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stev
Jan 22, 2013

Please be excited.



Harrow posted:

Facility assaults are generally a lot easier than the story missions like the black site. Usually just bust in, blow something up, and then you get to call in evac wherever you want.

It kind of blows my mind how easy they are given how important they are. I'm incredibly terrible, but they're pretty much the only missions that I can reliably get in and out without any problems.

I guess it's one of the few mission types with a simple objective, no timer, concealment and no requirement to kill all enemies. Good combination that. On at least one occasion I've found myself thinking I could have done it with one soldier (and maybe a couple of reloads) and avoided putting the others in danger.

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Harrow
Jun 30, 2012

monster on a stick posted:

Only one is in a territory where I've made contact, everything else is two+ hops away, so it seems like I have to start chaining them hard. What kind of pip reduction do you see with story progress, a la shanking a guard?

10/12 pips in July even with two story missions done seems a bit like overkill.

One pip per story thing, usually.

Focus on making contact and giving yourself access to as many facilities as you can. That way you always have a facility available when the doom clock starts.

Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
Had my first run in with timed mission frustration. Had a VIP extract mission to take care of. It gave me 12 turns to get the VIP and evac, but it was a very big map and it put me at the opposite end of it from the VIP. To make things worse, the evac was on the roof of a 2 tier building, with only something like two or three pipes to access it (on the far side of the building no less). It took something like 5 or 6 turns just to get to the VIP, and of course I set off a few pods (reinforcements land on the Evac site). I tried skulljacking on my way out, not knowing it would bring the Codex around. All in all I managed to get 3 out of 5 soldiers and the VIP out. Lost my Grenadier, and my Sniper bought us time to escape was captured.

mormonpartyboat
Jan 14, 2015

by Reene

Steve2911 posted:

It kind of blows my mind how easy they are given how important they are. I'm incredibly terrible, but they're pretty much the only missions that I can reliably get in and out without any problems.

I guess it's one of the few mission types with a simple objective, no timer, concealment and no requirement to kill all enemies. Good combination that. On at least one occasion I've found myself thinking I could have done it with one soldier (and maybe a couple of reloads) and avoided putting the others in danger.

theyre even easier once you realize you can wraith suit in, plant the x4, then wraith suit right back out

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Any mission without a timer is the easiest mission. It really puts into perspective that the game is easier mechanically.

I would honestly say Xcom 1 is harder because dealing with overwatch wars and highly defensive exchanges are a lot worse than idiots that always charge at you despite having overwatch.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Like the original XCOM, a lot of the items just aren't worth a slot - the nanosuit vests are just awful, and smoke grenades really aren't worth taking either.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Psi-Operative Bradford is going to be a beast holy poo poo.

Also my sniper can now lightning hands, grapple, fire, and death from above all in the same turn. Still not on par with the dedicated Gunslinger, but actually good now!

Tae posted:

Useless poo poo, except 1 heals you for 2 HP (6 total) but not worth it compared to other stuff like ammo and grenades.

Thanks, I won't bother with it then.

terrorist ambulance
Nov 5, 2009
In a retaliation mission - http://imgur.com/sD4XAjG

In that one building, there's 2 mutons, 2 muton berserkers, 2 commanders, a shieldbearer, and a trooper. I think one of the civs scanned as a faceless too.

My guys are on a bridge in the open just to the right, and there's no real way to hit all of it with a flashbang. I think it'll all trigger at once if I approach.

edit: Also I'm realizing that I left a frag grenade equipped on that ranger

terrorist ambulance fucked around with this message at 18:49 on Feb 15, 2016

StringOfLetters
Apr 2, 2007
What?
If you fail a hack on a mechanical unit that gives it +accuracy, and then succeed on a second hack attempt, your new friend keeps the failure bonus.

Bolow
Feb 27, 2007

terrorist ambulance posted:

In a retaliation mission - http://imgur.com/sD4XAjG

In that one building, there's 2 mutons, 2 muton berserkers, 2 commanders, a shieldbearer, and a trooper. I think one of the civs scanned as a faceless too.

My guys are on a bridge in the open just to the right, and there's no real way to hit all of it with a flashbang. I think it'll all trigger at once if I approach.

bkgkg

https://www.youtube.com/watch?v=2ibnHGWR9pU

victrix
Oct 30, 2007


What the gently caress am I supposed to do on the final mission

I'm wandering all over an empty facility. The only goal is destroy avatars, but there aren't any, or any enemies for that matter, I killed everything, I found a few inactive portals, otherwise there's fuckall

edit: Jesus christ, I found it with my last move, that activated two gatekeepers and an army of advent :downs: :downs: :downs: :downs:

victrix fucked around with this message at 19:04 on Feb 15, 2016

Orgophlax
Aug 26, 2002


terrorist ambulance posted:

In a retaliation mission - http://imgur.com/sD4XAjG

In that one building, there's 2 mutons, 2 muton berserkers, 2 commanders, a shieldbearer, and a trooper. I think one of the civs scanned as a faceless too.

