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Erata
May 11, 2009
Lipstick Apathy

monster on a stick posted:

Also what is a way to get intel fast, I'm down to 11. I've tried scanning at home a few times but a mission always pops up, am I supposed to scan for five days or something?

Intel is fairly precious. Skullmining is the key source of intel income outside of rewards earned by beating guerilla ops/council missions. Enemies drop data pads which science can research to get like 40-60(??? I dont remember the exact range) intel per pad.

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Harrow
Jun 30, 2012

RBA Starblade posted:

Run and gun has saved my life so many times now when combo'd with the "flank a guy and get extra damage with the shotgun" and "kill a guy and the first attack on you misses" perk. It's part of why the sword is now a backup weapon for me; fire the big gun, use the sword for anything running past or when I need to run and gun stab.

My problem with phantom rangers is that battle scanners and the scanning protocol exist, so I could have them, I guess, or I could have stronger, more survivable rangers (when I use them). And I'm bringing scanners anyway. I keep going back and forth on snipers now because when they work they're good, but seriously, even with tracers, and advantage, and shooting in the open in their optimal range, you missed three times bud? And refused to fire on the third guy who ran past? Unlike snipers who only start to become valuable in the midgame though I can see why the phantoms would always be useful, it's just not how I play at all. Snipers just do their damndest to suck against all odds, though Camera Man was catching up for a while.

e: And there STILL hasn't been an aim pcs anywhere in the game yet.

I didn't get a single Aim PCS in the entirety of my most recent campaign. Not one. Not a single one. No, I'm not bitter at all, why do you ask?

Eventually I stopped bringing more than one battle scanner just because of my Phantom Ranger. I think why I love the Phantom Ranger so much is that it doesn't require as much foreknowledge to use as a battle scanner would. Battle scanners don't have all that much sight range, so you kind of have to know where to throw them before you do. A Phantom Ranger can just move cover to cover (with the rest of the squad following in his footsteps to advance if he doesn't find anything) and constantly reveal the map. Plus, he can pop out and shoot something with a 25% bonus to aim and crit if he has to, which is always a good time, then hop right back into concealment once per mission.

I don't even really use the sword at all, to be honest. I can see the appeal of Bladestorm, but otherwise, I've never been in a situation where I'd rather sword a guy than shotgun a guy in the face.

bees everywhere
Nov 19, 2002

Swords are like a less effective run and gun but they have zero cooldown. And you can chain kill with them later on. So they definitely have their uses.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

I didn't get a single Aim PCS in the entirety of my most recent campaign. Not one. Not a single one. No, I'm not bitter at all, why do you ask?


Let us wail and gnash our teeth together. :v:

If my sniper couldn't toss her scanner twice then I'd definitely need a scout, but between that, my specialists getting to overwatch for free if they double move, and the rules of nature, I haven't ever felt like I needed anything dedicated. I've only been caught by surprise once and that's because I moved one tile too far left and found the Andromedon. :haw:

Deuce
Jun 18, 2004
Mile High Club

victrix posted:

Ah... that's wildly unclear!

I mean, don't get spotted and/or flanked to begin with, but yeah :v:

You know who really did this to you, right?

Beagle. Beagle did this to you.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
Is there a mod out there that will let me give my units actual red hair instead of having to choose between brown and maroon.

victrix
Oct 30, 2007


Key binding question - I use WERD for camera movement, but there's some sort of hard binding for W and R to select left/right on the command palette, which is really loving annoying when I'm trying to move the camera around for a grenade toss or whatever.

Is there a file somewhere I can remove that hard bind? It's not in the menus that I can see.

Speedball
Apr 15, 2008

bees everywhere posted:

Swords are like a less effective run and gun but they have zero cooldown. And you can chain kill with them later on. So they definitely have their uses.

One good use I've found for swords even with Run and Gun is if the enemy is very far away and behind a corner I couldn't flank with one use of R&G.

along the way
Jan 18, 2009

Gyshall posted:

I think GTS is pretty important to gun for first for the squad size upgrade (you'll probably have a sergeant very quickly) and the upgrade that makes ayys drop more stuff.

GTS is always my first facility for these reasons. At first it was also so I could get Wet Work for the XP bonus, but then I read that it applies retroactively so not as big an incentive to buy it super early on.

