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Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Yeah, I almost never use the Control function. It's just a free stun for me most of the time.

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victrix
Oct 30, 2007


Harrow posted:

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

Fixed for hacking accuracy

Ooops I failed, :siren: SECTOPOD ACTIVATED REINFORCEMENTS INBOUND ENEMY UNITS +20 DEFENSE :siren:

Also re: AWC retraining stuff, that mod feels like (mild) cheating, since you can retrain them to get (or not get) the bonus. Sometimes you get nothing, sometimes its a dud or small perk, other times you get killzone on your shredding Heavy and it's amazing. The price you pay is taking a soldier or two out of action briefly, which seems reasonable. Plus retraining in mid/late game is a decent idea anyway to adjust skills to suit your new gear.

Only thing I don't like is there's no UI aid for the retraining - if it showed who had earned or failed to earn the skill, it'd be a lot friendlier. Right now it sucks bad with a big roster. That's a mod I'd use :v:

toasterwarrior
Nov 11, 2011
Haywire's stun lasts for like 3 turns or so, that's good poo poo.

dogstile
May 1, 2012

fucking clocks
how do they work?
The reason haywire is being compared to mind control is because both can give you control of an enemy except one of them only does it for a limited amount of turns and can gently caress you over more than "oh dear, he's lost his turn" due to hacking penalties.

I still use haywire, but come on guys this isn't hard to understand why they're picking that skill to talk about.

Fangz
Jul 5, 2007

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

dogstile posted:

The reason haywire is being compared to mind control is because both can give you control of an enemy except one of them only does it for a limited amount of turns and can gently caress you over more than "oh dear, he's lost his turn" due to hacking penalties.

I still use haywire, but come on guys this isn't hard to understand why they're picking that skill to talk about.

It's still a bullshit comparison.

If you still use haywire then there is no problem.

Harrow
Jun 30, 2012

I don't think it's Haywire Protocol itself that's the problem. It's the underlying hacking system. It shouldn't be down to chance whether your hacker has a chance to get good at hacking, and it shouldn't be so punishing if you fail a basic hack.

My fixes: it should be easier to build up hacking skill, and feedback effects should change depending on if you picked the "easy" or "hard" hack. Hell, maybe don't even change the chance of success between an easy and hard hack--just change the severity of the feedback effect.

dogstile
May 1, 2012

fucking clocks
how do they work?

Fangz posted:

It's still a bullshit comparison.

If you still use haywire then there is no problem.

Granted, I only use haywire because if it fails I just launch an acid bomb and quad tap the sectofucker with bluescreen of gently caress you, you loving rear end in a top hat pistol rounds.

OwlFancier
Aug 22, 2013

peak debt posted:

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.

I'm finding just bringing more of them is a pretty effective counter to that. One alone doesn't kill later enemies but if you have two (or three) you can fairly reliable just butcher any particularly awkward enemies. And being able to do that has saved me a lot of time and grief.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
If you equip the Skulljack there's plenty of 80%+ hacking chances from towers to level up on. And if you get Skullmining you can basically use that every battle. You'd have to be ridiculously unlucky to always lose those rolls and never get a skillup.

Deuce
Jun 18, 2004
Mile High Club
Started campaign number 2, Commander difficulty and used the goonpool.
Going well so far!
First retaliation mission went swimmingly. First round, a fog-kill attempt on a civilian missed. Another pod shot again, killing a civilian. Never seen that before. Activated two pods the next round, took down everything but one of the sectoids thanks to a lot of explosions and my sniper always critting. (and the Sniper is Deuce, so it's even better) Sectoid ran off to join the final pod, which may or may not disable their civilian hunting. (they didn't take a shot that round, anyway) Wiped the rest and the faceless revealed, ran around a corner and stopped right in front of my team who was happy to riddle it with bullets.

:black101:

I almost added to the Coolguye Corpse Pile earlier. He didn't get to come along on the retaliation mission. Poor guy got hit with an overwatch I, uh, forgot about, panicked, and then panic-shot his attacker for a crit. Never seen a panic shot, hit, way to go Coolguy.


Finally, I'm really not sure why everyone is whining about hacking being too tough.

:haw:

Spooky has gotten the +20 hack strength twice and I just got the avatar counter started!

Harrow
Jun 30, 2012

OwlFancier posted:

I'm finding just bringing more of them is a pretty effective counter to that. One alone doesn't kill later enemies but if you have two (or three) you can fairly reliable just butcher any particularly awkward enemies. And being able to do that has saved me a lot of time and grief.

Time to do a campaign where I fill my squad with nothing but Hanzo steel and see how it goes.

Halman
Feb 10, 2007

What's the...Rush?
I haven't had a chance to poke around the mod tools yet but would it be possible to make like a 'grenade vest' mod that lets you equip one item but have a flashbang, smoke & regular grenade in mission?

They'd be nice to have but seriously I can't justify equipping them because it seems like it's always just more useful to be able to blow poo poo up or do damage.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Just as a gauge, how rough of a time is the blacksite with six guys, predator and exo suits, and mag rifles and shotguns?

