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Bolow
Feb 27, 2007

Kenshin posted:

Seems like it, yeah.

I don't know why, either, it's both lower hit chance than a shotgun, and if you've got ammo equipped you have a 100% chance of the effects.


Swords need:
+5 or +10 aim per tier
tier 2 and 3 need higher damage (especially tier 3)
75%-100% effect proc

The tier 3 sword always light people on fire iirc. Or at least it did in my experience. I've never seen the arc blade do poo poo though.

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peak debt
Mar 11, 2001
b& :(
Nap Ghost
I've seen it do a two-turn stun but the chance seems to be about 20%ish

Miftan
Mar 31, 2012

Terry knows what he can do with his bloody chocolate orange...

So what's the best way to delay the avatar project? Do I ride the counter and only do anything to reduce it after it's been filled or is it better to demolish the blacksites as they pop up?

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

Moogle posted:

Scanning protocol has a huge range. Much less hassle - I tend to pop one a blue move into the map from the get go, and one a couple of moves further into the centre. No longer get jumped by burrowers or faceless. Just one specialist with that skill'll do; don't even bother with battle scanners anymore.
I posted this literally after making 1 move towards the undiscovered part of the map and hitting Scanning Protocol, which found me a Faceless halfway across the map that started running for me along with a trio that were tucked away elsewhere. It was only good for maybe 2/5 of total enemy encounters. It left me with 2 pods of ADVENT + another pack of Chryssalids. I say "think" because later on I encountered Chryssalid babies when there was another pack, clearly, and there were two ADVENT pods that didn't get scanned. Sadly, I had a crash and none of my saved games worked for that mission because they were all corrupted by buried chryssalids it seems. That would have been the end of an Ironman run that was going so well with no deaths :(

I'm finding it really hard to play with the frequent crashes. It's bad enough that I haven't been able to finish a campaign since I started with Legendary Ironman and lost into month 2, started a Commander Ironman that crashed and corrupted, and now on just plain Commander. Doesn't seem to matter what graphics details or options I set but I'm sure it'll be better in another month when I come back with the time to play again.

Tae
Oct 24, 2010

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

Miftan posted:

So what's the best way to delay the avatar project? Do I ride the counter and only do anything to reduce it after it's been filled or is it better to demolish the blacksites as they pop up?

Ride the counter, you get a fresh 20 days to do whatever everytime it goes back into alert.

Miftan
Mar 31, 2012

Terry knows what he can do with his bloody chocolate orange...

Tae posted:

Ride the counter, you get a fresh 20 days to do whatever everytime it goes back into alert.

I'm really scared of just outright losing because I run out of poo poo to pacify it with though. So far I'm aware of 2 story beats that reduce it, and facilities obviously, but that's it.

SpookyLizard
Feb 17, 2009
I put out a mod to bump the damage and crit for all swords, and their accuracy. Iron Rose also has one that just does the accuracy.

I've yet to get any actual helpful commentary about it, instead every pubbie on steam wants me to work it into the blademaster perk line in what is no small amount of effort on my part. It can be found here I honestly don't think I've ever stunned a dude with it, so I'll definitely up that in the next time i get a chance.

Personally I think the melee attacks should be way more reliable, but that's probably because I almost always am dashing my rangers to stab dudes. They frequently end up being focused around mobility and just running around and stabbing as many fools as possible.

Tae
Oct 24, 2010

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

Miftan posted:

I'm really scared of just outright losing because I run out of poo poo to pacify it with though. So far I'm aware of 2 story beats that reduce it, and facilities obviously, but that's it.

You get more than enough. You effectively have a whole year to beat the game if you ride it out every time.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Look at the pips under the alien facilities. Hit the ones with the most.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I've only missed with swords twice but both times were complete "oh my god I just killed Jane Kelly" moments. Luckily, I didn't in fact kill her, but drat.

Salt n Reba McEntire
Nov 14, 2000

Kuparp.

