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Pipski
Apr 18, 2004

Antti posted:

Combat Protocol's 100% hit chance makes it more appealing than risking a 90 percent shot when the stakes are a living sectopod vs. a wrecked sectopod. Combat Protocol also ignores armor and seems to be able to hit without LOS (or it's bugged).

It gives you an RNG cushion like grenades: "I can always kill it with CP, so I'll take these 60% shots and maybe be able to save the CP charge"

To be fair, I also forgot Haywire Protocol (because I only ended up taking it on one of my specialists, annoyingly) which is super useful. I still end up barely using my drone though, which just seems like a shame given the class centres around it. If the drones could do a bit more, and the guy flying them just carried a sidearm to compensate, the class would feel more unique.

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Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Randomized region links can really gently caress you over. First alien facility pops four region links away, second one pops SEVEN as shortest route.

:negative:

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
How's this new patch treating people?

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
Anybody else really creeped out/annoyed by that little melody that plays whenever someone mind controlled is on the screen. It's like 5 notes long, and it's just like what plays in your head when you've got a song stuck in your head that you can barely remember. It's really effective by it does get tiresome on long intense turns.

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

Deuce posted:

Look at this rear end in a top hat who has so many aim PCS' that he can equip his whole team with them
Vulture in GTS, bro. Why aren't you getting rich and swole like the rest of us? :smug:

Magni
Apr 29, 2009
So if we treat the bios in the Developer charater pool as canon, Advent actually banned beer. Yeah.

I say kill 'em all. :mad:

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Fintilgin posted:

Randomized region links can really gently caress you over. First alien facility pops four region links away, second one pops SEVEN as shortest route.

:negative:
In my first game, the first facility went up in a region neighboring my HQ. Which was nice.

Not so nice was the second facility, which was built in Eastern Europe. My starting location was New India. There was no link between Asia and either Europe or Africa at all. I have no idea how many regions I had to contact for the direct route, but by the time I got there I had done so many plot missions the Avatar Project wasn't really an issue anymore anyway and I had 6+ Colonels and I think 2 Magi; I did it just to blow poo poo up.

Tzarnal
Dec 26, 2011

Magni posted:

So if we treat the bios in the Developer charater pool as canon, Advent actually banned beer. Yeah.

I say kill 'em all. :mad:

Somewhere out there is the powerful homebrewed beer underground. Smuggeling Pale Ales to avent cities.

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Antti posted:

I've only been able to hack the beacon two times, all the other times either the Green Kool-Aid Man or a Sectopod has trampled all over it.

This is the funniest poo poo about xcom and the main reason why I love it so much.

Bolow
Feb 27, 2007

SynthOrange posted:



And it's up.

If you keep planning on adding poo poo. I have a wonderful idea

https://www.youtube.com/watch?v=8be9yLkT2mM

emTme3
Nov 7, 2012

by Hand Knit
a

emTme3 fucked around with this message at 02:56 on Mar 31, 2022

Hulk Krogan
Mar 25, 2005



Captain Gordon posted:

This is the funniest poo poo about xcom and the main reason why I love it so much.

I had one mission where a gatekeeper dropped that psi vortex attack that turns everyone into zombies on a mimic beacon I had thrown out.

The problem? The VIP, still tucked away in his cell, was caught in the radius and also got zombified.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Captain Gordon posted:

This is the funniest poo poo about xcom and the main reason why I love it so much.
Sectopods mainly just make a mess of facilities they guard, but Andromedons in my games seem to have suicidal tendencies - not that I can blame them, considering they have to live in hazard suit fish tanks - and like to run into objectives and explosive terrain features. I'm sure I'll eventually see a patrolling half-dead pod including an empty Andromedon suit, a demolished gas station and several wrecked cars in its wake.

Wizard Styles fucked around with this message at 23:26 on Feb 22, 2016

Fishstick
Jul 9, 2005

Does not require preheating
Why can't I upgrade my defense matrix? I've got more than enough supplies (requires 75 and i have 300+), it requires 2 power and I've 4 available, no research left, at least 2 engineers without jobs.
Yet the upgrade option for my defense matrix is greyed out. If I need more turret corpses it's not shown anywhere.

Resources:




Upgrade screen:

Fishstick fucked around with this message at 23:35 on Feb 22, 2016

dyzzy
Dec 22, 2009

argh
Are you sure you didn't already buy it? The upgrade button will read "Review upgrades."

Any mods installed?

Kennel
May 1, 2008

BAWWW-UNH!

SynthOrange posted:



Gotta get working on a bat mod.
Then replace the scabbard with a golf bag.

Harrow
Jun 30, 2012

Antti posted:

Combat Protocol's 100% hit chance makes it more appealing than risking a 90 percent shot when the stakes are a living sectopod vs. a wrecked sectopod. Combat Protocol also ignores armor and seems to be able to hit without LOS (or it's bugged).

