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DarkDobe
Jul 11, 2008

Things are looking up...

I think doing away with the flare warning would make things interesting.

Let Central radio in - dropship inbound. Maybe give a generic alert for the direction? But not this giant 'overwatch and proxy mines here folks' flare of doom.


----


Also the part where I gush about Null Lance. Ho. Lee. gently caress.
I was doing fine without the psi-operative until this point, but throwing them in instead of my second ranger is just unfair.

Current team is a sniper, hacker specialist, two grenadiers in EXO suits, a ranger and psiop.

Does the game notify you when your dudes get off-class abilities? One of my grenadiers ended up with Phantom - which is hilarious. Not sure what my others got, but I may have built my AWC too late. Does rerolling them there give you new extra abilities?

DarkDobe fucked around with this message at 01:36 on Feb 21, 2016

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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

BenRGamer posted:

Eh, I don't think it matters. As it stands the only thing truly threatening about about reinforcements is if they come while you already have your hands full.

Double down on that--don't give the next turn flare warning, just make them pop up.

Edit: Also



Advent Armor is pretty cool.

Have enemies call in other enemies.

Morzhovyye
Mar 2, 2013

The "black screen + jet engine audio hell" bug is 100% not airdropping reinforcements. I got it to happen in operation gatecrasher where there is no chance of reinforcements at all. Specifically, when the officer pod got revealed. They scrambled to cover normally after it ended.

SpookyLizard
Feb 17, 2009
If they came into better places they could be more challenging. Or if officers or the like could call in reinforcements, because they're mainly dangerous when you're fighting another pod or two. Or if they didn't always land on the mines I place on the flares. Or maybe if the dropshop would drop more than one wave of dudes. Or if dudes hot dropped and were active when they came in. That could be actually dangerous. Or at the very least came in and went on overwatch after moving to cover, because like 90% of the time I have to deal with reinforcements I'm loving legging it to the evac zone and I only shoot at them at from the evac zone because I like the mental picture of the squad blasting away at them as they get pulled to safety by Firebrand.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Fangz posted:

Have enemies call in other enemies.

There's actually a mod for that, too.

Harrow
Jun 30, 2012

SpookyLizard posted:

If they came into better places they could be more challenging. Or if officers or the like could call in reinforcements, because they're mainly dangerous when you're fighting another pod or two. Or if they didn't always land on the mines I place on the flares. Or maybe if the dropshop would drop more than one wave of dudes. Or if dudes hot dropped and were active when they came in. That could be actually dangerous. Or at the very least came in and went on overwatch after moving to cover, because like 90% of the time I have to deal with reinforcements I'm loving legging it to the evac zone and I only shoot at them at from the evac zone because I like the mental picture of the squad blasting away at them as they get pulled to safety by Firebrand.

Maybe they could be immune to overwatch on the turn that they spawn. Like, they know you're there, so just give them a turn-long Shadowstep. It wouldn't make them any more dangerous than a normal pod, of course, but it'd prevent them from just being trivialized by surrounding the beacon with your soldiers and overwatching.

Megasabin
Sep 9, 2003

I get half!!
Does rapid fire work on Avatars/Codex? Do you get the second shot or do they teleport away?

SpookyLizard
Feb 17, 2009
Meh, it's kind of a weak attitude. Maybe they drop a few smoke grenades/flashes before they drop in, making it more difficult. You can still get overwatch shots, but they'll be weakened by that dank smoke. Or coming in with buffs applied, like there's a Shieldbearer in the ship who gives everyone some shields before they drop.

Honestly like a lot of things in this game, i feel, even on impossible, it's not really difficult if you're ready and prepared. But if you're not ready or you're not prepared or you're already fighting two pods of enemies, it's loving painful.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Megasabin posted:

Does rapid fire work on Avatars/Codex? Do you get the second shot or do they teleport away?

Yes, it does work. They don't get to use their reaction abilities until after rapid fire finishes.

Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
I cannot understand the hacking odds in this game. I hacked a turret first try, and targeted the wrong guy with it. So I reload the save, tried it again. Now it absolutely refuses to give me the hack. I'd come up with a different plan if I didn't think the game was deliberately keeping me from getting it.

Harrow
Jun 30, 2012

I'm up to plasma weapons and powered armor in my Commander campaign and I haven't even seen a +20 hacking skill bonus yet. Haywire Protocol is pretty much a coin flip for me as to whether I can even get the stun. Kind of takes the shine off my Specialist. I guess I should've made her a medic.

Megasabin posted:

Does rapid fire work on Avatars/Codex? Do you get the second shot or do they teleport away?

It works, I'm pretty sure.

DMW45
Oct 29, 2011

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

Megasabin posted:

Does rapid fire work on Avatars/Codex? Do you get the second shot or do they teleport away?

