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goodness
Jan 3, 2012

just keep swimming
Does anyone have a post with beginner tips/tricks handy? Looked briefly through the last ~8 pages but didnt see anything.

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Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


While we're asking for stuff, has anyone worked out when it's safe or what limits to observe in selling stuff (especially corpses) to the black market? I'm in a gnarly supply crunch here

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Away all Goats posted:

My guide for the strategic layer:

-Get into contact with any and all territories with blacksites on them.
-lol do whatever
-Attack a blacksite when the bar maxes out and the countdown begins.

I think the strategic layer is perfectly balanced, at least on legendary

Dark Events are part of that, and those have to be managed. Additionally, the avatar project will force you to make contact with regions and sometimes push hard for certain things - whether intel, cash for radio towers so you aren't paying 160 to contact a region. It forces you to do things you'd rather not do.

I think that's great game design. It's not really great game design to get into these ridiculous loss conditions based on the old country-panic system from EU where you had to rush satellites as part of this panic-countering strategy where losing a single critical mission could completely doom your entire campaign

It's exactly what it needs to be as a supplement to the meat of the game - tactical missions.

Pakled
Aug 6, 2011

WE ARE SMART

Ciaphas posted:

While we're asking for stuff, has anyone worked out when it's safe or what limits to observe in selling stuff (especially corpses) to the black market? I'm in a gnarly supply crunch here

This post (mild enemy/tech tree spoilers but I assume you don't care about that) compiles everything that corpses are used for. As you can see, a bunch of them have no use after the autopsy and can be sold freely. Others depend on how many of a particular item you want to build.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Pakled posted:

This post (mild enemy/tech tree spoilers but I assume you don't care about that) compiles everything that corpses are used for. As you can see, a bunch of them have no use after the autopsy and can be sold freely. Others depend on how many of a particular item you want to build.

Fantastic, thanks a lot.

New one, I just got to EXO and Spider Suits for the first time. Who are you all putting those on? I just have the one EXO right now, and I put it on my medic specialist on the basis that he's not doing much but shoot most turns :v:

Ciaphas fucked around with this message at 06:21 on Feb 22, 2016

dyzzy
Dec 22, 2009

argh
Spider suits are great on rangers for enabling flanks and/or height advantage, or on snipers for getting into position in the same turn as using kill zone/etc

EXO suits can basically go on anyone but grenadiers with salvo get enhanced benefit.

Pakled
Aug 6, 2011

WE ARE SMART

Ciaphas posted:

Fantastic, thanks a lot.

New one, I just got to EXO and Spider Suits for the first time. Who are you all putting those on?

I put spider suits on rangers and sharpshooters. The extra mobility is very useful for concealed scouting. As for sharpshooters, grappling is a free action available every 3 (iirc) turns, so a sharpshooter can grapple and take a shot with their sniper rifle in the same turn. Very useful.

SirDan3k
Jan 6, 2001

Trust me, you are taking this a lot more seriously then I am.
And Specialists get nothing. A med-kit and a specialty grenade/skulljack is worth more then their safety.

Eimi
Nov 23, 2013

I will never log offshut up.


I only value spider/wraith suits for sniper sharpshooters. They generally only care about ammo, so you lose nothing from the item slot, and as mentioned grapple helps keep snipers competitive. Now when do I find the time/resources to build one? I never do because I always have "better" poo poo to do with my cores. By better I mean fighting RNG for Inferno Grenades or ammo types I want. For rangers I dislike them as the loss of an item slot hurts with how I build them, Talon/Flash. Now if you don't have Talon Rounds yet its fine, but that's also one core not put into the ammo grinder.

Exo/War suits can be good on everyone. I build 2, use them on my grenadiers. If a grenadier is injured and I need to take a lower level guy I'll give them that as well as the heavy weapon ensures they have something to contribute. The rocket launcher is great, but again, bear in mind upgrading from that is another Elerium Core sink.

In general though I really value the 2 item slots. It's so hard to justify giving that up.

