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Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
Just encountered a giant pile of poo poo in one enemy turn. This is the first rage quit for me, as I couldn't believe how much the enemy cheated.

So I'm doing my first facility sabotage. After the first pod ambush, I triggered a second and third pod as well (one pod was three vipers). As I'm dealing with all these guys, three things happen in one enemy turn that (mostly) should not have occurred:

1) snaketits tongue pulls my sniper from 5-6 squares (and elevation) through his cover to constrict him. Then the second viper of course spits on him.

2) Weird bug where an ADVENT slo mo moves and slo mo attacks my medic. My medic has overwatch and never fired a reaction shot (They had LOS on each other, my medic even had the overwatch on enemy attacks skill).

3)The biggest one of all, a codex clone teleports a behind two of my soldiers (at a good distance). Both soldiers full cover from that direction (there's a giant piece of rock between them and the codex, enough you could climb on top of it). No possible way for LOS and yet its outflanking them and crits one of them.

Each of these things happened in succession and I couldn't believe what I saw. The only thing I could possibly understand is the Viper pulling my sniper through cover, but I couldn't even begin to understand the others.

EDIT: new page :xcom:

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Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!
I've just been doing Priority Research like interrogating the Crystal alien and making the skeleton key, I didn't know about beam weapons. :ohdear:

Also, is there a way to choose what class your Rookies are promoted into like Heavy or Sniper or is it randomized by the game?

Chryssalids gently caress me up because just when I think I've got good cover/elevation, BAM! They've jumped from the lower floor and wreck my poo poo. I also don't think I've got the whole run vs double turn sprint and overwatch vs hunker down thing worked out yet.

Teriyaki Koinku fucked around with this message at 22:25 on Feb 21, 2016

Morton Salt Grrl
Sep 2, 2011

D&D: HASBARA SQUAD
FRESH BLOOD


May their memory be a justification for genocide
Perhaps I'm just dense, but when using a controller on the PC version of XCOM:EW, how do you change targets?

Yami Fenrir
Jan 25, 2015

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

Your Dunkle Sans posted:

I've just been doing Priority Research like interrogating the Crystal alien and making the skeleton key, I didn't know about beam weapons. :ohdear:

Also, is there a way to choose what class your Rookies are promoted into like Heavy or Sniper or is it randomized by the game?

Chryssalids gently caress me up because when I think I've got good cover/elevation, BAM! They've jumped from the lower floor and wreck my poo poo. I also don't think I've got the whole run vs double turn sprint and overwatch vs hunker down thing worked out yet.

It's random yes. They changed it in Xcom 2, though. :v: Also, those priority research things can often be delayed. Although if you can, have the skeleton key ready (but really, rushing lasers is a really good idea exactly because of chryssalids) because clearing the alien base actually gives you world-wide panic reduction.

Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!

Yami Fenrir posted:

It's random yes. They changed it in Xcom 2, though. :v: Also, those priority research things can often be delayed. Although if you can, have the skeleton key ready (but really, rushing lasers is a really good idea exactly because of chryssalids) because clearing the alien base actually gives you world-wide panic reduction.

I just save scummed that mission because I'm still figuring out the game.

Also, it's hard to kill mind controllers right away because my soldiers somehow only notice them after they've moved into their view, so the mind controller aliens get first dibs on retaliating and controlling my soldiers.

Yami Fenrir
Jan 25, 2015

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

Your Dunkle Sans posted:

I just save scummed that mission because I'm still figuring out the game.

Also, it's hard to kill mind controllers right away because my soldiers somehow only notice them after they've moved into their view, so the mind controller aliens get first dibs on retaliating and controlling my soldiers.

They still are subject to line of sight rules. Run and Gun assaults with shotguns and rapid fire can do serious work against those, as do rockets (blowing up their cover and them shooting them into mincemeat).

