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Vargs
Mar 27, 2010

sighnoceros posted:

I've also had an Andromedon pilot get killed by the first shot of Rapid Fire, which then canceled the 2nd shot.

I can forgive this one, especially since the game's treatment of the two stages as separate enemies means you trigger untouchable/implacable/serial when you take out the first half.

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Vincent
Nov 25, 2005



sighnoceros posted:

I've also had an Andromedon pilot get killed by the first shot of Rapid Fire, which then canceled the 2nd shot.

Does the game flag the 2nd andromedon form as another enemy? I figure that's the case, since you can hack it and it's considered a robot while the alive andromedon isn't, so it count's as the enemy being killed.
Edit: I love untouchable and implacable combo: I'm my own mimic beacon now!

Pimpmust
Oct 1, 2008

GoneWithTheTornado posted:

Tom Francis, creator of Gunpoint (which is a pretty cool game) has some suggestions for alleviating the games snowballing difficulty problem: http://www.pentadact.com/2016-02-25-solving-xcoms-snowball-problem/

I particularly like the low profile missions idea, it makes some thematic sense. Someone could mod that in somehow in the future.

That's some good design ideas.

I liked this one from the comments too:

quote:

Regarding squad size I think you could work a nice balance by having some kind of squad points system, with rookies costing less to deploy and high ranking soldiers more. That way you'd have to compromise between sending three veterans or six rookies.
(Basically how the multiplayer works, so the system is already there in a way).

Perhaps always keep a guaranteed spot or two for a rookie? It's weird enough that you are bringing full teams of "colonels", the original even had a limit on how many officers you could have dependent on your total number of troops (granted you could stick all the chaff on base guarding duty). If your best dudes cost 10x as much as a rookie, and there was a cap on how many could promote to at least the top two ranks... and you could bring say, 8-10 people on at least the "all in" missions (retaliation, base defence) we'd see lots of use for lower ranked troops. I don't think this solution would work well with the currently very constrained and small squad sizes available.
Would add a little feel of team-management / warband building and the "caps" could have a soft nature where throwing on more points of stuff gives greater enemy response (reinforcements, higher level of enemy types) if you just throw all the goodies in there. That's one way to "rubberband" the difficulty.
Reward using smaller teams/rookies on the players own violition by having the enemy hold back their heaviest stuff. Lose all your colonels on a bad mission? ADVENT doesn't see the need to pull out the sectopods/andromedons for whatever chaff you throw together. Holding back said colonels? ADVENT hold back some of their reinforcements/best gear to deal with the "real threat". A little rubberbanding effect (could be removed on the highest difficulty I suppose, or a checkbox in the options).

Adding missions with limitations would be interesting to mix up your tactics too, like have missions where using explosives is either forbidden or punished (discouraged, so a "soft" block) - the train supply missions attempts this but it doesn't quite feel like it works. Say when infiltrating urban areas, if using explosives drew enemy pods closer (how the designated tracker pod tracks you if you sprint while concealed), activated pods close enough (but still in the FoW) or called in extra heavy reinforcements.
Enemy Within attempted some of that with sending people in as pistol armed agents on infiltration missions, but it didn't really work out to limit the rest of your team. If you had to send in a full team armed only with small, concealed versions of their weapons, be it pistols/knives/submachineguns etc. and no armor maybe it could work. Like having to sneak/walk around an urban map to try to find your resistance contact amongst the civilians (the sneaking would have to get better, I suppose).

Pimpmust fucked around with this message at 09:34 on Feb 28, 2016

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
I have big dumb mod ideas for this game, but I do not know where the variable definitions are. I guess what I'm asking for what I do to tell the item in the array is a grenade, or inflicts stasis and what model it has. I am not even sure if I'm asking the right question here. Basically I'm confused and my latent programming classes are not expressing themselves.

Synthbuttrange
May 6, 2007

Pimpmust
Oct 1, 2008

Elite Viper mod popped up in the workshop, blacknwhite sneks for late game with Rapid Fire & Dead Eye :toot:

Dante80
Mar 23, 2015

Just finished it, a very good game. Had a lot of mods installed, although almost all of them were QoL/cosmetic stuff.

