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Pirate Jet
May 2, 2010
Hi, I love these games but I'm only a casual player who doesn't have the time to watch every three-hour stream Beaglerush puts up. What was the "Beaglerush strategy" that Jake Solomon referred to that they had to patch out?

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ConfusedPig
Mar 27, 2013


RBA Starblade posted:

The Avatar Project is at 9 pips (6 in the water plus 3 from alien facilities). I'm about to build the shadow chamber. Do I have any other means of slowing them down at this time besides taking out those two facilities?

Raiding the plot related facilities (the blacksite and the one the follows that for example) and the plot required skulljacking reduce the pips in the water by quite an amount in total.

BlazetheInferno
Jun 6, 2015

Pirate Jet posted:

Hi, I love these games but I'm only a casual player who doesn't have the time to watch every three-hour stream Beaglerush puts up. What was the "Beaglerush strategy" that Jake Solomon referred to that they had to patch out?

Set up an overwatch ambush, but position your soldiers so that your concealment is broken on *their* turn by leaving someone exposed for them to spot, forcing them to take their no-shooting cover-move from activating, only to trigger all the overwatches, then immediately go back to your turn for MORE murder.

Instead, they'll just shoot at the exposed guy, now.

EDIT: Could someone please point out how to increase the initial pool of rookies from 8 to a more reasonable size for someone using an increased squad-size mod? As it stands, if just three guys get shot out of the 6 in that first mission, I get the "not enough soldiers to field a full squad" alert.

Kin33
Jul 3, 2007

Where is your god now?
Starting to think the best way to keep the game challenging late game would just be to remove tier 3 weapons and armor. Even then it'll probably be too easy unless you nerf mimic beacons and disorient/poison/burning.

Tensei
Nov 24, 2010

All the 8reaths. All of them.
Ironman Commander has been surprisingly kind to me after having played through Veteran. Granted, I'm unabashedly abusing the hell out of mimic beacons, grenade spam, psi ops and avatar countdowns.

The only time the game pulled some real RNG bullshit on me was during one of those guerilla missions where you have to protect a relay beacon. It spawned an advent commander right next to the beacon that kept tagging it for 8 damage per turn while my squad was making a mad dash towards it from the other side of the map. I triggered their pod, hoping to draw their attention, which somehow caused *all* of them to start hitting the beacon instead and instantly destroy it. I don't think there was any way for me to win that mission. :shrug:

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
What are the differences between fire, acid, and poison?

Fangz
Jul 5, 2007

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

Foul Fowl posted:

Grenadiers get an ability which lets them take a second action if they chuck a grenade, and an ability that boosts grenade damage by 2, and an upgrade that lets grenades crit. Their damage tapers off a bit at the end (when Psi Operatives, Specialists and Rangers take over) but around the mid-game Grenadiers are extremely powerful and their ability to demolish cover in a wide area at long range never goes out of style.

Hmm, what if you replace Volatile Mix (+2 grenade dam +1 AOE) with instead -1 grenade dam, +2 AOE? Then Volatile Mix becomes something that's useful for proccing effects on enemies and AOE shredding, instead of a damage dealer. That should maybe bring it into line with Chain Shot, perhaps?

poptart_fairy
Apr 8, 2009

by R. Guyovich
Oh my god, Psi Ops can make Chryssalids panic. They've got the silliest little cower animation. :buddy:

02-6611-0142-1
Sep 30, 2004

Two turns left on a VIP extraction mission, everybody is in range of the EVAC zone, then a vital ladder explodes, stranding everybody 3 turns from the EVAC zone. poo poo.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

GoneWithTheTornado posted:

Raiding the plot related facilities (the blacksite and the one the follows that for example) and the plot required skulljacking reduce the pips in the water by quite an amount in total.

Doing the blacksite got me 1 off, and skulljacking also got me 1 off. Then 3 got put on. :haw:

ConfusedPig
Mar 27, 2013


RBA Starblade posted:

Doing the blacksite got me 1 off, and skulljacking also got me 1 off. Then 3 got put on. :haw:

The next skulljacking removed 3 pips for me, hopefully it does so for you as well.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Fangz posted:

That should maybe bring it into line with Chain Shot, perhaps?

Why not try buffing chain shot instead of nerfing volatile mix?

