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hhhmmm
Jan 1, 2006
...?
So I just finished the campaign. The interface really put up a fight, and the aliens did their part as well I guess. Buildings with multiple floors and timed missions are way to dangerous for all the wrong reasons.

Used squadsight+conceal a lot. Conceal is tricky though, the aliens will rush the snipers. So you need to place the rangers in a position where they won't get revealed on that rush. Blue screen rounds, mimic beacons and explosives are superuseful too.

Ambivalent about specialists, the hacking is a bit too dangerous. Tested skulljacking for a while, not sure the rewards are really worth the risk. Didn't get to play around much with psionics, will probably rush that next time. Swords are stupid in a gunfight, I don't mind them being underpowered.

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stev
Jan 22, 2013

Please be excited.



Yeah I do think the game needs more hacking opportunities and less chance of failing them. So many times I've gone out of my way to sneak to a hacking situation, only to immediately 'nope' out of it.

Rookersh
Aug 19, 2010
Actually, thinking about Fire Emblem all of a sudden, how does XCOM EU/EW/2 handle chance to crit/hit.

Is it roll for hit, if y, roll for crit? Or is it roll for hit or crit.

I've played at least one Fire Emblem game where crit and hit got rolled separately, so by boosting crit, I also by proxy boosted my chances of hitting things.

Internet Kraken
Apr 24, 2010

slightly amused

Tae posted:

Apparently, dashing makes a lot of noise which alerts enemies to check it out.

I don't buy this. I tested it out a bunch after hearing about it and tons of pods just ignored my units no matter how much I dashed. I think its just confirmation bias at work.

Rookersh posted:

Actually, thinking about Fire Emblem all of a sudden, how does XCOM EU/EW/2 handle chance to crit/hit.

Is it roll for hit, if y, roll for crit? Or is it roll for hit or crit.

I've played at least one Fire Emblem game where crit and hit got rolled separately, so by boosting crit, I also by proxy boosted my chances of hitting things.

Crit and hit are rolled together but a miss can never be a crit.

Speedball
Apr 15, 2008

Best AWC skill I got was shredder ammo on a ranger. Mama's shotgun got real nasty.

Ravenfood
Nov 4, 2011

Bruceski posted:

Skulljacking only works on those missions, but Skullmine affects any ADVENT trooper for an instakill and a chance at intel/etcetera. I don't know why they made them separate buttons.
Presumably so you could skullmine an officer if you didn't want to skulljack them yet (ie, knew what would happen and weren't in position for it)

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Rookersh posted:

Actually, thinking about Fire Emblem all of a sudden, how does XCOM EU/EW/2 handle chance to crit/hit.

Is it roll for hit, if y, roll for crit? Or is it roll for hit or crit.

I've played at least one Fire Emblem game where crit and hit got rolled separately, so by boosting crit, I also by proxy boosted my chances of hitting things.

Pretty sure it's one roll for both.

Segmentation Fault
Jun 7, 2012

Tiler Kiwi posted:

archons are a minimal threat, they're just annoyingly hard to kill

and they have really annoying animations when you shoot them

HHRRRAARRUGU D:<

*screams at you, then stands upright and nods as if to say "yep, that's right"*

fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler

Rookersh posted:

I've played at least one Fire Emblem game where crit and hit got rolled separately, so by boosting crit, I also by proxy boosted my chances of hitting things.

It doesn't work exactly like this, but the way I THINK it works is that in Fire Emblem, a crit is automatically a hit, so by boosting crit, you are boosting your chances of hitting things thanks to crits automatically being hits.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Speedball posted:

Best AWC skill I got was shredder ammo on a ranger. Mama's shotgun got real nasty.

Oh man Shredder on a pistolero would be great.

Deuce
Jun 18, 2004
Mile High Club

madmac posted:

Yeah, like I said I already did that whole quest chain, killed the codex ect. I can build the dark hall or whatever if I wanted, but it's not really clear to me what I'm supposed to be doing at the moment to stall out the game for a bit since I'm only sitting on late-midgame tech and haven't finished taking over my first continent yet.

Basically I'm just asking if I'm stuck skulljacking advent officers until the end of time or if there's another way.

There's literally an objective list that tells you what to do....

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
So I started my Commander run, and I'm doing really well so far.

