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WarLocke posted:but then shotguns still look like a better choice because they can get effects from ammo, and swords can't. Right, but the idea is that you can do both in one turn now so sword doesn't need to be comparable in damage to the shotgun anymore.
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# ? Mar 19, 2016 02:18 |
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# ? Jun 7, 2024 14:06 |
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malhavok posted:Right, but the idea is that you can do both in one turn now so sword doesn't need to be comparable in damage to the shotgun anymore. I'm not sure I'm following. If swords still did less damage, then why risk swording a guy twice when you could Rapid Fire from cover?
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# ? Mar 19, 2016 02:22 |
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WarLocke posted:I need to get that DLC All Armor Options and the like will crash the game.
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# ? Mar 19, 2016 02:30 |
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WarLocke posted:Elaborate on this, please. Most of the talk about Grenadiers I see is about how all the explosion perks are the best. Well, other than Rupture. Late, but the short version is that cannon-based Grenadiers are adept at destroying single hard targets while grenade-based Grenadiers are best at blowing up multiple enemies. And in very long missions a cannon-based Grenadier might have more legs because he can always reload his gun but a grenades-based Grenadier will only ever have three explody thingies at his command.
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# ? Mar 19, 2016 02:38 |
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In short, just roll shredder on a ranger or two and forget about grenadiers.
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# ? Mar 19, 2016 02:43 |
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WarLocke posted:I'm not sure I'm following. If swords still did less damage, then why risk swording a guy twice when you could Rapid Fire from cover? Well, because you could sword then rapid fire. Being able to blue move attack makes it so it is no longer a choice between sword and shotgun, but extra damage with some risk attached.
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# ? Mar 19, 2016 03:22 |
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The Exquisite Timing achievement was way less painful than I was expecting it to be. When you can school Avatars with tier 2 weapons, you know XCOM soldiers are better than aliens.
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# ? Mar 19, 2016 03:33 |
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I think my best turn on an ADVENT installation was getting stuck with two Sectoids, a Viper wrapped around one of my troops, a Shieldbearer with his crazy buff on everyone a Turret on the roof, two rangers, one without Run and Gun and one with only 1 HP, and my sniper being utterly awful with his aim and having sub 40% shots on everything. I also have an Infantry since I'm splashing that mod, and I'm sure that's the only reason I survived. So I kill the Viper, have the freed Grenadier blow up the roof and knock down the turret, one Ranger manages to stun one of the Sectoids, killing its zombie, Ranger 2 Crits the Shieldbearer taking him out in one shot, the Sniper grenades the ADVENT leaders cover, and the Infantry crits him. Turn end, one stunned Sectoid, one up. Thankfully the Sectoid still up decided that it was better to try and panic one of my dudes, rather than shoot what would likely be a lethal plasma shot. Of course, this only happened after triggering 9 aliens at once. So ya know, highs and lows. I was lucky to get out with one guy alive.
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# ? Mar 19, 2016 03:44 |
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I'll admit that, at first, the new DLC seemed a little much. Since then I've embraced my inner Toecutter, taken off everyone's shirts and put on hot pants and shoulder pads, and done hair up in ludicrous braids. Now whenever a warboy drops it's not so bad because I know that they'll always live again!
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# ? Mar 19, 2016 03:56 |
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a cow posted:In short, just roll shredder on a ranger or two and forget about grenadiers. Still missing Holo-Targeting, not to mention the fact that you can't count on rolling any specific AWC perk.
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# ? Mar 19, 2016 04:01 |
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Lprsti99 posted:I'll be nice this time, other goons don't let me down rzal posted:Here is one that could be good or bad depending on your style. Overwatch Ignores Concealment http://steamcommunity.com/sharedfiles/filedetails/?id=643456381 LowellDND posted:This looked neat. Resistance base assault https://steamcommunity.com/sharedfiles/filedetails/?id=647242867 Lprsti99 posted:If no one else suggests mods, here's a second to balance out Grimy's Loot: http://steamcommunity.com/sharedfiles/filedetails/?id=626109271
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# ? Mar 19, 2016 04:36 |
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The two action after moving isn't necessary for Blademaster anyway. Blademaster will trigger before the enemy attacks so you technically get two attacks. The problem for sword rangers is a. shotguns are almost as broken as grenadiers. The increased range and laser sights and talon rounds make shotguns loving obscene. Swords cannot compete with that kind of damage, nor should they really. b. aoe from everyone got better. Blade rangers main claim to fame is mobility and aoe with Reaper. The problem is everyone does that now. The only other big ST damage class is gunner grenadier, which leads into the third problem c. grenadiers are just too bullshit good at everything. This lets your ranger stay in phantom for 90% of the mission as you cheerfully fix all the problems with explosions. I really thing first thing that needs to be done is remove the minigun from grenadier, let them only use SMGs and add in gunner as a separate class.
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# ? Mar 19, 2016 04:39 |
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I really wish concealment on a Ranger wouldn't break if they killed the enemy. I'm often left wondering why I even bother to keep my ranger IN concealment. I'm very bad at Concealment.
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# ? Mar 19, 2016 05:26 |
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Speccing rangers into concealment doesn't seem like it'd be worth it to me, because it's a bonus you only get one time per mission (with the exception of the perk) and opportunities for it to pay off are really rare imo.