ConfusedPig
Mar 27, 2013


Brainamp posted:

Why not try buffing chain shot instead of nerfing volatile mix?

The Idea is to balance the mid and late game to not be a pushover.

Away all Goats
Jul 5, 2005

Goose's rebellion

GoneWithTheTornado posted:

The Idea is to balance the mid and late game to not be a pushover.

You guys should probably look at the entire psi class then instead of grenadiers who are probably the weakest late game class.

64bitrobot
Apr 20, 2009

Likes to Lurk

Brainamp posted:

Why not try buffing chain shot instead of nerfing volatile mix?

Every time you hit with chain shot, you get another shot, as long as you keep hitting?

Maybe a -5% to hit on each shot after each hit. And remove the initial penalty.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Fangz posted:

Hmm, what if you replace Volatile Mix (+2 grenade dam +1 AOE) with instead -1 grenade dam, +2 AOE? Then Volatile Mix becomes something that's useful for proccing effects on enemies and AOE shredding, instead of a damage dealer. That should maybe bring it into line with Chain Shot, perhaps?

I think Chain Shot is misplaced in the Grenadier class and you wouldn't ever pick it over something that makes you blow up cover/disorient/shred/whatever in a wider area. Like how many times is a strictly worse Rapid Fire in a class that's worse at short range and is probably going to miss the first shot anyway going to outperform disorienting a pod of melee aliens? Or blowing up their cover and blasting away with the rest of the squad? Grenadiers are great because they cheat and disable mechanics for the aliens, you don't need them to shoot, you've got two Sharpshooter and Rangers for that.

e: And they do it earlier than the other classes (aside from maybe Ranger who gets a free massive crit on alien of choice twice a game).

wuffles
Apr 10, 2004

Pages late but...

Sykic posted:



Well, if you insist.

more like



except

Fangz posted:

Game design tip - the more random elements there are, the less it matters. The point is that while an individual roll is dicey, it all averages out overall. Don't get that +20 hacking? Maybe you'll get lucky elsewhere with dragon rounds or a serial ranger. Miss out on engineers? Maybe you'll get the continent bonus that makes this trivial.

The game gives you lots of mechanics to deal with this variance. For example, you can respec into out of haywire protocol depending on whether you get the +20 hack or not. If proving ground doesn't give you what you want, you can directly buy stuff from the black market or the build item screen. This is all different ways of redirecting being lucky in one area to cover being screwed in another. You'd have to be REALLY UNLUCKY to be screwed in every single area.

If you get ten laser sights, sell that stuff for money.

She died the very next mission after a sectoid panic'd her on the way to the evac

Fangz
Jul 5, 2007

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

GoneWithTheTornado posted:

The Idea is to balance the mid and late game to not be a pushover.

Yeah, the idea is to make the game moderately harder on every difficulty in the mid to late game, avoiding just adding more enemies by instead adding complications to currently OP mechanics. This isn't really for you if you find the game very difficult already.

Khisanth Magus
Mar 31, 2011

Vae Victus

GoneWithTheTornado posted:

The Idea is to balance the mid and late game to not be a pushover.

Remove mimic beacons and bam, stochastically substantial difficulty increase. They are stupidly good and make no sense.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Foul Fowl posted:

I think Chain Shot is misplaced in the Grenadier class and you wouldn't ever pick it over something that makes you blow up cover/disorient/shred/whatever in a wider area. Like how many times is a strictly worse Rapid Fire in a class that's worse at short range and is probably going to miss the first shot anyway going to outperform disorienting a pod of melee aliens? Or blowing up their cover and blasting away with the rest of the squad? Grenadiers are great because they cheat and disable mechanics for the aliens, you don't need them to shoot, you've got two Sharpshooter and Rangers for that.

e: And they do it earlier than the other classes (aside from maybe Ranger who gets a free massive crit on alien of choice twice a game).

This is nuts, You only have a max of 4 explosives per mission and you're going to have to shoot with your grenadiers to shred most of the time in the late game when Andromedons/MECs/Sectopods/Gatekeepers are loving everywhere. Also they have 1 less aim than a ranger, 2 less than a specialist and you can stack up to 45 aim on a soldier between scopes/PCS/Tracer rounds as it is.

Also Chain shot is already a pretty good ability. It murders the gently caress out of anything with armor, The only real buff it needs is a reduction in cooldown imo, 3 turns is a bit ridiculous when you have things like Serial or Rapid Fire.