I loving hate the RNG in the proving grounds. :negative:

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Brasseye posted:

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

Nope, cosmetics mods (all I can think of, at least) can be enabled in a game that's in progress.

Internet Kraken
Apr 24, 2010

slightly amused
I think the strategy lair in this game is way better than the one in EW. In EW you could manage it perfectly on hard if you knew what to do, but on impossible it was a total crapshoot. You had to assault the alien base in like the third or fourth month otherwise you lose tons of countries in uncontrollable panic bursts. Then once you got total satellite coverage on the surviving countries, the strategy lair was no longer an issue. You could gently caress around forever without losing since panic could only go up via terror attacks.

In Xcom 2 it feels like there's a lot more pressure to do stuff in a timely manner, but its really a lot more lenient due to the way the avatar countdown works. You can come back from the brink of defeat whereas having a bad start in EW crippled you in a permanent way due to lost funding.

Ciaphas posted:

Fantastic, thanks a lot.

New one, I just got to EXO and Spider Suits for the first time. Who are you all putting those on? I just have the one EXO right now, and I put it on my medic specialist on the basis that he's not doing much but shoot most turns :v:

Spider suits are fantastic for rangers since the grapple hook is a free action. It puts them in a better position to hit targets while also letting them fire their rifle and maintain skill bonuses dependent on not moving. Anyone you have using a grenade might as well be wearing an exo suit, since the standard rocket launcher is basically a grenade but better so you really don't even lose a slot.

Internet Kraken fucked around with this message at 06:38 on Feb 22, 2016

Annointed
Mar 2, 2013

Eimi posted:

I only value spider/wraith suits for sniper sharpshooters. They generally only care about ammo, so you lose nothing from the item slot, and as mentioned grapple helps keep snipers competitive. Now when do I find the time/resources to build one? I never do because I always have "better" poo poo to do with my cores. By better I mean fighting RNG for Inferno Grenades or ammo types I want. For rangers I dislike them as the loss of an item slot hurts with how I build them, Talon/Flash. Now if you don't have Talon Rounds yet its fine, but that's also one core not put into the ammo grinder.

Exo/War suits can be good on everyone. I build 2, use them on my grenadiers. If a grenadier is injured and I need to take a lower level guy I'll give them that as well as the heavy weapon ensures they have something to contribute. The rocket launcher is great, but again, bear in mind upgrading from that is another Elerium Core sink.

In general though I really value the 2 item slots. It's so hard to justify giving that up.

I loving hate the RNG in the proving grounds. :negative:

Trust me the experimental ammo mod in the Steam Workshop will do you wonders. Now in the case of a mod that removes each of those things in the proving grounds research pool every time you manage to get one, yeah I've yet to see that mod yet.

Zoran
Aug 19, 2008

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

SirDan3k posted:

And Specialists get nothing. A med-kit and a specialty grenade/skulljack is worth more then their safety.

I kinda wish Specialists got an extra utility item slot in the same way the Grenadiers got an extra grenade slot, simply so you could run medikit+skulljack+something else.

Synthbuttrange
May 6, 2007



Man I'm loving Substance Painter.

Eimi
Nov 23, 2013

I will never log offshut up.


Annointed posted:

Trust me the experimental ammo mod in the Steam Workshop will do you wonders. Now in the case of a mod that removes each of those things in the proving grounds research pool every time you manage to get one, yeah I've yet to see that mod yet.

Is that the infinite one? Getting multiple isn't my problem, though that'd be nice for Tracer rounds...it's both getting what I want to come up, and the game loving me out of Elerium cores this run. All the loot mobs tend to be low hp guys who die in the initial orgy of explosives I unleash upon a fresh pod.

Or do you mean the cut content ammo one because holy gently caress I want Falcon rounds in my life. (:eyepop:Falcon Rounds: +1 Damage, +100 pts Dodge Penetration )

Eimi fucked around with this message at 06:50 on Feb 22, 2016

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Eimi posted:

Or do you mean the cut content ammo one because holy gently caress I want Falcon rounds in my life. (:eyepop:Falcon Rounds: +1 Damage, +100 pts Dodge Penetration )

gently caress's sake, why isn't this in the game? Because I'd run it on all my soldiers every mission and effectively have one item slot less?

