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The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
http://steamcommunity.com/sharedfiles/filedetails/?id=621867595&searchtext=

ahahahahahahahahaha


So I posted on the mod page that that's not actually what the CIA calls its employees or what it's rank structure looks like and in response the author deleted my comments and blocked me

agents are intelligence sources, not employees! Sorry this is a pet peeve of mine and I need to bitch

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Kooriken
Dec 27, 2012

This thread is beneath my talent, but I....shall elevate it.
Just beat my first campaign. RIP Joseph Joestar soldier, you're OH NOOOOOing in heaven right now. I honestly thought they would target the Mind Controlled Muton more. :(

Internet Kraken
Apr 24, 2010

slightly amused
So I never even got hit by a zombie playing on commander but now they've been responsible for all my failed attempts at legend.

I dunno if they can move farther but the "just ignore them" strategy I had going isn't working. Possibly because my grenadier misses the point blank shot to kill the sectoid.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
You're not using enough anime.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
By that he means flashbangs.

and anime.

Internet Kraken
Apr 24, 2010

slightly amused
I used my flashbang on the first sectoid! :saddowns:

I don't have any anime characters in my pool though, maybe that's the problem. I don't have the power of friendship or something.

Elderbean
Jun 10, 2013


What's the general base building strategy? Anything I'm supposed to rush/build immediately?

Ravenfood
Nov 4, 2011

Ciaphas posted:

Anyone? I'm still having a hell of a lot more trouble in the geoscape than I am in tactical in my campaigns :smith:
I got AWC up first-thing and while the value of the perks was limited, the on-demand rapid healing was pretty crucial for me at a few points. I'd probably delay it next time I play, but I also don't see the value of building a GTS first either: the most valuable upgrade is easily squadsize which you can't get until SGT. On commander difficulty, that'll be a while, so you might as well go for a building that will provide benefits early. I also grabbed a decent amount of engineers early and tunneled like crazy for a shielded power core so I was late getting comms up; something that I think greatly contributed to my pretty significant shortage of supplies. I'd grab a Proving Ground first for flashbangs, then either the GTS or AWS depending on how close you are to SGTs.

The only thing I can think of as far as actually important base-building is that if you're at all short for engineers, you want a workshop up in the middle of the second row and that it is worth putting a power plant on the shielded power cores if that is at all feasible based on their position.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Here's 2 intels of advice: for the love of god don't sell data pads it's been two months since I've seen any intel outside of scanning aaa

Coolguye
Jul 6, 2011

Required by his programming!

Ciaphas posted:

Has there been much agreement yet on how the first couple floors should probably look in the Avenger? I still haven't really worked out what the priorities are, except kind of wanting to get the Psi stuff up and running before even Mag Weapons.

I make sure to get the Guerrilla school up in the top left or top right corner. Beyond that, I've actually had the best luck when I'm flexible and use my first few months' supplies to swell my workforce.

The inherent issue with the very start of the game is that you are capped by power really, really hard. After the GTS is up, you have one building that you can bust out before you are bingo on power and need to build something else. So what I do is get the GTS building, and then beeline to the closest power cable. I'll build the Workshop right above it and then build a power relay on the cable. A relay on a shielded power cable plus two engineers working it is enough power for most anything you could want. I don't even worry about putting the workshop in the middle, because at level 2 with 2 engineers staffing it, you have 4 gremlins right? Well news flash, there are 2 buildings that you are going to want constantly staffed once you get there: Resistance comms and a power relay. Those both require 2 when upgraded, so even a fully upgraded workshop is going to be tasked to capacity just keeping those two very loving critical parts of the ship running. So as long as you've got 2 slots next to your workshop you are pretty much golden, it's nice to have extra help excavating but I'd rather just buy more engineers for that than try to be too clever and end up spending myself into a corner.

It's worth noting that you don't even really need the workshop if you've prioritized staff well enough. Alternately you could just build resistance comms early (within workshop-shot of the power cable, though) and take the extra contact early. You won't have enough power to build the workshop until after the power relay goes up, but it's not super important until after the power relay goes up so if that's your jam then go for it.

After the power relay is on its shielded cable and all you can basically do whatever you want. An AWC is one you will want before mutons show up, so that's a high priority. Beyond that it is whatever, you can upgrade your resistance comms and prioritize spreading like a virus, you can build a psi lab and get dudes going all sectoid on when snake tits are still a big thing, you can build a laboratory to demolish the entire tech tree before berserkers are a thing and then remove it, you really can't go too terribly wrong because you have the basic pool of specialists to do poo poo with. Using 200 supply to buy an extra engineer will pay for itself in a month as they excavate new rooms that much faster. Using 200 supply to buy your first scientist instead of waiting for the game to give one to you increases early research speed by A LOT and makes it simple to field magnetic rifles just before the aliens start fielding stun lancers, or whatever your tech beeline preference is.

