Khisanth Magus posted:

My sniper got the automatically hunker down if you don't shoot...which is less than useful, given that snipers are either never idle or are sprinting where there are no enemies to either find a new sniping position or start booking towards evac.

Won't you hunker down at the end of that sprint, though? Then the next shot you take gets +20 aim, which can be good if you've just gotten in position for some good sniping. Or if you use a grapple to get into place.

whoknew
Sep 18, 2004


oh shit
im lit



Currently working on an "Overwatch All" mod, works like "Evac All". Hoping to have it out sometime today.

Taffer
Oct 15, 2010


Kitchner posted:

Hey yeah, isn't it really silly to say that a perk that takes control of a biological enemy for 3 turns should have the same chance to fire as a perk that takes control of a mechanical enemy for 3 turns despite both needing similar levels of investment!

I guess we are just really silly people!

Dude, the outcome is exactly the same, you take control of an enemy for 3 turns, the only difference is the type of enemy it works on. You could argue haywire is "better" because Sectopods and Advanced Mechs are loving awesome to control, as well as advanced turrets in the right situation, but when I've got an 80% chance to dominate a loving gatekeeper and a 45% chance to hack an advanced mech I know which one of these almost identical skills is better.

Except mind control works forever, not 3 turns.

So the skills are even MORE out of whack.

E: also, if you fail a hack they get better aim and defense. If you fail mind control nothing happens.

dogstile
May 1, 2012

fucking clocks
how do they work?

peak debt posted:

It was great in XCOM 1 when you could shoot a Muton, it'd intimidate the shooter, which panicked, and immediately shot the Muton a second time.

So far, i think my favourite panic moment of all time is where my guy panicked, ran out of the building (abandoning the data tap he was meant to be protecting), turned towards a group of three civilians and hucked a grenade at them.

It's lucky i give the rangers flashbangs.

Fangz
Jul 5, 2007

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

Kitchner posted:

Hey yeah, isn't it really silly to say that a perk that takes control of a biological enemy for 3 turns should have the same chance to fire as a perk that takes control of a mechanical enemy for 3 turns despite both needing similar levels of investment!

Yes, it is really silly. Like, why pick on Haywire protocol? Why not moan that Suppression is less good than Dominate? Or Deadeye is less good than Dominate? Or insert-skill-there is less good than dominate?

The thing to compare Haywire protocol to is Revival protocol, because that's what you're giving up to get it. Haywire is a nice bonus on a class that will be fully 1/4 of your army, with most of its upgrades plot critical (you *have* to get a Skulljack), or which give you significant other upsides than improving haywire chances. It's absurd to compare it to a class that you'll most likely only get one soldier of, which needs you to redirect midgame investment, which has shitloads of other important things to be doing most turns, which steals XP points from the rest of the party if you eliminate enemies with it, which has Dominate as a random roll so you can't even guarantee getting it until waay into the late game.

It's already silly enough to ask that every class be as good as a psi-trooper. Are you seriously asking that every *skill* be as good as one of the best skill psi-troopers get?

The purpose of game balance is to have that Haywire skill be worth getting sometimes, that specialists are worth bringing sometimes, that haywire button is worth clicking in combat sometimes. It's not to make literally everything of the same value. Just try and not invest in specialists. Good luck.

Fangz fucked around with this message at 17:06 on Feb 11, 2016

Segmentation Fault
Jun 7, 2012

Fangz posted:

Yes, it is really silly. Like, why pick on Haywire protocol? Why not moan that Suppression is less good than Dominate? Or Deadeye is less good than Dominate? Or insert-skill-there is less good than dominate?

The thing to compare Haywire protocol to is Revival protocol, because that's what you're giving up to get it. Haywire is a nice bonus on a class that will be fully 1/4 of your army, with most of its upgrades plot critical (you *have* to get a Skulljack), or which give you significant other upsides than improving haywire chances. It's absurd to compare it to a class that you'll most likely only get one soldier of, which needs you to redirect midgame investment, which has shitloads of other important things to be doing most turns, which steals XP points from the rest of the party if you eliminate enemies with it, which has Dominate as a random roll so you can't even guarantee getting it until waay into the late game.

It's already silly enough to ask that every class be as good as a psi-trooper. Are you seriously asking that every *skill* be as good as one of the best skill psi-troopers get?

The purpose of game balance is to have that Haywire skill be worth getting sometimes, that specialists are worth bringing sometimes, that haywire button is worth clicking in combat sometimes. It's not to make literally everything of the same value. Just try and not invest in specialists. Good luck.

nice post-avatar combo

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Harrow
Jun 30, 2012

Let's also remember that Haywire Protocol has a stun function as well. Even if you have a low chance to take control, you probably have a high chance to take the target out of the battle for a full turn. It is an official Good Skill.

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