My guys are on a bridge in the open just to the right, and there's no real way to hit all of it with a flashbang. I think it'll all trigger at once if I approach.

edit: Also I'm realizing that I left a frag grenade equipped on that ranger

Also, someone mod Bradford as a unique unit with a once per mission use airstrike skill.

Coolguye
Jul 6, 2011

Required by his programming!

Kingtheninja posted:

my Sniper bought us time to escape was captured.
If you get a mission to rescue him/her please post about it I love those stories

Erata
May 11, 2009
Lipstick Apathy
The AI behaving like most horror game monsters continues to be amusing. It is a bummer though because unless you play really hard and fast, the game appears to send inactive pods your way.
The biggest offender was using a battle scanner to see a formerly stationary sectopod spend two turns lumbering all the way over from the edge of the map to engage me shortly after dealing with a previous set of enemies.
Jake Solomon doesn't want you to try and get too creative with concealment and evasion unless it involves disabling enemies with abilities and running away from combat in-progress I guess.

Klyith
Aug 3, 2007

GBS Pledge Week

terrorist ambulance posted:

In a retaliation mission - http://imgur.com/sD4XAjG

In that one building, there's 2 mutons, 2 muton berserkers, 2 commanders, a shieldbearer, and a trooper. I think one of the civs scanned as a faceless too.

My guys are on a bridge in the open just to the right, and there's no real way to hit all of it with a flashbang. I think it'll all trigger at once if I approach.

edit: Also I'm realizing that I left a frag grenade equipped on that ranger

if you swing around from the left you might be able to at least pull one of the groups without the others activating, especially if you use the phantom ranger + a squadsight sniper

otherwise just wait until they split up? on a retaliation mission there's no turn limit, just the civvies. and they'll run out of civvies to kill pretty quick when every pod on the map is bunched up like that.


e:

Erata posted:

The AI behaving like most horror game monsters continues to be amusing. It is a bummer though because unless you play really hard and fast, the game appears to send inactive pods your way.
The biggest offender was using a battle scanner to see a formerly stationary sectopod spend two turns lumbering all the way over from the edge of the map to engage me shortly after dealing with a previous set of enemies.
Jake Solomon doesn't want you to try and get too creative with concealment and evasion unless it involves disabling enemies with abilities and running away from combat in-progress I guess.
they move toward sound, what's surprising about that? you can actually get them to move your way by running dash moves in circles!

and it's more like if you play hard and fast the game intentionally eases up on you. inactive pods get nudged away a bit when you have more than a specific number of aliens engaged.

Klyith fucked around with this message at 19:09 on Feb 15, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I looked up the experimental vests and while they don't seem totally useless I don't want to give up any frag grenades for them. Also I've only used smoke grenades once and flashbangs fall off super quick. Explosive Supremacy

Kenshin
Jan 10, 2007
I just got my first pass at a mod (a new experimental vest that provides some limited shields) to compile! (after lots of attempts! the IDE has some very strange quirks) Now to get it to show up in my mods list to test it in developer mode...

Erata
May 11, 2009
Lipstick Apathy

Klyith posted:

they move toward sound, what's surprising about that? you can actually get them to move your way by running dash moves in circles!

and it's more like if you play hard and fast the game intentionally eases up on you. inactive pods get nudged away a bit when you have more than a specific number of aliens engaged.

Ohhh, well that's interesting then! Thanks for clarifying that. Now I wanna screw around with that using the rocket launcher or something and see what happens.

e: It's super impractical, but I can see possibly using it to lure enemies away if for some reason I'm under-teched and trying to avoid combat in some campaigns and dont mind losing a rookie in exchange for the mission rewards, like a VIP extraction or something.

Erata fucked around with this message at 19:21 on Feb 15, 2016

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Aren't those beagle videos from the pre-release campaign? It looks like it's a continuation of his videos from weeks ago

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.

Substandard posted:

The shotgun would be better even if the sword was 100% because the shotgun does more damage and can rapid fire every turn.

This is from some pages back, but I would like to disagree here, Shotguns do more damage on a single target, but if the sword was 100% suddenly reaper becomes an awesome way of dealing with groups of enemies weakened by other soldiers. Single target dps IS really good, but its not ALL.

The_Angry_Turtle
Aug 2, 2007

BLARGH
Are you supposed to sprint through the broadcast tower mission and avoid fighting? When I first make contact it usually aggros 2 or 3 groups with Andromedons in them who always initiate with acid bombs

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

The_Angry_Turtle posted:

Are you supposed to sprint through the broadcast tower mission and avoid fighting? When I first make contact it usually aggros 2 or 3 groups with Andromedons in them who always initiate with acid bombs

My only finished campaign so far was All Archons All The Time, which is pretty easy when you stroll in with triple-psykers.

MikeC
Jul 19, 2004
BITCH ASS NARC

This man has the correct answer. Explosives solve all problems in XCOM 2. The screenshot is kind of blurry but it looks like a pod is on 2nd floor. blow up that pod and watch them die as they fall to the ground.

khy
Aug 15, 2005

Do you guys think that workshops to give you bonus engineers are worthwhile?

