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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. not true, i just waited to use it until i had already ambushed/killed the first pod. it gave me control of a shieldbearer from the second pod, i killed his buddies then used his shield to help me fight a sectopeezy in the third pod
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# ? Feb 22, 2016 01:47 |
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# ? May 21, 2024 17:40 |
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I never bothered w/ the SMG mod because on legendary they suck dick IMO The idea of doing lovely, unreliable damage and having to reload faster just doesn't appeal to me
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# ? Feb 22, 2016 01:47 |
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Teddles posted:Perhaps I'm just dense, but when using a controller on the PC version of XCOM:EW, how do you change targets? Uh, I think it's RB? ZuljinRaynor fucked around with this message at 02:01 on Feb 22, 2016 |
# ? Feb 22, 2016 01:55 |
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karma_coma posted:Game was great, finally beat it. I'm still of the opinion that You were playing "Terror From the Deep" The whole tiiime! Jake played us for foooools! As for the stinger at the end, my money's on that being the commander's avatar, now housing at least five elders in its head. Gonna be like a psychic clown car in there.
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# ? Feb 22, 2016 01:58 |
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UFO defense mission. Enemies EVERYWHERE. Trying to make it back to the avenger's ramp but so severely overwhelmed it's still rough as to whether or not everyone makes it hoMe. Enemy drops 2 mecs. I have two specialists with haywire and l3 gremlins. Mission is suddenly SO much less difficult. khy fucked around with this message at 02:09 on Feb 22, 2016 |
# ? Feb 22, 2016 02:06 |
SynthOrange posted:Its not annoying just mystifying when you keep telling us to watch a stream but dont tell us where. I'd make the picture of the unicorn mask flipped, so that the horn is more obvious, but otherwise awesome work!
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# ? Feb 22, 2016 02:07 |
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Harrow posted: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. The question isn't whether or not they're as good as another soldier, it's that until they're straight-up better than your best guys, there's no reason to take them on a mission because they only gain rank by sitting in the lab. Even when they do become gods, they're still taking up a spot on the mission that could go to a soldier that benefits from combat experience. If a half-trained Psi Op is about as good as a mid-rank Grenadier, then you might as well bring the Grenadier, because he'll only get stronger by surviving missions, whereas the Psi Op won't progress at all, or worse, might get injured and delay his training. The only REAL reason to take a Psi Op on a combat mission is if you legitimately don't think you can win a mission without him, and I didn't find that even the lategame plot missions and objectives were that difficult with a team of appropriate rank soldiers in max gear. I'd like to see the game force you to use half-trained Psi Ops on missions to train them into gods. Maybe a mod that doubles or triples the training time in the lab for Psi powers, but you unlock the power for use immediately upon selection, and using it in the field on 1-2 missions ends the training and lets you select another power. That way the best strategy for the final mission isn't using two Colonels and four guys who've literally never seen an armed alien.
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# ? Feb 22, 2016 02:08 |
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I do wish Psi troopers were required to see some actual battle to gain experience. Like, they level up in the field and learn skills in the Psi Lab but they are limited to how many skills they can have by their rank. I started using the two Psi Ops I had during my Veteran run because I felt like it would be complete cheese to go into the last mission with 0 Mission 0 Kill super soldiers.
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# ? Feb 22, 2016 02:13 |
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Sykic posted:If anyone asks me why I made the Commander+ mod, I'm just going to link them that screenshot. It's actually not BS at all, I modded legendary to be more crazy and hectic and ran like 3 missions in row by the skin of my teeth, fielding rookies left and right and trying super hard to spread the targets so that people would just get injured and not die. It's the most fun I've ever had in xcom.
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# ? Feb 22, 2016 02:15 |
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The thing about Dominate on lower level psi-ops is even if you wind up "wasting" it on a Muton or Advent soldier, you still effectively removed one enemy from play in a single stroke plus gained a free bullet catcher.
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# ? Feb 22, 2016 02:17 |
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My two psi ops both rolled Null Lance, Stasis and fortress in my latest run for their first powers
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# ? Feb 22, 2016 02:41 |
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Turns out that planting the x-4 breaks concealment. RIP all of my guys.
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# ? Feb 22, 2016 02:42 |
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Last mission problem: I've killed 2 of the 3 Avatars and seriously wounded the third one. He's burning from fire damage and decided to teleport allllllllll the way back to the beginning of the map, and all of my guys are pinned down fighting about 15 different aliens of all kinds. Think it's bugged and I'm going to need to reload a save, because that avatar hasn't shown himself for about 15 turns and my squad are all slowly getting chipped away at by enemy fire. Has this happened to anyone else?
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# ? Feb 22, 2016 02:43 |
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Go back to the start of the map.
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# ? Feb 22, 2016 02:45 |
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oswald ownenstein posted:I never bothered w/ the SMG mod because on legendary they suck dick IMO I think the increased movement range is a decent option on rangers and specialists.
