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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 |
# ? Feb 24, 2016 01:10 |
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# ? May 21, 2024 10:56 |
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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.
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# ? Feb 24, 2016 01:20 |
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SynthOrange posted:http://steamcommunity.com/sharedfiles/filedetails/?id=626235605 for more ridiculous cosmetic options. I have to assume that anyone who has not installed this has a malfunctioning steam client or something.
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# ? Feb 24, 2016 01:27 |
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I wish this game used XCOM's engine or whatever =(
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# ? Feb 24, 2016 01:38 |
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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.
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# ? Feb 24, 2016 01:46 |
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frank.club posted:I wish this game used XCOM's engine or whatever =( It does, probably that's why it's so badly optimized.
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# ? Feb 24, 2016 01:49 |
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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.
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# ? Feb 24, 2016 01:52 |
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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.
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# ? Feb 24, 2016 02:03 |
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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.
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# ? Feb 24, 2016 02:05 |
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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
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# ? Feb 24, 2016 02:10 |
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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.
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# ? Feb 24, 2016 02:11 |
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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.
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# ? Feb 24, 2016 02:12 |
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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.
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# ? Feb 24, 2016 02:13 |
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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. 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.
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# ? Feb 24, 2016 02:17 |
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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. 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.
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# ? Feb 24, 2016 02:17 |
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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
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# ? Feb 24, 2016 02:18 |
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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!
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# ? Feb 24, 2016 02:27 |
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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.
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# ? Feb 24, 2016 02:28 |
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Pumpkinreaper posted:Well this guy certainly is enjoying himself. thisismyfetish.jpg
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# ? Feb 24, 2016 02:29 |
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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?
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# ? Feb 24, 2016 02:37 |
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Lotish posted:thisismyfetish.jpg Foreverial Chryssalidized Jake
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# ? Feb 24, 2016 03:41 |
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So after playing this for a while, how do I go about changing the operation names like you could for EU and EW?
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# ? Feb 24, 2016 03:43 |
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The dream team departing on the final mission. The last shot in the war was of course fired by van Doorn ez game
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# ? Feb 24, 2016 03:44 |
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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?
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# ? Feb 24, 2016 04:09 |
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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.
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# ? Feb 24, 2016 04:22 |
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Ixjuvin posted:
That clear face mask is a baller item. I have it on one of my troopers.
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# ? Feb 24, 2016 04:28 |
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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.
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# ? Feb 24, 2016 04:38 |
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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. 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 |
# ? Feb 24, 2016 04:43 |
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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
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# ? Feb 24, 2016 04:45 |
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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.
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# ? Feb 24, 2016 04:51 |
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http://i.imgur.com/5D6ffQk.gifv That's XCOM?
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# ? Feb 24, 2016 04:55 |
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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.
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# ? Feb 24, 2016 05:48 |
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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.
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# ? Feb 24, 2016 05:52 |
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is there any penalty for ignoring a VIP mission? Ive got scientists and engineers up to my eyeballs and also better things to do
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# ? Feb 24, 2016 06:02 |
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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.
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# ? Feb 24, 2016 06:04 |
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Profanity posted:You lose the region it's located in. faaaaaaaaart well thats dumb
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# ? Feb 24, 2016 06:07 |
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I made a voice pack of Joshua Graham from Fallout New Vegas. Workshop Nexus
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# ? Feb 24, 2016 06:18 |
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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?
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# ? Feb 24, 2016 06:21 |
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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. 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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# ? Feb 24, 2016 06:22 |
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# ? May 21, 2024 10:56 |
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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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# ? Feb 24, 2016 06:34 |