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I just had a mission where I had 5 (five) turns to get to the other side of the map, pick up a VIP along the way, and deal with 7 enemies + reinforcements. Needless to say I failed and lost half of my squad. The other half I just had run full pelt to the evac zone when I realised what was happening. Even neglecting the VIP I don't think I could have saved my entire team unless they just made a beeline to the evac zone from the very start. Bullshit.
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# ? Feb 15, 2016 23:09 |
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# ? Jun 10, 2024 13:20 |
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Pictured: The exact moment when I realized my mission was to raid a disco. Incidentally, notice where the evac arrow is pointing? And how there's no door even remotely in that direction? Yeah, I decided "gently caress it" and just busted in, knocked out the VIP, and then blew out the back wall with a rocket launcher.
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# ? Feb 15, 2016 23:10 |
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Hadassah Biton, my new rookie, threw a mimic grenade the aliens killed the hologram A sectoid resurrected the hologram the zombie is Hadassah Biton? Hadassah Biton shot herself with a rifle.
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# ? Feb 15, 2016 23:11 |
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ShineDog posted:Hadassah Biton, my new rookie, threw a mimic grenade Psionics is a hell of a drug.
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# ? Feb 15, 2016 23:13 |
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Current Who Needs Tygan status: Let's do this.
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# ? Feb 15, 2016 23:16 |
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Yami Fenrir posted:I've seen it once... and naturally failed the hack. Then I got to the first retaliation mission, triggered two pods at once, had to overextend to not risk getting two people mind controlled and/or one shot down by the two ADVENT Troopers that were also around. I ended with the specialist that got it close to a civilian. But it was fine, all enemies that would shoot him were dead, so even in case that civilian was a Faceless he could heal and...then I was reminded that Faceless can indeed crit for enough damage to insta-kill Corporals in kevlar.
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# ? Feb 15, 2016 23:17 |
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mastershakeman posted:Why do you say that? I hated them on my first play through Harrow posted:Yeah, Specialists own pretty hard. Basically because of this - also with weapons mods, they end up being an almost guaranteed amount of damage each turn between Combat Protocol and the like. Also Aid Protocol is Very Good utility. Also not sure if you goons are playing on Nvidia cards, but the new driver that came out today got me a nice 8 FPS average increase. The avenger is almost usable now!
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# ? Feb 15, 2016 23:21 |
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Meta-Mollusk posted:So I just met my first Gatekeeper and goddamn those things are terrifying. Luckily repeaters aren't as useless as I thought. The only class that's really good against them is the psionic. I won the last mission by mindcontrolling a gatekeeper and just let him tank everything the aliens threw at my group. The only reason he eventually died was because I lost mind control and had to put him down myself.
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# ? Feb 15, 2016 23:29 |
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evilmiera posted:The only class that's really good against them is the psionic. I won the last mission by mindcontrolling a gatekeeper and just let him tank everything the aliens threw at my group. The only reason he eventually died was because I lost mind control and had to put him down myself. Gunslinger with bluescreen rounds work wonders. Or grenadiers with acid bombs paired with rapid fire rangers.
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# ? Feb 15, 2016 23:35 |
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Meta-Mollusk posted:So I just met my first Gatekeeper and goddamn those things are terrifying. Luckily repeaters aren't as useless as I thought. Barring absurd runs of luck like that, give a Shredder Grenadier and Gunslinger Sharpshooter bluescreen rounds and watch the overhyped beach balls fall down plaintively whining "whyyyyyy".
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# ? Feb 15, 2016 23:37 |
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Does anyone know how to make a mod that overrides an existing ability? I've built something that overrides the relevant class, but it doesn't seem to have had any effect?
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# ? Feb 15, 2016 23:41 |
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My gunslinger missed and shot out the roof above her too kill a Sectoid. Too bad all the acid on the roof fell on her as well. OSHA's going to lose their poo poo.