Really just building stuff early on is kind of a trap, I feel. You're never going to get as much benefit out of any building as you are from scientist or engineer #2. That only starts changing when you start talking about scientist or engineer #5 or #6 - at that point, rooms make a ton more sense. But early on, scientist #2 is going to increase your research speed by more than a laboratory and he's not going to take up valuable space, power, and time while doing so. Engineer #2 is going to double your excavation rate and get more poo poo done than a workshop will in the short term. You can worry about organizing your base a bit later, imo.

Coolguye fucked around with this message at 07:00 on Feb 12, 2016

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
You can't do as bad building as I did where I had to move my GTS halfway through the campaign and had to suffer a few missions with a 4 man squad again.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Tiler Kiwi posted:

my setup was this for the first two floors

guerrilla - power - proving
Adv. com. - workshop - psionics

the only big dick play I advise is rushing and upgrading a workshop early in that exact spot, as it's two free engineers when you need them most. very, very high value thing to get.

Sounds like a plot to me, thanks very much :)

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
Honestly I don't think a laboratory is even necessary on commander. It probably is on legendary since the research times are so large, but I finished the entire tech tree in like, early July without ever buying a scientist, a lab would've simply gone to waste. I was far more often struggling for supplies to buy new items unlocked by upgrades than I was waiting for upgrades

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:



And thank you as well! :)


I'm still trying to figure out how/when to use Phantom rangers. It just feels like most of the time they're a useless scout, since your boys have to move forward and trigger the pod eventually, and it leaves you a gun down.

Synthbuttrange
May 6, 2007

Nah they're a great scout and let you case the area without worrying that you'll trigger multiple pods.

Ravenfood
Nov 4, 2011

Ciaphas posted:

And thank you as well! :)


I'm still trying to figure out how/when to use Phantom rangers. It just feels like most of the time they're a useless scout, since your boys have to move forward and trigger the pod eventually, and it leaves you a gun down.
They give you the freedom to dash into areas you normally wouldn't and are a huge help for just that reason in timed missions. Yeah, you have to trigger the pod eventually, but you know you're going to, unlike in EU/EW and they can often move far enough up while remaining hidden so that you know you're not going to trigger additional enemies with flanks/advances.

e: and yeah, I never built a lab and I had almost all of my t3 tech out before I even met Andromedons. The bottleneck was definitely building the gear, not researching it. Skip labs.

Ravenfood fucked around with this message at 07:12 on Feb 12, 2016

Pomp
Apr 3, 2012

by Fluffdaddy

Ciaphas posted:

And thank you as well! :)


I'm still trying to figure out how/when to use Phantom rangers. It just feels like most of the time they're a useless scout, since your boys have to move forward and trigger the pod eventually, and it leaves you a gun down.

they're insanely good, especially when they can pop out and remove an alien with shadowstrike then go back into concealemnt at the end of the fight

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


If you're having trouble with the game: always build a Guerilla Tactics School first, and always be training a grenadier in it. When poo poo goes south and you've got to grab a few new troops, the difference between three rookies and three grenadiers is night and day.

BlazetheInferno
Jun 6, 2015
Incidentally, I am sad that there is no "Mullet" option for hair.

Awesome as he was in my first campaign, I just don't feel like Big Boss will be complete with the signature Snake Mullet.

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.
Ahem. On behalf of the XCOM Project, I have been authorized to make a brief statement regarding today's events.

gently caress YOU, ALIENS, HOW YOU LIKE ME NOW





SUCK EVERY DICK IN XCOM, ALIENS, AND THEN GO BACK AND GIVE BRADFORD SECONDS BECAUSE THAT MOTHERFUCKER'S BEEN STRESSED LATELY, AND THEN I'M GONNA KILL YOU ALL AGAIN, DIG YOU UP, AND KILL YOU A THIRD TIME JUST FOR GIGGLES, THIS IS WHAT YOU GET, THIS IS WHAT YOU GET FROM NOW ON, THIS FOREVER, HAHAHAHAHAHAHAHAHAHAHAHA

That is all. Thank you.

(Not pictured: Killing an Andromedon outright in the initial ambush, my Gunslinger Dalia "Hitman" Meir taking seven shots in one round and hitting every single one of them, and my first encounter with a Gatekeeper ending rather anticlimactically when the Grenadier I sent out just to shred some of its armor procced Execute instead)

MikeC
Jul 19, 2004
BITCH ASS NARC

Elderbean posted:

What's the general base building strategy? Anything I'm supposed to rush/build immediately?