DeliciousCookie
Mar 4, 2011
Finally pinned down what it is about the tier 3 armor that bugs me so much. Its not just the fact that the armor is sleek and futuristic, its that the armor looks even better than Advent armor. I've just recently added a mod that lets you wear the advent stuff and it oddly fits in better than the tier 3 stuff. Mainly because their armor seems to incorporate fabrics and pockets and such into their designs. It feels like there should have been some kind of intermediary armor between 2 and 3, since 2 looked more like something that was slapped together and made functional while ignoring the design entirely, while 3 feels like its all about the design and doesn't even seem to retain some design elements from the second tier.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

DeliciousCookie posted:

Finally pinned down what it is about the tier 3 armor that bugs me so much. Its not just the fact that the armor is sleek and futuristic, its that the armor looks even better than Advent armor. I've just recently added a mod that lets you wear the advent stuff and it oddly fits in better than the tier 3 stuff. Mainly because their armor seems to incorporate fabrics and pockets and such into their designs. It feels like there should have been some kind of intermediary armor between 2 and 3, since 2 looked more like something that was slapped together and made functional while ignoring the design entirely, while 3 feels like its all about the design and doesn't even seem to retain some design elements from the second tier.

Yeah, I'm dressing up my soldiers in Advent armour instead of tier 3 and it looks great on them. You can mix and match parts from different Advent troops types and add head props to give them a more ragtag look. I still haven't figured out which mod is the one that lets me wear tier 2 parts while still having tier 3 stats.

Pimpmust
Oct 1, 2008

Bring back clunky big eyed OG X-Com power armor

Something more in line with the Andromedon design. Stomp Stomp

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!

Taffer posted:

E: dear god



If anyone asks me why I made the Commander+ mod, I'm just going to link them that screenshot.

Speaking of screenshots, gently caress you, Jake.



gently caress you.

MorsAnima
Nov 29, 2010
I just feel completely shit on. These changes won't make a cat in hell's difference.
Psiops are in a really odd place, and I don't know what to think of it.

The psiops build-up slows down everything else. Research, since you need to do the sectoid autopsy asap, right at a time when you want t2 weapons/armor. Excavation, because there's definitely better poo poo to build that early on. Engineers, because the building takes forever otherwise. Power, because it requires 5, which is a lot early.

For all that, you get the option to turn 1 dude into a psiops, cook him for 2 months until he has abso-loving-lutely every ability and bingo, here's your god. RNG on your side? He got null lance and soulfire early. RNG hates you? He got a few passives and some will-dependent stuff, rip. Take him out during training? Nah, their piss weak will at lower ranks means he'll wiff half his will-checks (55% chance at domination, a single use ability that will waste my turn if i attempt it? Oh look, 87% chance of dominating a basic loving advent trooper, thats a clever use of a turn right? right?!) and injury = no training just means taking them out is a really poor decision. There's no equipment or whatever, you get advanced psi amp at the same time you get the psi lab, and the alien psi amp shows up incredibly late. Other than that? Put some armor (which you got slightly later) on him, who cares about his gun he'll never use it.

Am I wrong here? I mean, 2x magus makes the final 1/4 of the game a breeze, a 4 man swaparoo (they lose 2, you gain 2), free bullet sponges etc... It's just peanuts. But the buildup holy loving sucks and I can't help but feel they missed their aim with psiops here.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Just to advertise the Advent armour mod a little bit more (it's named Advent Helmets, confusingly enough), here's a few of my troops (also running Capbnbub's amazing mod, and the Facepaints mod):

64bitrobot
Apr 20, 2009

Likes to Lurk

Sykic posted:

If anyone asks me why I made the Commander+ mod, I'm just going to link them that screenshot.

Speaking of screenshots, gently caress you, Jake.



gently caress you.

See, the tree above him blocks the rope from coming down and saving him.

Yeah that sucks.

Brasseye
Feb 13, 2009

Antti posted:

Just to advertise the Advent armour mod a little bit more (it's named Advent Helmets, confusingly enough), here's a few of my troops (also running Capbnbub's amazing mod, and the Facepaints mod):



These look great, do I have to start a new game to enable this mod?

Harrow
Jun 30, 2012

My second Psi Ops earned her place on the team when she used Void Rift on an ADVENT Officer, a Stun Lancer, and a Gatekeeper all clustered together. Because of the added Insanity from Void Rift, she not only did AoE damage, she mind-controlled the officer and the Gatekeeper.

That was a fun mission. :black101:

On another note, my soldiers seem to have their own specific curses. My Specialist, Rift, gets KO'd by Stun Lancers. Nobody else does. Just Rift. Sheriff gets shot through full cover. Every time. He's a bullet magnet.

Harrow fucked around with this message at 23:33 on Feb 21, 2016

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Do aliens still have to reload in xcom 2?

Kennel
May 1, 2008

BAWWW-UNH!

oswald ownenstein posted:

Do aliens still have to reload in xcom 2?