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# ? Feb 15, 2016 23:43 |
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Zomborgon posted:Really? I knew they were random, but I had no idea that there's a larger pool than then number of continents. I'll have to look into the list. There are quite a few, in my second campaign I'm pretty sure none of the continent bonuses were around the first time. I love the randomization in this game, I just wish there were more ammo and grenade types to get from the proving grounds. It really scratches my "seeing what the game gives me and making what use I can of it" itch, just like random loot in ARPGs. In my current game I've only found a handful of PCSs but I'm loving swimming in weapon mods PLUS I got the continent bonus to switch them around so I've just been going all tacticool on everyone's guns. Also specialists loving own and are usually the first class I'll bring two of into any mission because the sheer usefulness of healing, hacking, combat protocol etc is just the bee's goddamn knees. EDIT: CapnAndy posted:I got lucky and the same guy had Execute proc on the first three Gatekeepers I saw. Come to think of it, I can't name any single enemy that I'd find singularly more dangerous than the rest, it's always more the combination of various things that fucks things up. Well okay, Sectopods can be pretty brutal because they seem to have very little difficulty hitting guys in full cover, but eh Nordick fucked around with this message at 23:51 on Feb 15, 2016 |
# ? Feb 15, 2016 23:45 |
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I feel like the experimental projects are there entirely for mods to add in whatever you feel like for fun. e: Also so far only two soldiers the whole drat game have gotten a bonus perk from the AWC so gently caress that. At least it's useful as a medbay. RBA Starblade fucked around with this message at 23:50 on Feb 15, 2016 |
# ? Feb 15, 2016 23:47 |
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RBA Starblade posted:I feel like the experimental projects are there entirely for mods to add in whatever you feel like for fun. That is some unfortunate luck. I've gotten a bonus perk on almost all of my A-team, though lots of them aren't that useful.
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# ? Feb 15, 2016 23:53 |
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Nordick posted:Come to think of it, I can't name any single enemy that I'd find singularly more dangerous than the rest, it's always more the combination of various things that fucks things up. if only the game had an advanced codex
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# ? Feb 15, 2016 23:53 |
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Just did the first Black Site mission again, on turn four or five, I got an unlucky roll where I had one soldier go into bleed out, and one got whomped by a stun trooper and went unconcious. Spent the next ten or so turns sneaking around the side of the building since the Evac was on the opposite side of the building. Had a sniper, a grenadier with no grenades left, and a ranger with two health left. The ranger was the only one with a magnetic weapon, so he kept overwatch as the other two hoisted the wounded. Once we hit the evac, we find out this was the mission where the game decided to introduce both Vipers and MECs By some miracle, we managed to drop them with what we had, and I got the ranger to sprint in, grab the vial, and hit the evac zone just in time to help kill the reinforcements that showed up.
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# ? Feb 15, 2016 23:56 |
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Maybe it's just me but it feels like the repeater attachments (x chance to instantly kill) proc way more often than their stated proc chance. I guess it makes it up for the amount of 90%+ shots I've missed
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# ? Feb 15, 2016 23:58 |
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RBA Starblade posted:e: Also so far only two soldiers the whole drat game have gotten a bonus perk from the AWC so gently caress that. At least it's useful as a medbay.
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# ? Feb 16, 2016 00:06 |
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Oh hey, the bosses can become zombies. Makes sense in hindsight.
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# ? Feb 16, 2016 00:08 |
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Is it the Double Enemy Count mods you guys are using for more enemy spawns?
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# ? Feb 16, 2016 00:16 |
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I still haven't gotten anything super powerful from the AWC. The best it's given me was Shredder on my ranger, and I guess the Run'n Gun for my medic and Hail of Bullets for the hacker specialist were pretty good too. Then I've gotten Guardian on like three different people. Oh and my B-sniper got Phantom which sounds thematically suitable and I feel like it could be situationally useful in helping him get to a better position, but I've gotten absolutely zero utility out of it.
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# ? Feb 16, 2016 00:17 |
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Wizard Styles posted:Everybody is supposed to get one, install this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=620586407 The only thing stopping me from doing it is I've heard it's intentional that it be random if they do or not, even if you retrain them. quote:That is some unfortunate luck. I've gotten a bonus perk on almost all of my A-team, though lots of them aren't that useful. Yeah, though Volatile Mix on my specialist has been a lifesaver.
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# ? Feb 16, 2016 00:18 |
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I got deep cover on a spec and immediately switched them over to medic. It's real good.
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# ? Feb 16, 2016 00:19 |
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Coming along nicely.
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# ? Feb 16, 2016 00:21 |
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Trip report with using PsyOps and Dominate for the first time. I see two mutons in cover. I dominate the one. He reveals two Archons waiting in the wings. Enemy turn comes up. Enemy muton runs up, melees my muton, nearly kiils him by leaving him with one health and stunning for one action. First enemy archon's turn. He rolls up and... ...Misses my muton in melee. Second enemy archon's turn. He rolls up and... ...Also misses. It's now my turn. My muton is now surrounded by three other enemies, one health, and one action. I notice he has one thing he can do, though - his grenade. I have him do this. https://www.youtube.com/watch?v=3l2NeCiP8b8&t=104s GOTY 2016.
