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InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.

Gharbad the Weak posted:

I did. Here's what fixed it for me:

Open your game while not in battle. If you have to, blaze through whatever fight you're in.
Save in a NEW save file.
Restart your computer, load that file.
Delete your old save games, they're trash now. If you reload them, you'll have to go back to step one.

This did it, thanks.

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Ravenfood
Nov 4, 2011

RBA Starblade posted:

I guess, it just seems odd to mark it as that when nothing in there is.
Left over from earlier builds or built into the UI to help mods, maybe?

Bholder
Feb 26, 2013

The ini files actually have options to increase the build time if you miss Long War so much.

ptroll
Sep 8, 2011

Been doing a Commander Ironman run. Just did the Forge mission last night, and look what greeted me on landing:



No joke, before my soldiers even appeared on the map, the first thing I see is this motherfucker barreling towards the drop zone. Squad gets concealed and immediately revealed.
Luckily it wasn't too much trouble to deal with, but man, sick LZ, Firebrand.

binge crotching
Apr 2, 2010

SpookyLizard posted:

Since I have yet to find a way to increase the starting number of rookies to fit with IESS+ I just cheat myself enough supplies to buy a bunch of rookies at the start. I think the pool has like 10 to begin with? So I usually add like 400 supplies and hire them all.

I want to say in either GameCore.ini there is a num_starting_soldiers that you can edit. It was there in Xcom1 at least, and I'd be surprised if it wasn't still there in Xcom2.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

ptroll posted:

Been doing a Commander Ironman run. Just did the Forge mission last night, and look what greeted me on landing:



No joke, before my soldiers even appeared on the map, the first thing I see is this motherfucker barreling towards the drop zone. Squad gets concealed and immediately revealed.
Luckily it wasn't too much trouble to deal with, but man, sick LZ, Firebrand.

This is about the closest we'll get to stepping one foot out of the skyranger in the original XCOM and having a green blob fly from halfway across the night to melt your star-eyed rookie before he even looked around.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

many johnnys posted:

The wiki says that overdrive serum is removed permanently upon use? Is that right? Then you have to make more of them? Because that sounds way different from how every other item in the game works.

I made one and used it during the penultimate low-unit count mission on a wraith suited sword ranger for the ultimate walk-through-walls, extra movement range, extra damage reduction reaper.

It was useless because even when you buff the hell out of a sword ranger, they are complete crap. The entire mission was carried on the back of my psychic and my hacker.

many johnnys
May 17, 2015

DatonKallandor posted:

I made one and used it during the penultimate low-unit count mission on a wraith suited sword ranger for the ultimate walk-through-walls, extra movement range, extra damage reduction reaper.

It was useless because even when you buff the hell out of a sword ranger, they are complete crap. The entire mission was carried on the back of my psychic and my hacker.

The extra movement sounds useful on a Ranger because you can get better flanks for better blast-them-in-the-face action. If it's single-use only and never again though then it's hard to justify building one ever.

(Even my sword ranger largely functions by blasting fools in the face with guns)

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It's so weird for me hearing people call blademasters and not phantoms useless.

Reik
Mar 8, 2004

RBA Starblade posted:

I guess, it just seems odd to mark it as that when nothing in there is.

It probably uses a lot of the same code as the research labs interface and I've had certain researches go from X days to instant?

Dante80
Mar 23, 2015

DatonKallandor posted:

It was useless because even when you buff the hell out of a sword ranger, they are complete crap.

I'm rather fond of the class. Hellweave+bladestorm makes burrowed crysalids melt, untouchable has saved my rear end a lot of times and some squad peppering beforehand can make a reaper run destroy everything in sight on pod heavy engagements. Also, placing a bladestorm ranger on the reinforcement flare is hilarious...if you haven't done that already.

Really, the only problem with the class is that conceal and run and gun are on the same rank.

ps: yes, I have tweaked sword accuracy to 100%. Its fair imo.

Regarding the serum, I have only used it once (the first time I took it, didn't understand that you do lose it afterwards). It's not worth the slot imo.

