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necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

StashAugustine posted:

Notably Killzone will trigger even if the Sniper is concealed so you can use it to set up an overwatch trap on the aliens' turn.
This is exactly why Snipers and Phantom Ranger is one of the best ways to open up from afar. If you have the mobility and distance to your nearest pod, you setup your sniper in a crow's nest from a grapple getting incredibly good elevation bonuses, use your concealed ranger to spot for the sniper, hit Kill Zone in the general direction, and you move your squad into position towards the pod on overwatch. By that point they will be weakened and have used both action points to move towards your squad with only maybe an archon or two able to make it in because they got Battle Frenzy from your sniper's Kill Zone attacks in all probability. I have my sniper using Superior Repeater and to get at least one enemy in a mission that's executed saving ammo, flashbangs, what have you (15% chance to insta-kill is great against a horde of enemies).

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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

MinibarMatchman posted:

love how sometimes the game will just say you can shoot at an enemy straight through a wall. gently caress it man, line of sight be damned we are blowing through this ceiling and loving them up. the destruction you can leave behind is really beautiful, always like to take one last look at how bad I hosed up a blacksite before evac.

I like to dominate someone and then leave them parked next to the X4 so when my psionicist leaves they lose domination right before the bombs blow. I'm like the villain in Denzel Washington's Fallen. :twisted:

monster on a stick
Apr 29, 2013
Good tips for retaliation missions?

Tempest_56
Mar 14, 2009

So ammo mods - what's folk's opinions on good/bad and what to use with what? Tracers are pretty obvious, and I've fallen in love with Dragon rounds. Venom rounds seem inferior, though, since poison doesn't lock out some abilities like burning does.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

monster on a stick posted:

Good tips for retaliation missions?

Stay away from civilians, haul rear end, bring battle scanners.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

monster on a stick posted:

Good tips for retaliation missions?
Unless you're on Legendary, don't bother saving civilians, just rampage in a vaguely ayy-ward direction. Covering ground and activating pods quickly is going to win you retaliation missions without risking too much damage from Faceless.

Lima
Jun 17, 2012

Tempest_56 posted:

So ammo mods - what's folk's opinions on good/bad and what to use with what? Tracers are pretty obvious, and I've fallen in love with Dragon rounds. Venom rounds seem inferior, though, since poison doesn't lock out some abilities like burning does.

I like Talons on rangers, AP on lategame gunslingers/snipers, tracers on early-mid snipers and venom/incen on specialists/grenadiers/early gunslingers.

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

Gobblecoque posted:

Suppression seems nice on paper but in my experience the target always moves away, never ever gets hit by the reaction shot, and then shoots from what is probably a better position.
I'm not sure what it is about suppression that makes the free overwatch shot so bad. I thought it was the fact that I usually suppress with my lower shot chance Grenadier to apply Holotargeting and shoot with others, but that should mean a holotargeting bonus plus I can't think of the dozens of times I used suppression that it actually hit either. It may be better mechanic if a suppression overwatch gained the same features as an ambush overwatch shot just from a rational mechanics basis that you are already aiming at the target and paying attention to it unlike having to twitch and aim for a target that enters your view from being unknown to you.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Lima posted:

I like Talons on rangers, AP on lategame gunslingers/snipers, tracers on early-mid snipers and venom/incen on specialists/grenadiers/early gunslingers.

Bluescreen rounds work better on gunslingers, if you ask me. They do enough bonus damage and all of the heavily armored ayyyys are mechs. Sure Shieldbearers have 3 armor but they got such low HP that you can often kill them through it anyway.

Vengarr
Jun 17, 2010

Smashed before noon
Venom rounds do restrict movement range. Poisoning Stun Lancers and other melee enemies is good strategy, though gas grenades do a better job.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
My gunslinger generally packed fire rounds, but I probably would have benefitted from bluescreen. Still, that time I activated every single pod on the map, I'm glad she was packing dragon rounds, because if she hadn't lit all those guys on fire I would have been dead as hell.

Internet Kraken
Apr 24, 2010

slightly amused

Yami Fenrir posted:

Bluescreen rounds work better on gunslingers, if you ask me. They do enough bonus damage and all of the heavily armored ayyyys are mechs. Sure Shieldbearers have 3 armor but they got such low HP that you can often kill them through it anyway.

Ayys that are a pain to kill and immune to bluescreen;

-Andromedons in their first form, despite what common sense would tell you
-Archons because lol dodge
-Witches

The only enemies I find bluescreen rounds really good against in the late game are sectopods and gatekeepers. A gunslinger with bluescreen rounds destroys them but loses out on bonus damage against a bunch of other stuff, which is what kept me from using them unless the enemy loadout favored those units. I had my gunslingers use dragon rounds for the whole game and it worked pretty drat well.

