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Is there a general post anywhere about good ways to approach the geoscape, build and research orders, and so on?
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# ? Mar 14, 2016 06:54 |
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# ? Jun 12, 2024 23:56 |
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Axeface posted:Is there a general post anywhere about good ways to approach the geoscape, build and research orders, and so on? XCOM1 basic game? Sat spam and rush to lasers.
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# ? Mar 14, 2016 07:10 |
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Somehow one of my soldiers was captured during a VIP mission after I evacuated her before the others on a VIP rescue mission. Not sure how that happened/why that makes sense. "No, you went into the decoy Menace, that was actually a trick ship the aliens sent." The soldier I saved to the character pool from the crashy game where I couldn't select torso options is still stuck with the same outfit/inability to change torso props, but whatever, I can still equip armor on him so vov Mods: not even once. Qtotonibudinibudet fucked around with this message at 07:29 on Mar 14, 2016 |
# ? Mar 14, 2016 07:24 |
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LowellDND posted:XCOM1 basic game? Sat spam and rush to lasers. Nah, I just picked up the new one and I'm trying to get a handle on what all's different.
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# ? Mar 14, 2016 07:27 |
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Axeface posted:Nah, I just picked up the new one and I'm trying to get a handle on what all's different. The new one doesn't have as many "optimal" things to go for because continent bonuses are randomized now. Guerilla Tactics School should be one of the first buildings you get because it's got Squad Size upgrades in it and it lets you train up rookies to a class of your choosing, which is invaluable early-game. One of the best GTS upgrades to get early is Vulture, which makes enemies drop more loot. Advanced Warfare Center is also really good if you've got an engineer to staff it because that cuts healing times in half. You can generally only build two buildings early before you need more power. You could also decide to rush Resistance Communications instead of an AWC so you get more territory and more income early. It's up to you. The Blacksite story mission that unlocks early; don't put it off, the enemies just keep upgrading the longer you put it off. Your main obstacle to expansion will be Intel, and every month you get one council mission that gives you intel for a success; the only other ways to generate intel is through researching alien datapads that sometimes drop as loot, or by using an item called a Skulljack that's been upgraded to Skullmine enemies; once per mission you can then ram a spike into an Advent Trooper's brain and try to hack it for more intel, with the bonus of it instantly killing the guy guaranteed.
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# ? Mar 14, 2016 07:32 |
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poo poo got updated.
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# ? Mar 14, 2016 07:33 |
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Tengu mask? Interesting.
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# ? Mar 14, 2016 07:34 |
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Deleting my mods just so I can download that one again!
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# ? Mar 14, 2016 07:37 |
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drat that's a sick tengu mask
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# ? Mar 14, 2016 08:06 |
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Conversation on last page about grenades vs med kit is missing the fact that grenades wreck enemy cover allowing other dudes to take better shots, and it forces the enemy to move. They also AoE. So the thing about 3 grenades to kill one sectoid is the absolute worst case scenario ignoring that it wrecks any advent near by and opens them up for juicy flanks. I typically tend to agree about the med kit. But not here in 2. Early game no kit, then once you have 2 slots just toss a kit on someone to for the occasional emergency.
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# ? Mar 14, 2016 08:23 |
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Im sure most were aware of the cover destruction. The debate actually started with medical vs combat protocol, and then suddenly seemed to gravitate to if you're taking a medkit you're not taking grenadiers, or enough grenadiers. It kinda gets meaningless when it's not brought into context of the mission circumstances. You can't always take what you want, and poo poo can go wrong even when you stack the deck with grenadiers.
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# ? Mar 14, 2016 08:37 |
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Yeah, I didnt bring any medkits until I started seeing poison attacks. In other news, uninstalled all the mods, and took ~50 off the list, and reinstalled them. Still crashes. I really dont want to try loading for each mod, but...
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# ? Mar 14, 2016 08:38 |
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I've had some good luck in my last couple of campaigns rolling Specialists with strong combat skills gained via AWC (Rapid Fire, Rupture). I've found that those Specialists, if you're lucky enough to get them, end up being great Medics. Combat hackers can frequently find something else useful to do besides shooting, whereas medic skills are useless unless stuff has already gone south. If they have some useful shooting skill, they can find a role to perform during regular combat.