I want to try again @ legendary, but I feel the fact that I had 9 soldiers in the memorial in commander difficulty might mean I will get thoroughly wiped. Any info about the changes from commander to legend? Also, any mods that add more difficulty?

Keiya
Aug 22, 2009

Come with me if you want to not die.
I tried commander for the first time and my squad got wiped on Gatecrasher when I accidentally popped both pods and got bad rolls. Welcome to XCOM.

quadrophrenic
Feb 4, 2011

WIN MARNIE WIN
I still don't think I've got a handle on which weapon mods to equip to which weapons. I usually put extended mags on my sniper rifle, stocks on my miniguns, and repeaters on my assault rifles, but other than that I just kinda throw them on at random and I feel like there's a better way to do it. Where do you put hair triggers, for instance?

quadrophrenic
Feb 4, 2011

WIN MARNIE WIN

Dante80 posted:

Just finished it, a very good game. Had a lot of mods installed, although almost all of them were QoL/cosmetic stuff.

I want to try again @ legendary, but I feel the fact that I had 9 soldiers in the memorial in commander difficulty might mean I will get thoroughly wiped. Any info about the changes from commander to legend? Also, any mods that add more difficulty?

The biggest difference is that build/research times are elongated, and sickbay times are dramatically increased. I restarted about 50 times on Legendary Ironman to get through Gatecrasher with no casualties, but you probably don't need to do that, I'm just a perfectionist.

There are some minor HP differences (most notably for me was that troopers start with 4 health instead of 3, which drove a lot of those restarts during gatecrasher when my rooks kept rolling 3s) and I think aim is tweaked a bit, but the most dramatic difference is the timers.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
Beat Ironman Commander, I am now the 1%.

The most nerve-wracking part was going through most of the last battle with my screen looking like a strobe light because I was too scared of a last minute save corruption to save and restart.

Synthbuttrange
May 6, 2007

I just ironmanned Gatecrasher on commander and got flawless.

My smugness got my sharpshooter killed in the next mission. :smith:

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

quadrophrenic posted:

I still don't think I've got a handle on which weapon mods to equip to which weapons. I usually put extended mags on my sniper rifle, stocks on my miniguns, and repeaters on my assault rifles, but other than that I just kinda throw them on at random and I feel like there's a better way to do it. Where do you put hair triggers, for instance?

You can put hair trigger modules on shotgun type weapons - if you are using Rangers as aggressively as possible, having the opportunity to dish out a second shot for free (or to move even further, or to hunker down) is a godsend.

Owl Inspector
Sep 14, 2011

Hello I have now played this game. In the very first non-tutorial mission against the first two enemies, my concealed guys missed several times so one of them got shot by the remaining trooper. She dropped to 1 HP, panicked, then threw a grenade at two of my other guys, dropping them both to 1 HP, and then one of them panicked and ran through some fire so he died.

The first attack from the weakest enemy in the game left me with one soldier dead and two at 1 HP. XCOM doesn't stand a chance.

Hi Jinx
Feb 12, 2016

Digirat posted:

Hello I have now played this game. In the very first non-tutorial mission against the first two enemies, my concealed guys missed several times so one of them got shot by the remaining trooper. She dropped to 1 HP, panicked, then threw a grenade at two of my other guys, dropping them both to 1 HP, and then one of them panicked and ran through some fire so he died.

I'm sorry but that's hilarious. I'd so love to see a video of it.

I hope this doesn't put you off XCOM though. poo poo will happen, that's inevitable, but there's almost always a way to make sure you have an advantage.

Blunt Instrument
Apr 4, 2008

How can you shoot
(hot dogs at) women or children?

Easy! Ya just don't lead 'em so much! Hahaha! Ain't ball hell?!

So is there an actual bug with flashbangs or the disorient effect with regards to enemy hit or crit chances? Specifically flashbanged sectoids have been the demise of many a rookie in the early missions with a bewildering habit of just critting through high cover after I try and stop them from using psi powers.

I guess it could just be a combination of them usually opting for psi powers instead of shooting and :xcom: but it is pretty aggravating while having a 4 man team and a shallow bag of tricks.