Dante80 fucked around with this message at 22:07 on Feb 29, 2016

binge crotching
Apr 2, 2010

Much like how Assaults were my favorite class in Xcom1, Rangers are definitely my favorite in Xcom2. The best one I have is the one that got Salvo. Rocket launcher into a group of guys to soften/remove cover, and then Reaper just cleans up. I only wish that he also had Serial, because I could see Serial being really nice on a Ranger.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Is it possible for a class to get a skill that they could already get through the AWC? For example is it possible for a corporal sniper to get Kill Zone?

Owl Inspector
Sep 14, 2011

Sykic posted:

Was. It's good to go for the most part, but someone already released a Torgue pack so I don't know if it's worth uploading anymore. :smith:

You should upload it anyway if your line choices are different/better. I thought about making my own parallel to yours if it meant more variety in lines for ops with multiple :torgue:s, although I probably won't anymore since that would mean three packs.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Dante80 posted:

I'm rather fond of the class. Hellweave+bladestorm makes burrowed crysalids melt, untouchable has saved my rear end a lot of times and some squad peppering beforehand can make a reaper run destroy everything in sight on pod heavy engagements. Also, placing a bladestorm ranger on the reinforcement flare is hilarious...if you haven't done that already.

Really, the only problem with the class is that conceal and run and gun are on the same rank.

ps: yes, I have tweaked sword accuracy to 100%. Its fair imo.

Regarding the serum, I have only used it once (the first time I took it, didn't understand that you do lose it afterwards). It's not worth the slot imo.

They just don't do the damage with swords, and the fact you can miss and reaper degrades the damage even more just makes it worse. Yeah I could weaken a pod so a ranger could kill it with with Reaper (maybe and if it doesn't work the ranger is hosed) but I could also just kill those enemies with another class with less risk and at a range.

many johnnys
May 17, 2015

RBA Starblade posted:

It's so weird for me hearing people call blademasters and not phantoms useless.

Phantoms are amazing.

You already know how they can scout ahead without activating enemies, even with the rest of your squad uncloaked. But even once the battle starts,
- the enemies won't consider the position of your cloaked units when they take cover (since they're invisible)
- their sight-range against them is still reduced, allowing you to take super-easy close-range shotgun flanks.

If you have a laser sight, you jave 70%+ crit chance, and if you happened to roll Talon Rounds it's pretty much guaranteed. The assault-specific GTS upgrade makes it even more absurd granting +3 damage (and apparently only works for guns, not swords), and rapid-fire makes it just stupid.

I still run a blademaster because chryssalids scare me. But I got two phantoms for a reason.

edit: also run&gun for when you need to double-move before blasting them in the rear end

many johnnys fucked around with this message at 22:28 on Feb 29, 2016

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

Superior aim PCS makes swords 100%. My blademaster saved my rear end several times when she was the only squad member still with actions, and untouchable meant that she could tank it if the last enemy had more hit points than the last reaper strike could deal.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

many johnnys posted:

Phantoms are amazing. You already know how they can scout ahead without activating enemies, even with the rest of your squad uncloaked. But even once the battle starts, the enemies won't consider the position of your cloaked units when they take cover (since they're invisible) and their sight-range against them is still reduced, allowing you to take super-easy close-range shotgun flanks. If you have a laser sight, you're rolling 70%+ crit chance, and if you happened to roll Talon Rounds it's pretty much guaranteed. The assault-specific GTS upgrade makes it even more absurd granting +3 damage (and apparently only works for guns, not swords), and rapid-fire makes it just stupid.

I still run a blademaster because chryssalids scare me.

I gave my blademaster +4 mobility and she was always flanking no matter what. The scouting has never mattered to me because of scanning protocol and battle scanners along with moving as a blob. Run and gun and rapid fire are as good as ever, but after you get the bonus of the surviving enemy probably trying to run and triggering bladestorm or if you place it right, most enemies. A campaign and a half in and I've never had a situation where a concealed soldier would have been of value to me with the sole exception of the mission where a mec shot some missiles at and annihilated most of my cover. I gave Kelly a war suit and a shredstorm cannon and she was unstoppable.