Yep

Danaru
Jun 5, 2012

何 ??

oswald ownenstein posted:

Do aliens still have to reload in xcom 2?

Not that I've seen, but I rarely have a pod active long enough to get that far considering they love using whappin' sticks or bullshit powers



oh, huh

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

DeliciousCookie posted:

Finally pinned down what it is about the tier 3 armor that bugs me so much. Its not just the fact that the armor is sleek and futuristic, its that the armor looks even better than Advent armor. I've just recently added a mod that lets you wear the advent stuff and it oddly fits in better than the tier 3 stuff. Mainly because their armor seems to incorporate fabrics and pockets and such into their designs. It feels like there should have been some kind of intermediary armor between 2 and 3, since 2 looked more like something that was slapped together and made functional while ignoring the design entirely, while 3 feels like its all about the design and doesn't even seem to retain some design elements from the second tier.

Solution:
Swap Advent and Tier 3 armor, so Advent troops are wearing the Tier 3 stuff with occlusive helmets and you get to wear the bulky poo poo Advent armor.

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!

64bitrobot posted:

See, the tree above him blocks the rope from coming down and saving him.

Yeah that sucks.

RIP Dave Thulhu, he died as he lived, afraid of splinters.

Harrow
Jun 30, 2012

Antti posted:

Just to advertise the Advent armour mod a little bit more (it's named Advent Helmets, confusingly enough), here's a few of my troops (also running Capbnbub's amazing mod, and the Facepaints mod):



drat, that looks really good. I've been contenting myself by coloring the tier 3 armor bronze and pretending everyone walked off the set of Metropolis or something, but these all look way better.

Kennel
May 1, 2008

BAWWW-UNH!

Danaru posted:

Not that I've seen, but I rarely have a pod active long enough to get that far considering they love using whappin' sticks or bullshit powers


oh, huh

I've seen it happening on Beagle's streams. It's very unlikely without extra large pods.

Eimi
Nov 23, 2013

I will never log offshut up.


Even if they live long enough, the aliens have as many bullshit powers as you do, so they rarely shoot either. :v:

Fangz
Jul 5, 2007

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

Sykic posted:

If anyone asks me why I made the Commander+ mod, I'm just going to link them that screenshot.

Speaking of screenshots, gently caress you, Jake.



gently caress you.

He still has one more movement point. Move him to the middle tile of that area.

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

Pimpmust posted:

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):

Yeah, I tweaked a lot of spawns upwards in a similar vein to that mod and I think I may just need to tone it down because I'm getting overwhelmed. A lot.

Crosspeice
Aug 9, 2013

oswald ownenstein posted:

Do aliens still have to reload in xcom 2?

Had a weird case where an Advent Officer moved and then reloaded, despite this being the second turn he was active. Maybe he just couldn't see anyone.

Exposure
Apr 4, 2014

Sykic posted:

If anyone asks me why I made the Commander+ mod, I'm just going to link them that screenshot.



But a Less Grievously Wounded mod generally fixes that problem?

I mean unless you really hosed up on a mission for them to all earn that status the hard way, but well, then you really hosed up on a mission. I just find it weird that's enough to turn you off Legend entirely considering how there's several different mods that fix the sheer RNGness of grievous wounds that affects Legend harder than the other difficulties.

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!
I wasn't a fan of the overly long timers in general, not just with healing.

Fangz posted:

He still has one more movement point. Move him to the middle tile of that area.

Maybe it's a bug with Evac All, but he was out of actions yet the turn continued. :shrug:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Exposure posted:

But a Less Grievously Wounded mod generally fixes that problem?

I mean unless you really hosed up on a mission for them to all earn that status the hard way, but well, then you really hosed up on a mission. I just find it weird that's enough to turn you off Legend entirely considering how there's several different mods that fix the sheer RNGness of grievous wounds that affects Legend harder than the other difficulties.

If you mean literally the Less Grievously Wounded mod, it doesn't change the average time out for your dudes. It just reduces the variance of wounding to make it more closely in line with how many wounds they actually took. It will only reduce wound time for a player that only ever takes light damage, which doesn't seem the case for someone who has an entire roster of damaged troops.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan
does the lamp-host hack which gives control of a random enemy break squad concealment?