Works on Avatars, that's generally how I killed them on my first run.

I think it does on Codices, but I'm not 100% on that.

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

Well, this VIP rescue went poorly. I got up to the objective, and then a MEC bombed the van the VIP was in, so it exploded and killed him before I could even reach him.

khy
Aug 15, 2005

Question about Specialist last skill - restoration vs Capacitor discharge.

1) Does restoration use up medkit charges?
2) Restoration says it 'revives' characters, and revival states it removes negative mental statuses (Disorient, stun, panic, unconscious). Is this accurate?
3) Does restoration put out fires/cure acid?
4) How much health does Restoration cure per person?

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

khy posted:

Question about Specialist last skill - restoration vs Capacitor discharge.

1) Does restoration use up medkit charges?
2) Restoration says it 'revives' characters, and revival states it removes negative mental statuses (Disorient, stun, panic, unconscious). Is this accurate?
3) Does restoration put out fires/cure acid?
4) How much health does Restoration cure per person?

1 dont think so
2 yes, restoration protocol counts as both a heal protocol and a revival protocol for everyone that needs it
3 yes, for the same reason as 2
4 same as your medic would otherwise heal

Harrow
Jun 30, 2012

khy posted:

Question about Specialist last skill - restoration vs Capacitor discharge.

1) Does restoration use up medkit charges?
2) Restoration says it 'revives' characters, and revival states it removes negative mental statuses (Disorient, stun, panic, unconscious). Is this accurate?
3) Does restoration put out fires/cure acid?
4) How much health does Restoration cure per person?

1. Restoration doesn't even require you to have a medkit equipped, I'm pretty sure.
2. Yep, it works as Revival Protocol.
3. Yep.
4. About the same as a medkit.

Restoration is great. Capacitor Discharge is cool, but I have enough sources of guaranteed damage. Restoration can be a savior in a bad situation.

khy
Aug 15, 2005

Harrow posted:

4. About the same as a medkit.

Gotcha. Do medkits ever get more than 6 health per use? In the first game I think they could eventually reach like 10-ish each use?

E:
One thing I think would have been nice is allowing us to use all actions at once when we break concealment BEFORE pods become active. Meaning instead of shooting 1 guy and his two buddies having a chance to take cover, I would have liked to be able to queue up actions and have them all resolve at the same time when breaking concealment.

khy fucked around with this message at 02:04 on Feb 21, 2016

MikeC
Jul 19, 2004
BITCH ASS NARC
If I was had the inclination, I wouldn't just improve drop pods like adding more dudes or removing the flare marker. I would probably be inclined to change the entire gameplay structure to fit the stealth/guerilla theme more. I don't have any problems with the design of the game or how it plays out (I think this is a fantastic game) but I think if they were more adventurous, they would do something like the following.

-Reduce the arbitrary nature of the time limits. The "timed explosives on boxes to hack" and "interceptors inbound on VIP missions" seem contrived plot points where you just blow your stealth on the first pod you see and then race to the objectives rather than overwatch creep. The pace pushing aspect is great, but I think a more engaging test would be something along the lines of 1 or 2 pods at most starting the mission in guard mode, your team has to jump them, and spend x amount of time hacking the relay while Advent starts pouring in massed waves of reinforcements and then XCOM has to extract under pressure. Similarly the VIP rescue or assassination/capture missions could be you jumping the convoy to start with only a large pod guarding the moving convoy and then a stream of steadily increasing Advent drops starts occuring once cover is blown.

-Similarly, destroying relay uplinks need to bring in ever increasing waves of Advent reinforcements once you blow your stealth rather than "kill all enemies".

-Supply raid missions should be exactly that, raids. Stealth in, jump the convoy remenant, soldiers have to PICK UP loot and then extract under Advent pressure.

If anyone ever rebuilt the game like this, I think it would be the best thing since sliced bread. Maybe they already prototyped stuff like this and then test bed audience didn't like it? Given that people are already raging about time limits and the pressure they impose, maybe they felt this kind of design where you "play to run away" rather than "play to win" turned people off of the game.

But something like this would be way cool

peak debt
Mar 11, 2001
b& :(
Nap Ghost

BenRGamer posted:

From what I recall of how it worked in XCOM 1, and how I assume it works here, if the enemy can see any of your soldiers, they know where all of them are--that's why they don't put themselves in flanked positions when you activate them.

Aliens will definitely put themselves in flanking from invisible Rangers or out-of-sight Sharpshooters. They did that in XCOM 1 too.

Senethro
May 18, 2005

I unironically think I'm Garret, Master Thief.
I keep having an issue where the speech audio stops being played and there are these awkward empty pauses in the fights where I assume Bradford is speaking, but there aren't even subtitles shown. I fix it by verifying the games cache and reacquiring a missing file but I've spent about 3 hours doing that just this week. Anyone had this and found a permanent fix?