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

RBA Starblade posted:

Just as a gauge, how rough of a time is the blacksite with six guys, predator and exo suits, and mag rifles and shotguns?

You'll be fine. It's meant to be done pretty quickly (in the campaign, there's no turn limit), it's probably doable in tier 1 gear. You're rocking tier 2 save for the shotty.

Harrow
Jun 30, 2012

RBA Starblade posted:

Just as a gauge, how rough of a time is the blacksite with six guys, predator and exo suits, and mag rifles and shotguns?

No problem at all, especially if you take advantage of the lack of a time limit and take it slow/cautious.

OwlFancier
Aug 22, 2013

Harrow posted:

Time to do a campaign where I fill my squad with nothing but Hanzo steel and see how it goes.

Considering I think the arc blade is unlocked by just researching the lancer, and you only need to build it once, I would say, pretty loving well.

Bonus points if you install the SMG mod, give everyone them, then install as many speed PCS as you can and give everyone spider armor :v:

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
The Foundry mission is a bitch though, even when I did that with (partial) plasma.

Broken Cog
Dec 29, 2009

We're all friends here

RBA Starblade posted:

Just as a gauge, how rough of a time is the blacksite with six guys, predator and exo suits, and mag rifles and shotguns?

It shouldn't be too much of a problem, just be aware that grabbing the objective will call down a reinforcement chopper on the evac point with 2 advanced troopers and a MEC.

Harrow
Jun 30, 2012

Deuce posted:

Finally, I'm really not sure why everyone is whining about hacking being too tough.

:haw:

Spooky has gotten the +20 hack strength twice and I just got the avatar counter started!

This is why I think building up hacking skill shouldn't be down to a die roll. I went several months in this campaign before any of my hackers got a +20 hacking strength bonus, either because they weren't showing up or they kept failing to roll high enough. That kind of thing snowballs: if you fail too much early on, you just can't even try later, and that sucks.

I like the idea to give a smaller hacking strength bonus on every failed hack, especially because you're still going to have to deal with a nasty feedback effect for your trouble.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

victrix posted:

Fixed for hacking accuracy

Ooops I failed, :siren: SECTOPOD ACTIVATED REINFORCEMENTS INBOUND ENEMY UNITS +20 DEFENSE :siren:
Yeah, this is why I'm strongly considering making it so that failing to get the lower reward doesn't set off the penalty. That way hacking and aiming would be more like taking a normal shot, while if you want to gamble you can still try to go big.

Fangz posted:

It's still a bullshit comparison.

If you still use haywire then there is no problem.
It's not bullshit, they're functionally very similar skills.

Psi Ops are one of the things in this game pretty much everyone seems to agree are OP, though, and Domination is one of their two best abilities. So, you know, Haywire Protocol being worse than Domination is not indicative of Haywire Protocol being bad.

Harrow
Jun 30, 2012

Wizard Styles posted:

Yeah, this is why I'm strongly considering making it so that failing to get the lower reward doesn't set off the penalty. That way hacking and aiming would be more like taking a normal shot, while if you want to gamble you can still try to go big.

Yeah, that would work pretty well. Or have a lesser feedback effect for failing the lower hack.

toasterwarrior
Nov 11, 2011
TBH, I am liking the idea of giving Specialists an additional utility slot as part of their class perks. One grenade, one ammo, and one utility item for whatever sounds like a decent way to give the Specialist some power as a jack-of-all-trades.

Coolguye
Jul 6, 2011

Required by his programming!
Higher level gremlins help hacking. Build those and back strengths get way more reasonable.

Gremlin level 2 is the MEC autopsy, though, which was confusing to me the first time around.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...
Has anyone run into a bug where you load a savegame in the battlescape, get about half a second of sound, and then it freezes with a black screen? When you force-quit Xcom you get "Error 41: The Steam servers are too busy to handle your request". I've tried loading earlier saves from the same mission but nothing seems to fix it, so I don't think it can be a single corrupt save.

along the way
Jan 18, 2009
Lost my Vet/IM campaign because I had a near squad wipe and spent my intel on faster healing and other stuff. Couldn't run some dark events which meant the Avatar Project progressed insanely fast and couldn't reach some AP sites because I couldn't make contacts due to 1. getting my Res Comm up "late" and 2. not having enough intel to make new contacts once I did get my Res Comm up.

Thinking of going GTS -> Power -> Res Comm for early build order next time around and being stingier with my intel spending. Gonna prioritize Squad Size, Mag Weapons, and Mimics as well.

Anything else I should be prioritizing for early game?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Harrow posted:

Yeah, that would work pretty well. Or have a lesser feedback effect for failing the lower hack.
Hm...if it's possible to give the feedback effects something like an if clause checking what reward the player selected that would be interesting. Reeks of :effort:, but could be cool.

Captain Magic
Apr 4, 2005

Yes, we have feathers--but the muscles of men.
gently caress Andromedons.