Do venom rounds still do bonus damage to stuff that is immune to poison?

VVV Just a less spoilery term for avatars. They are called psi-witches in the game files.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF

What is a witch? Is it slang for the thing you get three of at the finale?

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Internet Kraken posted:

Ayys that are a pain to kill and immune to bluescreen;

-Andromedons in their first form, despite what common sense would tell you
-Archons because lol dodge
-Witches

The only enemies I find bluescreen rounds really good against in the late game are sectopods and gatekeepers. A gunslinger with bluescreen rounds destroys them but loses out on bonus damage against a bunch of other stuff, which is what kept me from using them unless the enemy loadout favored those units. I had my gunslingers use dragon rounds for the whole game and it worked pretty drat well.

Do venom rounds still do bonus damage to stuff that is immune to poison?

VVV Just a less spoilery term for avatars. They are called psi-witches in the game files.


True. Andromedons are bullshit, though. I just acid bomb em. Seriously, that first form/second form thing is really weird and annoying.

stev
Jan 22, 2013

Please be excited.



Yami Fenrir posted:

True. Andromedons are bullshit, though. I just acid bomb em. Seriously, that first form/second form thing is really weird and annoying.

I like that it mixes things up a bit, but I'd prefer it if the first form was had less health and the second had more. As it is it just feels like 'ok it's transformed, I just have to shoot at it a couple more times before it covers the map in acid', rather than 'oh poo poo'.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

monster on a stick posted:

Good tips for retaliation missions?

battle scanners, SMGs are OK on a few troops if you have the mod

Kenshin
Jan 10, 2007
I'm going to create some Psi rounds (among a few other experimental ammos) this evening. I don't think they'll be very hard to implement based off of my work this past weekend on Experimental Armors (released: Shield Vest. Unreleased: Caustic Vest gives the user an activated ability to trail acid like an Andromedon Shell).

My planning notes (I do a lot of balancing planning so some of these may be unbalanced as written but I'll edit as I go):

Impact Rounds
67% chance of disorienting, 33% chance of stunning target (may be overpowered, reduce chances?)
pushback effect (chance? some enemies are immune)

Cryonic Rounds
Target loses 1 action point for the next round (i.e. it can either move or attack but not both).
Cannot reduce target below 1 action point.

Explosive ammo
Small AoE explosion on target
1 damage to target and adjacent enemies
Can damage cover
20% chance to Rupture target? (15%?)

Psi-burst rounds
-20 Will, -20 Psi to target.
If Will drops below 0, Panic the target
If target had >0 Psi to begin with, take bonus damage:
5% of total Psi power, pre-penalty
(i.e. target has Psi 80, take 80*5% = 4 damage, then apply the -20 Psi)

Kenshin fucked around with this message at 20:13 on Feb 16, 2016

Segmentation Fault
Jun 7, 2012

Internet Kraken posted:

Ayys that are a pain to kill and immune to bluescreen;

-Andromedons in their first form, despite what common sense would tell you
-Archons because lol dodge
-Witches

The only enemies I find bluescreen rounds really good against in the late game are sectopods and gatekeepers. A gunslinger with bluescreen rounds destroys them but loses out on bonus damage against a bunch of other stuff, which is what kept me from using them unless the enemy loadout favored those units. I had my gunslingers use dragon rounds for the whole game and it worked pretty drat well.

Do venom rounds still do bonus damage to stuff that is immune to poison?

VVV Just a less spoilery term for avatars. They are called psi-witches in the game files.

Yeah, I think EMP bombs and bluescreen rounds should disable weapons or certain abilities but do less bonus damage to robotic enemies as compensation. Makes it more tactically flexible, too: do I cripple these units or save my EMP for the sectopod later on?

Megasabin
Sep 9, 2003

I get half!!

Kenshin posted:

I'm going to create some Psi rounds (among a few other experimental ammos) this evening. I don't think they'll be very hard to implement based off of my work this past weekend on Experimental Armors (released: Shield Vest. Unreleased: Caustic Vest gives the user an activated ability to trail acid like an Andromedon Shell).

My planning notes (I do a lot of balancing planning so some of these may be unbalanced as written but I'll edit as I go):

Impact Rounds
67% chance of disorienting, 33% chance of stunning target (may be overpowered, reduce chances?)
pushback effect (chance? some enemies are immune)

Cryonic Rounds
Target loses 1 action point for the next round (i.e. it can either move or attack but not both).
Cannot reduce target below 1 action point.

Explosive ammo
Small AoE explosion on target
1 damage to target and adjacent enemies
Can damage cover
20% chance to Rupture target? (15%?)

