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deep dish peat moss
Jul 27, 2006

a cow posted:

Someone explained how it just lowers aim without taking away crits, so the very few hits you take from flashbanged enemies are much more likely to be crits.

So here's how it works for anyone who is curious,

In XCOM 2 all attacks only have one roll, that roll determines whether it is a hit, a crit, or a miss (presumably Dodge as well). The game doesn't roll separately (like EU/EW did) to first determine whether you hit, then determine whether you crit.

On each attack the game generates a number between 1 and 100.
If you have 30% crit and 100% chance to hit, 1-30 will result in a crit, 31-100 will result in a regular hit.

If you have 30% crit and 60% chance to hit, 1-30 will result in a crit, and 31-60 will result in a regular hit, with 61-100 resulting in a miss.

If you have 30% crit and 30% chance to hit, 1-30 will result in a crit, 31-100 will result in a miss.

So if you reduce an enemy's hit without reducing their crit, their chance to get a crit stays the same (30% of attempted shots), and only their chance to score a regular hit drops.

I have no idea if Dazed reduces crit but if it does, it probably reduces aim to a larger degree.

There's a mod that changes attack rolls to the way they worked in EU/EW.

deep dish peat moss fucked around with this message at 01:14 on Feb 24, 2016

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Phobophilia
Apr 26, 2008

by Hand Knit

RBA Starblade posted:

Well that's a lovely bug, if you fire a proximity mine at a pod while in concealment, only the unit that moves takes damage. I blew up three cars and an officer, but the mec right next to him took no damage.

That doesn't sound like a common bug, I've thrown proxy mines against double pods, a trooper pod that moved, and an archon that was stationary (also there were some civilians in the vicinity). They all got hit.

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!

I have to assume that anyone who has not installed this has a malfunctioning steam client or something.

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
I wish this game used XCOM's engine or whatever =(

ZuljinRaynor
Apr 25, 2010

NERD LICENSE IMMUNITY
It's just been revoked!

Speedball posted:

Christ, Commander difficulty is such a punch in the dick over Veteran, which was hard enough. Those of you going "the game isn't hard enough, let's increase pod sizes with mods" must be in the top half-percent.

Every mission on Commander Ironman, after finishing the game on Veteran No Ironman, has me at the edge of my seat.

Bholder
Feb 26, 2013

frank.club posted:

I wish this game used XCOM's engine or whatever =(

It does, probably that's why it's so badly optimized.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Profanity posted:

On that note, I've noticed some people have fought Prototype Sectopods, which are smaller and have less health. My first big robot bastard encounter was a regular one though on Commander. Are the prototypes a feature of Veteran/Rookie?

As far as I know it is on forge and only forge. My first playthrough was on veteran.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I'm really glad that skulljacking is only required twice the whole campaign because skullmining has only worked once outside that and neural feedback is somehow even worse than the arc thrower ever was.

quote:

That doesn't sound like a common bug, I've thrown proxy mines against double pods, a trooper pod that moved, and an archon that was stationary (also there were some civilians in the vicinity). They all got hit.

The lancer in the pod also took no damage. I blew up every chryssalid in a pod in a retaliation mission (I got an achievement too, only 3 dead civilians!) so it isn't happening every time. Still lovely though!

Also, the proximity mine blew up a civ. Whoops. :(

Adar
Jul 27, 2001
Beat the game on commander ironman. It's a ton of fun but I think I'm done with it until a few balance patches or DLC from now. The early game is unforgiving in a good way, but even on commander once you get a single mimic beacon the difficulty curve drops way down. By the late game I was carrying four and could do all sorts of kamikaze-ish things without worrying about it.

Unlike everyone else I still really loved the final mission even on ironman. Rather than try to cheese I just set up in the SE corner and tried to murder everything without having too many things from the left side join in too early. It was close but it worked and gave a really nice sense of just barely managed doom the whole way through.

Danaru
Jun 5, 2012

何 ??