I am currently getting GTS right from the get go. Manpower is a serious resource, probably your more important resource and having your soldiers go into the battle as Squadies with an actual relevant skill is absolutely huge. Some other plays have reported rushing AWC first in order to cut down wound times at the start but I generally find that comes after GTS. Everyday the GTS is not in service is an extra day you aren't converting a rookie into a guy with a skill. And taking rookies on mission absolutely sucks monkey balls.

I also rush for Exo-suits with proving grounds as soon as reasonably possible. the special armors are game breaking and having an extra explosive in rockets for even 1 or 2 guys is a huge utility boost. The game gets much easier once you have access to those suits.

SuperKlaus
Oct 20, 2005


Fun Shoe
I finally got this and I had a lot of fun for hours and then a Muton Berserker entered a cutscene and the computer crashed. Now I cannot boot Windows, it just goes to a blue screen with white streaks across the center over and over. Is this a personal problem or something anyone else has experienced in XCOM 2?

Ravenfood
Nov 4, 2011

MikeC posted:

I also rush for Exo-suits with proving grounds as soon as reasonably possible. the special armors are game breaking and having an extra explosive in rockets for even 1 or 2 guys is a huge utility boost. The game gets much easier once you have access to those suits.
At least for me, powered armor was not long behind (I went mag weaponry, then t2 armor, then t3 armor, then t3 weapons) so I ended up wishing I'd saved the cores for WAR suits and powered weapons, but yeah, going to t2 armor first and then an exo-suit or two is probably a good idea.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Ciaphas posted:

And thank you as well! :)


I'm still trying to figure out how/when to use Phantom rangers. It just feels like most of the time they're a useless scout, since your boys have to move forward and trigger the pod eventually, and it leaves you a gun down.

If you set a sniper with longwatch to overwatch they can fire at unactivated pods and ambush them on their turn.

Coolguye
Jul 6, 2011

Required by his programming!

CapnAndy posted:

SUCK EVERY DICK IN XCOM, ALIENS, AND THEN GO BACK AND GIVE BRADFORD SECONDS BECAUSE THAT MOTHERFUCKER'S BEEN STRESSED LATELY, AND THEN I'M GONNA KILL YOU ALL AGAIN, DIG YOU UP, AND KILL YOU A THIRD TIME JUST FOR GIGGLES, THIS IS WHAT YOU GET, THIS IS WHAT YOU GET FROM NOW ON, THIS FOREVER, HAHAHAHAHAHAHAHAHAHAHAHA
i like the cut of this man's jib

Fajita Queen
Jun 21, 2012

SuperKlaus posted:

I finally got this and I had a lot of fun for hours and then a Muton Berserker entered a cutscene and the computer crashed. Now I cannot boot Windows, it just goes to a blue screen with white streaks across the center over and over. Is this a personal problem or something anyone else has experienced in XCOM 2?

This is what happens when you get negative numbers on a hack check.

gimme the GOD DAMN candy
Jul 1, 2007
Well, that's fun stuff. Tried a new game after all of my saves got corrupted at once and now mods simply won't activate.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

SuperKlaus posted:

I finally got this and I had a lot of fun for hours and then a Muton Berserker entered a cutscene and the computer crashed. Now I cannot boot Windows, it just goes to a blue screen with white streaks across the center over and over. Is this a personal problem or something anyone else has experienced in XCOM 2?

The berserker ate your graphics card.

MikeC
Jul 19, 2004
BITCH ASS NARC

Ravenfood posted:

At least for me, powered armor was not long behind (I went mag weaponry, then t2 armor, then t3 armor, then t3 weapons) so I ended up wishing I'd saved the cores for WAR suits and powered weapons, but yeah, going to t2 armor first and then an exo-suit or two is probably a good idea.

Personally, even though it was just Veteran difficulty, the EXO suit was functionally the same as the WAR suit for me. Sure you don't get the blatantly retarded cone AOE but I mean I only had enough time to get two powered weapons anyways and the main point of the exo suit is the rocket which simply solves so many problems. Got a dickhead shieldbearer camped in the back with cover that your sniper can't reach reliably? No problem, blow up his cover, and deal 5 damage, sniper has a free shot. Running out of actions and there is a guy you really need dead so he can't shoot back. Rocket away! Basically removes large chunks of the game where RNG can just gently caress you with a missed shot.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
The EXO and WAR suit do fill the same gimmick, but the WAR suit has 2 armor and twice the health bonus, so whoever is wearing the EXO when you're on warden armor is gonna be kinda squishy.