A campaign and a half in and I still haven't seen a goddamn aim pcs either. :argh:

I almost never use wraith suits too. One for the sniper, but I usually want the extra item slot. Even my gunslinger just gets warden armor, so she can have rounds and a scanner or a mimic beacon or whatever.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Had a retaliation mission on my Legendary run turn out Flawless with 10/13 civies saved. I seem to have found a bug where the AI would shut off on the aliens. I got a berzerker enraged, he punched and knocked out an advent stun lancer, leaving him at 1/8hp and unconscious. For the rest of the mission, the aliens did nothing other than stand there and die as I shot them, the unconscious soldier making "I see them!" type barks, but no other actions from the AI.

Dee Ehm
Apr 10, 2014

RBA Starblade posted:

It's so weird for me hearing people call blademasters and not phantoms useless.

Multiple Phantoms on the same mission is pretty pointless, but having the ability to still have some concealment on retaliation / escort missions and such is a huge benefit, as well as the ability to set up ambushes and squadsight snipes across the mission.

Just Offscreen
Jun 29, 2006

We must hope that our current selves will one day step aside to make room for better versions of us.
Anyone have any fun with Sectoids zombifying "killed" mimic grenades?

a cow
May 6, 2007


friendship is magic
in a pony paradise
don't you judge me

ptroll posted:

Been doing a Commander Ironman run. Just did the Forge mission last night, and look what greeted me on landing:



No joke, before my soldiers even appeared on the map, the first thing I see is this motherfucker barreling towards the drop zone. Squad gets concealed and immediately revealed.
Luckily it wasn't too much trouble to deal with, but man, sick LZ, Firebrand.

Seeing this made me realise I haven't thanked the goon with the numerical health mod. Apart from an actual shield icon for shields it's perfect. Thank you!

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
A sectoid re-animated a dead Avatar in my final mission.

It's like...drat dude that's hosed up. The elders can't be happy with that.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Dee Ehm posted:

Multiple Phantoms on the same mission is pretty pointless, but having the ability to still have some concealment on retaliation / escort missions and such is a huge benefit, as well as the ability to set up ambushes and squadsight snipes across the mission.

I feel like part of why I feel phantoms aren't useful is due to how few shots my sniper landed in squadsight overwatch in my last campaign.

quote:

It's like...drat dude that's hosed up. The elders can't be happy with that.

Now it's Ayylmao's chance to rule!

Dante80
Mar 23, 2015

DatonKallandor posted:

They just don't do the damage with swords, and the fact you can miss and reaper degrades the damage even more just makes it worse. Yeah I could weaken a pod so a ranger could kill it with with Reaper (maybe and if it doesn't work the ranger is hosed) but I could also just kill those enemies with another class with less risk and at a range.

As any other class, I think that the blademaster is..er..situational. If I think about it for a second though, I almost always see myself finishing a mission with him killing the last enemy. Also, I see myself always using reaper to finish an ambush. The grenadier throws a mine, the sharpshooter snipes the highest health (or threat) enemy, and the blademaster kills everything. This gives me 3 more people with full actions for the turn.

I do value concelmeant though. I tend to run with 2 rangers when I can afford it, one as a blademaster and another as a phantom scout. I really like having at least one soldier specced full for one thing (I can't take blast padding though for the life of me, I don't see the point against suppression).

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Yeah, blast padding is almost useful when combined with a war suit for 3 armor, but not quite.

many johnnys
May 17, 2015

RBA Starblade posted:

I gave my blademaster +4 mobility and she was always flanking no matter what. The scouting has never mattered to me because of scanning protocol and battle scanners along with moving as a blob. Run and gun and rapid fire are as good as ever, but after you get the bonus of the surviving enemy probably trying to run and triggering bladestorm or if you place it right, most enemies. A campaign and a half in and I've never had a situation where a concealed soldier would have been of value to me with the sole exception of the mission where a mec shot some missiles at and annihilated most of my cover. I gave Kelly a war suit and a shredstorm cannon and she was unstoppable.