Operant
Apr 1, 2010

LET THERE BE NO GENESIS
If the choice wasn't between the core sword skill and Phantom I'd call the sword tree worth investing into. It's not a question of whether sword rangers are bad (they're really not), they're just very sub-optimal compared to a ranger than can invisibly scout the map for you and unleash 30+ damage critical flanking rapid fire shots from run and gun.

It's not even that swords themselves are bad - they have their uses, but the fact that they have less damage than a shotgun and are less accurate at similar ranges is a weird design choice to me. The core use is you get a way shittier run and gun on no cooldown. That's not really worth investing skills or even supplies into as a top priority.

Operant fucked around with this message at 19:59 on Feb 17, 2016

victrix
Oct 30, 2007


The simple fact that you can have 100% to hit with a shotgun and 88% with a sword from one space away is just too stupid

Operant
Apr 1, 2010

LET THERE BE NO GENESIS
For better damage and crit%

Shotguns also are way more accurate at midrange now too. If it's between swording a dude and potentially missing/activating another pod with your soldier hanging, or taking a 65% shotgun shot from like 6 tiles away, it's pretty clear what I'd do.

The fact that bladestorm can miss is just baffling to me as well. There's already very few situations it's a super powerful skill in compared to implacable. If you're letting enemies get to within melee range of you you're already loving up, and swords don't do enough damage to even kill a chryssalid/stun lancer at full health anyway (at least on commander difficulty)

Operant fucked around with this message at 20:06 on Feb 17, 2016

SpaceGoatFarts
Jan 5, 2010

sic transit gloria mundi


Nap Ghost
Just reached the final mission and it's taking place under the sea! So happy that they might do a TFTD sequel

WhiteHowler
Apr 3, 2001

I'M HUGE!

victrix posted:

The simple fact that you can have 100% to hit with a shotgun and 88% with a sword from one space away is just too stupid
I installed a mod to make swords 100% accurate, and I don't feel at all bad about it. :colbert:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

victrix posted:

The simple fact that you can have 100% to hit with a shotgun and 88% with a sword from one space away is just too stupid

The amount of bladestorms I'm starting to miss is getting real dumb. The sword's pretty clutch but come on. Also it seems bugged; it says it triggers on moves and attacks, but if an enemy (like a chryssalid) moves in range and attacks, you only get one swing at them.

Internet Kraken
Apr 24, 2010

slightly amused
I'm glad that smoke grenades still don't cover targets they say they will when they are on the edges, only now due to the finicky grid aiming actually getting all your troops in the smoke without being on the edge is stupidly hard. As if smokes weren't outclassed enough in this game.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Internet Kraken posted:

I'm glad that smoke grenades still don't cover targets they say they will when they are on the edges, only now due to the finicky grid aiming actually getting all your troops in the smoke without being on the edge is stupidly hard. As if smokes weren't outclassed enough in this game.

This mod may interest you: https://steamcommunity.com/sharedfiles/filedetails/?id=623684679

jng2058
Jul 17, 2010

We have the tools, we have the talent!





bees everywhere posted:

Swords are like a less effective run and gun but they have zero cooldown. And you can chain kill with them later on. So they definitely have their uses.

Also you never run out of ammunition on a sword. Especially early on when you may not have any magazine extensions or auto-loaders, being able to (mostly) reliably finish off a wounded enemy when your shotgun's empty or one-shot a melee vulnerable Sectoids with your sword is invaluable.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

Harrow posted:

Eventually I stopped bringing more than one battle scanner just because of my Phantom Ranger. I think why I love the Phantom Ranger so much is that it doesn't require as much foreknowledge to use as a battle scanner would. Battle scanners don't have all that much sight range, so you kind of have to know where to throw them before you do. A Phantom Ranger can just move cover to cover (with the rest of the squad following in his footsteps to advance if he doesn't find anything) and constantly reveal the map. Plus, he can pop out and shoot something with a 25% bonus to aim and crit if he has to, which is always a good time, then hop right back into concealment once per mission.
Yeah, Phantom Rangers are much like infinite use battle scanners. You essentially sacrifice a single squad member's firepower, but the ability to pick and choose which pod you engage more than makes up for it.

