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Hacking rewards need buffs big time - not the objective ones, but the ultra risky tower ones Soldier vision for 2 turns vs mission ruining death - yeah ok I tainted my latest ironman legend run. I took it up the rear end when a flank-that-isnt-a-flank caused me to lose the first VIP evac mission (hardest mission type in game) and 2 highest ranking soldiers got captured in first month, I took it up the rear end when the game lied and told me a spot was full cover with an enemy in sight and then he was flanked in the same spot w/o the stunlancer moving from his location, I took it up the rear end when those car tiles always get flanked by non-flanking positions (see this bug, avoid these tiles on cars PSA: http://images.akamai.steamusercontent.com/ugc/313367698759787685/147FAB42B8BE163CE33B4707FE57CE3D59A94314/), I took it up the rear end when a panic chain just wrecked my 2nd retal mission, took it up the rear end when I couldn't seem to avoid the UFO hunt no matter what I did and took it up the rear end when my Cpl Specialist chucked a grenade at my own soldiers (seriously wtf is this) But when I had 2 soldiers panic and one on overwatch that hadn't moved yet shot and killed another panicked soldier that ran...I alt f4'd that poo poo in a blind rage oswald ownenstein fucked around with this message at 17:57 on Feb 21, 2016 |
# ? Feb 21, 2016 17:46 |
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# ? May 18, 2024 07:23 |
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Locke Dunnegan posted:I think you missed the point of that response. The original complaint is literally counterattacks from sword attacks, not scaling or explosions or anything like that. Very few enemies actually counter sword attacks, so the poster seemingly first experiencing a Muton counterattack may be put off at the idea of a bunch of later enemies countering them, which isn't the case. You don't need to rehash the "swords are good/bad" debate anytime they are mentioned. It's my first time posting about swords dude, a man has to bitch about their Blademaster Ranger at least once. quote:Hacking rewards need buffs big time - not the objective ones, but the ultra risky tower ones Hacking is another thing that feels like the scaling and risk/reward is all over the place, yeah. Hacking just doesn't feel good IMO.
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# ? Feb 21, 2016 17:47 |
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Can the repeater proc off a missed shot if you have a stock equipped?
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# ? Feb 21, 2016 17:58 |
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Is starting out on iron man begging for trouble as someone who played maybe 20 hours of EU? I can be a really bad save scummer and it sucked the fun out of EU for me.
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# ? Feb 21, 2016 18:01 |
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Anti-Hero posted:Is starting out on iron man begging for trouble as someone who played maybe 20 hours of EU? I can be a really bad save scummer and it sucked the fun out of EU for me. Pretty much yes, the game constantly throws curveballs your way on your first campaign, in the form of new enemy types and stuff you'll discover yourself. If you really want to play ironman on your first campaign stick to the easier difficulties. Even then, depending on your luck you might be dicked over by some bug which you won't be able to recover from. ArchangeI posted:Can the repeater proc off a missed shot if you have a stock equipped? Yep!
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# ? Feb 21, 2016 18:06 |
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Crosspeice posted:Psi Ops are pretty great and Stasis doesn't end your turn, so it lets you quiet down an enemy for one turn while you deal with the rest. I didn't know that! I'm going to have to start using it more aggressively. My Psi Ops is a superstar in this Commander campaign. Null Lance is beautiful, and he drat near soloed a retaliation mission by landing a Dominate on a Berserker. Now let's see if he can Dominate a Gatekeeper like in my last campaign.
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# ? Feb 21, 2016 18:08 |
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Anti-Hero posted:Is starting out on iron man begging for trouble as someone who played maybe 20 hours of EU? I can be a really bad save scummer and it sucked the fun out of EU for me. Yes, it is. Bronzeman Mode is probably going to be better. Avoid them run ending bugs by at least being able to go back to the geoscape and start a mission over. I also know what you mean about savescumming. Had to really resist for my first commander campaign. There is a kind of joy to be found in rolling with the losses or the "Oh my god I just pulled 4 pods with my last move, gently caress gently caress gently caress!" and accepting how it all comes down.
