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This gatekeeper and sectopod, uh, pod, would probably suck if I didn't just immediately mind control the gatekeeper.dogstile posted:Thanks, I was going to upgrade tonight but i'll hold off! They were on the other side of a building! I had to pull back! I also had to run away because they were all overwatching next to a truck.
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# ? Feb 18, 2016 17:44 |
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# ? May 21, 2024 21:51 |
RBA Starblade posted:Yeah they just turned all my weapons off for the first time. Usually I can kill them when they teleport but none of my six overwatching guys felt like shooting, I guess. I suspect that the teleport action doesn't count as a "move" that triggers overwatch.
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# ? Feb 18, 2016 17:47 |
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Get the gently caress out of XCOM airspace.
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# ? Feb 18, 2016 17:57 |
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Hieronymous Alloy posted:I suspect that the teleport action doesn't count as a "move" that triggers overwatch. It has every other time. It's part of why I considered them a non-issue.
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# ? Feb 18, 2016 17:58 |
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I've been doing a victory lap to train up six of every class to colonel just cause, and my A-team specialist now has a hack skill of 265
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# ? Feb 18, 2016 17:58 |
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Megasabin posted:Grenadier opens with an explosive --> sniper kill zone --> 2 assaults + 1 support mops up --> psi trooper stasis if anything survives. Even if you accidentally pull another pod have the support or an assault throw a mimic beacon, the rinse and repeat next round with the additional pod. this is where you install the Double Pod Size Mod
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# ? Feb 18, 2016 18:00 |
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Bushiz posted:I've been doing a victory lap to train up six of every class to colonel just cause, and my A-team specialist now has a hack skill of 265
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# ? Feb 18, 2016 18:01 |
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RBA Starblade posted:It has every other time. It's part of why I considered them a non-issue. The teleport explicitly states it does not trigger overwatch. (Try mindcontrolling one, or using one in MP)
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# ? Feb 18, 2016 18:01 |
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Crosspeice posted:That is definitely something you could do every single pod. So maybe you could, I dunno, not do that? You've found the combo that makes everything a walk in the park, but the game is varied enough that you could choose something else instead of the same one note opener every time. The game's not making you use that combo to win, so if you don't like doing it, why do it? Relying on players to hamstring themselves to keep the challenge in your game never really works. The better route is to make the optimal play a) less predictable in its result (that is, less optimal), or b) more difficult to find. (Alternatively c), more interesting in itself, but that arguably just means putting shiny new bells and whistles on boring underlying gameplay). XCOM2 is, IMO, an improvement over the first game in that time pressures (both strategic and tactical) try and keep Optimal Play from always being an option the way it was in the first game, but I'm not sure they entirely succeed. Also a lot of people seem to hate the means by which they attempted to do this - which is to say, mission timers meaning you don't always have the luxury of dealing with pods one at a time, and maybe also the fact that the harsher wound clocks mean you'll have to rotate squads a lot and won't always have the perfect squad comp available. That said, it's interesting how all the people talking about having One Weird Trick that ADVENT Hates were using different weird tricks. That much at least is a success?
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# ? Feb 18, 2016 18:02 |
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I'm really not sure what type of rounds are best for snipers if you can choose between bluescreen and AP. I have the same debate with my rangers and I think for rangers it use usually AP because it allows me to take a sectopod down with rapid fire with zero assists in a clutch kill. While I haven't experimented much with gunslinger sharpshooters, I've found you really can't give them the right position in certain maps to be as effective at single target elimination like a long distance sharpshooter. While both long distance and gunslingers benefit from sniper rifle upgrades, the pistol is easily half the gunslinger's effective output so it's way too similar progression to me as a blademaster ranger where you need to heavily invest to make it arguably about as effective as the alternative sub-class. Currently, I usually pack bluescreens on snipers because they can one-shot Codices with it as long as they don't dodge the shot and because I always roll with 2 Grenadiers using scopes, tracers, or other aim enhancements that will shred for me. Before I upgraded my sniper rifles (skipping Mag entirely straight to plasma due to supply constraints) I used AP rounds though. Also, is there any freakin' way to lower dodge chance on an enemy? None of the status effects seem to affect dodge and I'd pay good supplies and elerium cores for something to mitigate dodge. 100% chance, 40% critical? Grazed. The RNG that has no counter right now, ugh. RBA Starblade posted:I didn't know ap rounds were things, I have venom rounds which I've never used, tracers, bluescreens, and dragon breaths (which are awesome). The sniper perpetually has tracer rounds to try to mitigate how bad he is at his job. The gunslinger goes between bluescreens and DBs depending on what I feel like. RBA Starblade posted:Yeah they just turned all my weapons off for the first time. Usually I can kill them when they teleport but none of my six overwatching guys felt like shooting, I guess.