Synthbuttrange
May 6, 2007

Urrrgh the idea crawled in my head and now I want a Werner Herzog voice pack to narrate your soldier's actions.

Eimi
Nov 23, 2013

I will never log offshut up.


Although on the thought of ammo and Elerium cores, I'm thinking BSOD rounds might not be worth researching? The solution to robotic units involves armor shred/penetration, and thus AP rounds are going to be good AND give you utility against the organic enemies with armor. Andromedons/Random advents/Chrysalids almost entirely, but still, that's more widespread than pure robots. I dunno, just thinking that it might be a place to cut if you are low on cores. But then I always have a hard time justifying that kind of specialized stuff, when generic tools handle robots just fine. Same reason why I never run a combat hacker and stick to a medical specialist.

DMW45
Oct 29, 2011

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

Harrow posted:

Yeah, Kill Zone is incredible on a sniper, but I'm not sure what I'd do with it on, well, any other class.

On a sniper, though? Use a grapple to get to a high place if you didn't start at one, set up a Kill Zone (because the grapple doesn't cost an action), and trigger the enemies and enjoy watching them fall.

I dunno, might be good a specialist with their class GTS skill.

DMW45
Oct 29, 2011

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

Eimi posted:

Although on the thought of ammo and Elerium cores, I'm thinking BSOD rounds might not be worth researching? The solution to robotic units involves armor shred/penetration, and thus AP rounds are going to be good AND give you utility against the organic enemies with armor. Andromedons/Random advents/Chrysalids almost entirely, but still, that's more widespread than pure robots. I dunno, just thinking that it might be a place to cut if you are low on cores. But then I always have a hard time justifying that kind of specialized stuff, when generic tools handle robots just fine. Same reason why I never run a combat hacker and stick to a medical specialist.

Bluescreen Rounds are guaranteed, AP Rounds are something that you have to gamble for.

Also Bluescreen Rounds also work against Codices and second form andromedons--also against shredded enemies, just dealing even more damage.

Edit: Quote is not edit...

Mrit
Sep 26, 2007

by exmarx
Grimey Drawer
Has anyone developed a sight range mod like in XCOM 1? Guessing/counting is annoying.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


laffo stasis and mime beacons are the most broken poo poo, jesus christ

Synthbuttrange
May 6, 2007

goodness posted:

Does anyone have a post with beginner tips/tricks handy? Looked briefly through the last ~8 pages but didnt see anything.

Save scumming will teach you bad habits.
The Avatar countdown is longer than it seems.

dyzzy
Dec 22, 2009

argh

Mrit posted:

Has anyone developed a sight range mod like in XCOM 1? Guessing/counting is annoying.

This already exists, look for a target reticule to the left of the enemy's hp bar

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 that was a very XCom moment. I had my specialist take cover next to a train, not realizing this particular car of the train was explosive. This wasn't so bad, except a sectoid panicked one of my men, who ran up and shot at the sectoid, missing and setting said sectoid's train car on fire. Then when my turn rolled around, the sectoid's train car exploded, exploding the train next to it--my train car, killing my specialist. Poor Carol was just trying to get over the shakes, but now she's not coming home. :(

Mrit
Sep 26, 2007

by exmarx
Grimey Drawer

dyzzy posted:

This already exists, look for a target reticule to the left of the enemy's hp bar

Well, sorta. I have to trace the path of my soldier if he is running parallel to the alien and its a hassle and not always correct.

ptroll
Sep 8, 2011

Internet Kraken posted:

If there was ever a time to have a concealed ranger with a grenade, this is it.

I've never gotten a chance, but if you blow out the floor beneath a gatekeeper/archon do they take fall damage? Since flying doesn't actually exist in this game I'd assume they do and that's pretty silly.