I've been doing a build along the lines of AWC - GTS - Power - Comm - Workshop. The workshop keeps the AWC and power permastaffed while I get a PG up, then I upgrade the workshop to boost more rooms.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Hahaha I just put my Peruvian sniper on Killzone and by way of acknowledgement she yells "¡No pasarán!"

:spain: :ussr:

Ms Adequate fucked around with this message at 19:36 on Feb 15, 2016

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
It's worth it because it also saves you engineers for digging purposes.

Coolguye
Jul 6, 2011

Required by his programming!

Mister Adequate posted:

Hahaha I just put my Peruvian sniper on Killzone and by way of acknwledgement she yells "¡No pasarán!"

:spain: :ussr:

gonna need a translation hombre

Wildtortilla
Jul 8, 2008
I turned a heavy into an MEC and have him in an MEC-1 suit. How do I use Body Shield? The skill he was supposed to get when he was turned into an MEC.

TheTrend
Feb 4, 2005
I have a descriminating toe

terrorist ambulance posted:

In a retaliation mission - http://imgur.com/sD4XAjG

In that one building, there's 2 mutons, 2 muton berserkers, 2 commanders, a shieldbearer, and a trooper. I think one of the civs scanned as a faceless too.

My guys are on a bridge in the open just to the right, and there's no real way to hit all of it with a flashbang. I think it'll all trigger at once if I approach.

edit: Also I'm realizing that I left a frag grenade equipped on that ranger

Dude just blow the fucken floor out of that place and watch them all die from fall damage. Mop up anything left. Never not be blowing up EVERYTHING.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Where do I find the exported character pool? I'm in F:\SteamLibrary\steamapps\common\XCOM 2\XComGame, and there's a CharacterPool folder here with the two default pools but not the one that I exported, which was visible ingame in the same list.

If anyone is interested, by the way, it's eight Jan Michael Vincents with slightly different clothes, hair, and props.

Ravenfood
Nov 4, 2011

Wildtortilla posted:

I turned a heavy into an MEC and have him in an MEC-1 suit. How do I use Body Shield? The skill he was supposed to get when he was turned into an MEC.
Its on by default. Its the little glowy shield thing he has facing towards the nearest enemy.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Coolguye posted:

gonna need a translation hombre

Basically means "They shall not pass!", Gandalf style, but has become an antifascist slogan thanks to it's use during the Spanish Civil War by Communist forces, and later adopted by British antifascists and reds at the Battle of Cable Street.

monster on a stick
Apr 29, 2013

Phenotype posted:

Where do I find the exported character pool? I'm in F:\SteamLibrary\steamapps\common\XCOM 2\XComGame, and there's a CharacterPool folder here with the two default pools but not the one that I exported, which was visible ingame in the same list.

Documents\My Games\XCOM2\XComGame\CharacterPool\Importable

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Any way to make the pooled characters really, really rare?

khy
Aug 15, 2005

How do wounds work in XCom 2?

I know that in 1 your soldiers had base HP + Armor HP, and you only took wounds if you took damage higher than your armor HP. So if you wore 5HP armor and took 3 damage at the end of the fight you'd have no wounds.

But in 2 it seems almost random whether I get 'lightly wounded' or 'gravely wounded' or just plain 'wounded'.

Pakled
Aug 6, 2011

WE ARE SMART

khy posted:

How do wounds work in XCom 2?

I know that in 1 your soldiers had base HP + Armor HP, and you only took wounds if you took damage higher than your armor HP. So if you wore 5HP armor and took 3 damage at the end of the fight you'd have no wounds.

But in 2 it seems almost random whether I get 'lightly wounded' or 'gravely wounded' or just plain 'wounded'.

The severity of your wound, as far as I can tell, depends on the minimum amount of HP a soldier had at any point in the mission, with a pretty hefty dose of RNG. When you have higher tier armors that add more HP, you tend to get more light/regular sounds, while when you're in the default armor, pretty much every wound is grave. There's a mod that changes it in the way you want, though.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

khy posted:

How do wounds work in XCom 2?

I know that in 1 your soldiers had base HP + Armor HP, and you only took wounds if you took damage higher than your armor HP. So if you wore 5HP armor and took 3 damage at the end of the fight you'd have no wounds.

But in 2 it seems almost random whether I get 'lightly wounded' or 'gravely wounded' or just plain 'wounded'.

However it works, it is deeply flawed. I regularly get Gravely Wounded from poo poo like 1 point of poison damage or 2 points from being wrapped up by a goddamn snake (on dudes who have 10+ hp).

There are a couple mods that try to address it. I haven't tried them yet but next run for sure.

malhavok
Jan 18, 2013
Best reason to use a sword ranger: you are using the G.I. Joe character pool and you get snake eyes.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Soothing Vapors posted:

However it works, it is deeply flawed. I regularly get Gravely Wounded from poo poo like 1 point of poison damage or 2 points from being wrapped up by a goddamn snake (on dudes who have 10+ hp).

There are a couple mods that try to address it.

My sniper dodged a shot and took 3 graze damage. He's gravely wounded. My specialist got blown up by missiles and just got wounded. :shepicide:

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Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Schizotek posted:

Somebody finally got around to making Archer and Duke Nukem voice packs.

Has anyone made the tactical turtleneck yet?

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