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Speaking of XP, I find it's always grenadiers that level up the slowest for me, because they get so few kills. I use them to open up cover, shred and weaken pods for others to finish off, rip up armor with their cannons, and debuff with special grenades. Between their low accuracy and reliance on grenades I don't really finish off a lot of enemies with them, so they always get left behind. I feel like they, even more than specialists, are the ones that need kill assist XP.
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# ? Mar 6, 2016 02:06 |
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# ? Jun 9, 2024 16:18 |
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Ooh if there is or can be a mod to split XP between all soldiers that damaged the killed unit that turn, I'd get that. Also I just found out that being marked and the codex bubble are both countered by untouchable. The former has no text or indicator, the latter shows "weapon in affected."
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# ? Mar 6, 2016 02:13 |
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My first Commander/Ironman game is over . Game froze during a retaliation mission during the alien activity phase. Too many zombies and a kill zone and a newly revealed faceless was too much for the poor engine. I was pretty much steamrolling so I might start again on legendary.
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# ? Mar 6, 2016 02:35 |
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So I was previously using an All Armor Options mod due to not liking how T3 armor looked. Of course this meant my engineers looked hilarious because of it. So I got rid of it thanks to advent armor et all, but now I'm seeing rookies on the Avenger only walking around with power armor legs as the non combat uniform. They shouldn't do that. Only thing I can think of is its rookies generated via a default outfit mod, as my normal named list troops seem fine. Would anyone know the mod or I suppose line of code that would cause the non combat rookies to get WAR suit arms/legs? an example of what I mean. I know this is an incredibly spergy minor thing but
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# ? Mar 6, 2016 02:48 |
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Vib Rib posted:Speaking of XP, I find it's always grenadiers that level up the slowest for me, because they get so few kills. I use them to open up cover, shred and weaken pods for others to finish off, rip up armor with their cannons, and debuff with special grenades. Between their low accuracy and reliance on grenades I don't really finish off a lot of enemies with them, so they always get left behind. I feel like they, even more than specialists, are the ones that need kill assist XP. That's why I like giving them stocks. Very often I just need 1-2 hp of damage to finish an enemy off and Grenadiers miss so often anyway.
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# ? Mar 6, 2016 02:56 |
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Having a blast since I got the game yesterday. It's just loving good and a more than worthy successor to the previous game. I waited a while to get it because I wanted Firaxis to iron out bugs, but I'm still seeing lots of jank and glitches. Lines of sight seem to be especially hosed up at certain spots There is a freshly activated Sectoid behind the car ahead of me, and my trooper spotted him through the closed door/walls while moving inside. The pod came over from the right so he couldn't have seen it any other way This was the worst poo poo and my first savescum fest. The aliens could see and shoot through a spot in the wall of the truck, so the VIP was just dead when I got close enough to spot him. There was exactly that one place where he wasn't flanked. But hey guess what the aliens could also see and shoot through the door of the van that the NPC can't open by himself. It took me a ton of reloads to creep close enough and dispatch the pods without triggering the VIP. Fix your game, jake Other than that though I'm having a sweet time and I just got downed by an ufo so it's time for an epic defense or something like that I expect. Also boo at whoever had the idea that poison should spread by being close to poisond soldiers
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# ? Mar 6, 2016 03:06 |
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Tin Tim posted:Having a blast since I got the game yesterday. It's just loving good and a more than worthy successor to the previous game. I waited a while to get it because I wanted Firaxis to iron out bugs, but I'm still seeing lots of jank and glitches. Lines of sight seem to be especially hosed up at certain spots Yeah line of sight/flanking is a bit buggy in spots - for the former at least, they've added a nice indicator (a little crosshair next to the enemy health bar) to indicate if your soldier will have line of sight on that enemy from the position where you've currently got your mouse cursor. Doors I think have problems because sometimes they will be considered to be open (and thus allow line of sight/shooting) while the graphic still makes them look closed - I think it might happen if the enemies move though a door while that door is still under the fog of war.