Plus, you get to do some cheesy things if you combine them with squadsight snipers. I just had a mission where there were like 5 alien pods parked nearly on top of each other, but by using the vision provided by my ranger, my squadsight sniper could pull them towards me one pod at a time.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
My only problem with phantom rangers is that they advance levels really slowly compared to the rest of my squad. There are a lot of problems they can trivialize by serving as a spotter for an overwatch sniper though.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.

Exodee posted:

Yeah, Phantom Rangers are much like infinite use battle scanners. You essentially sacrifice a single squad member's firepower, but the ability to pick and choose which pod you engage more than makes up for it.

Plus, you get to do some cheesy things if you combine them with squadsight snipers. I just had a mission where there were like 5 alien pods parked nearly on top of each other, but by using the vision provided by my ranger, my squadsight sniper could pull them towards me one pod at a time.

Plus you get to turn your infinite battle scanner back into a very effective squad member if when poo poo goes sideways/on the last pod.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Is there a way to tweak the :siren: Action Camera :siren: so I still get the alien activation animations? They're a neat little visual cue for me.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

You should occasionally be able to see a thin man among the random civilians standing around on maps. :v:

Internet Kraken
Apr 24, 2010

slightly amused
Dodge is idiotic and should never have been introduced. My gun has 100% to hit and is right in this snake's face don't loving tell me it grazed it for 2 damage :argh:

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!



I finished my Exquisite Timing run!

Obviously this challenge is won or lost on the geoscape. You have to gather engineers early to build all the essential facilities very quickly, you must complete the Blacksite Vial and Codex Brain Shadow Projects ASAP so that you know where you need to make contact, and you need to collect a good number of scientists so that you can finish the required research plus Plated Armor and Gauss Weapons in time.

One of the biggest issues is power requirements:

pre:
Starting free power:      6
Power Relay:              3
Power Relay 1st engineer: 5
Power Relay upgrade:      2
Power Relay 2nd engineer: 5

Power generated: 21

Guerrilla Tactics School: -3
Proving Grounds:          -3
Advanced Warfare Center:  -3
Shadow Chamber:           -5
Resistance Comms:         -3
Psi Lab:                  -5
Resistance Comms upgrade: -4
Shadow Chamber upgrade:   -4

Power consumed: 30

Net power: -9
The only way to fix this without taking the time to build a second Power Relay is to exploit the fact that facilities built on exposed power conduits cost zero power. (Even the upgrades cost zero.) So you have to build the Shadow Chamber on a power conduit. And that's a complication, because those rooms only appear on rows three and four, so it'll take a while to dig to them. You have to make excavating one of those rooms an early priority.

The GTS is not strictly necessary early on (and neither is the AWC), but I built the GTS first because it's so useful. Proving Grounds come next so you can immediately build a Skulljack and then kill a Codex. At the same time, you should try to start the Power Generator. The Resistance Comms and AWC come next. You need to do the Blacksite mission several days before you excavate your intended Shadow Chamber site so that you can switch research to Alien Encryption and start building the Chamber as soon as it opens. Squeeze in a Psi Lab when possible; early May is about what you need to get a Magus by end of June.

Because you have to do all this building really quickly, the Fast Construction HQ bonus is a really big deal. Random scan opportunities that give you Engineers, Scientists, free power or contacts, and sometimes Intel are worthwhile. Other than that, you'll want to be scanning at HQ until all your facilities are up.

In my game, I got a middle start. Ordinarily that doesn't matter, because you're not building a Workshop and don't care about any kind of optimal building placement. But I got lucky; both of my exposed power conduits were on row three.



Because of this, I was able to put my Psi Lab on a conduit as well, and that gave me enough spare power to spring for a Workshop (and the second Psi Lab cell!). I decided right on March 1 to commit fully to the Workshop gambit, so I made the Workshop my second build. While one engineer helped speed its construction, another dug out the top-left cell. When the Workshop finished, I immediately upgraded it. This converted my two engineers into four, allowing me to put three engineers to work digging out my Shadow Chamber cell and giving me one spare to build and work the Proving Grounds.

