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Lima posted:I'm almost certain that Guardian won't work with Killzone. I think it'll work great on both pistoleros and snipers though. Its actually better with pistol users, because they never run out of ammo. With enough aim (PCS bonus and higher ground maybe) they can kill whatever runs at them so long as they keep firing.
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# ? Feb 16, 2016 16:17 |
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# ? Jun 8, 2024 07:53 |
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SkySteak posted:Thanks for the help. NEVEEEEEER Serious answer: it'll be goofy, yes, but explosions are scary and multiple rockets can solve many problems. Be aware though that each suit costs an Elerium Core, and that missiles have a much smaller radius than grenades do. Blaster Launchers (upgraded missiles) also cost a core each, and are dependent on RNG to get. Personally, perks and other stuff makes Proximity Mines a surprisingly competitive alternative to even Blaster Launchers, though you can always take both.
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# ? Feb 16, 2016 16:24 |
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MikeC posted:For those who have managed to complete Legend mode either with or without Ironman (but without excessive savescuming), did you guys basically have to do the early game a bunch of times when RNG hosed you and killed a pile of dudes or failed too many missions early? Or did you just go Legend Iron man and then one shot it? Yes, of course, or you just get lucky on your first couple attempts Beagles mission on youtube was done with the pre-release nerfs...he says in the beginning that it's the release version etc. etc. yet there are 8 hp sectoids instead of 10. I didn't check how many missions he did where that was the case, but you can't gauge yourself against that when the difference in health makes for an easier start. ChristopherOdds start isn't like this so he's more accurate I started off doing really well and got sloppy and lost some of the later missions - I even beat the first retal, but then lost to the supply train mission b/c of some silly poo poo, then did another one where I tried to be sneaky on blacksite and didn't realize that AI will converge on objectives if you try that. Lost another one on the supply train when the AI crit + hit one of my soldiers thru hard cover when I engaged the 2nd pod (no elevation, no nothing, just xcom) and it all fell apart from there. And then on this run I'm doing just fine as I hit mag weapons and got the mimic beacon and it's probably going to start easing up now. The difference? This run my sniper landed 70% shots pretty much every time, along with everyone else. If you start a run where you're blowing easy shots like that left and right it's going to cause your whole campaign to get hosed if it's in the first 3-4 missions. edit: also, I don't think people are using Aim (hunker down perk) right. It's in the wrong place on the tree I think but it's designed to let you climb to a roof spot and hunker (since it's low cover and you're likely to get hit) and then get a big aim bonus the next turn since you can't shoot the sniper rifle anyway oswald ownenstein fucked around with this message at 16:28 on Feb 16, 2016 |
# ? Feb 16, 2016 16:25 |
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oswald ownenstein posted:edit: also, I don't think people are using Aim (hunker down perk) right. It's in the wrong place on the tree I think but it's designed to let you climb to a roof spot and hunker (since it's low cover and you're likely to get hit) and then get a big aim bonus the next turn since you can't shoot the sniper rifle anyway The thing is, grappling lets you shoot, and there's plenty of action-saving/granting options (PSI, AWC skills, hacks) to sub in when that's on cooldown. If it were early on in the tree before those options made it useless, I'd consider it for the early game and respec later.
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# ? Feb 16, 2016 16:31 |
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Zomborgon posted:The thing is, grappling lets you shoot, and there's plenty of action-saving/granting options (PSI, AWC skills, hacks) to sub in when that's on cooldown. If it were early on in the tree before those options made it useless, I'd consider it for the early game and respec later. Yeah, I put lightning hands on my sniper too, so he can grapple, fire the handcannon, then fire the sniper rifle. And if he kills, he gets to shoot again. Why waste time hunkering?
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# ? Feb 16, 2016 16:33 |
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Not to mention a height advantage also gives you a defense AND aim boost. Steady Hands' +10% crit bonus doesn't sound like much, but the +10 aim you get isn't worth blowing an action on a redundant defensive move when you could instead overwatch with a pistol or lob a grenade if you took one.
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# ? Feb 16, 2016 16:35 |
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Grapple is the sole reason why Snipey Snipers in a timed game is still incredibly viable. The change to make it not cost an action is huge.