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# ? Mar 6, 2016 03:25 |
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Away all Goats posted:That's why I like giving them stocks. Very often I just need 1-2 hp of damage to finish an enemy off and Grenadiers miss so often anyway. Though honestly, that combination goes on pretty much everyone if I can, except shotguns get laser sights and autoloaders instead. Hair triggers just aren't as useful as repeaters.
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# ? Mar 6, 2016 04:29 |
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Gatekeeper psybombs are no joke
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# ? Mar 6, 2016 04:45 |
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The objective just blew up for literally no reason at all while I was killing the last enemy on the map. It was at full life, and there wasn't any fire or anything anywhere near in it. There's a hole in the roof of the building directly over it, so I have to assume the aliens shot it from a satellite. Seems unfair. Yeah, there were some tactical events that lead to two sides of the building getting blown up but there was nothing even close to the objective. NmareBfly fucked around with this message at 04:54 on Mar 6, 2016 |
# ? Mar 6, 2016 04:50 |
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Jetamo posted:Honestly, the worst thing about XCOM 2 is that there is no equivalent Gollop Chamber in this one. What do you think the shadow chamber is?
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# ? Mar 6, 2016 05:40 |
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EvilSlug posted:He loves em' because they *get* what he understands as the reason his first one was so fun. Check this Solomon/Gollop interview out. Some neat stuff about his process in creating the original game in here. This is awesome, thanks for sharing. quote:Yeah line of sight/flanking is a bit buggy in spots - for the former at least, they've added a nice indicator (a little crosshair next to the enemy health bar) to indicate if your soldier will have line of sight on that enemy from the position where you've currently got your mouse cursor. You need to pay attention to what it's saying though; it doesn't work quite right and won't tell you when you have LOS in certain instances. quote:Yeah, there were some tactical events that lead to two sides of the building getting blown up but there was nothing even close to the objective. Explosions are bugged and will lead to random parts of the map exploding. Or sometimes all of it. You know, whichever.
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# ? Mar 6, 2016 05:47 |
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SynthOrange posted:What do you think the shadow chamber is? The hyperwave relay?
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# ? Mar 6, 2016 05:55 |
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Vib Rib posted:Speaking of XP, I find it's always grenadiers that level up the slowest for me, because they get so few kills. I use them to open up cover, shred and weaken pods for others to finish off, rip up armor with their cannons, and debuff with special grenades. Between their low accuracy and reliance on grenades I don't really finish off a lot of enemies with them, so they always get left behind. I feel like they, even more than specialists, are the ones that need kill assist XP. Experimental grenades help a decent bit with that, since DoT kills count as whole kills. You don't have to worry about losing loot, and anything that survives the blast with 1HP can be written off.
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# ? Mar 6, 2016 06:00 |
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What the Shadow Chamber does is a bit vague. It decrypts alien transmissions giving you tactical information, but it is implied the ships computer does the heavy lifting. The chamber itself seems more a containment vessel than anything else like a scanner or the element that decrypts anything. The room has a plug in base, so it's more of an Alien USB room. I think of it as the Plot Room.toasterwarrior posted:Experimental grenades help a decent bit with that, since DoT kills count as whole kills. You don't have to worry about losing loot, and anything that survives the blast with 1HP can be written off.
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# ? Mar 6, 2016 06:10 |
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On my first play through, I think each experimental grenade, ammo, armor, or heavy weapon I developed at the proving grounds got me a new thing. On my second, I seemed to get repeats a lot. It would be cool if, after developing a specific item, you could then choose to build it while the experimental gear projects gave you random new ones.
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# ? Mar 6, 2016 06:12 |
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Dr Christmas posted:On my first play through, I think each experimental grenade, ammo, armor, or heavy weapon I developed at the proving grounds got me a new thing. On my second, I seemed to get repeats a lot. There is a mod for that. http://steamcommunity.com/sharedfiles/filedetails/?id=622282000&searchtext=experimental
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# ? Mar 6, 2016 06:15 |
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Vib Rib posted:Speaking of XP, I find it's always grenadiers that level up the slowest for me, because they get so few kills. I use them to open up cover, shred and weaken pods for others to finish off, rip up armor with their cannons, and debuff with special grenades. Between their low accuracy and reliance on grenades I don't really finish off a lot of enemies with them, so they always get left behind. I feel like they, even more than specialists, are the ones that need kill assist XP. Grenadiers have 5 less base aim than a Specialist at max level. Between a Superior Scope and an aim PCS you can get +40 aim without even considering any situational bonuses. I've always found Grenadiers more useful in a gunner role than pure grenade tbh. It scales better into longer missions and Chain Shot trivializes Sectopods/Andromedons/Gatekeepers/MECs by itself.