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# ? Feb 22, 2016 02:46 |
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So I kind of hosed up my first campaign only 1 month in on Veteran. Since I'm apparently hot garbage, is it worth resetting down to Rookie, or am I just setting myself up for more problems in the future on harder difficulty levels?
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# ? Feb 22, 2016 02:47 |
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Just finished on Commander, don't know if I'm ready for Legend because drat there were some close calls there, and that last mission was a fuckload more difficult than Veteran.
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# ? Feb 22, 2016 02:48 |
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I don't loving get it. It's a 2-meter-wide sphere hovering almost perfectly still, how can it be so hard to hit the drat thing? And of course it must have more aim bonuses than my sniper because it's hitting units in full cover without the slightest issue. khy fucked around with this message at 02:52 on Feb 22, 2016 |
# ? Feb 22, 2016 02:49 |
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khy posted:I don't loving get it. The psychic glamour of the Gatekeeper creates illusory images that make them harder to shoot. It's why Ethereals in XCOM:EU have a boatload of HP despite being taller Sectoids. Ask me about justifying gameplay mechanics.
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# ? Feb 22, 2016 02:53 |
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The fact that Psi soldiers don't take XP is actually a small disadvantage. It makes them, if overused, an active detriment to your squad. Hence, this restricts the amount of times most players will deploy them.
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# ? Feb 22, 2016 02:53 |
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To add to the crazy bug fest of my earlier post: the guy who got pulled/bound/poisoned by vipers bugged out and was unable to move or shoot or be stabilized after I killed the snakes. Thanks x com.
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# ? Feb 22, 2016 02:54 |
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Gyshall posted:I think the increased movement range is a decent option on rangers and specialists. Eh, I went with increased aim on my blademaster, honestly. Worth it to make blade 100%, and makes their gun more reliable for when they can't reach the enemy for a stabbin.
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# ? Feb 22, 2016 02:56 |
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khy posted:I don't loving get it. I believe gatekepers technically count as flying units which give them like +15(?) defense
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# ? Feb 22, 2016 02:57 |
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So, while I'm decent at the ground combat in XCOM2, I seem to just lose terribly at the strategic layer, even on normal difficulty. I'm on my fourth reset now and I've yet to ever even see a Chryssalid or Sectopod. I checked the OP and didn't see any good guides for it; can anyone point me to one?
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# ? Feb 22, 2016 02:58 |
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I just finished on Commander. I'd had an almost entirely bug-free game, so Jake apparently decided to pile it all on in the final room. I had chrysallids literally teleporting next to people to kill them from further away than their prodigious dash ranges. I had a ranger Bladestorm my Solace Psi after mind control had broken on him. I shot a mind-controlled Codex by mistake and had it create a clone hostile to me. The best by far was my grenadier's launcher suddenly having mechanical problems--I carefully hoarded her three grenades until the final room only to discover that she couldn't fire them more than a few meters away. Like, they would barely go far enough for the damage radius to not hit the grenadier herself. I finally threw my hands in the air and bet everything on the avatars being the end-of-game triggers. I ran my entire squad into insane positions to get two same-turn avatar kills and if the game hadn't ended right there every single soldier would have been flanked by at least two enemies.
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# ? Feb 22, 2016 02:58 |
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Dr. Stab posted:Turns out that planting the x-4 breaks concealment. RIP all of my guys. I knew this and had a killer setup to where everyone was outside a wall near the bomb site. Run and gun to plant ex. Blow the wall open for the bomb planter. Pull everyone else out. Next turn, bomb planting ranger with shadowstep runs out the hole into the evac zone, mission over with no kills.
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# ? Feb 22, 2016 02:58 |
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Phenotype posted:The question isn't whether or not they're as good as another soldier, it's that until they're straight-up better than your best guys, there's no reason to take them on a mission because they only gain rank by sitting in the lab. Even when they do become gods, they're still taking up a spot on the mission that could go to a soldier that benefits from combat experience. If a half-trained Psi Op is about as good as a mid-rank Grenadier, then you might as well bring the Grenadier, because he'll only get stronger by surviving missions, whereas the Psi Op won't progress at all, or worse, might get injured and delay his training. The only REAL reason to take a Psi Op on a combat mission is if you legitimately don't think you can win a mission without him, and I didn't find that even the lategame plot missions and objectives were that difficult with a team of appropriate rank soldiers in max gear. I'd rather see psi ops removed as a class and instead you can train regular classes with psi skills, but they're limited to 2 (3?) skills apeice.
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# ? Feb 22, 2016 03:01 |
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BenRGamer posted:Eh, I went with increased aim on my blademaster, honestly. Worth it to make blade 100%, and makes their gun more reliable for when they can't reach the enemy for a stabbin. Wish I realized this worked before I respecced my rangers and beat the game. I really wanted to make swords work, but near the end it was almost always better to just use my shotgun at point blank range instead. I think Bladestorm would be worth it over Implacable if it also triggered on enemies who exited melee range, but who knows how bad the AI might react to that.