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# ? Feb 18, 2016 18:04 |
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RBA Starblade posted:It has every other time. It's part of why I considered them a non-issue. My experience has been the complete opposite, I've never seen overwatch trigger on teleport. Also I'm pretty happy with Legendary so far. I'm no Beagle so rather than feeling like I'm cheating by using grenades and other utility items as much as I can, I'm doing it just so that I can keep up.
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# ? Feb 18, 2016 18:04 |
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On the subject of XCOM combat design, I sort of see both views on whether the heavy focus on alpha strike damage is good or not. Forcing more back-and-forth combat definitely raises the RNG factor, but I think it's a shame that the player can eventually hit a point where their burst damage and lockdown potential simply is simply overwhelming, and you have a simple answer to any problem. It seems sort of a shame that playing right you never even get to see what sectopods and gatekeepers can actually do. Higher health totals, not taking wound time from armor damage, and some mitigation techniques that are more tactical than mimic bacon or stasis would be more of an interesting solution, I think. Things more like suppression, a stronger overwatch. Smoke grenades that blocked LoS instead of giving you psuedo cover would make me giddy. Even better, going nuclear on enemies might be valid, but be balanced by the lack of consumables over the course of the mission or the trade-off of lacking versatility for other things like hacking / scouting / mitigation. Iunno though. I want to see cool lategame enemies, but the more threatening they are the more the player wants to avoid their cool stuff and the bigger it becomes a game of tag with rocket launchers. Dee Ehm fucked around with this message at 18:14 on Feb 18, 2016 |
# ? Feb 18, 2016 18:05 |
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PantsBandit posted:I get the majority of my PCS as random drops in missions. You could take the scavenger perk from the GTS if you want a better shot at finding them. I have Vulture. Apparently I just have terrible luck.
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# ? Feb 18, 2016 18:08 |
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Ravenfood posted:I've seen that hack reward once, and I've scanned basically everything possible. My best hacker has a 71% chance to stun a sectopod and a 40% chance to take it over on cmdr. Hacking is ridiculous. I've actually stopped hacking anything but towers and turrets because the last time I hacked a sectopod I triggered three other pods with it and would have been in a sticky situation if it hadn't been for the fact that every squad member was in WAR suits.
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# ? Feb 18, 2016 18:08 |
RBA Starblade posted:It has every other time. It's part of why I considered them a non-issue. They almost always move slightly after the teleport, and that does count. But in some cases they just teleport right into cover and don't move and won't trigger overwatch. It may be a bug, not sure.
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# ? Feb 18, 2016 18:13 |
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Melanion posted:I have Vulture. Apparently I just have terrible luck. Eh, I think they're appropriately rare given how amazing they are. I've got a perception one on my sniper and it's been a complete game changer. She's one scary lady. I'm around 20 hours in and have found maybe 2-3 as drops.
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# ? Feb 18, 2016 18:16 |
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Yami Fenrir posted:The teleport explicitly states it does not trigger overwatch. (Try mindcontrolling one, or using one in MP) That's a useful bug in my favor then. Or it was, anyway. Also, jesus gently caress, I hate you shadow chamber. 11 aliens? 11 huh? So where did these other eight come from after I hacked the codex?
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# ? Feb 18, 2016 18:23 |
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RBA Starblade posted:That's a useful bug in my favor then. Or it was, anyway. It doesn't count reinforcements, and turrets.
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# ? Feb 18, 2016 18:25 |
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Anyone have an issue with the All Armor Looks unlock not working with some of the other armor adding mods?
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# ? Feb 18, 2016 18:29 |
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Haha, just skullmined a shieldbearer and killed him through 5 points of shield, 4 armour and 14 health. This game is the best
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# ? Feb 18, 2016 18:31 |
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Melanion posted:I have Vulture. Apparently I just have terrible luck. Up until now I didn't even know you could find PCS on the field, I thought you built them after some research I hadn't gotten to yet. Somewhere well behind Elerium research.
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# ? Feb 18, 2016 18:33 |
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Boy was fighting the avatar a bad time to learn about the archon's super missiles. It was also a bad time to learn that the "hacked" status effect lasts a random amount of time, and also they get their full action when it wears off. And also it won't tell you when that is. Have fun being in medbay for the next twenty years Zulu.Yami Fenrir posted:It doesn't count reinforcements, and turrets. There weren't any of these. It also is constantly wrong about who will show up. e: Also the avatars are pretty anime RBA Starblade fucked around with this message at 18:44 on Feb 18, 2016 |
# ? Feb 18, 2016 18:35 |
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Crosspeice posted:Haha, just skullmined a shieldbearer and killed him through 5 points of shield, 4 armour and 14 health. This game is the best Skulljacks are insta-kills on humanoids! There's a reason why the attack always has a 70% to hit, and it's because being able to erase an enemy regardless of health or defenses is kinda nuts.