I had a big post about how the worst shotgun is as good as the best sword, but I'm thinking about it all wrong. Blademasters use both, so they're good too.

I just find Phantom better for scouting early in the map. If I can finish the pod without popping stealth, I'll do it and keep the scout up front. If needed, I can use the stealth to sucker-punch someone. AFTERWARDS, comes the battle scanners and scanning protocol.

It's really handy to have a free constant scout for the first portion of the map. :) The intel lets me play very aggressive, and I've been getting consistent Flawless or 1-wound missions as a result (often with "Most under fire: --"). The only time I see swords coming into use at all is during terror missions, where you've got nasties who want to run up (although the thought of enemy backup dropping onto a blademaster is very funny).

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

many johnnys posted:

The only time I see swords coming into use at all is during terror missions, where you've got nasties who want to run up (although the thought of enemy backup dropping onto a blademaster is very funny).

I never thought to try that and now I feel dumb. Toss a mimic beacon next to a blademaster (make sure nobody has explosives though) for some comedy too.

Dante80
Mar 23, 2015

RBA Starblade posted:

I never thought to try that and now I feel dumb. Toss a mimic beacon next to a blademaster (make sure nobody has explosives though) for some comedy too.

Put the blademaster on the flare. When the reinforcements come down, he is almost guaranteed to slash at least one of the enemies as they run for cover (I got all three once), and then shoot another one if he is on overwatch. If you have used him on your turn to kill someone, he is invincible too against any of the dropped pod enemies firing.

Also, if you pepper a viper beforehand (they tend to get grazing shots), throw a blademaster close. It will try to pull with its tongue, and if successful your ranger will slice him before it constricts him.

Dante80 fucked around with this message at 23:05 on Feb 29, 2016

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Trip report: I tried an unorthodox build order and it totally worked out for me.

My first project was a Workshop at the top center. I staffed it as soon as it was done, effectively turning my 1 early engineer into 2, and was able to quickly excavate the rooms on either side of it. Once that was done I was able to split excavation+building, then building+building. Hopefully by that time you're able to get a second engineer, and if not you can take your original out of the workshop and move him manually to something else. It worked out better than I hoped and left my with an early surplus of supplies.

Second building was resistance comms just because I'd gotten really lucky with missions and was expanding fast and wanted to maximize my monthly income. After that at #3 was my mandatory power relay, then GTS, ACW, and finally Proving Grounds.

Again, I was fortunate to not need the GTS Squad Size increase right away, so I could put that off until around my second month. Building the power relay ASAP is important because I usually end up with enough resources to build another facility, and I'm just waiting on power to come up. Truth is I put the comms up so early because in my first campaign I was choked for Supplies for ages, I had built the resistance comms so late in the game that I was stuck with just 3 contacts for a long time and my income was terrible, so I'm trying to avoid that bottleneck this time around. But it's easy to do a different order, of course.

My point is that building a workshop first is totally feasible and got me a quick start on facilities and supplies. If you can hold off to make the GTS/ACW your second facility instead of first you'll benefit from increased speed and extra supplies from cleared wreckage. And hey, as long as you put a relay and comms adjacent to the workshop, you'll always have a place to staff your gremlins, even fully upgraded, since those can take 2 slots each.

MorsAnima
Nov 29, 2010
I just feel completely shit on. These changes won't make a cat in hell's difference.

Vib Rib posted:

Trip report: I tried an unorthodox build order and it totally worked out for me.

My first project was a Workshop at the top center. I staffed it as soon as it was done, effectively turning my 1 early engineer into 2, and was able to quickly excavate the rooms on either side of it. Once that was done I was able to split excavation+building, then building+building. Hopefully by that time you're able to get a second engineer, and if not you can take your original out of the workshop and move him manually to something else. It worked out better than I hoped and left my with an early surplus of supplies.

Second building was resistance comms just because I'd gotten really lucky with missions and was expanding fast and wanted to maximize my monthly income. After that at #3 was my mandatory power relay, then GTS, ACW, and finally Proving Grounds.