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# ? Feb 21, 2016 18:09 |
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Well, my commander/ironman run seems to have hit a game-ending bug during the Forge mission. drat. I killed an andromedon wreck and it fell into the massive chasm, and now I can't select any of my guys or force-end my turn. The menu won't even let me save; I think the game is stuck trying to spawn the andromedon wreck. Reloading doesn't work; it drops me right back in, unable to issue commands. By any chance does anyone know of a solution? This has been your public service reminder to Not Play Ironman.
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# ? Feb 21, 2016 18:20 |
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oswald ownenstein posted:Hacking rewards need buffs big time - not the objective ones, but the ultra risky tower ones That loving sucks. It's stuff like that, no matter how rare, that keeps me from booting the game back up for a Legend+ run. It's pretty important for the game to keep solid objects solid. Sometimes there is warning about when it's bugging the hell out because it'll show cover as flanked, but that doesn't excuse it being bugged. What if it ends up being the best combat solution? Less and more pls, Jake. Pls.
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# ? Feb 21, 2016 18:20 |
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Yeah, right now the only reason to go ironman is for the achievement. It's okay if you use honor system ironman though.
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# ? Feb 21, 2016 18:21 |
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What mods do people use right now, by the by?
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# ? Feb 21, 2016 18:27 |
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Neopie posted:What mods do people use right now, by the by? Bleed out timers is a must have IMO By default your soldiers cannot go into 'bleed out' until at least Sgt rank I think, and the chance is super low then. The mod changes the range so that at the top end its the same but at the low end your soldiers can actually get crit wounded instead of 100% dead. I don't know why they changed the formula. Same thing with crit - why mess w/ what works? Subtle sword tweaks is good. Small but not 100% accuracy buff. Really makes the swords a little better without making them amazing/op and helps make the higher tiers worth getting
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# ? Feb 21, 2016 18:37 |
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Is there a website somewhere that tells you what artifacts are used for (and therefore when it's safe to sell on the black market), and/or which research gives you access to what items and so on?
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# ? Feb 21, 2016 18:41 |
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I take the high ground with a soldier. He gets shot at. The enemy misses, but somehow hits the tile the soldier is standing on, so he falls to his death, causing half the team to panic and leave them open to get killed. edit: This run is already full of ill portent. In the Gatecrasher mission alone, four out of my five flank shots missed. marshmallow creep fucked around with this message at 18:48 on Feb 21, 2016 |
# ? Feb 21, 2016 18:43 |
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Combat exp boosting psi-ops' progress on their current skill seems like it'd give you a reason to take them out of the tank early in in their development. Balance it by slightly increasing training times across the board. And if you did that, maybe a mod that allows the GTS (or a new building) to get experience between missions would be nice. Maybe codex autopsy ot skulljack unlocks a PCS builder/VR training room combo building, so you'd have a reason to nab them early. E: changing hacking so that feedback and success were two separate rolls would really help improve specialists too. You could give different feedback results different failure chances, too, to reflect the severity. So you'd roll your hack, and if it failed, you'd roll to see if you took feedback. Failing a hack to always guarantee that you buffed your enemy is a pain in the rear end, and pretty much all the time I'd rather take the guaranteed damage from a combat protocol than risk the hack. Ravenfood fucked around with this message at 18:50 on Feb 21, 2016 |
# ? Feb 21, 2016 18:46 |
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Second commander ironman mission. Feeling good after my last attempt. One blue move later and three pods pop at once. Three turns later one more pod pops and the only man standing on both sides is one stun lancer.
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# ? Feb 21, 2016 18:56 |
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I don't know if I like my fully trained Maguses or my Grenadiers with Salvo and Blaster Bombs on their WAR suits more. Either way nothing lives long enough to shoot at me.