Miftan posted:

I'm really scared of just outright losing because I run out of poo poo to pacify it with though. So far I'm aware of 2 story beats that reduce it, and facilities obviously, but that's it.

It's ludicrously hard to run out of time doing this. They'll keep building facilities when the counter isn't running, too - so when you reduce it, they'll set to work on another facility to burn down.

My campaign is super long and drawn out (I'm halfway through year two) because I'm just enjoying the stomp, and there are still three facilities to burn down, in addition to a story raid.

Relax, and make sure you spin those days right down before resetting. Oh, and uh, don't fail the reset mission. Important safety tip. Yeah.

Broken Cog
Dec 29, 2009

We're all friends here
The timer goes up passively over time as well. But when you start going heavy into the story missions it goes down fast. Some of them reduces it by 2-3 pips each.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Moogle posted:

Relax, and make sure you spin those days right down before resetting. Oh, and uh, don't fail the reset mission. Important safety tip. Yeah.

This is the thing keeping me from riding the timer, though I haven't failed a mission yet.

Deuce
Jun 18, 2004
Mile High Club
Train mission going well, ran into my first Andromedon with two codices in tow. Grenade, codices split, face/off takes down the whole crew. Sneak forward, kill some MECs, hack the objective. Alright now to just overwatch trap these reinforcements and then I'll creep my way forward to clean up whatever is leftov-



:stare:

edit: if I bug the gently caress out, I'm guessing I lose out on the engineer reward but still stop the Dark Event? The engineer isn't really critical I guess, but that sectopod wreck would be suuuuper nice. I have two PSI dudes on the field, plus a pretty solid hacker. Maybe I can do this.

Deuce fucked around with this message at 18:22 on Feb 12, 2016

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I've already said that I think swords are fine as long as you realise they are an occasional thing, not a replacement for guns. Even if they aren't absolutely accurate, remember that you can always check their hit chance before hand and so only use if you are certain to kill the enemy. If you stick to that they make a nice supplement to your ranger that improves their mobility, especially if you didn't take Run and Gun.

Nordick
Sep 3, 2011

Yes.


:raise: "So uh Bradford, what exactly are we grabbing from that truck?"

:okpos: "Oh, it's uh medical supplies. For you know uh, morale purposes. Yeah."

waah
Jun 20, 2011

Better stay in line when
You see a Pavel like me shinin

Does the game over movie change based on your progress in the story?

I let the game lose after being frustrated because I wanted to see if it mentioned anything about the Avatar project or had anything cool. Seemed to be a pretty generic game over movie.


Edit

Fangz posted:

I've already said that I think swords are fine as long as you realise they are an occasional thing, not a replacement for guns. Even if they aren't absolutely accurate, remember that you can always check their hit chance before hand and so only use if you are certain to kill the enemy. If you stick to that they make a nice supplement to your ranger that improves their mobility, especially if you didn't take Run and Gun.

How?

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Kenshin posted:

Seems like it, yeah.

I don't know why, either, it's both lower hit chance than a shotgun, and if you've got ammo equipped you have a 100% chance of the effects.


Swords need:
+5 or +10 aim per tier
tier 2 and 3 need higher damage (especially tier 3)
75%-100% effect proc

My solution to fix swords (which has me gazing at the absurdly massive devkit and thinking about hitting the button) is to equalize their damage growth with primary weapons (swords gain +1 damage per tier like pistols, while longarms all gain +2 damage per tier, this is why swords fall off in effectiveness over time) and to add Experimental Swords to the proving grounds with the kind of bonkers effects proving ground projects let you get away with: ignore armor, massive crit chances, EMP effect, a PBAOE, shredding, acid/poison as a 100% proc

Weaker than an ammo or grenade since you can't project the effects at range, but stronger in that they give you a utility-slot like effect without actually using up a slot

it definitely isn't to make the hit chance 100%, because guaranteed damage completely changes things as a tactical option in xcom and autohit swords are legit overpowered imo

Khisanth Magus
Mar 31, 2011

Vae Victus

Bolow posted:

The tier 3 sword always light people on fire iirc. Or at least it did in my experience. I've never seen the arc blade do poo poo though.