I used Chain shot heavily, its honestly probably up their with Salvo as one of their best abilities.

Bolow
Feb 27, 2007

Dr Christmas posted:

What are the differences between fire, acid, and poison?

Burning prevents the use of any action, acid strips armor, and does a damage over time. I think poison is just a damage over time with no extra debuff attached to it

Fangz
Jul 5, 2007

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

Foul Fowl posted:

I think Chain Shot is misplaced in the Grenadier class and you wouldn't ever pick it over something that makes you blow up cover/disorient/shred/whatever in a wider area. Like how many times is a strictly worse Rapid Fire in a class that's worse at short range and is probably going to miss the first shot anyway going to outperform disorienting a pod of melee aliens? Or blowing up their cover and blasting away with the rest of the squad? Grenadiers are great because they cheat and disable mechanics for the aliens, you don't need them to shoot, you've got two Sharpshooter and Rangers for that.

e: And they do it earlier than the other classes (aside from maybe Ranger who gets a free massive crit on alien of choice twice a game).

Chain shot combos well with shredder, I can see it being used if volatile mix is a bit less good, since you can potentially shred more and do more damage, assuming you put on a scope or use holotarget or whatever to up your hit rate. It'd be fine for more of a single target focused grenadier.


Khisanth Magus posted:

Remove mimic beacons and bam, stochastically substantial difficulty increase. They are stupidly good and make no sense.
Yes I mentioned that already.

Fangz posted:

Hmm, I'm thinking of working on a mod - basically a set of nerfs intended to make the later game a bit more difficult. But maybe not too difficult?

Not sure how plausible these ideas are, but some thoughts:
1. Reduce mimic beacon HP and defense by a lot. So mimic beacons will generally only absorb one attack unless very well placed, instead of be the thing the AI whiffs repeatedly on.
2. Change stasis to extremely short range - maybe even melee range? This means that your psi-operative has to risk himself to use it, and also it's unlikely he can get a double action of stasis/then shoot.
3. Limit Killzone to once per battle. However killzone shots no longer require ammo.

Anything else need nerfing?

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

During the forge mission I also skulljacked a codex and that resulted in a 5 point reduction. I only raided one advent facility the entire game.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
People also need to realize aim has been flattened and there are tons of ways to buff it now. This isn't long war with enemies having 60+ defense in the open (loving Heavy Floaters). Gunner grenadiers are good, and more useful in the late game when there are more pods of dangerous enemies and 4 explosives doesn't cut it against 30+ enemies.

Like I don't know what game some of you are playing where Chain Shot isn't already an amazing perk.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Bolow posted:

Burning prevents the use of any action, acid strips armor, and does a damage over time. I think poison is just a damage over time with no extra debuff attached to it

Poison lowers accuracy. Maybe will as well, but I'm not sure.

Rookersh
Aug 19, 2010
I just hit a 6% shot!

I thought it said 60% and it wasn't important of course, but still. I'm on top of the world.

Bolow
Feb 27, 2007

Brainamp posted:

Poison lowers accuracy. Maybe will as well, but I'm not sure.

I think venom rounds also have a higher overall chance to inflict poison, while drag rounds have a fairly low chance on inflicting burning

Megasabin
Sep 9, 2003

I get half!!
So I'm having immense trouble with this game. I beat the first X-Com on Classic/Iron Man on my 2nd try. I'm trying commander/iron man in this, and I've had to restart maybe 6-7 times now. I barely make it past the 3rd or 4th mission, and have never even had 5 people in my squad.

Inevitably the same thing happens. I need to move up aggressively because of the time limits. Despite this I attempt to stay in cover the entire time. I almost always activate a pod that I don't have field of view on. One of my guys gets shot at, and without doubt 100% of the time, someone else panics. Other times I'll miss 2/4 shots, and I know the fight is basically over at that point. It all just spirals out of control from there. I've been utilizing flash bangs, and whatever skills I have, and it's just not going well. I have no clue how I can do better.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
I think a better way to balance things anyways would be to change grenades to be cooldown based instead of having limited slots.

5 turn cooldown would mean on most missions you're still limited to one or two, and it would prevent spamming them. Would also help in some of the longer/late game missions where explosive-based grenadiers would have some longevity and utility later in the fight.