RBA Starblade posted:

I'm really glad that skulljacking is only required twice the whole campaign because skullmining has only worked once outside that and neural feedback is somehow even worse than the arc thrower ever was.

Do you mean for hitting, or for actually hacking anything useful? I've only ever missed once, but I swear I've failed every single skullmine hack I've done. I've started seeing it as a one-shot kill for three damage trade off

Speedball
Apr 15, 2008

I've actually been getting most of my Skullmining rewards, miraculously. Just the Intel ones rather than the more expensive Facility Lead ones, but still.

Danaru
Jun 5, 2012

何 ??

Speedball posted:

I've actually been getting most of my Skullmining rewards, miraculously. Just the Intel ones rather than the more expensive Facility Lead ones, but still.

I've honestly never tried the facility lead, I get super lucky hacking MECs and taking control of them though, so I can't complain too much.

Pakled
Aug 6, 2011

WE ARE SMART
Missing with a skullmine loving sucks, but if you do get that 70% hit, you still kill them, even if you get neural feedback. Bringing a heavily-armored shieldbearer or bringing a 16-health officer from full health to nothing is worth getting a specialist lightly wounded, if you ask me.

Away all Goats
Jul 5, 2005

Goose's rebellion

Adar posted:

Beat the game on commander ironman. It's a ton of fun but I think I'm done with it until a few balance patches or DLC from now. The early game is unforgiving in a good way, but even on commander once you get a single mimic beacon the difficulty curve drops way down. By the late game I was carrying four and could do all sorts of kamikaze-ish things without worrying about it.

Unlike everyone else I still really loved the final mission even on ironman. Rather than try to cheese I just set up in the SE corner and tried to murder everything without having too many things from the left side join in too early. It was close but it worked and gave a really nice sense of just barely managed doom the whole way through.

I don't know how people struggled with the last mission. Mind controlled enemies are more or less mimic beacons (sometimes better since they have more health/defense) and you also have someone who can mind control multiple times in the mission.

I really enjoyed it too, compared to the double tap final boss letdown of the first game.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Son of a bitch now the shredstorm cannon is ignoring hits beyond the first guy. Thanks for shredding the archon and not the andromedon, real useful. :thumbsup:

Danaru posted:

Do you mean for hitting, or for actually hacking anything useful? I've only ever missed once, but I swear I've failed every single skullmine hack I've done. I've started seeing it as a one-shot kill for three damage trade off

I mean hitting. The rewards are nice but loving yourself out of hacking for the rest of the mission usually isn't worth it. Especially since the four damage is usually just another grave wound. You could at least get above 70 on the arc thrower.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Wow, Commander really is a huge jump from Veteran. Running into 2-3 armor dudes right after Mag research is loving stupid. I wish Gauss weapons were rolled in with Mag weapons. Why are they separate? Having to research two big projects and THEN have to buy them really blows.

Also, starting to think that any shot under 83% in my game is actually like 30%. Missing five 50-70% shots out of eight shots total over two turns is really really lovely. Also, and this is irrespective of difficulty I assume, Mutons should not be able to do all of a) counter melee attacks, b) throw grenades, c) shred armor, and d) have armor, defense, AND hp above most everything else at their level. I'm having the issue where they either take 2-3 explosives as well as the rest of the turn worth of ~60% attacks hitting to take down one of them, or else spend almost two turns' worth of attacks if I either have run out or don't want to use explosives. It's getting to the point I may just edit out their base defense, or drop the Centurion armor to 2 instead of 3. loving 3 armor when I can shred one at a time until I get more supplies :shepface:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

lmao, I'm doing the forge and thinking of how to get to the prototype when a wall explodes because the Andromedon I mind controlled has been blasting through them all. Problem solved!

reignofevil
Nov 7, 2008
Just today I was facing a full health advent officer with my last soldier who had his last hitpoint on a desperate last stand kinda mission and as a hail Mary I went for a skullmine.

We completed the mission. He died though.