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# ? Feb 16, 2016 16:46 |
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Yeah, Snipers were completely worthless to me until the exact second I built a spider suit. Also I now have 3 upgrade slots on my mag weapons, thanks Europe.
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# ? Feb 16, 2016 16:49 |
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Lotish posted:I really shouldn't have put off psionics as long as did. Holy cow. It's so much fun Dominating an Andromedan and letting them scout for me. So I'm curious - can you run a dominated Andromedan around the perimeter of a building and make the whole thing collapse? What I got from watching the ChristopherOdd LP is what so many people on here have been saying - flank ,flank, and flank. Avoid low % shots. Someone recommended keeping it as high as 80%, but I'm not that good at moving my men around yet. But I stopped the cover-to-cover low % exchanges and started looking for opportunities to get (or create) the yellow shots and my game has gotten better 10x. It's a mix of positioning, destroying cover, and timing your turns (so you get to move last) that seems to work the best.
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# ? Feb 16, 2016 16:51 |
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oswald ownenstein posted:edit: also, I don't think people are using Aim (hunker down perk) right. It's in the wrong place on the tree I think but it's designed to let you climb to a roof spot and hunker (since it's low cover and you're likely to get hit) and then get a big aim bonus the next turn since you can't shoot the sniper rifle anyway a) need to only blue move to get between positions, but a longarm sniper should be either standing still or full moving to catch up to the squad. For a gunslinger it's more plausible (blue move, hunker, then go nuts with pistol abilities next turn). b) have to take a turn with a wasted action on the back end to get the bonus the next turn. At the most you can get bonuses from the skill once every two turns. Steady hands can stay active forever if you have the perfect sniper tower position. Aim isn't terrible, and it's not like steady hands is amazing either. They're both pretty small bonuses really and both require some set up to get the most of. If I was using Aim I'd be trying to use it right before a kill zone turn. But for me the main difference come down to +10 crit being a better bonus for a sniper than all aim. Snipers have really good aim already.
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# ? Feb 16, 2016 16:53 |
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This game rocks, and the attitudes of the different soldiers makes it a lot more fun. I love my laid back hacker who got into an explosion and got shaken up before finding his footing again, with a nice big scar on his face now. I also was randomly assigned an Australian machete-wielding assault named John Walker so naturally I had to nickname him Whiskey and name his gun Black Label because of course that would actually happen. Now I just need some good stable mods with awesome customization options. My only complaint is the implacable bug, I keep seeing a person with a yellow move and going "Oh nice overwatch" (Hits Y, game gets confused and won't let me do anything and I have load the last autosave).
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# ? Feb 16, 2016 16:57 |
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Man, I absolutely adore the squad loadout music. While the first XCOM generally had a better soundtrack, this specific track has the perfect mix of melodrama and gravitas to get you pumped for a mission. Admittedly it's mostly listened to as I tweak hair colours, but there we go.
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# ? Feb 16, 2016 17:03 |
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Tom Tucker posted:My only complaint is the implacable bug, I keep seeing a person with a yellow move and going "Oh nice overwatch" (Hits Y, game gets confused and won't let me do anything and I have load the last autosave). That one is a pain in the tits; I think you can hit '1' and then cancel and it will return control to you. There are a number of irritating UI glitches like this that weren't tested properly, and it's a shame.
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# ? Feb 16, 2016 17:05 |
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Tom Tucker posted:My only complaint is the implacable bug, I keep seeing a person with a yellow move and going "Oh nice overwatch" (Hits Y, game gets confused and won't let me do anything and I have load the last autosave). I believe you can solve that one by selecting one of the greyed-out abilities, having the game tell you you're out of action points for that one, and then end turn with backspace.
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# ? Feb 16, 2016 17:05 |
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poptart_fairy posted:Man, I absolutely adore the squad loadout music. While the first XCOM generally had a better soundtrack, this specific track has the perfect mix of melodrama and gravitas to get you pumped for a mission. Admittedly it's mostly listened to as I tweak hair colours, but there we go. I wish the rest of the soundtrack was a bit more upbeat like this; everything else is a bit faint and seems to scream "last stand, we're all hosed!" I mean, it's appropriate at times, but it's bad for morale.
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# ? Feb 16, 2016 17:07 |
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Good Thing: using a mind-controlled Gatekeeper to hit a nice cluster of aliens with a psionic rift. Bad Thing: Realizing half a second after you hit the button that said cluster includes four Codexes, none of which will be killed by the blast.