The downside was that this delayed both the GTS and the Proving Grounds. I chose to wait and put the GTS in the corner because I figured that once all the digging was done, my Workshop wanted to be next to the Resistance Comms, the Power Relay, and the Proving Grounds. Since the Proving Grounds came late, I didn't have a lot of special ammo or other items built, and so my early Plated Armor tech path was also less useful.

Speaking of tech, you must exploit the hell out of free autopsies. You have to do ADVENT Officer manually, but you can pick up Sectoid, Faceless, Muton, and ADVENT MEC autopsies (the main useful ones) instantly if you wait long enough. There's simply not enough time to dedicate two weeks for autopsy research.

Here was my overall tech path:
  1. Alien Biotech
  2. ADVENT Officer Autopsy
  3. Resistance Communcations
  4. Modular Weapons
  5. Resistance Radio
  6. Hybrid Materials
  7. Plated Armor [Build 2x EXO Suit, 2x Spider Suit]
  8. Alien Encryption
  9. Sectoid Autopsy (FREE)
  10. SC: Blacksite Vial
  11. Psionics
  12. SC: Codex Brain
  13. Magnetic Weapons
  14. Faceless Autopsy (FREE)
  15. ADVENT MEC Breakdown (FREE) [Bluescreen Protocol]
  16. SC: Encrypted Codex Data
  17. Gauss Weapons
  18. Muton Autopsy (FREE) [Plasma Grenades, which I actually never used]
  19. SC: ADVENT Stasis Suit
  20. SC: Psionic Gate
  21. SC: Avatar Autopsy

My squad was 1 Phantom/Shotgun Ranger, 1 Sniper-build Sharpshooter, 1 Combat Hacker Specialist w/ Medical Protocol & Restoration, 1 Heavy Gunner Grenadier, and 1 Demolitions Grenadier who got replaced by 2 Psi Operatives.

victrix
Oct 30, 2007


So after dicking around some more, I really don't like the way the difficulty curve is set up. It's not just that it's harder at the start, it's harder and less interesting.

You have a hard time partly because your idiot squaddies can't hit the broad side of a barn and panic at the slightest scratch, but also partly because your available options in combat are typically 'throw grenade' or 'use one activated ability' (if that).

By the time you reach midgame and you have leveled troops and equipment, you have a lot more answers to situations (ignoring mimic beacons/grenadier spam), which gives you more leeway for small errors and more room for big plays that are interesting.

I'm not sure if there's any great solution, I just don't like the fact that it feels like I have to play smarter and harder for the first few hours than the entire mid-to-endgame.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Internet Kraken posted:

Dodge is idiotic and should never have been introduced. My gun has 100% to hit and is right in this snake's face don't loving tell me it grazed it for 2 damage :argh:

I feel Dodge should tie in to Aim, like Dodge adds a band between "miss" and "hit" for less damage

Operant
Apr 1, 2010

LET THERE BE NO GENESIS

jng2058 posted:

Also you never run out of ammunition on a sword. Especially early on when you may not have any magazine extensions or auto-loaders, being able to (mostly) reliably finish off a wounded enemy when your shotgun's empty or one-shot a melee vulnerable Sectoids with your sword is invaluable.

Yeah, it's a cool skill on my shotgun rangers.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Yeah dodge doesn't really seem to be more than a "LOL you just did way less damage for no reason" wildcard. It's way too hard to get on your dudettes, too.

Gobblecoque
Sep 6, 2011
I swear overwatch aim penalties must be different for aliens because for my dudes it's hits MAYBE half the time but I don't think I've ever had an enemy overwatch miss.

Kennel
May 1, 2008

BAWWW-UNH!
:siren:XCOM 2 Hotfix is Live:siren:

We’re happy to report a hotfix for XCOM 2 is now available. This update will automatically install when starting the Steam client. If it doesn’t automatically, restart Steam.

This update fixes issues causing known crashes and includes some performance improvements. Saves affected by the crashes detailed below can be recovered and continued after installing the update.

We will continue our patch support over the coming months with additional fixes and performance updates. It is important to the team that we address the issues below as soon as possible so fans can get back to enjoying the game. Stay tuned for more information on future updates!