It gives you an RNG cushion like grenades: "I can always kill it with CP, so I'll take these 60% shots and maybe be able to save the CP charge"

I've become a Combat Protocol believer in this Commander campaign after never using it at all on Veteran. Guaranteed damage that doesn't use up a grenade or a utility item slot is wonderful, especially given its range.

Fishstick
Jul 9, 2005

Does not require preheating

dyzzy posted:

Are you sure you didn't already buy it? The upgrade button will read "Review upgrades."

Any mods installed?

I updated with screens once imgur stopped making GBS threads itself. I have a few mods but nothing that modifies strategy layer, and no it's not already upgraded.

Synthbuttrange
May 6, 2007

I've gotten Capacitor Discharge for the first time. <3

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I guess I'm just not very good at this game. :smith:

I like it tons, but the binary nature of the difficulty is really frustrating. Reveal the pods right and I'm rolling strings of flawless missions on Commander. Make a single misstep and it's double stunlancers auto knocking out two guys, a muton OHK critting your guy in high cover and :lol: squadwipe, followed by death spiral because you're stuck with squaddies.

EDIT: Very, very little inbetween. I must be loving up, because my missions really do seem to be either flawless (or one minor wound) or total disaster squadwipe.

dyzzy
Dec 22, 2009

argh
Speaking of death spirals, being able to recruit appropriately ranked soldiers at HQ is a welcome addition. Even if you're not hurting for squad members it's nice to be able to just have another person of class X so that you can try an alternate skill build. It's pretty expensive to do so normally but the way the legendary campaign scales makes it an easier proposition there.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Speaking of random connections loving you, I got a North America start in Mexico. I get 2 resistance contact scanning events, enough to cover either Europe or South America with my expansion of my starting 3. Avatar Project facility in Chile. I move to expand through Mexico, when I find the shortest way to get there is through Europe, through Africa, and back to South America. Then my next facility pops in East Australia. where I have to move through most of Asia and Oceania.

Harrow
Jun 30, 2012

Fintilgin posted:

I guess I'm just not very good at this game. :smith:

I like it tons, but the binary nature of the difficulty is really frustrating. Reveal the pods right and I'm rolling strings of flawless missions on Commander. Make a single misstep and it's double stunlancers auto knocking out two guys, a muton OHK critting your guy in high cover and :lol: squadwipe, followed by death spiral because you're stuck with squaddies.

EDIT: Very, very little inbetween. I must be loving up, because my missions really do seem to be either flawless (or one minor wound) or total disaster squadwipe.

:xcom:

In all seriousness, I've found that Commander offers much fewer chances to recover from a fuckup than Veteran does. I think that's probably the biggest change: if you play extremely well and always start engagements on your terms, playing Legend might as well be playing Veteran. The differences arise when something goes wrong.

My advice is to carry defensive utility items. Bring Flashbang Grenades early on, and Mimic Beacons later on. When you use a Mimic Beacon, throw it behind some cover--it gets to use cover just like a real unit does, so you can give it a better chance at surviving a full enemy turn that way. Save the actions of your characters with defensive abilities/carrying defensive items for last on any given turn--that includes your Specialist (Aid Protocol can save a soldier caught in a bad spot). Once my Grenadiers have a third grenade each and you have Plasma Grenades, I often stop carrying grenades on my non-Grenadiers so they can carry Mimic Beacons, Flashbang Grenades, and Battle Scanners instead. If you have any actions left aside from the one you're saving for that Hail Mary defensive item, you can try to take down the highest-threat target(s) early. A Specialist with Haywire Protocol can shutdown a Sectopod, perhaps, or if you have a Psi Operative, they can Stasis the enemy that's most likely to do the most damage.

A Phantom Ranger can help make sure you have a better chance to reveal pods at your own pace, too. Keep them moving ahead and never let anyone move to a square your Phantom Ranger hasn't been in and you'll never reveal a pod before you're ready (unless, of course, your Ranger gets revealed--they can still scout ahead after that, but it's much riskier).

There's a lot you can do to survive a bad situation, but you really have to go in ready for it.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Fintilgin posted:

I guess I'm just not very good at this game. :smith:

I like it tons, but the binary nature of the difficulty is really frustrating. Reveal the pods right and I'm rolling strings of flawless missions on Commander. Make a single misstep and it's double stunlancers auto knocking out two guys, a muton OHK critting your guy in high cover and :lol: squadwipe, followed by death spiral because you're stuck with squaddies.

EDIT: Very, very little inbetween. I must be loving up, because my missions really do seem to be either flawless (or one minor wound) or total disaster squadwipe.
You kind of need special abilities to effectively deal with multiple pods, so once multiple people are out due to injuries or death it can be hard to impossible to stem the tide once things go wrong.