Hi Jinx
Feb 12, 2016

quadrophrenic posted:

I still don't think I've got a handle on which weapon mods to equip to which weapons. I usually put extended mags on my sniper rifle, stocks on my miniguns, and repeaters on my assault rifles, but other than that I just kinda throw them on at random and I feel like there's a better way to do it. Where do you put hair triggers, for instance?

Laser sights are best on shotguns, extended mags are great for everyone, and scopes are useful everywhere except maybe on shotguns.

As you research better weapons you will eventually be able to put two mods on one gun, and a third one is possible with a random continent bonus. You will probably not have enough mods for everyone, so just go with what feels right. The hair trigger and repeater weren't my favorites; they're awesome when they proc, but I prefer consistency.

Grapplejack
Nov 27, 2007

Where the gently caress is the patch? It's been a MONTH and we haven't gotten poo poo from them. What are they doing?

Pimpmust
Oct 1, 2008

I'm wondering how hard it is to add XCOM1 enemies to XCOM2? Ignoring the difference in modell quality - I don't think I've seen any in the workshop yet but a lot of them would have their own niches that aren't currently covered and add variety (tiny sectoids to back up the big ones, floaters to hang out with the Archons, Stranglers for anti-sniper duty etc). There seem to still be plenty of legacy code from XCOM1, but maybe their abilities/animations don't work ported over?

Phobophilia
Apr 26, 2008

by Hand Knit

Hi Jinx posted:

Laser sights are best on shotguns, extended mags are great for everyone, and scopes are useful everywhere except maybe on shotguns.

As you research better weapons you will eventually be able to put two mods on one gun, and a third one is possible with a random continent bonus. You will probably not have enough mods for everyone, so just go with what feels right. The hair trigger and repeater weren't my favorites; they're awesome when they proc, but I prefer consistency.

This interaction may not be intended, and may be possibly patched out in the future, but stocks (which guarantee damage) are able to proc the repeater (instant kill) effect. I like putting this combo on my specialists: Guardian allows them to shoot repeatedly and maximise repeater procs. In addition, I usually leave Specialists until the end of the turn, so they can be used to finish off low hp enemies (without burning a combat protocol).

Owl Inspector
Sep 14, 2011

If a mission ends with loot from an enemy still on the ground, do you get it? The last enemy I killed in the first mission dropped an item and I got some stuff at the end of the level, but I didn't know if that was free or from the drop.

Is the only downside to grenading everybody that an enemy killed with a grenade has no chance to drop a loot box?

toasterwarrior
Nov 11, 2011

quadrophrenic posted:

I still don't think I've got a handle on which weapon mods to equip to which weapons. I usually put extended mags on my sniper rifle, stocks on my miniguns, and repeaters on my assault rifles, but other than that I just kinda throw them on at random and I feel like there's a better way to do it. Where do you put hair triggers, for instance?

Right, here's my take on it:

Scopes: Straight-up aim bonus, and probably the most valuable of the mods. Put this on anyone that's expected to do a lot of shooting, so that's Sniper Sharpshooters (mods don't apply to pistols), Gunner Grenadiers, and Overwatch Specialists. If you lucked on a lot of them or have the Lock and Load continent bonus, go ahead and put them on Demolition Grenadiers because hey, Cannons still hit drat hard.

Stocks: Good stuff to put on dudes who you expect to miss a fair bit but will have times where they won't have anything to do but shoot or Overwatch. Demolition Grenadiers fit well, but Stocks also do good on Overwatch Specialists and Sharpshooters with Kill Zone because Overwatch shots come with an aim penalty. Stocks are also fantastic for clean-up: there will be times where some lucky alien bastard survives your initial ambush with 1-3HP remaining and runs for heavy cover, and a Stock-equipped weapon will take care of him without burning a grenade.

Repeaters: Feeling blessed by the RNG? This might be a good fit for you if you roll with classes capable of shooting plenty of times in one action (Kill Zone Snipers, Guardian Specialists, Rapid Fire Rangers, and Chain Shot Gunner Grenadiers). According to its description, though, the insta-kill only rolls when you get a confirmed hit; this means that putting Repeaters on classes with lovely aim is not as clever as you may think it is. However, Repeaters work with Stock procs, so if you don't have anything else to pair with a Stock, go ahead and give them a Repeater as well.