An archon tried to fly next to my bladestorm ranger with the arc blade to flank her. Bladestorm proc'ed, I hit the archon, and stunned away his attack.

SpookyLizard
Feb 17, 2009

waah posted:

Does the game over movie change based on your progress in the story?

I let the game lose after being frustrated because I wanted to see if it mentioned anything about the Avatar project or had anything cool. Seemed to be a pretty generic game over movie.


Edit


How?

Hit the loving slash button that's right next to the shoot button that also tells your chance to hit.

I can't believe the number people who have issues figuring this out.

dogstile
May 1, 2012

fucking clocks
how do they work?

Deuce posted:

Train mission going well, ran into my first Andromedon with two codices in tow. Grenade, codices split, face/off takes down the whole crew. Sneak forward, kill some MECs, hack the objective. Alright now to just overwatch trap these reinforcements and then I'll creep my way forward to clean up whatever is leftov-



:stare:

edit: if I bug the gently caress out, I'm guessing I lose out on the engineer reward but still stop the Dark Event? The engineer isn't really critical I guess, but that sectopod wreck would be suuuuper nice. I have two PSI dudes on the field, plus a pretty solid hacker. Maybe I can do this.

Use a psi dude to status the sectopod, use the other to null lance through a bunch of guys/ clean up the rest of your squad. Focus the sectopod next turn or status it again if you have to to get your guys ready. You'll be fine.

Also to whoever said bladestorm only procs after an attack, you're wrong. It only procs either when they move to a tile next to your bladestorm guy, or when they attack him from melee range. Even then, it procs and hits them before the enemy gets a chance to hit you.

I've also never seen a muton counter it and I was very, very aggressive with my bladestorm use.

Nordick
Sep 3, 2011

Yes.

Aww look, ADVENT is trying to use civilians as meatshields.


How adorable.


:unsmigghh: War is hell.

And even after that the mission went on to be a glorious 5 turn explodarama, and uh I don't think I'm gonna break these records anytime soon.



:torgue:

Fajita Queen
Jun 21, 2012

UberJew posted:

My solution to fix swords (which has me gazing at the absurdly massive devkit and thinking about hitting the button) is to equalize their damage growth with primary weapons (swords gain +1 damage per tier like pistols, while longarms all gain +2 damage per tier, this is why swords fall off in effectiveness over time) and to add Experimental Swords to the proving grounds with the kind of bonkers effects proving ground projects let you get away with: ignore armor, massive crit chances, EMP effect, a PBAOE, shredding, acid/poison as a 100% proc

Weaker than an ammo or grenade since you can't project the effects at range, but stronger in that they give you a utility-slot like effect without actually using up a slot

it definitely isn't to make the hit chance 100%, because guaranteed damage completely changes things as a tactical option in xcom and autohit swords are legit overpowered imo

Really I think the simplest way to do this is to let ammo effects apply to sword attacks, along with the improved damage scaling.

wyoak
Feb 14, 2005

a glass case of emotion

Fallen Rib

dogstile posted:

I've also never seen a muton counter it and I was very, very aggressive with my bladestorm use.
That's funny, I thought mutons were 100% to counter (they've done it all 5 or so times I've tried) so now I never ever melee them

dogstile
May 1, 2012

fucking clocks
how do they work?

Nordick posted:


Aww look, ADVENT is trying to use civilians as meatshields.


How adorable.


:unsmigghh: War is hell.

And even after that the mission went on to be a glorious 5 turn explodarama, and uh I don't think I'm gonna break these records anytime soon.



:torgue:

A literal terrorist organisation

Nordick
Sep 3, 2011

Yes.
XCOM 2: Terror Within

Fangz
Jul 5, 2007

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

SpookyLizard posted:

Hit the loving slash button that's right next to the shoot button that also tells your chance to hit.