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan
yea ive never seen aliens deliberately take cover so as to shield themselves from a concealed ranger that is flanking them. if they did, there would be literally no point in using concealment rangers.

Taffer
Oct 15, 2010


How much do smoke grenades increase defense?

Harrow
Jun 30, 2012

khy posted:

Gotcha. Do medkits ever get more than 6 health per use? In the first game I think they could eventually reach like 10-ish each use?

They were healing for 7 by the end of my last campaign. I'm not sure if that happened all at once from Battlefield Medicine or if there was some other bonus helping them, too.

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

Taffer posted:

How much do smoke grenades increase defense?

I think someone said they're the same value as flashbangs, just in the other direction, so about 20.

alpha_destroy
Mar 23, 2010

Billy Butler: Fat Guy by Day, Doubles Machine by Night
Mission is winding down. Half my squad is wounded. I send a grenadier forward and he reveals a sectopod... poo poo. I set up the best overwatch trap I can since I can't get to the sectopod to o any significant damage this turn. I realize I am no doubt going to lose at least a couple troops.

Alien activity: Sectopod comes Kool-Aid Manning through a store front and my Kill Zone sniper gets executor to proc before anyone else can react. :hellyeah: Love this game.

Kai Tave
Jul 2, 2012
Fallen Rib

Lotish posted:

I think someone said they're the same value as flashbangs, just in the other direction, so about 20.

That's how much they did in EU/EW, it's basically the equivalent of low cover if the unit in smoke is otherwise totally exposed. I don't find smoke as useful in XCOM2 as I did in the first game simply because Aid Protocol exists and I pretty much only ever had to pop smoke because I had like one assault with their rear end hanging out after a run & gun anyway, plus Aid Protocol gets better with further level-ups. Nothing like being able to go "okay, I'll give that guy +40 defense and a free overwatch shot," especially if that someone is my own Specialist with Guardian.

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

So those missions where you protect some device, those don't make sense to me. You arrive and move one turn, then in the fog some enemy shoots it for eight damage immediately. I guess we arrived just in time for when the enemy decided to slowly have one guy shoot at this thing thing halfheartedly.

Taffer
Oct 15, 2010


Lotish posted:

I think someone said they're the same value as flashbangs, just in the other direction, so about 20.

Hm. I might dig through the files and try to bump that up. I finished the game on veteran easily and now I'm modding the game to my own flavor to be more interesting. One of the things on my list is making smokes actually useful, because their current state is awful. I've already bumped up their radius and throw range, but the fact that cover blocks them makes me less than excited about their usefulness.

My current setup is making the alien pods bigger with smarter AI, while increasing squad size to 6->8, with a handful of buffs to xcom. Mostly on swords, with a couple small perk buffs and things like actually letting people bleed out. I'm no tactical master so I need to push things back in my favor. After a few missions with it though I'm loving it, it's challenging without being painfully loving brutal, and more troops + more enemies make fights a lot more interesting.

Balance mods:

Non-tile-snapping grenades
Non-tile-snapping psi abilities
Engineer2Scientist
Beatdown Skill
Advanced Modular Weapons
Its Just A Scratch
Deadeye To Headshot
BleedOutMod
SMG Pack
Larger Starting Squad
Experimental Item Unlock
Starting Staff
Any Class Any Weapon
[IESS+] Increased Enemy Squad Size Plus

Plus a couple manual ini tweaks to swords and smokes and AI.


Playing on legendary with this. It's a blast

Taffer fucked around with this message at 03:12 on Feb 21, 2016

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Finished Commander Ironman last night in pretty convincing fashion. I was backing up my saved every session but never actually ran into any save breaking bugs. Aside from a bad encounter with two Faceless on my second retaliation, and being caught between a Gatekeeper and an Avatar on the Psionic Gate mission, things went pretty well with not too many losses.

I'd love more of the constant reinforcements while pushing towards the objective like the final room, it was actually a bit tamer than I expected it to be. I was well equipped and as long as you save the serious hardware for it, it feels like you can zone out the pods long enough to collect plenty of Avatar hits in splash damage. Do that enough and eventually they'll be in safer run and gun range for a rapid fire, so I'm pretty sure the whole engagement only lasted four or five turns.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
My Ranger learned Guardian through the advanced war center thing.

4 overwatch shots in one turn out of concealment. No misses. Suddenly those Archons were not very menacing. :awesome:

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

Well this ironman run is done. I have bad activations lead to a team getting wiped or captured during an evac, and then just when I had built up some new blood, a retaliation hit with two mutons. I was able to clear the first muton no problem, but the second came in and never missed a shot while I could never get one to land, leading to panic that gave him an opportunity to land even more crits, despite me having the high ground. I now have just two rookies to save the world and not enough supplies to buy more.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

MikeC posted:

If I was had the inclination, I wouldn't just improve drop pods like adding more dudes or removing the flare marker. I would probably be inclined to change the entire gameplay structure to fit the stealth/guerilla theme more. I don't have any problems with the design of the game or how it plays out (I think this is a fantastic game) but I think if they were more adventurous, they would do something like the following.