Well, except I only had 3 missions by the time I got access to tier 2 weapons. This includes a retaliation mission, so it seems really low to me. I really need missions to promote so I can get a 5th guy up.

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

madmac posted:

So Blacksites. I feel like I don't have a rhythm for this phase of the game yet. I did the story chain and took out the first blacksite. Then I skulljacked some random dude and got a lucky unlock for a Blacksite on another continent, which was neat I guess.

Not really sure where to go from here though and I need another one lined up for the next time the avatar project advances. Am I just supposed to keep skull-jacking dudes until I find all the sites or is there some other method? Is it possible to go back and hit a site after it gets rebuilt or do I have to "find" it again?

Pretty much I'm at the point where I'm not ready for the endgame but I'm not really sure what I'm supposed to be doing with the overworld anymore.

Make contact on the worldmap with new areas, put radios in, then you can go to futher places on the map where more of those plot thingies are. And by doing research on things you uncover more stuff, like being able to build a Shadow Chamber. (I haven't built that yet)

My issue is I think I procrastinated too long on expanding, so I just don't quite have enough money or intel to expand and keep up with the doomsday bar too well. That and all the dying.

BlazetheInferno
Jun 6, 2015

Sperglord Firecock posted:

It doesn't work exactly like this, but the way I THINK it works is that in Fire Emblem, a crit is automatically a hit, so by boosting crit, you are boosting your chances of hitting things thanks to crits automatically being hits.

I'm pretty sure that was only in FE6, and it was why Berzerkers and Swordmasters were so broken, combined with having 30 bonus crit instead of 15. Pretty sure every other game rolls hit first. No idea about XCom though.

Operant
Apr 1, 2010

LET THERE BE NO GENESIS
God drat this final room is a shitshow. Really glad I'm not playing this on ironman. I don't mean the difficulty either, I mean the textures for the map randomly glitching out and becoming seizure rainbow colors, or the line of sight for every single explosive I have being absolutely broken for some reason, or the second avatar getting hit, then teleporting literally 2 rooms back in the level.

Lotish posted:

Oh man Shredder on a pistolero would be great.

You'd think this (I got it), but it actually only applies to their primary weapon

lilspooky
Mar 21, 2006
Finally finished the campaign. Overall I'm quite pleased with the game. I just have two gripes that I feel detracted from the game overall.

1) Timers. Timers everywhere. Most missions have you racing against a clock, doesn't mean they're impossible but it does get very annoying after awhile. Coupled with the overall DOOM TICKER! at the top of the screen in the geoscape and it just felt that Firaxis decided that a lot of the game's difficulty wasn't in the AI or the progression but rather in forcing you to constantly move so the aliens can swarm you. It especially sucks since they have all these really cool procedurally generated maps now that people were asking for from the last X-COM but this time you don't get to enjoy them or explore them because you've got 8 turns to get the objective accomplished.

2) Enemy pods. In the last game we all were annoyed with the whole mechanic of spotting an enemy and the group then getting a free move so you didn't get a chance to grenade/nuke them or shots at them out in the open. They claimed they "fixed" this in this game because of the whole concealment gimmick. Unfortunately that only lasts as a one time thing (barring ranger abilities) and then after that you're back to the same thing as the last X-COM. Honestly I'd rather they do away with pods all together and work on a system that was like the old X-COM games where the aliens roamed the map randomly and generally independently. They could still have them move about in squads in some cases or patrolling areas in others but I personally miss the terror and suspense the original games had where you'd be cautiously making your way through a farm house and suddenly find a sectoid in the bathroom / upstairs bedroom / under the stairs.

Overall those are minor gripes and I enjoyed the game and am looking forward to what the DLC will add and where they take the game now...that being said.

I'm REALLY REALLY hoping the ending is hinting at a remake of "Terror from the Deep". Ya it was just a clone of the original X-COM with a few new things and the difficulty cranked up due to a bug in the original game but I have always really loved the setting and the style of that game. So here's hoping that's what X-COM 3 will be about.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Wow, Berserkers can't do poo poo anymore. Also I got the "three kills one turn no explosives" 'cheevo on my Gunslinger. :smug:

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

RBA Starblade posted:

Wow, Berserkers can't do poo poo anymore. Also I got the "three kills one turn no explosives" 'cheevo on my Gunslinger. :smug:

They still worry me though. If I'm shooting at them that means there are a bunch of other jerk aliens I may not be shooting at!