Maybe a 10 turn cooldown on heavy weapons, or keep them limited. Flamethrower at least should be bumped up to 2 uses though imo, it already can't hit anything in cover and does gently caress all damage.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
My commander ironman run got sidetracked a bit. I got totally wrecked by the avatar from the codex skull jack. I did it on the Codex Portal Mission, everything was kind of okay but then the avatar withdrew to the portal, which going in blind I didn't realise would spawn a Gatekeeper when I approached it. Then I lost my primo Ranger to mind control and had to put him down, then stabilised and revived him from bleeding out, and then his rapid fire on the Avatar missing completely while everyone else was similarly ineffectual. One turn later chryssalids unburrow and kill the ranger for good this time. My gunslinger gets mind controlled and I decide that's all she wrote, pop the evac volume and I'm out.

I was woefully unprepared with scans for the Chryssalids and anything for the avatars. What actually works on these guys, I'm not gonna be able to touch the game for a week or so but I'm hoping flashbangs have some effect on locking these guys down, or is it just really important to have Psi around to counteract their own bullshit?

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Zore posted:

People also need to realize aim has been flattened and there are tons of ways to buff it now. This isn't long war with enemies having 60+ defense in the open (loving Heavy Floaters). Gunner grenadiers are good, and more useful in the late game when there are more pods of dangerous enemies and 4 explosives doesn't cut it against 30+ enemies.

Like I don't know what game some of you are playing where Chain Shot isn't already an amazing perk.

Chain shot is basically a giant "gently caress you" to any heavily armoured guys. 6 Armour gatekeeper? gently caress you, shredded for 3 twice. It's insanely good.

Admittedly, it's up against Volatile Mix, which is god of the midgame when you can grenade literally every pod and steamroller everything. This is one of the scenarios where you can consider taking one of them initially, and re-speccing into the other one later.

deep dish peat moss
Jul 27, 2006

Khisanth Magus posted:

Remove mimic beacons and bam, stochastically substantial difficulty increase. They are stupidly good and make no sense.

I've never used a Mimic beacon (why would I want to carry an item that can't blow up cover, what the heck) and the game is still too easy. Double enemy spawns and a better enemy AI mod help a lot though.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Jabor posted:

This is one of the scenarios where you can consider taking one of them initially, and re-speccing into the other one later.

There are a ton of these situations in this game. Respecs cost no resources, so use them liberally; i spent over a month during the endgame of my first campaign respeccing away mistakes in build and changing builds to adapt to the endgame of omnipresent sectopods and andromedons

Fangz
Jul 5, 2007

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

Zore posted:

I think a better way to balance things anyways would be to change grenades to be cooldown based instead of having limited slots.

5 turn cooldown would mean on most missions you're still limited to one or two, and it would prevent spamming them. Would also help in some of the longer/late game missions where explosive-based grenadiers would have some longevity and utility later in the fight.

Maybe a 10 turn cooldown on heavy weapons, or keep them limited. Flamethrower at least should be bumped up to 2 uses though imo, it already can't hit anything in cover and does gently caress all damage.

Er, isn't making them cooldown instead of single-use strictly a buff?

Internet Kraken
Apr 24, 2010

slightly amused

Maluco Marinero posted:

My commander ironman run got sidetracked a bit. I got totally wrecked by the avatar from the codex skull jack. I did it on the Codex Portal Mission, everything was kind of okay but then the avatar withdrew to the portal, which going in blind I didn't realise would spawn a Gatekeeper when I approached it. Then I lost my primo Ranger to mind control and had to put him down, then stabilised and revived him from bleeding out, and then his rapid fire on the Avatar missing completely while everyone else was similarly ineffectual. One turn later chryssalids unburrow and kill the ranger for good this time. My gunslinger gets mind controlled and I decide that's all she wrote, pop the evac volume and I'm out.

I was woefully unprepared with scans for the Chryssalids and anything for the avatars. What actually works on these guys, I'm not gonna be able to touch the game for a week or so but I'm hoping flashbangs have some effect on locking these guys down, or is it just really important to have Psi around to counteract their own bullshit?


Witches are completely immune to flash bangs so don't bother. They also teleport after every hit which makes killing them a massive pain. However, attacks that consist of more than one hit like rapid fire don't trigger their teleport until the second hit, making them very effective. My ranger became the designated witch hunter for the end game, as critting on both shots took out most of their health bar.