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

Pumpkinreaper posted:

Well this guy certainly is enjoying himself.



thisismyfetish.jpg

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS

Bholder posted:

It does, probably that's why it's so badly optimized.

Yeah I had to do some stuff to get it running at not 13 fps! I wish there was some option to just play it at xcom level of graphic options. I know the random gen factors into it but it shouldn't matter after the level is made right?

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Lotish posted:

thisismyfetish.jpg

Foreverial Chryssalidized Jake

InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.
So after playing this for a while, how do I go about changing the operation names like you could for EU and EW?

Ixjuvin
Aug 8, 2009

if smug was a motorcycle, it just jumped over a fucking canyon
Nap Ghost


The dream team departing on the final mission. The last shot in the war was of course fired by van Doorn :911:



ez game :chord:

The Little Kielbasa
Mar 29, 2001

and another thing: im not mad. please dont put in the newspaper that i got mad.
Is there a mod (or something else I can do) to allow me to load saves without all the mods I used to have installed?

Koskinator
Nov 4, 2009

MOURNFUL: ALAS,
POOR YORICK
As I understand it, customization options for soldiers in vanilla XCOM 2 are limited by soldier rank. I'm assuming that also applies to customization options for randomly generated rookies?

If I install one of the mods that makes all customization options available at all ranks, will that also apply to randomly generated rookies? I'm not big on doing my own customization, but I'd love to get more random variety in my rookies.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Ixjuvin posted:



The dream team departing on the final mission. The last shot in the war was of course fired by van Doorn :911:



ez game :chord:

That clear face mask is a baller item. I have it on one of my troopers.

Pakled
Aug 6, 2011

WE ARE SMART

The Little Kielbasa posted:

Is there a mod (or something else I can do) to allow me to load saves without all the mods I used to have installed?

Yup, right here.
http://steamcommunity.com/sharedfiles/filedetails/?id=619141883

Weird stuff can happen if you're dealing with a mod that had significant gameplay changes, but if you're just getting rid of like, an interface mod, then it should be fine.

Verviticus
Mar 13, 2006

I'm just a total piece of shit and I'm not sure why I keep posting on this site. Christ, I have spent years with idiots giving me bad advice about online dating and haven't noticed that the thread I'm in selects for people that can't talk to people worth a damn.

Locke Dunnegan posted:

Wow, Commander really is a huge jump from Veteran. Running into 2-3 armor dudes right after Mag research is loving stupid. I wish Gauss weapons were rolled in with Mag weapons. Why are they separate? Having to research two big projects and THEN have to buy them really blows.

Also, starting to think that any shot under 83% in my game is actually like 30%. Missing five 50-70% shots out of eight shots total over two turns is really really lovely. Also, and this is irrespective of difficulty I assume, Mutons should not be able to do all of a) counter melee attacks, b) throw grenades, c) shred armor, and d) have armor, defense, AND hp above most everything else at their level. I'm having the issue where they either take 2-3 explosives as well as the rest of the turn worth of ~60% attacks hitting to take down one of them, or else spend almost two turns' worth of attacks if I either have run out or don't want to use explosives. It's getting to the point I may just edit out their base defense, or drop the Centurion armor to 2 instead of 3. loving 3 armor when I can shred one at a time until I get more supplies :shepface:

how can you possibly have a 60% chance to hit if you hit them with a grenade? are you intentionally leaving their cover up?

edit: tbh ive done a commander run and im mostly through a legendary run and i dont think i've ever let a muton get a turn (except to attack a mimic beacon because they're idiots that punch them instead of shoot). they're one of the weakest, shittiest enemies in the game if you arent trying to hit them with a sword

you should basically be killing every pod visible (or mitigating them with stasis/beacon/etc) so dont be afraid to get closer to them to finish them off

Verviticus fucked around with this message at 04:48 on Feb 24, 2016

Verviticus
Mar 13, 2006

I'm just a total piece of shit and I'm not sure why I keep posting on this site. Christ, I have spent years with idiots giving me bad advice about online dating and haven't noticed that the thread I'm in selects for people that can't talk to people worth a damn.