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# ? Mar 14, 2016 08:39 |
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LowellDND posted:Yeah, I didnt bring any medkits until I started seeing poison attacks. Uninstall all, verify files
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# ? Mar 14, 2016 08:48 |
I have not had any success modding, and I throw myself on the mercy of the thread. Has anyone happened to find where and how cover is handled? I would like to make a gun that ignores cover.y
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# ? Mar 14, 2016 09:03 |
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SynthOrange posted:Uninstall all, verify files Uninstalled another 20 or so. Ill run the verify and try again
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# ? Mar 14, 2016 09:38 |
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If that doesn't work, you should try deleting the contents (yes, all) of the files in: C:\Users\[You]\Documents\My Games\XCOM2\XComGame\Config and re-running. It'll rebuild that from scratch and any problems in there'll be sorted. This is following a verify. Salt n Reba McEntire fucked around with this message at 10:31 on Mar 14, 2016 |
# ? Mar 14, 2016 10:28 |
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How many goddamn mods do you have this game has not been out very long
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# ? Mar 14, 2016 10:54 |
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https://twitter.com/beaglerush/status/708854104466952192
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# ? Mar 14, 2016 11:38 |
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LowellDND posted:This looks neat https://steamcommunity.com/sharedfiles/filedetails/?id=645085554 Going to give this a shot. Should be pretty brutal, but I'm basically reconstructing a lovely Long War (TM) and this sounds like another good strategic element to have to consider. Going to see about Avatar Project Reworked (because that is also good) compatibility. Also has anyone found a decent class to compliment Lubrication's Infantry mod? I'm playing with default squad size 6, and I'd love to have one more class to compliment the default roster. I think the Infantry mod is great because it provides a niche that wasn't really filled well aside from maybe the gunslinger in an overwatch focused class. I tried the Rogue class but wasn't too impressed with it, and didn't like the idea of a "Rogue". Also need to find some more weapons mods like the Carbine et el.
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# ? Mar 14, 2016 12:03 |
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That looks really good - provided it's a plus modifier to base difficulty for Avatar progress, and being able to knock it back a little for a mission or two for site raids and objectives. Going to add that to the next campaign and fiddle with it. Also can't believe how many campaigns I've played now, this game is bloody crack. Send help; my clients are being billed for Ay-killing.
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# ? Mar 14, 2016 12:20 |
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YorexTheMad posted:I've had some good luck in my last couple of campaigns rolling Specialists with strong combat skills gained via AWC (Rapid Fire, Rupture). I've found that those Specialists, if you're lucky enough to get them, end up being great Medics. Combat hackers can frequently find something else useful to do besides shooting, whereas medic skills are useless unless stuff has already gone south. If they have some useful shooting skill, they can find a role to perform during regular combat. I've never found my combat hackers to have something other than shooting all the time - you can only hack one security post per mission and you only get two combat protocols to use, and aid protocol doesn't burn their turn up. My current combat spec guy shoots most of the time. Actually irritated that he rolled up phantom in the AWC instead of something more useful. The flip side of that is my ranger rolled up the guaranteed hit grenadier ability and can now sniper-shotgun guys in full cover at the edge of his view I used to always bring a medic but i stopped doing that after i started playing a bit better, and a medic that doesn't use anything but aid protocol felt like a waste. I did give my combat specialist restoration protocol though, and that feels like enough healing for me even if it is once per mission.
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# ? Mar 14, 2016 13:32 |
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Digirat posted:How many goddamn mods do you have this game has not been out very long have you even seen the workshop?
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# ? Mar 14, 2016 13:37 |
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Sloober posted:I've never found my combat hackers to have something other than shooting all the time - you can only hack one security post per mission and you only get two combat protocols to use, and aid protocol doesn't burn their turn up. My current combat spec guy shoots most of the time. Actually irritated that he rolled up phantom in the AWC instead of something more useful. The flip side of that is my ranger rolled up the guaranteed hit grenadier ability and can now sniper-shotgun guys in full cover at the edge of his view My combat specialist rolled Serial and it was exactly as good as you are imagining it.
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# ? Mar 14, 2016 13:47 |
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Mine's usually pretty busy, depending on the map. Aid + Hack or Haywire does a turn. Moving then hacking (or at least looking at) a security post hack. Combat a turn or so in to finish off a wounded mob, or a quick scanning protocol to see what the crack is. Generally if I have a spare half turn left the guy's on overwatch - where guardian and covering fire and the dedicated guerilla tactic come into play. What I WOULD like to bloody see is wounding mind controlled units not preventing a flawless rating on missions. The latter half of my missions all get their rating dunked because of this. It's a minor niggle, but it would be nice to have it sorted. As an aside, looks like they fixed the interaction of Serial, Implacable and Hair Trigger on Rangers finally (bless you AWC) - that was all kinds of screwed up. Now you get the extra move on the first kill as anticipated, and the Serial refunds the shot properly when or after Hair Trigger goes off. It still doesn't let you double up, but that would be pretty daft. Better than losing a move because you're just too drat overqualified.