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# ? Feb 16, 2016 00:23 |
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RBA Starblade posted:Swords are good when you park the ranger at a door and wait for people to come by. I've seen it twice, on the third and second-last missions of my first run. There was only one Advent Mec in the final mission (and no Sectopods)...
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# ? Feb 16, 2016 00:25 |
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RBA Starblade posted:The only thing stopping me from doing it is I've heard it's intentional that it be random if they do or not, even if you retrain them. But the game rolls a skill for all of them once you have the AWC. It can just (very easily) happen that it lands on a rank they have already passed, because that is entirely randomized and doesn't take current rank into account. In that case they're just out of luck unless the skill landed on Corporal, in which case AWC retraining will retroactively unlock it. So, mechanically, in the long run, you're better off kicking your first mission survivors to the curb and training up new people after building the AWC. Or you could just install the mod.
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# ? Feb 16, 2016 00:25 |
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The last boss of the last mission has gone all Smart Kobolds on me. When I resume I'm having another go from two turns previous, on the grounds that this is Some Bullshit (and didn't happen last time) and deserves a little savescumming to, you know, mitigate the gatekeeper spawns, but I might not be pulling off Tygan + nodeaths simultaneously. (It might be possible if I blitz around the corner and alpha strike him, but all it takes is one bad teleport and I'm Completely Hosed.) Bonus tidbit: it replayed the "you have entered the last room" cutscene when I sent a psi zombie to check on why nobody'd come out in three turns, so yeah, probably a bug. Edit: Wait. I have sustain on all but one of my psykers (two counting the special). I might yet pull this poo poo off! Goatse James Bond fucked around with this message at 00:43 on Feb 16, 2016 |
# ? Feb 16, 2016 00:26 |
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Does the will stat have anything to do with the damage or success of your psi abilities?
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# ? Feb 16, 2016 00:29 |
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lol in Beagle's four live and legendary video an officer shot a civ that turned out to be a faceless, activating it.Wizard Styles posted:This is what I first heard as well. I even wrote a few posts here claiming as much. Ohhh ok, I see now. I thought it was more like "soldier rolls dice, rolls it can get a skill. Rolls second dice for rank to get it at." Definitely installing it then, it's bullshit that it failed for like ten different guys. I get how it's supposed to work now, it just really doesn't.That's the only mod I'm going to install then.
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# ? Feb 16, 2016 00:30 |
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Destro posted:Does the will stat have anything to do with the damage or success of your psi abilities? No. I assumed it did but there's a separate "Psi" stat for that.
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# ? Feb 16, 2016 00:33 |
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Destro posted:Does the will stat have anything to do with the damage or success of your psi abilities? No. Will only affects psi attacks against that character, and chance to panic.
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# ? Feb 16, 2016 00:34 |
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RBA Starblade posted:Ohhh ok, I see now. I thought it was more like "soldier rolls dice, rolls it can get a skill. Rolls second dice for rank to get it at." Definitely installing it then, it's bullshit that it failed for like ten different guys. I get how it's supposed to work now, it just really doesn't.That's the only mod I'm going to install then.
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# ? Feb 16, 2016 00:36 |
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Wizard Styles posted:I look forward to reading about your entire squad getting Aim. I think I've hunkered down once the entire game so far.
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# ? Feb 16, 2016 00:38 |
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Wizard Styles posted:Everybody is supposed to get one, install this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=620586407 No they aren't. The description for AWC says "a possibility that soldiers may gain a bonus ability". In vanilla, if the AWC rolled a rank for a soldier they already attained, they wouldn't get the perk retroactively. This mod simply fixes that.
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# ? Feb 16, 2016 00:44 |
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One of my cosmetic item mods seems to have been updated to disable the enemy AI and give me 100% critical hit rate. That's nice.
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# ? Feb 16, 2016 00:53 |
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loving sectopods and Gatekeepers in August. Does XCOM2 accelerate the enemies depending on your weapon like 1, or is Commander just faster at upgrading enemies?
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# ? Feb 16, 2016 00:55 |
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Thats a known bug in the base game, give it a restart.
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# ? Feb 16, 2016 00:55 |
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# ? Jun 10, 2024 13:20 |
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Welp. That's a thing. Sectopod walked through the target before I could plant the charges on it.
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# ? Feb 16, 2016 00:55 |