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# ? Mar 6, 2016 06:15 |
Are there any particularly good custom class mods that I should get? Got one called Trooper which was pretty good, a more general 'shoot the mans with the rifle' class compared to the base classes which all use their special weapons.
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# ? Mar 6, 2016 06:33 |
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Get Lucubrations Infantry Class. It's vanilla balanced, at least thus far, and is like the LW infantry, one tree is flanky close range stuff, the other is basically LW infantry. Granted that's entirely because Light Em Up is great, and the rest of the perks are mediocre to make up for it but. Eimi fucked around with this message at 06:53 on Mar 6, 2016 |
# ? Mar 6, 2016 06:51 |
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Zore posted:Grenadiers have 5 less base aim than a Specialist at max level. Between a Superior Scope and an aim PCS you can get +40 aim without even considering any situational bonuses. If you go full on grenades spec and have two of them it works pretty well for basically any regular mission, especially once you have the shadow chamber and can set your loadout appropriately. You basically tear up everything with shredding and DoT and cover removal. That said, for the last mission it really makes sense to have gunner spec grenadiers, and I agree with the above comments about scope and perception PCS. Chain shot tears poo poo up, especially with special ammo, and also if you're concentrating on a big target gunner number one sets up gunner #2 for a chain shot or rupture with holo targeting.
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# ? Mar 6, 2016 06:59 |
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Captainicus posted:Are there any particularly good custom class mods that I should get? Got one called Trooper which was pretty good, a more general 'shoot the mans with the rifle' class compared to the base classes which all use their special weapons. I recommend this: http://steamcommunity.com/sharedfiles/filedetails/?id=632648555 Has the key ingredients of Light 'em Up, the definitive skill of Long War Infantry (I don't know why I kept saying Bullet Swarm before), and every other skill is unique. Also comes with a GTS perk, and as a neat bonus, other classes can get Infantry perks though the AWC bonus perk roll.
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# ? Mar 6, 2016 07:15 |
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toasterwarrior posted:I recommend this: http://steamcommunity.com/sharedfiles/filedetails/?id=632648555 Bullet Swarm was the name of the ability in Vanilla when Heavies got it. Still actually kinda annoyed they changed that perk's name when they didn't even change anything else about it. Bullet Swarm is a way better name than Light 'em Up. Especially when MECs also got a variant of the perk called Overdrive and they didn't name it that either.
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# ? Mar 6, 2016 07:26 |
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Thanks to the Goonpool, basically every soldier I have is a goon or goon-made creation. Zore, you're my best ranger. I made some dudes of my own, how can I add them to the OP goonpool?
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# ? Mar 6, 2016 07:38 |
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# ? Mar 6, 2016 09:05 |
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Eimi posted:Get Lucubrations Infantry Class. It's vanilla balanced, at least thus far, and is like the LW infantry, one tree is flanky close range stuff, the other is basically LW infantry.
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# ? Mar 6, 2016 10:27 |
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Wow, uh, psychic troops are... very powerful...
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# ? Mar 6, 2016 11:10 |
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Captainicus posted:Are there any particularly good custom class mods that I should get? Got one called Trooper which was pretty good, a more general 'shoot the mans with the rifle' class compared to the base classes which all use their special weapons. http://steamcommunity.com/sharedfiles/filedetails/?id=633442444&searchtext=unconventional The Insurgent (shotgun/grenade launcher) and Saboteur (shotgun/hacking gremlin) are my favourites.