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# ? Feb 16, 2016 17:13 |
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Moogle posted:That one is a pain in the tits; I think you can hit '1' and then cancel and it will return control to you. There are a number of irritating UI glitches like this that weren't tested properly, and it's a shame. I had a bug where I sworded an andromedan that was standing in a loot square, and the game got stuck. Like, it wanted to pick up the loot, and just couldn't.
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# ? Feb 16, 2016 17:17 |
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Zomborgon posted:I wish the rest of the soundtrack was a bit more upbeat like this; everything else is a bit faint and seems to scream "last stand, we're all hosed!" The combat music feels weirdly subdued in this one, too. Nothing as dramatic as track 9 for instance. I guess it's just an overall design change, but I do miss the creeping menace punctuated by sudden bombast.
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# ? Feb 16, 2016 17:20 |
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meatsaw posted:What I got from watching the ChristopherOdd LP is what so many people on here have been saying - flank ,flank, and flank. Avoid low % shots. Someone recommended keeping it as high as 80%, but I'm not that good at moving my men around yet. But I stopped the cover-to-cover low % exchanges and started looking for opportunities to get (or create) the yellow shots and my game has gotten better 10x. Yep, this is what helped me get my poo poo together with XCOM 2 combat. Flanking is the most important goddamn thing. Usually when I see people posting about being screwed by the RNG and having a really hard time, they're camping behind cover and trading shots back and forth. You're always going to lose that fight. As soon as I started blowing up cover with grenades and flanking more aggressively, I started having a much easier time. The ideal engagement in XCOM 2 is one that starts on your terms and ends before your opponents get a chance to even fire a shot. That usually means trying to trip the pod on their turn, not yours; luring them into Overwatch traps whenever possible; and doing everything you can to increase your chances at a successful shot before you commit to anything.
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# ? Feb 16, 2016 17:22 |
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Different composer, the music in XC1 was better
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# ? Feb 16, 2016 17:22 |
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Looks like Containment Zones do get... some kind of reference in game, at least. vv also possible.
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# ? Feb 16, 2016 17:31 |
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I figured that was a Command and Conquer/tiberium reference.
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# ? Feb 16, 2016 17:31 |
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Anyone else given the new Nvidia drivers ago? I just rolled back after I lost roughly 20 fps in one fell swoop. I know it's more down to optimisation on Firaxis' part but I was expecting a small boost.
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# ? Feb 16, 2016 17:32 |
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The whole orchestral foundation + sci-fi industrial electronic accents gimmick totally works for almost all semi-sci fi or even fantasy action movies and games - think of the Mad Max soundtrack or almost everything recent by Hans Zimmer. That's the big difference besides composer from XCOM EU to XCOM 2. It's also why Jesper Kyd's better work was with the Darksiders 2 soundtrack rather than the much more basic sci-fi industrial / EBM-ish sound.
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# ? Feb 16, 2016 17:33 |
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I have no idea what I'm doing in the Dev Kit but I want to make a mod that makes it so you can import XCOM1 musics into this game and add them to the soundtrack list. Maybe someone smarter than me can do it.
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# ? Feb 16, 2016 17:33 |
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victrix posted:Different composer, the music in XC1 was better I respectfully disagree. In XCOM1 I turned the original music off after one playthrough, in XCOM2 I'm still keeping it after 60+ hours of playing. The combat tracks in particular are excellent.
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# ? Feb 16, 2016 17:36 |
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Harrow posted:The ideal engagement in XCOM 2 is one that starts on your terms and ends before your opponents get a chance to even fire a shot. That usually means trying to trip the pod on their turn, not yours; luring them into Overwatch traps whenever possible; and doing everything you can to increase your chances at a successful shot before you commit to anything. And then your sniper misses a 75% shot and the three people on ambush overwatch all miss their shots too, because XCOM. Not bitter.
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# ? Feb 16, 2016 17:37 |
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Both games have excellent soundtracks and I love them. Also it's possible to miss enemies that are shutdown, confirming that it's not that XCOM's facing really nimble opponents, but that XCOM's just really really bad at shooting.