Does revive protocol remove mind control? I never got a chance to test it but if it does putting a mind shield on a medic specialist would be a useful counter.

EDIT: Have all you people complaining about the game being too easy beat ironman impossible?

EvilSlug
Dec 5, 2004
Not crazy, just evil.

Megasabin posted:

So I'm having immense trouble with this game. I beat the first X-Com on Classic/Iron Man on my 2nd try. I'm trying commander/iron man in this, and I've had to restart maybe 6-7 times now. I barely make it past the 3rd or 4th mission, and have never even had 5 people in my squad.

Inevitably the same thing happens. I need to move up aggressively because of the time limits. Despite this I attempt to stay in cover the entire time. I almost always activate a pod that I don't have field of view on. One of my guys gets shot at, and without doubt 100% of the time, someone else panics. Other times I'll miss 2/4 shots, and I know the fight is basically over at that point. It all just spirals out of control from there. I've been utilizing flash bangs, and whatever skills I have, and it's just not going well. I have no clue how I can do better.
Most of the problem people have with this game comes down to a lack of flexibility on their part. You should be letting the events and available resources dictate your approach throughout the game. On mission, use what you know to your advantage and don't be afraid to sacrifice. I just left my best sniper behind on a VIP mission because it was the only way I could absolutely ensure everyone else would make it out with VIP intact.

Here's a link to ChristopherOdd's pretty excellent Legend playthrough. Grab a hamburger or something when you're killing time and watch some/all of these. It's practically a how-to guide on rolling with whatever you get and committing to mission decisions.

https://www.youtube.com/playlist?list=PLj_Goi54wf0f2XYwenlNTbLJH7P3LiiDS

The guy is a very watchable, good player. He does an excellent job of explaining why he's doing whatever he's doing and he typically gets right to the point of "housekeeping...reasonably quick mission...housekeeping...see you next time".

Fangz
Jul 5, 2007

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

Megasabin posted:

So I'm having immense trouble with this game. I beat the first X-Com on Classic/Iron Man on my 2nd try. I'm trying commander/iron man in this, and I've had to restart maybe 6-7 times now. I barely make it past the 3rd or 4th mission, and have never even had 5 people in my squad.

Inevitably the same thing happens. I need to move up aggressively because of the time limits. Despite this I attempt to stay in cover the entire time. I almost always activate a pod that I don't have field of view on. One of my guys gets shot at, and without doubt 100% of the time, someone else panics. Other times I'll miss 2/4 shots, and I know the fight is basically over at that point. It all just spirals out of control from there. I've been utilizing flash bangs, and whatever skills I have, and it's just not going well. I have no clue how I can do better.

Remember how everyone told you that Low Cover = No Cover in XCOM?

FORGET THAT poo poo.

While in concealment, High Cover = Death Trap. Low Cover doesn't block line of sight, which means that because your visibility range is much higher than the enemies', if you stick to low cover areas you'll have a much better time of staying hidden.

Normal Adult Human
Feb 12, 2012

by FactsAreUseless

UberJew posted:

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

isn't the real risk of swords activating a new pack?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Fangz posted:

Er, isn't making them cooldown instead of single-use strictly a buff?

I meant for the Grenadier's special grenade slot.

So regular grenades are still single use for everyone, for the one you put in your other slot you normally get two of it becomes a cooldown ability.

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Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Internet Kraken posted:

Witches are completely immune to flash bangs so don't bother. They also teleport after every hit which makes killing them a massive pain. However, attacks that consist of more than one hit like rapid fire don't trigger their teleport until the second hit, making them very effective. My ranger became the designated witch hunter for the end game, as critting on both shots took out most of their health bar.

Does revive protocol remove mind control? I never got a chance to test it but if it does putting a mind shield on a medic specialist would be a useful counter.

EDIT: Have all you people complaining about the game being too easy beat ironman impossible?

Yeah right, I was on the right track but my dice rolls were not in my favour and I was in way over my head on that mission. I don't think Revival pulls you out of mind control (although might be worth double checking, would've gone a lot differently if it's the case and I did that), I wasted my Ranger because otherwise he would *definitely* kill me with his turn, he just happened to survive to be stabilised. Mind control gets removed you get someone to bleed out although obviously that's a bit drastic.

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