Pakled posted:

Missing with a skullmine loving sucks, but if you do get that 70% hit, you still kill them, even if you get neural feedback. Bringing a heavily-armored shieldbearer or bringing a 16-health officer from full health to nothing is worth getting a specialist lightly wounded, if you ask me.

you also get another turn if you fail the skullmine which you can use to run away or just blow their loving face off

ZuljinRaynor
Apr 25, 2010

NERD LICENSE IMMUNITY
It's just been revoked!

Verviticus posted:

edit: tbh ive done a commander run and im mostly through a legendary run and i dont think i've ever let a muton get a turn (except to attack a mimic beacon because they're idiots that punch them instead of shoot). they're one of the weakest, shittiest enemies in the game if you arent trying to hit them with a sword

I ran into a pod of 3 mutons here on the Blacksite (last pod near the vial) on Commander and missed two ranger (94% and 86%) flanking shots on two of the mutons. :(

Of course the last muton (remaining after I killed his buddies) I hit with a 54% chance to hit flanking crit. :v:

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!
http://i.imgur.com/5D6ffQk.gifv

That's XCOM?

Ramadu
Aug 25, 2004

2015 NFL MVP




I did it. I beat your game Jake Solomon.

Running 2 medical specialists all the time let me basically never lose a soldier because I'd have 8 single heals and 2 full squad heals every mission. I also got tracer rounds and acid grenades from the very first geoscape mission which really helped my early game not suck so much. The big thing I was sad about was the timer eventually forced me to do the final mission because I ran out of facilities to decrease it while I was training up 6 psi troopers to have every skill.

Away all Goats
Jul 5, 2005

Goose's rebellion

Ramadu posted:

The big thing I was sad about was the timer eventually forced me to do the final mission because I ran out of facilities to decrease it while I was training up 6 psi troopers to have every skill.

Ah, so that does happen? That was my plan too until I eventually realized 6 psi troopers was gonna be ridiculously easy and I decided I wanted to take my original 4 on the final mission anyway.

I think I got up to 85 missions before just saying gently caress it.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan
is there any penalty for ignoring a VIP mission? Ive got scientists and engineers up to my eyeballs and also better things to do

Profanity
Aug 26, 2005
Grimey Drawer

Deutsch Nozzle posted:

is there any penalty for ignoring a VIP mission? Ive got scientists and engineers up to my eyeballs and also better things to do

You lose the region it's located in.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

Profanity posted:

You lose the region it's located in.

faaaaaaaaart

well thats dumb

SpookyLizard
Feb 17, 2009
I made a voice pack of Joshua Graham from Fallout New Vegas.
Workshop
Nexus

ZuljinRaynor
Apr 25, 2010

NERD LICENSE IMMUNITY
It's just been revoked!
If I have one pip on the Avatar Project, and the two pip breakthrough happens... does it still just jump up one pip? Or does it go up one pip and then also cut down on the time I have to stop the Avatar project?

Ramadu
Aug 25, 2004

2015 NFL MVP


Away all Goats posted:

Ah, so that does happen? That was my plan too until I eventually realized 6 psi troopers was gonna be ridiculously easy and I decided I wanted to take my original 4 on the final mission anyway.

I think I got up to 85 missions before just saying gently caress it.

Yeah, I just ran out of ways to decrease the timer, it was kinda annoying. I think if I was going to do it again I'd build more skulljacks and skullmine more guys for the alien base intel. That or start psi rushing earlier. I also wonder if they don't build facilities as much if you have the entire world covered. I ended the game with like, 30,000 supplies and 1200 intel so I didn't need that stuff. Or just give me a second psi lab, I build a lab and defensive matrix just for shits and giggles. You don';t really need all the spaces.

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Phobophilia
Apr 26, 2008

by Hand Knit
How does the armour plating or venom rounds dark events work? Does every alien poison on hit or have extra armour, or only the advent-type enemies (troopers, lancers, officers, shieldbearers)?

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