What I found on Legend, where 1 month or longer injury times are normal, is that heavy weapons can make up for not having higher-rank abilities to some degree because even a lowly Squaddie Grenadier still has two grenades and a rocket. Same goes for special grenades. So, if you have the cores and other resources, maybe have Shen build some stuff.


EDIT: Also, yeah, as Harrow said, use Mimic Beacons. They often feel kind of like cheating, but sometimes the game gives you some poo poo and you need that get out of jail free card.

Wizard Styles fucked around with this message at 23:52 on Feb 22, 2016

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
On my Veteran Ironman run, I've been rushing buildings -- GTS to AWC to power relay to Workshop to psi lab, and it paid off, because when it came time for the UFO defense mission, I already had an initiate. Incidentally, I did a superb job of dodging that UFO, it was camping out a supply drop in North America so I went off to make contact in Europe. I guess the game got annoyed with me for that, because the UFO was suddenly hot on my tail and I had to do evasive manuevers from across the Atlantic Ocean.

In my first game, I'd held the entire promontory and swapped from side to side to pour fire down on the reinforcements. This had ended up costing me casualties, because I couldn't always reposition in time if a previous pod wasn't dead yet or the aliens picked a bad angle to come in at, plus I had no Phantom/Conceal rangers, so I had to have an entire fireteam make their way to the beacon. This time I knew what was coming, so I had a Conceal ranger and I just held the landing ramp. The aliens were free to land whoever they wanted on whatever side they liked, and I was just gonna sit in cover with Overwatch on and murder anyone who actually tried to climb up and engage with me. It worked out great, too. I only lost one guy -- my psi ops initiate. Oh well.

The real problem is that I only have two rookies left, low supplies, and I couldn't stop the aliens from getting the 100% to recruit cost dark mission off (because seriously who cares about that usually), so I can't replenish my ranks and get more candidates for the tank right now. Oh and also I didn't realize how tired I was until I blundered a routine downed UFO mission and got two soldiers killed (the other two from my Saved The World character pool who I got on the first mission too, goddammit). But mostly I'm doing all right, I've got my first mimic beacon and I'm slowly rolling out mag weapons as I get the supplies to build 'em. I'm de-prioritizing plate armor for a bit because if anyone gets shot at all, I'm fundamentally loving up. I'll probably wait to get it until after I have a Resistance Comms up and running, I seriously need to expand my contacts so my income isn't poo poo. Also if the game would stop interrupting me so I could actually make contact with the loving Black Market that'd be great too, I'm swimming in intel right now.

Harrow
Jun 30, 2012

I credit Mimic Beacons entirely for my only having lost one soldier in this Commander run. I think that number would be closer to six or seven soldiers (and probably a failed mission or two) if I hadn't been willing to just say "gently caress it, throw the beacon."

Away all Goats
Jul 5, 2005

Goose's rebellion

Speaking of mimic beacons, if you haven't throw down one down and a Void Rift on top of it(or in between it and the enemies) I highly recommend doing that.

Liquid Penguins
Feb 18, 2006

by Cowcaster
Grimey Drawer
I get 20 fps in xcom 2 but


I hope the patch comes soon :(

I know it's franken unreal 3 but I didn't think you could really mess up optimizing such a documented engine

Ravenfood
Nov 4, 2011
Probation
Can't post for 4 hours!

splifyphus posted:

Weighing in on BSOD vs AP rounds: I don't really get the BSOD love either. Yeah, they do shitloads of damage to a few enemies, but AP rounds ignore up to 5 pips of armor, which means they also do shitloads of damage to mech units along with every other tanky enemy in the game. Gauss rifles with AP can one shot a MEC or a muton without critting, and can one shot a MEC-2 with a crit. BSOD's give you a hack bonus, but it's really, really tiny, and a mec unit that's been hit with BSOD's probably isn't going to be worth hacking anyways. AP rounds mean that on difficulties below legendary Sectopods don't have any armor, and on legendary they only have one pip. I'm also pretty sure that BSOD's don't do anything special to Gatekeepers at all.
That's all well and good if you roll AP rounds. I haven't yet, because I've gotten very few elerium cores despite getting Vulture really early. I'm at the point where I'm victory-lapping and I've, so far, earned enough cores for 1 exo, 1 spider, 2 WAR, 1 Wraith, 1 armor (never again), 1 gas grenade, BSOD protocol, 1 each of shredstorm, blaster cannon, blaster bomb, tracer, venom, and dragon rounds. Oh, and I guess I spent cores getting plasma grenades and the grenade -> bomb upgrade. I haven't researched the improved medkits because I never have enough cores. BSOD being a guaranteed outcome and applicable to multiple troops with only a supply cost after the initial investment makes it very worthwhile. I'd rather rely heavily on Shredder/grenades to strip armor than rely on a single soldier who is carrying my AP rounds to deal with potentially multiple armored enemies.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Liquid Penguins posted:

I get 20 fps in xcom 2 but


I hope the patch comes soon :(
Does this game have some issues with Intel CPUs? Because I have an AMD processor in that range and a GTX 650, and I can run the game at nearly max settings.