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# ? Feb 21, 2016 19:17 |
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Redjakk posted:I don't know if I like my fully trained Maguses or my Grenadiers with Salvo and Blaster Bombs on their WAR suits more. Either way nothing lives long enough to shoot at me. This is what gets disappointing about the end-game. You literally have so many options you poo poo all over every pod at once and you will usually go flawless or take one hit on your 20 health 4 armor guy. XCOM 2 is at its strongest/most fun in the early to mid-game imo. Which is why I'm hoping the expansion really fleshes out the game as a whole, we could really use more enemies. I'd have a laugh if it was another EXALT type enemy and they field MECs which are just human brains in a jar where the head should be and also deploy on the same missions as you do in an attempt to capture your guys and destroy the Avenger because god damnit they are not gonna lose control of this situation. You can never get rid of them and they are always trying to stun your soldiers and make off with them to gather intel on you which they'll feed to the aliens and speed up dark events or even lock you out of them. Maybe even entrap you by getting a rescue mission but your soldier turns out to be a faceless and kills people in the barracks Lunethex fucked around with this message at 19:29 on Feb 21, 2016 |
# ? Feb 21, 2016 19:24 |
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Harrow posted:Is there a bug in the True Retroactive AWC mod? I installed it and suddenly five of my troops got Blast Padding. It seems unlikely that many of them would roll that as their AWC perk but who knows. Get the Pick AWC perk instead and promise yourself you won't use the same skill on two soldiers in the same squad. You can even respec if you happen to need to take three dudes you couldn't help but put run n gun on.
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# ? Feb 21, 2016 19:28 |
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Kitchner posted:The ascetic of the helmets for the final suits of armour bugged me a bit. I get it's future tech and all but surely you want to minimise the amount of glass in your helmet (without effecting your vision unduly)? Aesthetic. The sword could be a lot better if they did a few things: 1- Made it have a high chance to destroy surrounding cover on hit. 2- Make that first lovely +2 damage skill instead make your sword bypass armor. Better sword = more armor bypassed. 3- Fusion sword shreds the target instead of lighting it on fire. Arc Blade has a higher chance to stun (I completely skipped Arc on this playthrough). 4- One of the higher level sword skills should drastically up the chance to crit. They should probably make the damage increase between each sword variant a bit more, too.
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# ? Feb 21, 2016 19:32 |
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a
emTme3 fucked around with this message at 02:56 on Mar 31, 2022 |
# ? Feb 21, 2016 19:43 |
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mission accomplished E: dear god Taffer fucked around with this message at 19:45 on Feb 21, 2016 |
# ? Feb 21, 2016 19:43 |
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Fuzz posted:The sword could be a lot better if they did a few things: What I'm thinking is something a bit different. Bladestorm shouldn't be vs Implacable. Maybe Run and Gun. Someone mentioned a mod that made Hunter's Instinct work on blades, for a total of +5 damage. Definitely that. Get rid of Arc and Fusion blades as they are, rather make the powerups just the default sword but with the same scaling and just adding armor piercing at a 0/+1/+2 level--instead put those, and a few more, into an 'Experimental Sword' Proving Ground project. So you could have Arc Blade, Fusion Blade, an Extra Armor Piercing Blade (Pierces 3 extra armor for a total of 5), maybe something with the Bluescreen Round effect, maybe something that works like Soul Steal and gives you health back for slashing, etc
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# ? Feb 21, 2016 20:12 |
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I know the last mission is 2 parts. Do my limited use items/grenades replenish after the first part?