...stuff...

But something like this would be way cool

This is pretty much the mod I'd like to make once I've beaten Legendary Ironman and have a semi decent handle on balance. I think the last room of the final mission proves that it can be an interesting pressure to play under, and more than that, I think it proves how to do it. Reinforcements should always be where you're not, and active, and frequent, so that way you have to work around active pods that you can't just trap and kill in a single turn.

I think you'd need squad size up to 6-8 to compensate, as well as GTS mechanics that help you maintain a diverse roster for the inevitable casualties, but I think more missions with a forced evac will make for far more interesting scenarios to play than the standard mission currently, where it's possible to own the map and also cheese out any mission without a time limit. Using weight of enemies to force 'playing to the objective' feels like it could be a very positive change to the difficulty, without needing to gently caress with the actual mechanics of combat too much.

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

Seems like an oversight that you can't build medkits after upgrading to the nanomedit. I could use any medkits (since I've lost some along the way), but I don't have any viper corpses at the moment so I can't build any.

Anyways, my overall feeling on this game is that it's not quite as good as the last one. Enemy Unknown had better difficulty balance for me, much less punishing. Still had fun with this one, but I'm about done with it for now.

Wardende
Apr 27, 2013
I had a data extract mission and was down to the final pod (one sectoid, two troopers) with all of my soldiers still alive. I waste the troopers with the usual grenade cover + flank shot, leaving the sectoid alive for a turn. It reanimates one of the soldiers as a zomboid. Now the grenades set the path between my soldiers and the sectoid on fire, so I couldn't flank and execute it. Instead I kill the zombie and sit in full cover. The sectoid mind controls one of my rookies which is a little spooky but hey, I have three soldiers still up, and they're all going to have flank shots, so I'm sure I'll be fine. My ranger goes in, 100% chance to hit, but deals only four damage with her shotgun. My other two soldiers move in and have 85% chances to hit, and they both miss. Not great, but still, should be salvageable. On the alien turn, my mind-controlled soldier shoots one of my soldiers in the back, killing him. Then the sectoid pulls out its plasma pistol and crits my ranger (who was only in half cover), killing her. Well now I'm down to one soldier and the sectoid still has six health, so this isn't going to work. I decide to run as far away as possible and wait out the mind-control. My last soldier sprints way off to full cover. On the alien turn, the mind-controlled soldier walks out into the open and kills my last guy through said full cover. Mission failed.

Oh well. That's X-COM.

Edmond Dantes
Sep 12, 2007

Reactor: Online
Sensors: Online
Weapons: Online

ALL SYSTEMS NOMINAL
With all the XCOM2 talk (and lack of money for it) I decided to go back and actually play EW. I beat the base game a couple times, got EW eons ago (paid $15 for it the first time it was on sale), played 2 missions and then proceeded to watch a million different LPs of it instead of, you know, playing it myself.

I'm not really interested in Long War, at least for now, but are there any "must-have", or good QoL mods I should get? I saw a Line of Sight mod which sounds like it'd be nice at avoiding the game loving me over flanking positions, is it recommended? Anything else I should look into?

Cheers.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan
isnt there a console command that lets you teleport soldiers? one of my troops just went inside an advent van to hack the objective crate, and now she's stuck inside the van for some reason :confused:

Riot Bimbo
Dec 28, 2006


Hey guys, I'm broadcasting a play of xcom 2. it was originally to play bernie while i chatted with people about bernie sanders for the bernie thread, and ultimately it still is, but if you guys wanna chat and watch someone suck hard at the 2nd hardest difficulty, my handle is hipster terrorist and /id/horsse. anyone can join and I try to respond to chat messages and engage.

If you're good at it, tactical advice is welcome too.
Just invitng people to hang and watch xcom, if you're into that, i've supplied the means. v:shobon:v

The Cheshire Cat
Jun 10, 2008

Fun Shoe
If you complete the main objective of a mission like "hack the terminal" and then evac without clearing the area, does it still count it as a success?

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

The Cheshire Cat posted:

If you complete the main objective of a mission like "hack the terminal" and then evac without clearing the area, does it still count it as a success?

It counts as a "fail", but you still stop the dark event.

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monster on a stick
Apr 29, 2013

Deutsch Nozzle posted:

isnt there a console command that lets you teleport soldiers? one of my troops just went inside an advent van to hack the objective crate, and now she's stuck inside the van for some reason :confused:

TeleportToCursor, at least in EU.

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