Psi-burst rounds
-20 Will, -20 Psi to target.
If Will drops below 0, Panic the target
If target had >0 Psi to begin with, take bonus damage:
5% of total Psi power, pre-penalty
(i.e. target has Psi 80, take 80*5% = 4 damage, then apply the -20 Psi)

Cryonic rounds would be brokenly overpowered with how the AI in this game works. You can easily force enemies to move by doing things like flanking them, so that ammo would let you render enemies useless for an entire turn. It would basically be stasis but in ammo form.

Kenshin
Jan 10, 2007

Megasabin posted:

Cryonic rounds would be brokenly overpowered with how the AI in this game works. You can easily force enemies to move by doing things like flanking them, so that ammo would let you render enemies useless for an entire turn. It would basically be stasis but in ammo form.
Yeah, you're right. I've kept waffling back and forth on if they are worth implementing or not, but they would be hilariously overpowered.

I wonder if instead I can drop their move distance to half normal for one round.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF

Kenshin posted:

I'm going to create some Psi rounds (among a few other experimental ammos) this evening. I don't think they'll be very hard to implement based off of my work this past weekend on Experimental Armors (released: Shield Vest. Unreleased: Caustic Vest gives the user an activated ability to trail acid like an Andromedon Shell).

These ammos look insanely great and powerful. Consider stashing them behind a late-game research project to put them with the rest of the victory lap gear.

Speaking of insanely-great and powerful special abilities, how hard would it be to create a mod that let you 'prestige' a Colonel-level soldier a la Call of Duty? They drop back to Squaddie or Rookie level, but as they level up this time, they get BOTH upgrade tiers - for example, a prestiged Grenadier might have both Blast Padding and Shredder. The first time they prestige this only applies to Squaddie, the second time it applies to Sergeant, and after they've done it six times they can have every single grenadier perk simultaneously.

This is a dubious idea but it amuses me.

RiotGearEpsilon fucked around with this message at 20:22 on Feb 16, 2016

Kenshin
Jan 10, 2007

RiotGearEpsilon posted:

These ammos look insanely great and powerful. Consider stashing them behind a late-game research project to put them with the rest of the victory lap gear.
I'm not sure I can do that without adding a new Experimental Ammo research project to the Proving Grounds based on how items are added to the "Experimental <stuff>" research lists.

I'd prefer to scale them back in power, instead.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

RiotGearEpsilon posted:

These ammos look insanely great and powerful. Consider stashing them behind a late-game research project to put them with the rest of the victory lap gear.

One could make the advanced grenades Proving Ground project repeatable, with the upgrade for old ones only happening the first time. Rename it Advanced Ordinance and away you go.

Kenshin
Jan 10, 2007

Zomborgon posted:

One could make the advanced grenades Proving Ground project repeatable, with the upgrade for old ones only happening the first time. Rename it Advanced Ordinance and away you go.

That's a good idea. I'd just need more powerful versions of all the base ammo, but that wouldn't be difficult at all to create.

Nice.

Ramadu
Aug 25, 2004

2015 NFL MVP


Do most enemies. Even have psi? Outside of what, sections, gatekeepers, or codex?

Kenshin
Jan 10, 2007

Ramadu posted:

Do most enemies. Even have psi? Outside of what, sections, gatekeepers, or codex?
Sectoid, Gatekeeper, Codex, Avatar

They'd be slightly less situational than Bluescreen rounds (due to the Will component)

Segmentation Fault
Jun 7, 2012
Kenshin, if you're modding in new ammo and grenades, could you take a look at some of the dumb ideas I came up with earlier?

Kenshin
Jan 10, 2007

Segmentation Fault posted:

Kenshin, if you're modding in new ammo and grenades, could you take a look at some of the dumb ideas I came up with earlier?

Sure. I've just been using the armors and ammos to get myself used to how things are done, what I really want to do is implement two new classes I've come up with that should slot in alongside the others to provide more options.

You mean this one?

Segmentation Fault posted:

Yeah, I think EMP bombs and bluescreen rounds should disable weapons or certain abilities but do less bonus damage to robotic enemies as compensation. Makes it more tactically flexible, too: do I cripple these units or save my EMP for the sectopod later on?

Those things shouldn't be too difficult to do, but I'd have to look at the code for Combat Protocol and the Codex AoE attack to see how to do the less damage to organics and weapon disabling.

Segmentation Fault
Jun 7, 2012

Kenshin posted:

Sure. I've just been using the armors and ammos to get myself used to how things are done, what I really want to do is implement two new classes I've come up with that should slot in alongside the others to provide more options.

You mean this one?


Those things shouldn't be too difficult to do, but I'd have to look at the code for Combat Protocol and the Codex AoE attack to see how to do the less damage to organics and weapon disabling.

Nah, I came up with some ideas earlier in the thread.