Again, I was fortunate to not need the GTS Squad Size increase right away, so I could put that off until around my second month. Building the power relay ASAP is important because I usually end up with enough resources to build another facility, and I'm just waiting on power to come up. Truth is I put the comms up so early because in my first campaign I was choked for Supplies for ages, I had built the resistance comms so late in the game that I was stuck with just 3 contacts for a long time and my income was terrible, so I'm trying to avoid that bottleneck this time around. But it's easy to do a different order, of course.

My point is that building a workshop first is totally feasible and got me a quick start on facilities and supplies. If you can hold off to make the GTS/ACW your second facility instead of first you'll benefit from increased speed and extra supplies from cleared wreckage. And hey, as long as you put a relay and comms adjacent to the workshop, you'll always have a place to staff your gremlins, even fully upgraded, since those can take 2 slots each.

This wasn't on legend right? That'd slow you down far too much far too early, even if the resulting bump in speed was worth it two months later.

Porpoise With A Purpose
Feb 28, 2006

I'm really disappointed that the not created equal mod and the hidden potential mod don't play nice together, All of my starting rookies had their stats go down when they leveled up to squaddies.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

MorsAnima posted:

This wasn't on legend right? That'd slow you down far too much far too early, even if the resulting bump in speed was worth it two months later.
No, absolutely not on Legend. I was going to say on Legend you could build the workshop second, after the GTS, but that would mean ACW fourth after the power relay and I hope you like wound timers.

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

many johnnys posted:

I just find Phantom better for scouting early in the map. If I can finish the pod without popping stealth, I'll do it and keep the scout up front. If needed, I can use the stealth to sucker-punch someone. AFTERWARDS, comes the battle scanners and scanning protocol.

Yeah, I ran 2 rangers, 1 of each other class (gunslinger sharpshooter if I needed to keep them with the squad, sniper if I could leave them away from the squad). I just found the blademaster too useful for clearing groups after face down / kill zone / prox mines, etc.

The fact that I got a soldier randomly named Jessica Jones who rolled into Ranger may have played a part in that decision, though.

Away all Goats
Jul 5, 2005

Goose's rebellion

I really miss SCOPES and light plasma rifles from the first game.

They both gave a bonus of +10 aim which meant your rookies could actually hit some of the late game enemies while also still being able to carry a plasma grenade wearing the heaviest armor. There doesn't feel like there is any similar way to help Rookies in this game short of PSI troopers babysitting them.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
The game does have scopes though, kit out a really good weapon and hand it to a rookie and it'll be a lot easier for them to play catchup. Stocks help too.

Away all Goats
Jul 5, 2005

Goose's rebellion

Vib Rib posted:

The game does have scopes though, kit out a really good weapon and hand it to a rookie and it'll be a lot easier for them to play catchup. Stocks help too.

I guess that's true, I just generally equip my specialist rifles with repeaters and expanded mags. Maybe I'll mod a rifle specifically for helping the rookies.

InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.
Mmm. Finally finished XCOM 2. Aside from that trouble earlier it was satisfying to see my sniper faceoff multiple enemies before the last avatar died.

Time to take break, though for next time, Ironman runs.

Melanion
Jun 7, 2011

heard the walls are paper thin from where you are to where I am
So I'm on a mission to retrieve a macguffin from a truck. On a lark I decided to stealth as far as I could toward the objective. This is the result:

Despite never making a blue move and never engaging enemies, I'm still down to three turns. We've got a mech+stun lancer and a sectoid+stun lancer+stun lancer. So to make this mission a success I was expected to deal with nearly 50 effective health (43 actual but the mech has 2 armour) with five soldiers holding frag grenades and ballistic weapons while making it to an objective that is minimum half my turns' worth of dashing away from the drop point. Holy poo poo, Legendary is not messing around.

e: There is a sectoid and another stun lancer behind the van's rear doors, I was able to see them while moving up.

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winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

If you grab that container, you have all the time in the world for map clean up. Its only the 12 round missions that are get out or fail. 8 round missions are get to the doohicky, click the glowy, then kill all or extract at your discretion.

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