That is all.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
Andromedons are fun if you dominate them and use them to Kool-Aid into houses :3:

Open door with a soldier, every enemy inside gets into cover towards the door. Then bash through the back wall and douse them in acid.

StringOfLetters
Apr 2, 2007
What?
I have verified that mind controlled chrysalids can make more chrysalids, but they are not friendly.

Kiggles
Dec 30, 2007
Anyone able, willing, and looking for mod ideas - would it be too much to ask for the Shadow Chamber mission intel data to be displayed on the mission loadout screen? I mean, as far as information design goes, I don't really need to be reminding what the mission rewards/difficulty are, but I sure as poo poo could stand to be reminded to expect MEC, or else nothing but organics.

This game sometimes...

dogstile
May 1, 2012

fucking clocks
how do they work?

Captain Magic posted:

gently caress Andromedons.

That is all.

I really like them, i got the random enemy control buff, it hit an andromedon. Next turn, as he's stood next to a guy who hasn't noticed yet, he punches him off the side of the building, collapses the rest of the pod through the floor and lands on top of a second pod, killing that dude too.

Next turn, he uses his last action to acid bomb the lot of them. Once he died, i haywired and controlled the shell, killing another dude with it (after running around the squad so they couldn't move due to acid).

Andromedons are the poo poo.

E:

What you can get downed ufo missions? What the gently caress I never got one.

dogstile fucked around with this message at 17:59 on Feb 11, 2016

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
If you blow the timer on a downed ufo mission, what happens?

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Hieronymous Alloy posted:

If you blow the timer on a downed ufo mission, what happens?

You get five red messages telling you to not do that

Segmentation Fault
Jun 7, 2012

dogstile posted:

I really like them, i got the random enemy control buff, it hit an andromedon. Next turn, as he's stood next to a guy who hasn't noticed yet, he punches him off the side of the building, collapses the rest of the pod through the floor and lands on top of a second pod, killing that dude too.

Next turn, he uses his last action to acid bomb the lot of them. Once he died, i haywired and controlled the shell, killing another dude with it (after running around the squad so they couldn't move due to acid).

Andromedons are the poo poo.

E:

What you can get downed ufo missions? What the gently caress I never got one.

You can haywire andromedon shells?

FairGame
Jul 24, 2001

Der Kommander

Wait, Andromedons have an acid bomb? I took control of one and all he had was a lovely punch.

Or is the acid bomb only a thing you can use in their first form?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

StringOfLetters posted:

I have verified that mind controlled chrysalids can make more chrysalids, but they are not friendly.
:allears:

My Chryssalid moment (mid/late game plot mission spoiler):


Thanks Berserker buddy, you're doing great.
Tanking those hits.
Dying slowly.



...oh.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

FairGame posted:

Wait, Andromedons have an acid bomb? I took control of one and all he had was a lovely punch.

Or is the acid bomb only a thing you can use in their first form?

Their gun breaks after you kill the rider.

dyzzy
Dec 22, 2009

argh

Zephro posted:

Has anyone run into a bug where you load a savegame in the battlescape, get about half a second of sound, and then it freezes with a black screen? When you force-quit Xcom you get "Error 41: The Steam servers are too busy to handle your request". I've tried loading earlier saves from the same mission but nothing seems to fix it, so I don't think it can be a single corrupt save.

Yes, this is what blew up my first campaign (ironman). Don't think there's a known solution as of yet.

e: yeah if you dominate the andromedon while it's still alive you get a 2-turn cooldown acid bomb, it's nuts

e2: VVV yuuuuup

Pakled
Aug 6, 2011

WE ARE SMART
So, turns out that mind controlling an Andromedon doesn't persist when it dies and its suit takes over. :v:

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CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
I'm starting to get deeply annoyed at how this game doesn't track armor health and human health separately like the first one did. My dudes are in Warden armor, some measly 3 damage gets through, and they come home gravely wounded and need two weeks off? Come the gently caress on. The old system where you didn't get hurt unless you managed to burn through all the armor health was better and made more sense; it simply should not be exactly as worrisome to get shot when you're in power armor as it was when you were in kevlar.

I'm loving Mimic Beacons so much, though, I'm rolling with 3 of them now and would probably have more if there weren't just so many drat other things I also needed to take into battle. I saw my first Sectopod on my last mission and was all "well, that looks horrifying", so I threw down a beacon and shot up his ADVENT buddies. Sectopod marches right up to the beacon, and just laser-cannon shreds the poor thing for 13 damage, so I'm super glad that wasn't one of my guys. Then I focus fired on it with my entire squad and killed it in a single turn, haha, suck it, Sectopod. Later on I activated a pod that was up on a roof four stories up and decided no, gently caress it, we're not doing that, so I put down a beacon on ground level in the middle of all my dudes and let all the aliens leave their lovely elevated position to get flanked by all my guys and horribly murdered.

Mimic Beacon OP, please never nerf.

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