Tenzarin
Jul 24, 2007
.
Taco Defender
Specialist with shadowstep, wooo.

Imps
Feb 16, 2011

evilmiera posted:

I always lose like, 4 people by my 4th mission at the latest, how are you doing that?

I rode grenades/flashbangs pretty heavily at first, then later, mimic beacons in combination with various stun/control abilities. After Gatecrasher I took my first grenadier on every mission I could until they were a sergeant so I could up my squad count. My other soldiers were a squaddie and two rookies until I had enough of each class to replace whoever happened to be wounded. I kept the rotation up so I generally had two members of a class at the same level at any given time. This kinda trailed off towards the end as things got easier and healing times got a lot shorter. I ended up with 26 total soldiers during the campaign. On the strategy layer, I focused on upgrading my damage output before going after defensive items figuring it'd be better to kill/disable as many enemies as I could so they couldn't shoot back. My squad always had a dedicated medic specialist that could bring wounded soldiers back to near full health/remove panic/revive unconscious guys and when the squadsize allowed for it I usually had two grenadiers.

Early on, I came back from a lot of missions with most of my team wounded (3.5 man years of wound time accumulated) on the last turn of the timer. The last few weeks before I got mag weapons were probably the hardest of the game for me.

Also, the overwatch traps the game recommends don't really work out well unless you take the right tools for it. You need to be able to react to what the enemy does and not give them a free turn to shoot at you.

Edit: Also it helps to learn how the enemy AI behaves under a lot of different circumstances so you can control it (see flashbangs, mimic beacons, controlled enemies, etc.).

Imps fucked around with this message at 01:06 on Feb 14, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Heavy Metal posted:

They still worry me though. If I'm shooting at them that means there are a bunch of other jerk aliens I may not be shooting at!

So far they've stuck so close to their buddies that a few grenades then Face-Off just murders them off.

Face-off is the best.

Internet Kraken
Apr 24, 2010

slightly amused

RBA Starblade posted:

Wow, Berserkers can't do poo poo anymore. Also I got the "three kills one turn no explosives" 'cheevo on my Gunslinger. :smug:

Yeah its sad for how menacing they look that they are now a complete joke.

I mean their melee attacks can even miss how sad is that?

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

On the topic of voice mod packs, I think an imperial commissar or perhaps a Catachan devil would suit nicely.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Give 'em Bull Rush, that should make them scary again.

Nordick
Sep 3, 2011

Yes.

Huszsersvn posted:

On the topic of voice mod packs, I think an imperial commissar or perhaps a Catachan devil would suit nicely.

I was thinking about trying to make a voice pack of Caleb from the old FPS Blood, but to be honest this game probably needs WAY more clips than can be squeezed out of the source material to not be really repetitive.

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)
Don't know if anyone's already posted this, but if you get funky colours attacking your screen in the last room of the final mission a simple save-reload fixes it.

chiasaur11
Oct 22, 2012



Internet Kraken posted:

Yeah its sad for how menacing they look that they are now a complete joke.

I mean their melee attacks can even miss how sad is that?

Yeah. You could make old 'zerkers a joke once you knew what to do, but when you left 'em alive, they were nightmares.

Here, they're just a joke. Sure, they can't be kited, but that also means they only get one move a turn if they want to attack, and that's not enough for a melee unit.

poe meater
Feb 17, 2011
Crashing after loading any auto-saves on the final mission. Am I screwed? I can load my saves before it.

The Little Kielbasa
Mar 29, 2001

and another thing: im not mad. please dont put in the newspaper that i got mad.

Sober posted:

Geoscape in XCOM2 is infinitely more fun to play. It only needs to inundate you with more poo poo to make it actually challenging though. There have been a few times where the whole board is clear even when I have taken a whole continent so all I can do is sit at home and get some bonus intel for a bit until something pops.

Yeah, [:siren: go here and start scanning :siren:] they rea[:siren:"we cleared some trash from a room" 3 second UO delay to go see the cleared trash and then bonus 3 second UI delay with blinding flash of light to get back to the map:siren:]lly came up with some compelling [:siren: no seriously stop that scan and go here right now :siren:] gameplay with the new [:siren: "we invented marginal improvement tech 2, please enjoy UI delays and another blinding flash :siren:] geoscape.

If it gets better later in the game, great. But I'd rather skip the poo poo sandwich altogether and kill some more mutons instead.