Zoran
Aug 19, 2008

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

Deutsch Nozzle posted:

does the lamp-host hack which gives control of a random enemy break squad concealment?

Yes.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

*fart noise*

thats a shame, though. would be a cool opportunity to inflict some ~~guerrilla style~~ casualties before revealing yourself

Terrible Opinions
Oct 18, 2013



Deutsch Nozzle posted:

does the lamp-host hack which gives control of a random enemy break squad concealment?

If the random enemy is within sight of any other enemies. If there is a lone guy who is controlled you maintain concealment.

malhavok
Jan 18, 2013

Deutsch Nozzle posted:

*fart noise*

thats a shame, though. would be a cool opportunity to inflict some ~~guerrilla style~~ casualties before revealing yourself

They should just make that hack be "one random enemy drops dead and you get revealed" because that is all that happens every time.

khy
Aug 15, 2005

The best feeling in the game is when you successfully hack and mind control a sectopod.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Kennel posted:

I've seen it happening on Beagle's streams. It's very unlikely without extra large pods.

It also happens more often on retaliation and protect-the-device missions, where the enemies have potentially spent a bunch of their ammo before you even activate them.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Sykic posted:

I wasn't a fan of the overly long timers in general, not just with healing.


Maybe it's a bug with Evac All, but he was out of actions yet the turn continued. :shrug:

You always get the chance to evac after exhausting your actions, so your vips and soldiers can dash into the evac zone and evac on the same turn.

Captain Ironblood
Nov 9, 2009

malhavok posted:

They should just make that hack be "one random enemy drops dead and you get revealed" because that is all that happens every time.


I dunno I've had some fun moments where I grab control of some dude halfway across the map and end up seriously damaging the whole pod/killing everyone off. Plus it's like a mini drama when all of a sudden friends are enemies and they're forced to put down their buddy after he pulls the pin to his grenade.

mst4k
Apr 18, 2003

budlitemolaram

Game was great, finally beat it.

I'm going to do Psi Labs way earlier next time because my main psi operative, Dana "Skeptic" Scully didn't have dominate until the very last mission.



What the gently caress was in that abyss at the end... I really don't want to fight underwater in the 3rd one....I have bad memories about Terror from the Deep

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Harrow
Jun 30, 2012

MorsAnima posted:

Psiops are in a really odd place, and I don't know what to think of it.

The psiops build-up slows down everything else. Research, since you need to do the sectoid autopsy asap, right at a time when you want t2 weapons/armor. Excavation, because there's definitely better poo poo to build that early on. Engineers, because the building takes forever otherwise. Power, because it requires 5, which is a lot early.

For all that, you get the option to turn 1 dude into a psiops, cook him for 2 months until he has abso-loving-lutely every ability and bingo, here's your god. RNG on your side? He got null lance and soulfire early. RNG hates you? He got a few passives and some will-dependent stuff, rip. Take him out during training? Nah, their piss weak will at lower ranks means he'll wiff half his will-checks (55% chance at domination, a single use ability that will waste my turn if i attempt it? Oh look, 87% chance of dominating a basic loving advent trooper, thats a clever use of a turn right? right?!) and injury = no training just means taking them out is a really poor decision. There's no equipment or whatever, you get advanced psi amp at the same time you get the psi lab, and the alien psi amp shows up incredibly late. Other than that? Put some armor (which you got slightly later) on him, who cares about his gun he'll never use it.

Am I wrong here? I mean, 2x magus makes the final 1/4 of the game a breeze, a 4 man swaparoo (they lose 2, you gain 2), free bullet sponges etc... It's just peanuts. But the buildup holy loving sucks and I can't help but feel they missed their aim with psiops here.

My Psi Ops are the only soldiers who use SMGs from the SMG mod. They never actually shoot, so the mobility bonus is just pure profit for them.

I never mind taking out early-in-training Psi Ops. Even if they just have, like, Soulfire and Stasis, they're still useful. Stasis alone can save your rear end in a way no other class can--maybe with a dangerous mechanical enemy you can shut it down with Haywire Protocol, but it's not guaranteed like Stasis is. Void Rift can be really good, too, if you get lucky (like in a recent mission I did, where Void Rift resulted in me getting to mind control both an ADVENT Officer and a Gatekeeper caught in the AoE). I wouldn't try using Dominate on high-level enemies until you're close to maxed out, you're right about that, but I still think they're worth a slot before they're finished training.

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