Hair Triggers: The other RNG-reliant mod, Hair Triggers also need confirmed hits to work, but unlike Repeaters only function when you're actively making an attack as opposed to baiting Overwatch shots. A free action is a drat good thing to have, since you can use it to fire again, reload, run away, toss an item, or whatever you need; this makes good shooters the best candidates for a Hair Trigger upgrade though it'll work with some luck on everyone else. Furthermore, a Hair Trigger proc will replenish both the Sharpshooter's actions when firing a sniper rifle, so with a lot of luck you can pull off a pseudo-Serial chain. I'm not sure if Hair Triggers work with Stocks, but judging from the similar wording to the Repeater, they just might.

Expanded Magazines/Auto-loaders: I combined these two because they both work with your ammo counts, though in practice they fulfill different niches. In particular, Guardian Specialists and Kill Zone Sharpshooters shine with Expanded Magazines since those two perks can potentially have them firing off their whole clip in one action. They're also pretty decent on Gunner Grenadiers for their ammo-hungry abilities such as Suppression and Chain Shot.

Auto-loaders keep people topped up without burning an action, though one disadvantage with them is that you are forced to use a Free Reload whenever you want one instead of saving them for important occasions, which really sucks in extended/no-time-limit missions because you'll likely end up wasting your Free Reloads keeping your guns loaded even if you don't need to advance immediately. They synergize very well with Expanded Magazines on Kill Zone/Serial Snipers, though that advantage fizzles out if you don't wipe the enemy out after using them because both abilities run off cooldowns.

Laser Sights: Flat crit chance plus scaling bonus depending on how close you are to the enemy? Rangers all day, man. May also work with Grenadiers since they are surprisingly mobile and can run up to the enemy to blast them with cannon fire, though since they're mutually exclusive with Scopes you'll probably miss anyway since only Shotguns get that accuracy bonus up close.

Hi Jinx
Feb 12, 2016

Blunt Instrument posted:

So is there an actual bug with flashbangs or the disorient effect with regards to enemy hit or crit chances? Specifically flashbanged sectoids have been the demise of many a rookie in the early missions with a bewildering habit of just critting through high cover after I try and stop them from using psi powers.

You really don't want to preemptively flashbang sectoids. Their psi isn't all that powerful, and even if they get off a lucky mind control on one of your guys you can get rid of that with a flashbang after the fact. I try to focus on troopers; if the sectoid lives to the next turn and he sees a dead body somewhere he usually just reanimates it.

Crit chance is kind of wonky in XCOM 2, which might be the cause of what you're seeing. Flashbangs decrease hit chance, but actually increase crit chance. It's pretty stupid. More here:

https://www.reddit.com/r/Xcom/comments/45aac0/psa_crit_mechanics_changed_in_xcom2_50_hit_50/

Hi Jinx
Feb 12, 2016

Phobophilia posted:

This interaction may not be intended, and may be possibly patched out in the future, but stocks (which guarantee damage) are able to proc the repeater (instant kill) effect

This is really good to know, thank you!

Pimpmust
Oct 1, 2008

Just where does XCOM2 store workshop mods? Can't for the life of me find any mod folder in the main location, or under My Games (where it keeps some config files).

Hi Jinx
Feb 12, 2016

Digirat posted:

If a mission ends with loot from an enemy still on the ground, do you get it? The last enemy I killed in the first mission dropped an item and I got some stuff at the end of the level, but I didn't know if that was free or from the drop.

You do get any pending loot if it's not an evac-style ending.

Digirat posted:

Is the only downside to grenading everybody that an enemy killed with a grenade has no chance to drop a loot box?

Yes. The corpse drops, and if the guy had loot on him you get a notification that it has been destroyed.

dogstile
May 1, 2012

fucking clocks
how do they work?

Hi Jinx posted:

Yes. The corpse drops, and if the guy had loot on him you get a notification that it has been destroyed.

On the plus side, if you get a notification that a loot box was destroyed, or you pick one up you know they won't drop any more, so blow up everything!

Lanky_Nibz
Apr 30, 2008

We will never be rid of these stars. But I hope they live forever.
Is the Workshop building broken for me in game? I have it in between Psy Ops and AWC horizontally, and right above a Power Stston, but it doesn't seem to be sending any Gremlins or whatever.