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# ? Feb 22, 2016 03:02 |
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Melanion posted:The best by far was my grenadier's launcher suddenly having mechanical problems--I carefully hoarded her three grenades until the final room only to discover that she couldn't fire them more than a few meters away. Like, they would barely go far enough for the damage radius to not hit the grenadier herself. I think this is par for the course on the last couple rooms. On both my plays of the final mission, I had the same issue, where I just couldn't fire a grenade more than a few squares away, so they were useless for tagging the Avatars when they teleported to a further portal. I think the geometry of that room is just really buggy in terms of line-of-sight for grenade arcs, it felt like the targeting was getting blocked by invisible walls or something. On my second playthrough, I made sure to save some blaster bombs for that room.
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# ? Feb 22, 2016 03:04 |
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Brackhar posted:So, while I'm decent at the ground combat in XCOM2, I seem to just lose terribly at the strategic layer, even on normal difficulty. I'm on my fourth reset now and I've yet to ever even see a Chryssalid or Sectopod. I checked the OP and didn't see any good guides for it; can anyone point me to one? I don't see why you are finding it that hard. Intel is the resource you need to expand, don't overspend at the black market Research resistance radio and build radio towers on your frontiers to lower intel costs Be sure to build resistance comms rooms to raise your contact cap All else being equal, expand in the direction of the facility with the largest number of pips under it
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# ? Feb 22, 2016 03:04 |
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khy posted:I don't loving get it. On a similar note, hey Coolguy? http://i.imgur.com/rnXhi9I.gifv IT'S NOT EVEN ACTIVE!
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# ? Feb 22, 2016 03:05 |
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Fintilgin posted:I'd rather see psi ops removed as a class and instead you can train regular classes with psi skills, but they're limited to 2 (3?) skills apeice. So exactly how they worked in EU?
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# ? Feb 22, 2016 03:05 |
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Phenotype posted:On my second playthrough, I made sure to save some blaster bombs for that room. I had two WAR suits, one with blaster and one with shredstorm. I used the blaster bomb on the room just before the last with 9-10 aliens in it.
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# ? Feb 22, 2016 03:07 |
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suboptimal posted:Last mission problem: Yeah, I had one pop backwards a room or two. It left a weird trail connected to my commander's avatar (the purple looking psi mind control umbilical cord effect) that led right to him though. It took me a while to realize that wasn't just a bug. At least I assume that is intentional to prevent players from getting totally screwed by avatar teleports so they have some way to hunt them down.
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# ? Feb 22, 2016 03:08 |
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Turns out the best way to do a black site mission is to hack a sectopod on your first turn and gain access to the x4 chamber by repeatedly walking it through walls
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# ? Feb 22, 2016 03:11 |
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Away all Goats posted:So exactly how they worked in EU? Basically.... yeah.
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# ? Feb 22, 2016 03:17 |
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VIP council missions in late-game legendary are great fun. Tight environments in urban maps with plenty of verticality, it's just enough to be challenging for a squad with maxed out equipment and skills.
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# ? Feb 22, 2016 03:17 |
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Fangz posted:I don't see why you are finding it that hard. I'm not sure either, honestly. I find myself just consistently under-funded, and I'm not sure how to prioritize getting more resistance connections up and running without really sacrificing on other vectors.
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# ? Feb 22, 2016 03:19 |
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It helps to try to get the supplies for intel trade every month, so long as you can still maintain enough to make contact with the next region or two. Getting skullmining ASAP and or prioritizing Intel from guerilla ops are helpful in that regard. Also look up what corpses can be sold freely, they can add a lot to your income.
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# ? Feb 22, 2016 03:24 |
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# ? May 21, 2024 17:40 |
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Brackhar posted:I'm not sure either, honestly. I find myself just consistently under-funded, and I'm not sure how to prioritize getting more resistance connections up and running without really sacrificing on other vectors. Resistance Comms (and Relay Towers) pay for themselves through income, and Comms are very important to grab as early as you can. Even without staffing them right off the bat, having the extra few contacts (I think 2?) can grab you an adjacent continent bonus, get access to a facility, and give you some much-needed income after the initial sunk cost. Depending on how many wounds you get in the first few missions, going Workshop -> Comms from a center start may work out better than rushing a AWC, GTS, or Proving Grounds. EDIT: As for the research permanently paused bug I mentioned earlier, I believe it has something to do with the Scientist Staff Slots mod. I had it happen again during the new Commander run I started today after putting a Scientist into the Workshop and then putting a Scientist GREMLIN into the Proving Grounds. By reversing that I was able to get the research started back up, but upon replicating the bug again it seemingly permanently paused my research. It's a mod that makes permanent changes to built rooms so I have to make another new run, but I wasn't too far into this one so not a big deal, just annoying. Improving Scientist versatility is an admirable goal so I hope the creator figures out how to fix this game-breaking bug. Locke Dunnegan fucked around with this message at 03:29 on Feb 22, 2016 |
# ? Feb 22, 2016 03:25 |