They all activated :gonk:

It went surprisingly alright, though. Double grenadiers with acid grenades, twin rangers, and a mimic beacon solve a lot of problems.

Herr Doktor Kreig
Feb 16, 2016
I was doing a supply raid shortly after encountering the snek people for the first time and my rookie got lassoed INTO a gas pump. She couldn't move beyond her 1x1 tile prison. It was awful.

Other rookie went on a tear and immediately got promoted tho...

:xcom:

Pakled
Aug 6, 2011

WE ARE SMART
Either I got really lucky with PCSs in my first playthrough or I'm really unlucky with PCSs now. In my first game, I bought two PCSs but found like seven or eight more over the course of the game, enough to give to my whole A-Team and some of the less-skilled guys . This time, I'm just starting to encounter Gatekeepers and I've found a grand total of one PCS.

Annointed
Mar 2, 2013

Most of my PCS came from the black market, when I could afford it. And after installing the more loot mod, they all eneded up being mostly will pcs.

Speaking of which, the only ones I figure to be valuable in ranking

Aim/movement
Hp/dodge

and will at the very bottom.

Aim and movement obviously for flanks, mobility and actually landing shots when you aren't using the sheer amount of garunteed damage most units can dish out. HP and dodge less so because chances are, if you rely on this you're setting yourself up for bad times.

In XCOM 1 more health would be liked so they can live more, cause chances are with the higher enemy count you will get shot at. XCOM 2 on the other hand has a much smaller pool and every unit is so much more valuable. Dodge is rng and dodge tanking isn't nearly as good as making the other enemy dead. Plus you already have a tank, the mimic beacon/whoever you got mc'd.

And will at the very bottom. Not only do you get a respectable amount of will naturally, but you also get more will from shaken units. Even on PSI units they are worthless because your units' psi power is independent of Will.

Honestly I feel will PCS has to be revamped, it doesn't feel that much of a valued trait to have when having any other passive massively improves your units.

Furism
Feb 21, 2006

Live long and headbang
Created a Vladimir Poutine character to try that "Leader Class" mod. While leveling him up for that I got a bad mission (revealed a pod on my flank, like a stupid fool, while taking on a couple of Mutons at medium-range). Everybody was wounded or killed, but Poutine, true to his propaganda image, is like "Meh, this is nothing. You guys are weak."

Ramadu
Aug 25, 2004

2015 NFL MVP


What does Will even do for you in this game now that it's not tied to psi?

DeliciousCookie
Mar 4, 2011
Think its tied to Psi attacks and panic stuff on that unit. Basically the same thing that it did in EU/EW.

Synthbuttrange
May 6, 2007



And it's up.

Fister Roboto
Feb 21, 2008

How the gently caress are you supposed to beat the final mission? Even on veteran this poo poo is bananas.

Synthbuttrange
May 6, 2007

You only need to kill the listed objectives.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
Will only affects psi defense this time. And is kinda useless because an additional 10% to resist a mind control is not going to compete with the other implant choices, especially when Solace makes psi attacks a nonfactor anyway.

Fister Roboto
Feb 21, 2008

SynthOrange posted:

You only need to kill the listed objectives.

That's not very reassuring when I've got 20 berserkers and a dozen codices on my rear end.

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

Fister Roboto posted:

That's not very reassuring when I've got 20 berserkers and a dozen codices on my rear end.

If your dps can't keep up with the adds you need to get people that don't suck :mad:

Edit: What happens if you fail the last mission in XCOM 2? In EU if you failed it, the game was nice enough to let you restart from its beginning, even on an Ironman save.

peak debt fucked around with this message at 11:24 on Feb 22, 2016

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Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
That doomsday clock is stressful as hell.

First time playing the game and spent Intel a bit too freely so ended up in a position where I didn't really know what was needed to gain access to other regions because of simply not paying attention.

So I was in a position where it was really ticking down and I had to get Intel, get supplies to build an antenna, make contact and assault the blacksite before everything went pear-shaped.

Still in a crazy downward spiral but it's fun!

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