Segmentation Fault posted:

Was thinking about how the game's more roguelike elements needed more stuff to make things interesting. Dumb grenade/ammo types I came up with:

-Shock Grenades: 2-3 damage (more with advanced explosives upgrade), frag grenade radius, stuns enemies for one to two turns.
-Needle Grenades: 4-5 damage, slightly larger radius than frag grenade, only hits enemies flanked or out of cover from grenade's position
-Psi Grenades: Somewhat smaller radius than flashbangs but larger than incendiary grenades, rolls mindspin on organic enemies in AoE (minus mind-control of course)
-Percussion Grenades: Similar effect to frag grenades, but does less damage. You can carry two (four if they're in your grenade slot as grenadier with the appropriate perk)
-Modify EMP grenades to disable weapons in radius, but do less damage to mechanical targets to compensate (makes EMP more flexible and not a waste on missions without mechanized enemies)

-Taser rounds: 1 extra damage and chance to stun organic enemies.
-Soft-point rounds: 3 extra damage against unarmored targets (includes targets with armor shredded off)
-Mindslammer rounds: Invokes will penalty on hit.

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:
I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too.

Kenshin
Jan 10, 2007

Segmentation Fault posted:

Nah, I came up with some ideas earlier in the thread.

Shock grenades would be easy to implement.

Needle grenades maybe. It might be easier to simply roll hits against enemies in cover instead.

Psi grenades: probably easy.

Percussion grenades wouldn't be too hard, though I think it might also be fun to use the under-utilized knock-back effect.

etc etc

Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
What's a good geoscape process to get into? On Veteran, and I feel compelled to travel/scan every thing that pops up, but it really delays doing objective stuff to set back the Avatar Project. Also, should I be putting towers up in every region (do I need to for the area bonus?) or just specific regions?

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Kenshin posted:

Yeah, you're right. I've kept waffling back and forth on if they are worth implementing or not, but they would be hilariously overpowered.

I wonder if instead I can drop their move distance to half normal for one round.

Yeah, I can see that working. They'd be directly competing with Venom Rounds, but Venom doesn't work on robots, this could.

Ersatz
Sep 17, 2005

Trast posted:

I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too.
Something like one intel per day per assigned scientist would be enticing without being broken, I think.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Trast posted:

I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too.

I figure Labs could be a source of Combat Sims. Maybe semi-random within each type (so a +aim sim upon completeion gives you one of the three possible ranks of it) or completely random if people prefer to not "cheese" nothing but +aim sims.

The workshop could do the same with gun parts as well. Slap a timer on crafting both and a resource cost that feels good.

SuperKlaus
Oct 20, 2005


Fun Shoe
Let's white noise post. Help me come up with names for my guns. I'm going full Warhammer with it, so religious or vaguely religious or vaguely Latin names are in. Preferably with fire-and-brimstone sin / punishment / crusade connotations.

This is my list:

Absolution (personally I find this a particularly :sicknasty: name for a sniper rifle)
Purifier
Redeemer
Confessor
Wrath
Vengeance
Purgation
Repentance
Deus Vult
Crusader

Ten is pretty good for my habit of only naming modded guns belonging to nicknamed personnel, and handing the weapons down on death, but I thought I'd share and get ideas.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Kingtheninja posted:

What's a good geoscape process to get into? On Veteran, and I feel compelled to travel/scan every thing that pops up, but it really delays doing objective stuff to set back the Avatar Project. Also, should I be putting towers up in every region (do I need to for the area bonus?) or just specific regions?

On the region bonus listing, the green bars are how many areas you need to be in contact with, the dots are how many towers you need.

You definitely don't want to put towers on ALL areas, they get more expensive to build with every one (which doesn't make any sense if you think about it)

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Lesson learned: Proximity mines don't damage Archons :argh:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

SuperKlaus posted:

Let's white noise post. Help me come up with names for my guns. I'm going full Warhammer with it, so religious or vaguely religious or vaguely Latin names are in. Preferably with fire-and-brimstone sin / punishment / crusade connotations.

This is my list:

Absolution (personally I find this a particularly :sicknasty: name for a sniper rifle)
Purifier
Redeemer
Confessor
Wrath
Vengeance
Purgation
Repentance
Deus Vult
Crusader

Ten is pretty good for my habit of only naming modded guns belonging to nicknamed personnel, and handing the weapons down on death, but I thought I'd share and get ideas.

I went with Destiny exotic weapons for my guns. My snipers have Icebreaker, No Land Beyond, and Black Spindle. My ranger has Invective. My specialists have Red Death, Suros Regime, and my Psi-Op has Bad Juju. I named my cannons Answerer and Retaliator though because I'm a nerd but I could have gone with Thunderlord and Super Good Advice.

RBA Starblade fucked around with this message at 20:57 on Feb 16, 2016

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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Tae posted:

Lesson learned: Proximity mines don't damage Archons :argh:

...why would landmines work on a flying unit?

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