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# ? Mar 14, 2016 14:22 |
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Vib Rib posted:This is why I never put a repeater on a weapon that doesn't have a stock. Going from 5-15% of your hits killing to 5-15% of your shots killing, hit or miss, is an incredible change. Pretty sure that's the case whether you have a stock or not. Every time an execution happens I can see the weapon physically missing even when they had no stocks.
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# ? Mar 14, 2016 14:41 |
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Will sacrifice a Viper, a whole pile of them infact, for a "Enable All Mods" button on the launcher.
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# ? Mar 14, 2016 14:42 |
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Bholder posted:Pretty sure that's the case whether you have a stock or not. Every time an execution happens I can see the weapon physically missing even when they had no stocks. No, stocks do combo with repeaters and that's intended behaviour. The devs even mentioned it in the beaglerush firaxis stream. I'm not actually sure if it's that powerful. Assuming you do 80% shots on average, this only boosts your proc rate by 3% with the superior repeater. Also normally with stocked firearms I use them at low % shots to finish off wounded enemies, so the combo isn't that helpful.... Fangz fucked around with this message at 14:51 on Mar 14, 2016 |
# ? Mar 14, 2016 14:44 |
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Almost there, but too late tonight to iron out a few things that still need to be done.
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# ? Mar 14, 2016 14:54 |
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I'LL FUKKIN KNIFE YA, YA oval office! e: vvvv Thyrork fucked around with this message at 15:01 on Mar 14, 2016 |
# ? Mar 14, 2016 14:57 |
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And this is what I think of public nudity!
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# ? Mar 14, 2016 14:58 |
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Thyrork posted:I'LL FUKKIN KNIFE YA, YA oval office!
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# ? Mar 14, 2016 15:00 |
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Moogle posted:As an aside, looks like they fixed the interaction of Serial, Implacable and Hair Trigger on Rangers finally (bless you AWC) - that was all kinds of screwed up. Now you get the extra move on the first kill as anticipated, and the Serial refunds the shot properly when or after Hair Trigger goes off. It still doesn't let you double up, but that would be pretty daft. Better than losing a move because you're just too drat overqualified. Does anyone else have the occasional problem with Implacable? Sometimes the game just hangs on the extra move, without actually letting me move and without letting me switch to another unit.
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# ? Mar 14, 2016 15:07 |
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Am I seeing this right that if you buy a high level soldier from the HQ that he probably will never have an AWC ability?
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# ? Mar 14, 2016 15:08 |
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botany posted:Does anyone else have the occasional problem with Implacable? Sometimes the game just hangs on the extra move, without actually letting me move and without letting me switch to another unit. If this happens, press 1 then escape. This seems to happen if you hit overwatch without a shootable move. peak debt posted:Am I seeing this right that if you buy a high level soldier from the HQ that he probably will never have an AWC ability? Higher chance of it, anyway. Retroactive AWC mod cures this, at the expense of apparently giving everyone a shot at a free perk (where I guess the intended behaviour was not everybody? Not sure though)
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# ? Mar 14, 2016 15:26 |
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Do people not realize there are LOS indicators that some still complain about LOS issues?
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# ? Mar 14, 2016 15:26 |
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Orgophlax posted:Do people not realize there are LOS indicators that some still complain about LOS issues? It doesn't always work right, to be fair.
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# ? Mar 14, 2016 15:29 |
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Orgophlax posted:Do people not realize there are LOS indicators that some still complain about LOS issues? The indicator shows an array of positions where the LOS becomes bugged or odd (i.e. weird step-outs or lack thereof) before you even move there. Thus, even more complaining than before, but (maybe?) less scumming to fix it.
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# ? Mar 14, 2016 15:34 |
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I've had LOS lie to me before about what aliens could see me, and who could not, based on previewing moves with waypoint. poo poo's definitely still bugged.
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# ? Mar 14, 2016 15:35 |
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# ? Jun 12, 2024 23:56 |
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The LOS indicator is accurate if you are using it to determine if you will be able to shoot an ayy. If you're using it to figure out if you will trigger a pod or an overwatch, not so much. Maybe like 80-90% if you're careful about pathing. I haven't experienced any real bugginess with the indicator. Being seen through walls though, yeah that's happened.
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# ? Mar 14, 2016 15:47 |