If I put any engineer in the workshop, the warning pops up that says "idle engineer".

ConfusedPig
Mar 27, 2013


Boru posted:

Is the Workshop building broken for me in game? I have it in between Psy Ops and AWC horizontally, and right above a Power Stston, but it doesn't seem to be sending any Gremlins or whatever.

If I put any engineer in the workshop, the warning pops up that says "idle engineer".

I think that after putting an engineer in the workshop you need to manually assign the gremlins.

ConfusedPig fucked around with this message at 14:12 on Feb 28, 2016

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
So twice now has my campaign been ended early by a strange bug. First time it was on a kidnap the VIP mission, now on a retaliation strike: I can play the mission as normally but when I finish the mission, I get a black screen with the engine noises from firebrand, then it goes silent, I get engine noises again for a few seconds and then just CTD. It's bizarre because I can start a new campaign that'll work fine, and do other VIP/retaliation missions, but then suddenly it randomly decides to crash on me. I'll try again with less mods but it's strange at how inconsistent it is (I can do lots of missions just fine) but once a mission gets hit by it, there's no going back. It will always crash upon ending.

Anyone know what could be causing this? I think it started after I installed a rifleman class mod but I've been bringing those to plenty of missions without crashing.

Moola
Aug 16, 2006

Grapplejack posted:

Where the gently caress is the patch? It's been a MONTH and we haven't gotten poo poo from them. What are they doing?

have they said anything like on twitter that they're working on a big patch or something?

Would be nice to know

The Kins
Oct 2, 2004

Moola posted:

have they said anything like on twitter that they're working on a big patch or something?

Would be nice to know
Jake discussed the matter with RPS two weeks ago, saying that they are "working very furiously" on fixes but can't currently give specific dates.

Speaking of, RPS published their full interview with Jake the other day. Worth a read.

Moola
Aug 16, 2006
I'm optimistic that PC Gamer (I think) mentioned the preview code was much smoother

so hopefully they can get it back to that

Danaru
Jun 5, 2012

何 ??


OBJECTIVE COMPLETE GOOD ENOUGH FOR ME

Kennel
May 1, 2008

BAWWW-UNH!
Yes!

http://steamcommunity.com/sharedfiles/filedetails/?id=634268994

Lanky_Nibz
Apr 30, 2008

We will never be rid of these stars. But I hope they live forever.

GoneWithTheTornado posted:

I think that after putting an engineer in the workshop you need to manually assign the gremlins.

Cheers for that, it was driving me crazy!

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Is there a way to edit the list of AWC perks? I searched through everything in the config files and can't find anything that looks like a cohesive list of perks. The only place I see Lightning Reflexes, for example, is in information for Rookies.

Danaru
Jun 5, 2012

何 ??
I just had a ranger completely dodge a Chryssalid attack for a miss, proc bladestorm, and cleave the Chryssalid in half.

Rangers are excellent.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Late game legend is just nuts on ironman. I'm on a really really good run with high income, finally got all the major GTS perks unlocked, and I have to just start skipping VIP missions. They're just too nuts and too easy to squad wipe on

Had one where after the first couple movements a patrol was flanking me with nothing I could do to stop it so I had to fight 3 archons 1 gatekeeper 2 andromedons 1 codex and 2 advent soldiers.

I only survived because the tower hack gave me random control and I RNG'd the gatekeeper

Moola posted:

I'm optimistic that PC Gamer (I think) mentioned the preview code was much smoother

so hopefully they can get it back to that


I'm pretty sure it's not one thing or just 'optimization' and rather they went too balls to the walls with details on every little thing. The graphics in the game are quite good and they just went over the top making things shiny and pretty with no easy to way to turn that off despite the 20 settings or w/e

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SpookyLizard
Feb 17, 2009

Pimpmust posted:

Just where does XCOM2 store workshop mods? Can't for the life of me find any mod folder in the main location, or under My Games (where it keeps some config files).

~/Steamapps/workshop/268500/

I really recommend buffing disorient because by default it's like -20. I made it -50 which is pretty great and it makes your own dudes getting disoriented kinda terrifying.

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