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# ? Feb 21, 2016 20:18 |
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oswald ownenstein posted:Hacking rewards need buffs big time - not the objective ones, but the ultra risky tower ones To keep perspective on things, I recently tried playing Terror from the Deep on one of the higher difficulties, to see which game was the most unfair and buggy. Strangely, I wasn't nearly as frustrated playing it despite the archaic interface. Losing someone or even lots of someones early on was not a game-ending thing, though it did make things harder in later mission. Beyond the awful shipping lane attacks, with 30 aliens in close quarters that explode, I always felt I had a fair chance at beating missions despite randomized maps and enemy placement that sometimes perched aliens with explosives right outside my sub. Yeah, there's a lot of bullshit with having so many aliens that can mindcontrol you, but you can do it right back to the enemy, fairly early on, so it all evens out. I'm not even sure what it is, but the moment the new Xcom 2 gets difficult all these little issues start building up and just makes the game frustrating instead of challenging. But on the other hand some people are acing it rather easily so maybe I'm missing some great strategies.
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# ? Feb 21, 2016 20:36 |
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Megasabin posted:I know the last mission is 2 parts. Do my limited use items/grenades replenish after the first part? Yes. They're treated as two separate missions by the game, even though doing the first locks you into immediately doing the second. You can also use wounded soldiers on the final part, so don't worry too much if one of your best soldiers is wounded on the first part.
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# ? Feb 21, 2016 20:40 |
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Hey so solomon & another firaxis programmer did a video / livestream looking at mods and our own peewi and jonterp got their mods featured.Locke Dunnegan posted:Tiny sombrero monster on a stick posted:I believe his assumption was after the squad gets revealed: Mimic beacon doesn't work exactly like that. The enemy does need LOS on it to be drawn into the dank memes. Now, one thing that made that happen was that it was advent stunlancers, and melee guys will do a move & attack as a single complete action. But while considering targets for a melee attack move they only look at visible units. So the mimic didn't If those had been a gun troopers they could have moved forward, seen the beacon, and then been forced to attack it. Or they might have stayed in positions with no LOS to the beacon and attacked real soldiers anyways. Interesting chain of events though. Usually the way to play things safe is assume the AI always knows about the position of every unconcealed soldier. That's not always the case, but at least that way you're not surprised when a guy runs around the corner to blast a soldier he couldn't previously see. But here's a case where that assumption can work against you.
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# ? Feb 21, 2016 20:46 |
Swords should have the same to hit chance but a chance to decapitate
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# ? Feb 21, 2016 20:56 |
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Didn't consider how the [IESS+] Increased Enemy Squad Size Plus could affect the final fight(s, oh boy was the "trip" to the final encounter ball bustingly hard enough on its own) and well... (spoilers obviously): By completely unrelated reasons I discovered that Firaxis had not put a check on the final "room entry" cinematic if you happen to leave the room after you've triggered it going in Tower Assault with only 3 soldiers was fun too, bring on the Reaper
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# ? Feb 21, 2016 21:08 |
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Speaking of class mods, I think I'd want to separate the grenadier from their chain gun. I don't know what the other half of their tree would be, but making them more all about grenades and making them take the weaker assault rifle would be good imo. This then is when you add in Infantry and it takes the place of the gunner grenadier. Probably still be a net buff to Xcom, but yeah...the fact that a gunner still has access to 2 grenades is kinda crazy, even if they don't have Volatile Mix/Salvo. Infantry would get Light Em Up as base, one tree would get Gunner abilities, other more rapid fire esque stuff, maybe give em the ability to use the chain gun as a perk. Also as much as I love the all armor stuff, for letting me use Predator armor all the time because its the best, it creates some hilariously dumb scientists/engineers. Is there a tweak so the extra options are only allowed on soldiers? And has anyone modded some different looking plasma weapons now? I've seen tons of cool ballistic stuff, but no future tech guns.
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# ? Feb 21, 2016 21:16 |
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I like most of the plasma guns but the armor just looks way, way too sleek compared to the ragtag look of the first two tiers. It's a shame t2 gear can be blown by relatively quickly, tbh, because it looks good.
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# ? Feb 21, 2016 21:22 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=629737289 Ok, like... seriously? What high cover could there possibly be when he's right there?