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# ? Feb 18, 2016 18:35 |
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I tweaked shadowstrike to give 100 crit chance because I'm lame baby and wanted to have a reason to occasionally pick it over shadowstep, however this results in shot crit chances higher then 100% which seem to not actually crit. Is there a way to fix this or should I just say goodbye to my cheesy guaranteed concealment crits?
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# ? Feb 18, 2016 18:53 |
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RBA Starblade posted:Boy was fighting the avatar a bad time to learn about the archon's super missiles. It was also a bad time to learn that the "hacked" status effect lasts a random amount of time, and also they get their full action when it wears off. And also it won't tell you when that is. Have fun being in medbay for the next twenty years Zulu. Strange, it's been working fine for me. I counted aliens on the Forge Mission and they added up - minus turrets and reinforcement waves. Even had the correct number of aliens.
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# ? Feb 18, 2016 18:53 |
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I don't want to experiment and gently caress up my ironman game, but what happens if you're in an escort the vip to the evac mission and you call down your own evac?
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# ? Feb 18, 2016 19:09 |
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Is that... even an option? I mean, I never checked because it seems obvious that it shouldn't be, but...
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# ? Feb 18, 2016 19:10 |
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You wouldn't think so, but I've seen the button there. Unless it was mod shenanigans, which is possible I guess. Stuff like that is why I'm asking and not just pushing buttons.
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# ? Feb 18, 2016 19:12 |
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Megasabin posted:Grenadier opens with an explosive --> sniper kill zone --> 2 assaults + 1 support mops up --> psi trooper stasis if anything survives. Even if you accidentally pull another pod have the support or an assault throw a mimic beacon, the rinse and repeat next round with the additional pod. Good thing you start out with all this. Drawn out firefights won't solve this either, because even there the point is to make them shoot you less. I would be more happy if the focus would be more on guerilla warfare, where you face against overwhelming odds, but you don't necessarily need to defeat them, just complete the objective and get out.
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# ? Feb 18, 2016 19:13 |
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the button is present in the upper right but you can't actually use it
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# ? Feb 18, 2016 19:13 |
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Haha sounds like a mod author decided they didn't like VIP escort missions. You can always make a copy of your save file and see what happens.
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# ? Feb 18, 2016 19:13 |
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Any way to remove/rotate through skills? Loosing skills on the psionic (hookshot specifically) because i've got the overwatch all mod is kinda irksome.
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# ? Feb 18, 2016 19:18 |
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counterfeitsaint posted:You wouldn't think so, but I've seen the button there. Unless it was mod shenanigans, which is possible I guess. Stuff like that is why I'm asking and not just pushing buttons. The button stays there, but you can't change the evac location. If the evac becomes unreachable, Bradford will move it, but that can also gently caress you over as it may be outside your range of movement before the time limit.
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# ? Feb 18, 2016 19:33 |
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Mimic beacons need a nerf but I'm not really sure what kind. They're just straight up better than comparable gadgets, like the smoke grenade. Maybe lower the health of the beacon soldier? Or make enemy attacks have 100% cth?
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# ? Feb 18, 2016 19:37 |
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Anyone seen a mod yet that just removes the dodge mechanic altogether? I'm fed up of carefully outmaneuvering and outflanking archons, only to have them survive a barrage of shots that all hit but end up doing 1 or 2 damage.
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# ? Feb 18, 2016 19:37 |
Bholder posted:Good thing you start out with all this. There are a lot of big holes in this game that seem designed for DLC to fill, and stealth missions seem like one of those holes.
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# ? Feb 18, 2016 19:38 |
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PantsBandit posted:Mimic beacons need a nerf but I'm not really sure what kind. They're just straight up better than comparable gadgets, like the smoke grenade. Maybe lower the health of the beacon soldier? Or make enemy attacks have 100% cth? Lower cost to 1 corpse, make them consumable like berserker infusions
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# ? Feb 18, 2016 19:40 |
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victrix posted:Lower cost to 1 corpse, make them consumable like berserker infusions Maybe if they have a moderate effect radius (~1.5x flashbang?) instead of "everything in sight"
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# ? Feb 18, 2016 19:46 |
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Pipski posted:Anyone seen a mod yet that just removes the dodge mechanic altogether? I'm fed up of carefully outmaneuvering and outflanking archons, only to have them survive a barrage of shots that all hit but end up doing 1 or 2 damage. Alternatively, set all your soldiers to have a base 20-25 of dodge.
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# ? Feb 18, 2016 19:47 |
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# ? May 21, 2024 21:51 |
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Lunethex posted:Alternatively, set all your soldiers to have a base 20-25 of dodge. Eh? Does your soldier's dodge offset the enemy dodge when you're shooting at them or something?
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# ? Feb 18, 2016 19:49 |