I can't believe the number people who have issues figuring this out.
To be fair the interface is a bit awkward. The right thing to do is to use the slash to check through the list of targets, then cancel out and right click on the appropriate cell boundary to actually make the attack. Otherwise you don't get control over the cell you end up (except if you have implacable, of course).

Also in case people have the wrong impression, reaper is actually great on non-sword focused rangers, because the action point it gives you stacks with implacable and can be used for any purpose. In other words, if you sword kill someone with it, it's at a minimum a double move + kill for completely free.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Nordick posted:


Aww look, ADVENT is trying to use civilians as meatshields.


How adorable.


:unsmigghh: War is hell.

And even after that the mission went on to be a glorious 5 turn explodarama, and uh I don't think I'm gonna break these records anytime soon.



:torgue:

I hope Bradford said something.

SpookyLizard
Feb 17, 2009

wyoak posted:

That's funny, I thought mutons were 100% to counter (they've done it all 5 or so times I've tried) so now I never ever melee them

Bladestorm is the counter move for Rangers. It's attacks and muton counter attacks won't trigger each other.

Nordick
Sep 3, 2011

Yes.

RBA Starblade posted:

I hope Bradford said something.
Not a loving peep.

All those city people are loving collaborators or Faceless anyway, gently caress'em

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

UberJew posted:

it definitely isn't to make the hit chance 100%, because guaranteed damage completely changes things as a tactical option in xcom and autohit swords are legit overpowered imo
I can't agree that an autohit sword would be overpowered because making a sword attack in itself tends to mean taking a risk in terms of movement and proximity typically away from the squad. A ranger within the squad's ranks should be absolutely suicidal to an attacker and could act a little like a melee form of overwatch (although bladestorm is supposed to serve that function). 100% shots from a distance are substantially more overpowered because they have reduced chances of retaliation, which is why snipers were so insane in XCOM EU/EW. There's no way to make swords do enough damage to keep up with shotguns at present without arguably taking Blademaster instead of Phantom. But given how powerful concealment is I think guaranteed hit chance from a end-game viable blade is balanced with concealment loss.

Sword balance to me really should be to up the damage each tier by 2 (which with the blademaster skill should be in check still). That perk is tempered by armor fairly early anyway.

Deuce
Jun 18, 2004
Mile High Club

dogstile posted:

Use a psi dude to status the sectopod, use the other to null lance through a bunch of guys/ clean up the rest of your squad. Focus the sectopod next turn or status it again if you have to to get your guys ready. You'll be fine.

Also to whoever said bladestorm only procs after an attack, you're wrong. It only procs either when they move to a tile next to your bladestorm guy, or when they attack him from melee range. Even then, it procs and hits them before the enemy gets a chance to hit you.

I've also never seen a muton counter it and I was very, very aggressive with my bladestorm use.

Unfortunately the guy with Null Lance is also the only guy with Stasis. Second PSI is a bit newer. Has dominate and void rift though.

Thinking dominate the Muton, Stasis the sectopod, save Haywire Protocol for a second-turn potential shutdown of the sectopod if needed. (other option is to try and take over the MEC)

Bit more of a gamble is to try and shutdown the MEC, which saves Null Lance for a couple dudes or maybe stasis on the archon. Those shieldbearers are going to make for some trouble too.

Glad I brought a mimic beacon on that ranger.

AlternateAccount
Apr 25, 2005
FYGM
Her face. Gettin' real tired of your poo poo, Steam Community.

http://steamcommunity.com/sharedfiles/filedetails/?id=621249560

Khisanth Magus
Mar 31, 2011

Vae Victus

Nordick posted:


Aww look, ADVENT is trying to use civilians as meatshields.


How adorable.


:unsmigghh: War is hell.

And even after that the mission went on to be a glorious 5 turn explodarama, and uh I don't think I'm gonna break these records anytime soon.