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# ? Feb 21, 2016 21:22 |
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Ravenfood posted:I like most of the plasma guns but the armor just looks way, way too sleek compared to the ragtag look of the first two tiers. It's a shame t2 gear can be blown by relatively quickly, tbh, because it looks good. I love the projectile, but I do not like the underbite most of them have. They aren't horrible, but I'd prefer something that looks more conventional. The fact that tier 3 armor is shiny as hell is one part of the problem, but the fact that they call it power armor and yet its a...skintight plastic suit? WAR suits look good even all shiny if only because they have some bulk.
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# ? Feb 21, 2016 21:35 |
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Being able to choose different Have the upgrades be Proving Ground projects that incrementally improve all swords and then have the corpse/weapon research unlock new types of swords to build. Make the swords you build be individual weapons like armors. Regular sword upgrades with alloys and cuts through armor. Arc blade gets better at stunning enemies and maybe a boost vs mechanized stuff at higher tier. Fusion blade shreds armor and maybe keeps the burn chance or instead can smash cover. Psi-Rapier also damages Will and maybe has a chance to cause Panic/Disorientation. Alloy Hook lets you steal items off of enemies, either component loot or if they have grenades you can get an extra/get one back, but it does less damage. Upgrades improve your chance to steal.
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# ? Feb 21, 2016 21:49 |
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Hi! Do you want to play this game? Are you too poor to buy it? Head over to the PGS steam gift thread for a contest to win a copy!
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# ? Feb 21, 2016 21:53 |
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XCOM1: How do I deal with Chryssids and mind controllers? They are both brutal for how quickly they show up in Normal difficulty. I can't get close enough to spotting the Chryssids before they rush up and one shot my soldiers in one turn.
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# ? Feb 21, 2016 21:54 |
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splifyphus posted:The reason to play ironman isn't that it makes your epeen bigger or something, it's that it cranks up the tension and the stakes for every decision you make about 100 fold. XCOM 2 without ironman is a fun tactical game, with ironman every alien turn is going to give you a panic attack. My current ironman legend campaign is pretty insane I failed the 3rd mission miserably - 2 high ranking soldiers getting captured and 2 evac'ing and not getting the VIP. Failed 2 retal missions and a guerilla ops that I couldn't get the train data b/c I didn't have a specailist not in the hospital. Managed a 4 man supply raid mission with a rookie, 2 squaddies and a cpl. Did first alien base - don't do them early by the way it doesn't scale down as much as you'd think, 'difficult' with 24 aliens is pretty insane even if you do it before too many mutons. THEN had to do an avenger defense mission which was great until the end and spiraled really bad involving carrying 3 bleed out / unconscious soldiers to the evac point. I have mag weapons now and am still going. I'm not saying it's a winnable campaign, but it's not over (yet). XCOM 2 has a lot more room for failure than XCOM 1 did, where you simply lost at the strategy layer if you lost a couple missions
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# ? Feb 21, 2016 21:54 |
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Your Dunkle Sans posted:XCOM1: Rush Beam Lasers is basically the answer. If you dont have them before the first terror mission, explosives, more explosives. Also the safest place to shoot a Chrysalid is right next to it.
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# ? Feb 21, 2016 21:59 |
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If it's just Chryssalids in XCom1 you can ignore cover and focus on keeping the right distance (too far for melee or *in their face* for maximum accuracy).
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# ? Feb 21, 2016 22:10 |
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# ? May 18, 2024 07:23 |
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Your Dunkle Sans posted:XCOM1: Chryssalids: they are a gear check, the reason that your research needs to go beam lasers first armor second. Getting battle scanner for your first sniper is a big help, but without that you just need to move slow on terror missions. Fall back from them so you get a round of overwatch on their turn and clean up on your turn. An assault with close & personal is also pretty great. (In the base game you can lose a lot of civvies without major penalties.) Mind controllers: kill them the turn they activate. that's good advice for everything but moreso in this case.
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# ? Feb 21, 2016 22:12 |