Speedball
Apr 15, 2008

Bluescreen rounds are great for loving up sectopods and heavy mecs, absolutely, but that doesn't mean I don't find a great use for AP rounds as well. Particularly on my shotty rangers. Sometimes you just have to kill that loving shieldbearer in one hit before he makes all his friends harder to kill. Not to mention, Andromedons.

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Harrow posted:

:xcom:

In all seriousness, I've found that Commander offers much fewer chances to recover from a fuckup than Veteran does. I think that's probably the biggest change: if you play extremely well and always start engagements on your terms, playing Legend might as well be playing Veteran. The differences arise when something goes wrong.

My advice is to carry defensive utility items. Bring Flashbang Grenades early on, and Mimic Beacons later on. When you use a Mimic Beacon, throw it behind some cover--it gets to use cover just like a real unit does, so you can give it a better chance at surviving a full enemy turn that way. Save the actions of your characters with defensive abilities/carrying defensive items for last on any given turn--that includes your Specialist (Aid Protocol can save a soldier caught in a bad spot). Once my Grenadiers have a third grenade each and you have Plasma Grenades, I often stop carrying grenades on my non-Grenadiers so they can carry Mimic Beacons, Flashbang Grenades, and Battle Scanners instead. If you have any actions left aside from the one you're saving for that Hail Mary defensive item, you can try to take down the highest-threat target(s) early. A Specialist with Haywire Protocol can shutdown a Sectopod, perhaps, or if you have a Psi Operative, they can Stasis the enemy that's most likely to do the most damage.

A Phantom Ranger can help make sure you have a better chance to reveal pods at your own pace, too. Keep them moving ahead and never let anyone move to a square your Phantom Ranger hasn't been in and you'll never reveal a pod before you're ready (unless, of course, your Ranger gets revealed--they can still scout ahead after that, but it's much riskier).

There's a lot you can do to survive a bad situation, but you really have to go in ready for it.

And dont forget that you can just drop an evac zone on a flanked/out of cover dude and get the hell out of dodge even after you have already spent 2 actions.

Captain Gordon fucked around with this message at 00:18 on Feb 23, 2016

Harrow
Jun 30, 2012

Captain Gordon posted:

And dont forget that you can just drop an evac zone on a flanked/out of cover dude and get the hell out of dodge even after you have already spent 2 actions.

Yes, also this. I had to do this for the first time in an early mission in this Commander game. It sucked going through the rest of the mission a soldier down, but I would've had to anyway if he got killed, and this way he got to fight another day.

dogstile
May 1, 2012

fucking clocks
how do they work?
Jesus christ gently caress this game sometimes. I just had a couple of hours ruined by two missions. The first is an advent mission that doubles my region cost if I fail. two sectoids, the first mind controls my sniper, who I gave the flashbang to because they always mind control my ranger. The second mind controlled my ranger. In the same turn the stun lancer knocked a guy unconscious. Mission failed in one turn, thanks xcom.

Second mission is to get a guy who was captured back. The guy in the van gets lit up on fire because of the cover destruction mechanics and the game moves vipers in from behind me, while i'm fighting a viper in front and its just dropped three guys on a roof to my left.

Down to three rookies and no will to continue. This happens every time when I stream, but now that i've gone back to my non stream ironman save (it has my real name in it, hence not streaming that one) the game behaves.

Goddamn it.

:xcom:

Synthbuttrange
May 6, 2007

Game knows when you should be shamed in public

Groen
Oct 7, 2008
Those 2 stunlancer 1 commander reinformement pods on the second mission of the game :xcom:
Thank god for shotguns, even a squaddie ranger can dish out enough damage.
Grenadier in the medbay for 40 days doesn't bode well for this ironman/legendary run though.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Stunlancers are such shits. I sort of feel like bladestorm should be the first, free squaddie ability for rangers (attacking with your sword should be a class freebee) and if you hit it cancels their attack. So you could push your rangers forward to try to try to bait up stunlancer attacks as an early game counter.

Synthbuttrange
May 6, 2007

It'd be great if rangers could counterattack like Mutons do.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
One cool thing about swords:


If you are out of LOS to an enemy from your starting position, sword attacks get the bonus for being concealed even if you aren't Concealed.

SynthOrange posted:

It'd be great if rangers could counterattack like Mutons do.

That's Bladestorm. It's quite sweet for the alien gate mission.

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Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President
What is the optimal strategy for radio towers? I've thus far stuck to building them in every other territory just to keep Intel costs down, but with the income increase they give I wonder if it's not better to spam them everywhere all the time.

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