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# ? Mar 6, 2016 11:28 |
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jfood posted:http://steamcommunity.com/sharedfiles/filedetails/?id=633442444&searchtext=unconventional Adding, Im curious to see how the variant classes work Now, Im hitting an odd little bug. Im at the max doom counter, and I want to hit a local alien base. However, the game always crashes when it attempts to load the map, and then gives me an error 41 popup message. Any ideas?
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# ? Mar 6, 2016 12:10 |
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Am I missing something obvious or is there no way of checking who has what in their loadout once I go on a mission? I keep forgetting who I gave the bluescreen rounds to
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# ? Mar 6, 2016 12:43 |
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I ran into a couple of weird things while doing the final mission. I had a mind controlled gatekeeper as I was facing an Avatar and its pod. I'd open by nuking it with the Gatekeeper AoE and then it would teleport to a place where ranger could double tap it. When I tried, the gatekeeper was the initial choice. When I switch targets to the Avatar and confirmed my choice, she would just go back to the gatekeeper and rapid fire in it. I was doing "Who Needs Tygan?" and was save scumming the hell out of the mission, and I tried it several times, very deliberately confirming that I wasn't accidentally hitting the wrong target, to no avail, and eventually I found a way that would get the Avatar to teleport to a farther corner where the gatekeeper wasn't in view. The other weird thing was that my grenadier had trouble shooting grenades over the half cover in the final room he himself was using. I remember it happening on my first run too.
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# ? Mar 6, 2016 12:48 |
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My PIN is 4826 posted:Am I missing something obvious or is there no way of checking who has what in their loadout once I go on a mission? I keep forgetting who I gave the bluescreen rounds to Mouse over the gun image on the right,
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# ? Mar 6, 2016 12:50 |
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jfood posted:http://steamcommunity.com/sharedfiles/filedetails/?id=633442444&searchtext=unconventional Can this be installed and the original 4 classes be de-activated somehow? Would be a pretty new experience with totally new classes.
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# ? Mar 6, 2016 12:50 |
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FrantzX posted:Mouse over the gun image on the right, and is there a way to see who I gave the hazmat vest to? Other than wading into acid, obviously
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# ? Mar 6, 2016 12:51 |
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LowellDND posted:Adding, Im curious to see how the variant classes work I dunno about vanilla balance, but on legendary with increased spawns, advent snipers, psychics and the captain skill that calls down reinforcements I think they fit pretty well. MorsAnima posted:Can this be installed and the original 4 classes be de-activated somehow? Would be a pretty new experience with totally new classes. http://steamcommunity.com/sharedfiles/filedetails/?id=633381045&searchtext=disable There's an issue you have to resolve though, the mod will keep your troops from being able to equip pcs. Run Gatecrasher, or the quickstart mod, save your game then disable to the mod itself and run 'Ignore Missing Content'. The original classes still show up as mission rewards, from the black market or resistance hq, but you can just ignore them at that point.
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# ? Mar 6, 2016 12:55 |
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So if I throw someone into respec, do they lose the bonus skills gained from the AWC? One of my Grenadiers is super cool with Implacable, but I regret giving them Blast Padding instead of shred
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# ? Mar 6, 2016 13:20 |
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Is there any way to get a soldier in sick bay to give up their fully customized weapon? There are make armor available and make items available buttons but no make weapons available button, which seems like an odd oversight.
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# ? Mar 6, 2016 14:02 |
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You can go to the injured soldier's loadout and click the X button on their upgraded weapon in order to wrest it from their charred, plastered fingers.
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# ? Mar 6, 2016 14:11 |
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Tin Tim posted:So if I throw someone into respec, do they lose the bonus skills gained from the AWC? One of my Grenadiers is super cool with Implacable, but I regret giving them Blast Padding instead of shred
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# ? Mar 6, 2016 14:13 |
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# ? Jun 9, 2024 16:18 |
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AWC is great, my sniper has deep cover and hunker down: aim. Do psi ops benefit from AWC as well? Also, can certain enemy attacks scar a soldier? One of my guys from the pool had no scars or burns, but recently I noticed his face has a giant burn mark on one side.
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# ? Mar 6, 2016 14:52 |