SomeIdiot
Apr 2, 2014
So yeah, surprisingly fun to do non-lethal facility sabotages:



Sabotage missions in general are fun as heck, really.

Nix Panicus
Feb 25, 2007

Ciaphas posted:

Anyone? I'm still having a hell of a lot more trouble in the geoscape than I am in tactical in my campaigns :smith:

I find getting the AWC up as the second building makes a huge difference in getting experienced troops out in the field. Halving heal times is great and lets you select 4-6 soldiers to really stack XP and get an A squad going early, plus earlier access to the squad size upgrades. After that you need a power relay to do anything else.


Ciaphas posted:

And thank you as well! :)


I'm still trying to figure out how/when to use Phantom rangers. It just feels like most of the time they're a useless scout, since your boys have to move forward and trigger the pod eventually, and it leaves you a gun down.

Knowing where pods will be before you activate them means you can get everyone in position ahead of time, or even just not activate a pod with the last move of the turn. Initiating every encounter with full actions is the key to never getting shot at. Don't look at it as being down a gun when you start combat, think of it as insurance against only having one soldier with any moves left when you do activate. Phantom rangers are incredibly good, and unmodded swords are pretty terrible. A shotgun will more reliably kill things at close range than a sword. Unless you mod swords into not being awful there is no reason to ever take blademaster.

Speedball
Apr 15, 2008

I don't know if poisoned soldiers are as hosed up as flashbanged soldiers, but I do notice that they tend to not be able to move around or hit stuff very well when I chuck a poison grenade at them. Works for me!

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
Poison is identical to disorient except it also does 1 damage a turn, burning also counts as disorient except with higher damage potential. Acid doesn't seem to do anything special though.

Traxis
Jul 2, 2006

Managed to save 11/13 civvies on my first retaliation mission on my current run. The RNG was nice for a change. Also, I found out that killing all pods makes the faceless pop automatically without you having to approach it, which made things really easy.

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.

Elderbean posted:

What's the general base building strategy? Anything I'm supposed to rush/build immediately?
Not in base building, but listen to me very carefully: after your first Retaliation mission, you're going to have a Faceless corpse to autopsy. When that happens, you drop everything else you are researching and you slap that motherfucker up on the table, because Mimic Beacons are the most overpowered item in the entire loving game and you need them ASAP, and every time you get another two Faceless corpses, you need to shove them right into the grinder because more mimic beacons means more turns where none of your guys got shot at and you got to reposition the aliens so that now you're flanking them. This is a good thing to have more of.

Faceless Autopsy. Mimic Beacons. Nothing else matters.

Elliotw2 posted:

The EXO and WAR suit do fill the same gimmick, but the WAR suit has 2 armor and twice the health bonus, so whoever is wearing the EXO when you're on warden armor is gonna be kinda squishy.
Moreso than you realize, since Warden suits give just as much armor as EXOs, with 1 additional health, so they outclass 'em in every way. As soon as I hit Warden, I made a stop with the Black Market and sold them all my EXOs.

Ramadu
Aug 25, 2004

2015 NFL MVP


So I don't know if this is a weird thing anyone else noticed. I killed a advent trooper with a grenade and it said his loot was destroyed. He was then raised as a zombie and I killed the zombie and it dropped loot. Does the game make a different loot roll for zombies or is this a way to possibly get exploded items back?

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
I had the exact same thing happen, so I'm assuming the loot roll is attached to the enemy and if you grabbed it from the ground.

Broken Cog
Dec 29, 2009

We're all friends here
It seems one enemy one the map is the designated "loot carrier", and this flag doesn't go away if you kill him, so you can actually double-dip if he gets rezzed and you kill him twice.

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khy
Aug 15, 2005

I am 1 square away from losing due to the avatar project because I was too slow to build a comm relay and both the avatar sites I have unlocked were too far away for me to reach with my starting 3 contacts. I rush AWC and GTS, but I was too slow getting a com relay up so I am honestly wondering if it's even possible for me to slow the avatar project down enough at this point.

I have plated armor and mag weapons but I feel like the aliens are drastically outpacing me in terms of tech. I'm getting my rear end handed to me by shieldbearers and advanced troopers. I'm averaging a mission every 4-7 days which feels WAY too frequent, if I don't keep an engineer in my AWC most of the time then my team is constantly half available.

The game feels so much more difficult to start out than XCom 1 did.

khy fucked around with this message at 08:10 on Feb 12, 2016

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