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# ? Feb 16, 2016 17:37 |
Honestly I really like XCOM 2's soundtrack, I think it's better than XCOM 1's (not that XCOM 1's soundtrack is anything less than excellent). XCOM 2 has its own musical style to it where it was clear XCOM 1 was aping off of Deus Ex: Human Revolution. I especially like this track and how some of the instruments in combat music fade out when it's the alien's turn.
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# ? Feb 16, 2016 17:37 |
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My sniper got rapid fire, that with an aim PCS and the armor ignoring rounds the dude was a machine killing monster.
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# ? Feb 16, 2016 17:39 |
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Rather Dashing posted:Anyone else given the new Nvidia drivers ago? I just rolled back after I lost roughly 20 fps in one fell swoop. I know it's more down to optimisation on Firaxis' part but I was expecting a small boost. I wasn't expecting any change and got no change. As much as I love EU's soundtrack, it's a far most UFO B-movie style, which wouldn't have really fit with this game.
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# ? Feb 16, 2016 17:40 |
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Segmentation Fault posted:Honestly I really like XCOM 2's soundtrack, I think it's better than XCOM 1's (not that XCOM 1's soundtrack is anything less than excellent). XCOM 2 has its own musical style to it where it was clear XCOM 1 was aping off of Deus Ex: Human Revolution. Yeah, that one is my favourite and the subtle change during alien activity is a brilliant piece of sound design. This guy seems to have a bunch of tracks directly taken from the game and edited into longer tracks, since at least the soundtrack CD version of Outpost is like a minute and missing a lot of the meat of the track.
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# ? Feb 16, 2016 17:40 |
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RBA Starblade posted:Both games have excellent soundtracks and I love them. And yet you'll never miss shots on the alien beacon! XCOMs are really bad at shooting. Finished Commander Ironman. MVP definitely goes to my sharpshooter with killzone and a superiour extended magazine for her rifle. She single-handedly dropped the final alien push before I won the game. Honourable mention to my combat specialist, because the fact that combat protocol can't miss means it's as good as gold in the world of XCOM.
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# ? Feb 16, 2016 17:40 |
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Segmentation Fault posted:Honestly I really like XCOM 2's soundtrack, I think it's better than XCOM 1's (not that XCOM 1's soundtrack is anything less than excellent). XCOM 2 has its own musical style to it where it was clear XCOM 1 was aping off of Deus Ex: Human Revolution. Huh, I never noticed the shifts in instrumentation. I'll have to pay closer attention.
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# ? Feb 16, 2016 17:42 |
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Everyone learn to love these two things: "Cannot miss" and "destroys cover" And you'll do just fine.
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# ? Feb 16, 2016 17:42 |
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Tom Tucker posted:Everyone learn to love these two things: Conversely, don't loving use Demolish because it doesn't make it clear when you can't destroy a piece of cover
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# ? Feb 16, 2016 17:43 |
poptart_fairy posted:Huh, I never noticed the shifts in instrumentation. I'll have to pay closer attention. Yeah, the more melodic parts of the music fade out and you get mostly bass and percussion during alien turns, and when you get control again the music kicks back in.
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# ? Feb 16, 2016 17:44 |
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victrix posted:Conversely, don't loving use Demolish because it doesn't make it clear when you can't destroy a piece of cover Conversely, use loving Demolish because when two mutons are hiding on the other side of a full cover SUV you can just laugh at it.
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# ? Feb 16, 2016 17:46 |
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victrix posted:Conversely, don't loving use Demolish because it doesn't make it clear when you can't destroy a piece of cover Demolish does seem kind of pointless in a world where explosives will do the trick, and damage the target. Also just being able to open up part of the map for sharpshooters/accessing objectives saved me in so many missions. Also mimic beacons: http://images.akamai.steamusercontent.com/ugc/496889383559679650/AF09AD8C34C98A49266E742327B21DBBEE832307/
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# ? Feb 16, 2016 17:49 |
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# ? Jun 8, 2024 07:53 |
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meatsaw posted:So I'm curious - can you run a dominated Andromedan around the perimeter of a building and make the whole thing collapse? Flanking is often those 70% shots tho. And if you're in one of those runs where you just start making GBS threads the bed by missing your 65-80% shots left and right, you're going to have a bad time.
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# ? Feb 16, 2016 17:50 |