The Little Kielbasa fucked around with this message at 02:16 on Feb 14, 2016

lilspooky
Mar 21, 2006

THE DANIELNATOR posted:

Crashing after loading any auto-saves on the final mission. Am I screwed? I can load my saves before it.

Sounds like the chrysalid bug. Unfortunately it hasn't been fixed yet and you'll have to play from an older save.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Is there a non-buggy mod yet that adds an "unequip all custom weapons" button to the loadout screens? I'm glad armors and small items can be auto-unequipped but having to manually go through and free up all my weapons every time is a hassle. Unfortunately even though I've seen several mods that add such a button so far, I also see constant comments about how they're buggy or break something or crash under very common circumstances.

If anyone's using one that works as intended, can you make an endorsement?

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)

The Little Kielbasa posted:

Yeah, [:siren: go here and start scanning :siren:] thy rea[:siren:"we cleared some trash from a room" 3 second UO delay to go see the cleared trash and then bonus 3 second UI delay with blinding flash of light to get back to the map:siren:]lly came up with some compelling [:siren: no seriously stop that scan and go here right now :siren:] gameplay with the new [:siren: "we invented marginal improvement tech 2, please enjoy UI delays and another blinding flash :siren:] geoscape.

If it gets better later in the game, great. But I'd rather skip the poo poo sandwich altogether and kill some more mutons instead.

You might like this mod, it removes the blinding flash of light animation.

http://steamcommunity.com/sharedfiles/filedetails/?id=622774299

Internet Kraken
Apr 24, 2010

slightly amused

Huszsersvn posted:

On the topic of voice mod packs, I think an imperial commissar or perhaps a Catachan devil would suit nicely.

The Dawn of War games are ripe with potential lines for a voice pack.

chiasaur11 posted:

Yeah. You could make old 'zerkers a joke once you knew what to do, but when you left 'em alive, they were nightmares.

Here, they're just a joke. Sure, they can't be kited, but that also means they only get one move a turn if they want to attack, and that's not enough for a melee unit.

Its weird since lids can attack on a dash now so I don't get why berserkers can't. It feels like the threat behind them is supposed to come from them being a wall of meat but they really aren't that durable when you consider their lack of armour and inability to use cover.

Jabor posted:

Give 'em Bull Rush, that should make them scary again.

Don't think I ever saw one use that in single player, but it was the reason I loved using them in multiplayer. Hide the berserker in a closet, then burst through the wall when the enemy gets close.

VDay
Jul 2, 2003

I'm Pacman Jones!
Haha got Rapid Fire on my Colonel sniper.

Didn't even get to try it out, the aliens sent in their surrender the next day and the game just ended, gg.

Taffer
Oct 15, 2010


I'm turtling super hard at the endgame so that I can bring 6 psi troops to the final mission. Is this a bad idea

poe meater
Feb 17, 2011

lilspooky posted:

Sounds like the chrysalid bug. Unfortunately it hasn't been fixed yet and you'll have to play from an older save.

Does this affect manual saves as well? I think I was almost done too. I took a nap. God Bless.

ssb
Feb 16, 2006

WOULD YOU ACCOMPANY ME ON A BRISK WALK? I WOULD LIKE TO SPEAK WITH YOU!!


Help me be better at this game. I played EU a fair amount and was decent, although not good, at it. I somewhat relied on overwatch traps and the like, and frequently made sure to take a rookie or two with on every mission in order to have squaddies when I needed them, and I also tried to evenly roll an A and B (and C and D as things went on and injuries got ore common) team. Which meant I rarely had anyone very high level until super late game, if they didn't die to whatever around Sergeant. I tried to count low cover as no cover, and tried to keep everyone in high cover if at all possible. Some of these were probably bad ideas! And I'm probably carrying the bad ones with me.

Right now, I seem to be doing rather poorly. A lot of it is RNG. Last night, my first day with the game, I missed 4 85%+ shots in a row, and basically got mind controlled to death by sectoids. As a quick question on that, does mind control have a chance to miss if you don't use that device that prevents it? Today I missed 3 85%+ flanked shots in a row, which my wife watched and commented on how my guys can't shoot for poo poo. I get RNG is RNG but so far I seem to be 2 hits and 7 misses on those 85% shots. Most of them were flanked, too. Am I doing something wrong here, or is that just bad luck?