:torgue:

I had some enemies hiding behind some civilians. Didn't stop me from using my shredder ammo shot on them, turning the civvies, aliens, and assorted walls into mincemeat.

Speaking of mimic beacons...am I the only one a little bothered by them and how good they are? I mean, you can throw them out right in front of the enemy and they will waste actions killing it, when they saw you throw the stupid thing. Plus the AI obviously knows they are mimics because they don't do any special actions on them, just shoots them.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Khisanth Magus posted:

I had some enemies hiding behind some civilians. Didn't stop me from using my shredder ammo shot on them, turning the civvies, aliens, and assorted walls into mincemeat.

The shredder is my favorite thing ever in this game. Followed closely by a killzone that hits every target.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

You guys are making an extra compelling case for the Speaker next Unification Day. :colbert:

quote:

Followed closely by a killzone that hits every target.

Snipers suck rear end but this perk caught my attention on my Gunslinger. It lost out to Shoot Everything though.

Fangz
Jul 5, 2007

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

necrobobsledder posted:

I can't agree that an autohit sword would be overpowered because making a sword attack in itself tends to mean taking a risk in terms of movement and proximity typically away from the squad. A ranger within the squad's ranks should be absolutely suicidal to an attacker and could act a little like a melee form of overwatch (although bladestorm is supposed to serve that function). 100% shots from a distance are substantially more overpowered because they have reduced chances of retaliation, which is why snipers were so insane in XCOM EU/EW. There's no way to make swords do enough damage to keep up with shotguns at present without arguably taking Blademaster instead of Phantom. But given how powerful concealment is I think guaranteed hit chance from a end-game viable blade is balanced with concealment loss.

Sword balance to me really should be to up the damage each tier by 2 (which with the blademaster skill should be in check still). That perk is tempered by armor fairly early anyway.

Again, I think people are wrong to insist that swords be balanced against shotguns, because a ranger will probably get both. If you make swords too good, the Concealment vs Run and Gun choice becomes a no-brainer.

Sword attacks can also at least sometimes be made very safely thanks to implacable and untouchable.

Early game they are great vs sectoids etc
Midgame they are something there to compensate for getting concealment instead of Run and Gun
Lategame they are used to either ameliorate the high ammo consumption of rapid fire, or for Reaper

Fangz fucked around with this message at 18:53 on Feb 12, 2016

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Wow, that is an enormous improvement. I'm not artist enough to figure out why, but that's just an amazing difference from the black squares, and it almost looks like part of the normal UI.

It's been really neat watching your updates and getting to see the mod take shape.

E: oh, ffs how fast does this thread move?? That was a response to the latest update of the numerical HP/armor mod.

dogstile
May 1, 2012

fucking clocks
how do they work?

Deuce posted:

Unfortunately the guy with Null Lance is also the only guy with Stasis. Second PSI is a bit newer. Has dominate and void rift though.

Thinking dominate the Muton, Stasis the sectopod, save Haywire Protocol for a second-turn potential shutdown of the sectopod if needed. (other option is to try and take over the MEC)

Bit more of a gamble is to try and shutdown the MEC, which saves Null Lance for a couple dudes or maybe stasis on the archon. Those shieldbearers are going to make for some trouble too.

Glad I brought a mimic beacon on that ranger.

Remember that void rift also can give you insanity effects, including mind control :getin:

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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

necrobobsledder posted:

I can't agree that an autohit sword would be overpowered because making a sword attack in itself tends to mean taking a risk in terms of movement and proximity typically away from the squad.

If your sword attack is 100% hit then you know ahead of time whether it is a risk or not and you just don't do it unless it will work. It would get more and more disgusting as you get additional skill synergy with sword attacks (extra move so now you know you'll get an automatic kill and can withdraw to a position out of los, or untouchable so you know you can't be hit, or god forbid Reaper which now just becomes a grenade with a radius of 'basically every enemy on the map') which are all good skills already without that

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