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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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# ? Feb 15, 2016 18:38 |
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# ? May 21, 2024 22:28 |
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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? 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.
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# ? Feb 15, 2016 18:39 |
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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.
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# ? Feb 15, 2016 18:39 |
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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. theyre even easier once you realize you can wraith suit in, plant the x4, then wraith suit right back out
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# ? Feb 15, 2016 18:44 |
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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.
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# ? Feb 15, 2016 18:44 |
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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.
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# ? Feb 15, 2016 18:44 |
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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.
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# ? Feb 15, 2016 18:44 |
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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 |
# ? Feb 15, 2016 18:45 |
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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.
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# ? Feb 15, 2016 18:47 |
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terrorist ambulance posted:In a retaliation mission - http://imgur.com/sD4XAjG https://www.youtube.com/watch?v=2ibnHGWR9pU
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# ? Feb 15, 2016 18:49 |
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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 victrix fucked around with this message at 19:04 on Feb 15, 2016 |
# ? Feb 15, 2016 18:55 |
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terrorist ambulance posted:In a retaliation mission - http://imgur.com/sD4XAjG Also, someone mod Bradford as a unique unit with a once per mission use airstrike skill.
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# ? Feb 15, 2016 18:56 |
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Kingtheninja posted:my Sniper bought us time to escape was captured.
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# ? Feb 15, 2016 19:01 |
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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.
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# ? Feb 15, 2016 19:05 |
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terrorist ambulance posted:In a retaliation mission - http://imgur.com/sD4XAjG 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. 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 |
# ? Feb 15, 2016 19:05 |
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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
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# ? Feb 15, 2016 19:05 |
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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...
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# ? Feb 15, 2016 19:08 |
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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! 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 |
# ? Feb 15, 2016 19:14 |
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Aren't those beagle videos from the pre-release campaign? It looks like it's a continuation of his videos from weeks ago
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# ? Feb 15, 2016 19:17 |
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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.
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# ? Feb 15, 2016 19:22 |
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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
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# ? Feb 15, 2016 19:24 |
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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.
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# ? Feb 15, 2016 19:26 |
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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.
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# ? Feb 15, 2016 19:30 |
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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.
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# ? Feb 15, 2016 19:31 |
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Hahaha I just put my Peruvian sniper on Killzone and by way of acknowledgement she yells "¡No pasarán!" Ms Adequate fucked around with this message at 19:36 on Feb 15, 2016 |
# ? Feb 15, 2016 19:33 |
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It's worth it because it also saves you engineers for digging purposes.
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# ? Feb 15, 2016 19:34 |
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Mister Adequate posted:Hahaha I just put my Peruvian sniper on Killzone and by way of acknwledgement she yells "¡No pasarán!" gonna need a translation hombre
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# ? Feb 15, 2016 19:34 |
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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.
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# ? Feb 15, 2016 19:35 |
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terrorist ambulance posted:In a retaliation mission - http://imgur.com/sD4XAjG 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.
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# ? Feb 15, 2016 19:36 |
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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.
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# ? Feb 15, 2016 19:37 |
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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.
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# ? Feb 15, 2016 19:37 |
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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.
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# ? Feb 15, 2016 19:38 |
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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
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# ? Feb 15, 2016 19:41 |
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Any way to make the pooled characters really, really rare?
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# ? Feb 15, 2016 19:46 |
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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'.
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# ? Feb 15, 2016 19:49 |
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khy posted:How do wounds work in XCom 2? 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.
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# ? Feb 15, 2016 19:52 |
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khy posted:How do wounds work in XCom 2? 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.
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# ? Feb 15, 2016 19:53 |
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Best reason to use a sword ranger: you are using the G.I. Joe character pool and you get snake eyes.
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# ? Feb 15, 2016 19:53 |
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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). 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.
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# ? Feb 15, 2016 19:54 |
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# ? May 21, 2024 22:28 |
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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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# ? Feb 15, 2016 19:54 |