Second, I seem to be having an issue where I activate 3 pods at once. In the early game, this is not really an ideal thing. I'm not advancing super quick, and I never ever end my turn by uncovering new territory with the last person. I also try not to do double moves unless I'm time constrained. What'll happen is my first person will move up partway and won't activate anything, the second will move up somewhat nearby and uncover 2 pods. I'll try to deal with the worst of those, and while moving up to assist, the 3rd guy will activate the 3rd pod, despite not being far at all from the others. I try to advance up in 2x2 support, more or less, so nobody's left off by themselves, while still trying to spread out at least a little for flanking but not so much that I activate the map. But I'm activating the map anyways. Is this bad luck? Is there a different strategy in this game? It's just a somewhat faster version of what I did in EU, where this time if I don't activate something I'm willing to do a double move to move up the map further in that turn.

I find myself relying on grenades a lot more than I'd like in the early game, too, because squaddies can't shoot for poo poo.

Third, I'm not really clear on the base stuff. I think it's a bit less important the build order and placement of things than it used to be. I have what I think is an ideal layout on this one where the 2 power cables that I plan to build on are in the exact middle in the 3rd and 4th rows, so I'm excavating above them to put a workshop on that one, and I think that should be about right. Beyond that is it as hyperspecific as EU was with placement and bonuses and things?

Fourth, I didn't really ever do much medic stuff in EU. I think I need to learn how to do that, and maybe rely on it. Any tips?

Fifth, I'm not sure how to use my rangers. I tend to just give them the blade stuff because I understand that and don't understand how stealth works in this game. I did find out that successfully hacking a scanny light thing while stealthed and getting a bonus of mind control out of it alerts everyone of your presence :saddowns:. Beyond that, I don't think I understand how to use the stealthy rangers. I'd love to use them to scout out where the stupid pods are.

Finally, I seem to have a huge issue getting supply. I'll be utterly rolling in scientists. Last night before the end of month 2 I had 5 scientists, 2 engineers, and I still didn't have enough supply to build really anything. I think I ended up wasting some on recruits that I shouldn't have.

Oh, also - is it worth trading out a grenade or medkit for that first vest thingy you can get that gives you a little armor? I'm hesitant to do so because of my perceived over-reliance on grenades.

Edit: Is it just me or do you no longer get a turn to get away from burning vehicles? I lit a vehicle on fire my turn, and it blew up before my next turn had started. I swear you used to get a turn to get the gently caress away from a burning vehicle.

Edit 2: I'm also afraid to use modular weapon upgrades because I feel they should maybe go on more advanced weapons so I end up saving them all for a later that never comes, much like how I used to end Final Fantasy 4 with 100 elixirs.

Edit 3: Sorry I keep thinking of more things - I'm obviously fairly early game still, but I feel that I'm having more trouble than I should even on the early missions so I think I'm fundamentally doing something wrong that I'd like to correct now.

ssb fucked around with this message at 01:41 on Feb 14, 2016

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
I've never seen a vest that really looked worth it VS what could potentially go in a small item slot in its place. I guess if there was a dedicated underarmor slot?

Nebiros
Apr 25, 2013

The scarf is nice.
I want a Bad Company 2 voice pack. Company of Heroes would be a close second.

Rather than voice though, I'm looking into how much effort it would be to strip the music and replace it with the wide spread of C&C music.

Edit:

Vib Rib posted:

I've never seen a vest that really looked worth it VS what could potentially go in a small item slot in its place. I guess if there was a dedicated underarmor slot?

Hazmat suit makes my standard tactic of saturating an area in fire and acid less annoying. As often as I've seen Andromedons lob their boogers at me encourages me to run it occasionally too.

Yeah no poo poo, just thought it would be interesting to integrate it into the game since it's got it's share of mission success/fail, idle ambient and combat music. I may also like the awful voice acting.
V V V V V

Nebiros fucked around with this message at 01:35 on Feb 14, 2016

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ssb
Feb 16, 2006

WOULD YOU ACCOMPANY ME ON A BRISK WALK? I WOULD LIKE TO SPEAK WITH YOU!!


Nebiros posted:

I want a Bad Company 2 voice pack. Company of Heroes would be a close second.

Rather than voice though, I'm looking into how much effort it would be to strip the music and replace it with the wide spread of C&C music.

Turn off in-game music and play C&C music on spotify or itunes or some crap

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