XCOM 2 Patch Notes
Player is unable to progress to scan in the Geoscape after completing the Resistance Communications research via Tutorial – This will fix previously affected saves.
Unable to load saves with a Chryssalid Cocoon – This will fix the issue, and for previously affected saves.
Adjustments were made to Texture Streaming to assist with periodic frame spikes.
Using the preview voice button for a modded voice pack will no longer crash the game when in the armory.
Removed 8x MSAA from default Max settings.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
It's incremental, but it's something, and it's good to see it.

Erata
May 11, 2009
Lipstick Apathy

Zoran posted:

I finished my Exquisite Timing run!

Congrats! Building things on the exposed power relays sounds so unconventional I would have never thought to take advantage of it on my own.

Wildtortilla
Jul 8, 2008
Has anyone in here played EW on an iPhone 6s? I'm going to be doing some traveling for work in a few weeks and I'm thinking of getting EW for my phone.

Zero VGS
Aug 16, 2002
ASK ME ABOUT HOW HUMAN LIVES THAT MADE VIDEO GAME CONTROLLERS ARE WORTH MORE
Lipstick Apathy
So I went Googling to see if there's any way to speed this game up, and found out that you can hit tab after you tell someone where to run, and it'll instantly skip you to the next person. That saves a lot of time; is there anything else I can do?

I'm not beyond hacking some ini files or something if it could speed more poo poo up like enemy movement.

Lemon
May 22, 2003

This is my preferred method for coming up with names for my guns:

https://www.youtube.com/watch?v=RyKJMs9IOds

Used so far:

Sailor's Chudding Brush
Two-Shilling Handjob
Scooby-Doo's Xmas Dump

dyzzy
Dec 22, 2009

argh

Zero VGS posted:

So I went Googling to see if there's any way to speed this game up, and found out that you can hit tab after you tell someone where to run, and it'll instantly skip you to the next person. That saves a lot of time; is there anything else I can do?

I'm not beyond hacking some ini files or something if it could speed more poo poo up like enemy movement.

This mod helps by trimming some of the delays.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Zero VGS posted:

So I went Googling to see if there's any way to speed this game up, and found out that you can hit tab after you tell someone where to run, and it'll instantly skip you to the next person. That saves a lot of time; is there anything else I can do?


You can do that while telling soldiers to evac too. If it ever stops you from tabbing away during a move it means that soldier revealed something that's probably bad, too.

Crosspeice
Aug 9, 2013

Okay, nice general mission to hack a chest. Ooh, my first Andromedon. And some Elite Officers too? Interesting, well it took about 3 turns to take them down, positioned my party a bit wrong so I didn't have huge amounts of firepower. So let's get my Specialist up to the objective.



Ohhhhhhhhhhhhhh nooooooooooooooooo, evacevacevacevacevac.

But since I did hack the chest, I did counter the event, I just didn't get the corpses or the intel. Oh wellllllll.

One change on Legendary is Turrents. Those are turrents number 5 and 6 that I could've gotten corpses from. By midgame. By endgame Commander, I'd only gotten 3. Goddamn.

Crosspeice fucked around with this message at 21:01 on Feb 17, 2016

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DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Lotish posted:

I wish the stuff you buy in the black market would tell you what it does before you buy it. I mean I could guess that perception PCS means improving aim, but it could have reduced fog of war for all I knew until I actually had on in my inventory. They all have the same blurb and its not very helpful, compared to +22 Aim or +15 Will.

The other non aim PCSs are useful for characters that don't rely on shooting enemies with guns as much. Grenadiers and offensive supports don't take near as many shots in my games compared to rangers/sharpshooters because they are too busy grenading/suppressing/combat protocoling/offensive hacking. Conditioning and dodge on my offensive hackers have saved their lives on more than one occasion.

In the t2 armors, was I the only one who was deeply unimpressed by EXO suit weapons? Rockets are the default and seem hands down better than basically all the other options for the tier until you get to WAR suits and Blaster Launchers. Flamethrowers basically don't work at all vs robot enemies and seems to have dubious ability to hit even standard enemies. Shred cannons seemed to fill the same niche as a rocket except cost elerium cores that could be better spent for acid/poison grenades and special ammo. Rockets just generally seemed the most versatile of the first generation heavy weapons.

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