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Vib Rib
Jul 23, 2007

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

🍖🍖😛🍖🍖
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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dyzzy
Dec 22, 2009

argh
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."

ProfessorBooty
Jan 25, 2004

Amulet of the Dark
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.

Eimi
Nov 23, 2013

I will never log offshut up.


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 :v:

Away all Goats
Jul 5, 2005

Goose's rebellion

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.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

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 :argh:

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

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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


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 :argh:

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

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.

Ravenfood
Nov 4, 2011

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.
Exmags, repeaters, and scopes/stocks if I've got the 3 mod continent bonus are what I use. My thinking is that I usually use grenadiers to open the shooting because they're going to strip armor, so repeaters are most useful there on the first target to fire on something. Exmags for suppression/rupture/hail of bullets/saturation fire, and scopes/stocks to make up for their aim. If I have aim PCS's and scopes to spare, they get both, otherwise they get stocks.

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.

many johnnys
May 17, 2015

Gatekeeper psybombs are no joke :stare:

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


The objective just blew up for literally no reason at all while I was killing the last enemy on the map. :mad:

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. :argh:

NmareBfly fucked around with this message at 04:54 on Mar 6, 2016

Synthbuttrange
May 6, 2007

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?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.

https://www.youtube.com/watch?v=z8zZsecTRfM


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. :v:

SpookyLizard
Feb 17, 2009

SynthOrange posted:

What do you think the shadow chamber is?

The hyperwave relay?

toasterwarrior
Nov 11, 2011

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.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
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.
Kill it with fire.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
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.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

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.

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.

There is a mod for that. http://steamcommunity.com/sharedfiles/filedetails/?id=622282000&searchtext=experimental

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

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.

Captainicus
Feb 22, 2013



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.

Eimi
Nov 23, 2013

I will never log offshut up.


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. :v:

Eimi fucked around with this message at 06:53 on Mar 6, 2016

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride

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.

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.

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.

toasterwarrior
Nov 11, 2011

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.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

toasterwarrior posted:

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.

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.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

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?

Mr. Vile
Nov 25, 2009

And, where there is treasure, there will be Air Pirates.

:toot:

Ravenfood
Nov 4, 2011

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.

Granted that's entirely because Light Em Up is great, and the rest of the perks are mediocre to make up for it but. :v:
Yeah, they're overpowered early on I think, but it's a good mod. LEM and Zone of Control are OP and need tweaks/bugfixes, but they're really fun, reliable classes without being too OP and fit in well with the vanilla classes.

Sankara
Jul 18, 2008


Wow, uh, psychic troops are... very powerful...

upgunned shitpost
Jan 21, 2015

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.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



jfood posted:

http://steamcommunity.com/sharedfiles/filedetails/?id=633442444&searchtext=unconventional

The Insurgent (shotgun/grenade launcher) and Saboteur (shotgun/hacking gremlin) are my favourites.

Adding, Im curious to see how the variant classes work :D

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?

My PIN is 4826
Aug 30, 2003

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 :negative:

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
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.

FrantzX
Jan 28, 2007

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 :negative:

Mouse over the gun image on the right,

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

jfood posted:

http://steamcommunity.com/sharedfiles/filedetails/?id=633442444&searchtext=unconventional

The Insurgent (shotgun/grenade launcher) and Saboteur (shotgun/hacking gremlin) are my favourites.

Can this be installed and the original 4 classes be de-activated somehow? Would be a pretty new experience with totally new classes.

My PIN is 4826
Aug 30, 2003

FrantzX posted:

Mouse over the gun image on the right,

:patriot:

and is there a way to see who I gave the hazmat vest to? Other than wading into acid, obviously

upgunned shitpost
Jan 21, 2015

LowellDND posted:

Adding, Im curious to see how the variant classes work :D

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.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

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

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
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.

Huszsersvn
Nov 11, 2009

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

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.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

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
They'll get to keep their skill, so go hog wild. :)

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Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
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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