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# ? Mar 19, 2016 05:29 |
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Eimi posted:The two action after moving isn't necessary for Blademaster anyway. Blademaster will trigger before the enemy attacks so you technically get two attacks. The problem for sword rangers is a. shotguns are almost as broken as grenadiers. The increased range and laser sights and talon rounds make shotguns loving obscene. Swords cannot compete with that kind of damage, nor should they really. b. aoe from everyone got better. Blade rangers main claim to fame is mobility and aoe with Reaper. The problem is everyone does that now. The only other big ST damage class is gunner grenadier, which leads into the third problem c. grenadiers are just too bullshit good at everything. This lets your ranger stay in phantom for 90% of the mission as you cheerfully fix all the problems with explosions. I really thing first thing that needs to be done is remove the minigun from grenadier, let them only use SMGs and add in gunner as a separate class. So your solution to overpowered explosives expert is to give them more mobility? Grenadiers are proof that if Heavies could move THEN shoot rockets in XCOM:EW, they'd be the best class there too.
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# ? Mar 19, 2016 05:35 |
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Finally beat Commander and did it with no losses. Had a great start. The game didn't seem any harder than Veteran once I got mag weapons. I did almost botch the final mission though. I MCed a gatekeeper and used it to raise some psi zombies in the last hallway. I lost track of my moves and stupidly activated the avatar with the zombies after I had already moved my squad. The avatar hit everyone with a void rift so my entire squad started in a bad position down 5-7 health each. Pulled it out in the end but it was a bit closer than I would have liked. I tried some different things during this run. Gunner grenadiers can be really op in the late game. Fire a grenade with salvo, then chainshot with holo targeting. Anything that's not dead after that probably has less than 5hp and no armor. I was using an aim PCS and a superior scope so most shots were 90+%. My sharpshooter was all gunslinger and that's crazy too. Dragon rounds early neutered most Advent mooks and AP rounds later crushed the heavy stuff. One of the most underrated things in my earlier games was vulture from the GTS. I got it early and was never wanting for elerium cores midgame. I really wish ammo was tied to the guns somehow. I made all of these cools toys, like viper rounds, but couldn't bring them on later missions with WAR suits. It would be overpowered to be loaded down each mission with special ammo and grenades on each soldier but I feel like I barely got to use some things. I'd like to see ammo tied to guns and later armors with a special slot for the armor vests.
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# ? Mar 19, 2016 05:45 |
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Onmi posted:I really wish concealment on a Ranger wouldn't break if they killed the enemy. I'm often left wondering why I even bother to keep my ranger IN concealment. Its a bit tough to keep a phantom ranger concealed past the first engagement in the early game, before you get squad size 2, but its worth trying in a lot of situations. I'll sometimes burn a mimic beacon rather than expose my concealment scout. That said, Shadowstrike owns and if you know you're going to have to shoot, its good to make sure they die. CJacobs posted:Speccing rangers into concealment doesn't seem like it'd be worth it to me, because it's a bonus you only get one time per mission (with the exception of the perk) and opportunities for it to pay off are really rare imo. Twice with conceal which can be a lot on an 8 turn timer. Granted, Run n Gun is going to be more useful more often, probably, but I've made really good use out of Phantom->Shadowstrike->Concealment rangers. Especially on Retaliation/Escort/Blacksite missions, doubly so once you research proxy mines.
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# ? Mar 19, 2016 05:47 |
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If the enemy had vision cones instead of circular vision itd probably work
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# ? Mar 19, 2016 05:55 |
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FraudulentEconomics posted:So your solution to overpowered explosives expert is to give them more mobility? Grenadiers are proof that if Heavies could move THEN shoot rockets in XCOM:EW, they'd be the best class there too. It's more to restrict them to really only having those explosives to contribute to the fight. 4 booms is a lot, but I feel there is a difference between 4 booms and a chaingun and 4 booms and a peashooter. Also by splitting the classes, you'd want a gunner and gunners would only get a normal nade. I've been playing with Lubrication's Infantry and just by being a new class that is not a grenadier it made the game much harder.
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# ? Mar 19, 2016 06:48 |
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gently caress humanity, if they will show weakness through specific kavinsky audio
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# ? Mar 19, 2016 06:51 |
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DId they fix the game-killing bugs and graphical dropping yet?
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# ? Mar 19, 2016 07:20 |
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You mean chrysallids?
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# ? Mar 19, 2016 07:31 |
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Anyone else getting weird campaign numbers? I recently started a campaign and it says it's number 1043 (!!!). I've only played and started like 40-50 campaigns, what gives?
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# ? Mar 19, 2016 07:33 |
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Oh.. someone made the one action point Ranger slice already. http://steamcommunity.com/sharedfiles/filedetails/?id=645134438&searchtext= Also dynamic enemy force level depending on how well your campaign's going. http://steamcommunity.com/sharedfiles/filedetails/?id=645146227&searchtext=
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# ? Mar 19, 2016 07:38 |
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The only concealment skill I every get is Phantom. Once is enough. Phantom Rangers can get up to some hilarious sniper shenanigans where you're sniping dudes off one at a time and the aliens don't care. They will eventually come after you, but not until half their group is dead and the remainder near dead. Shadow step is too useful as it guarantees your ranger can always move. The bug relating to Saturation fire was that it set the title the Grenadier was in on fire.
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# ? Mar 19, 2016 07:41 |
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This is the mod I got to buff swords: https://steamcommunity.com/sharedfiles/filedetails/?id=634921857
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# ? Mar 19, 2016 08:36 |
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Lol now I have to play the game to get an idea of how the new dlc intergrates into the game.
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# ? Mar 19, 2016 10:58 |
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So is there a point in which your game is just hosed and should be scrapped? Like I had... two or so pings left to go on the AVATAR meter due to being very slow out the gate with expanding my Resistance Relays to go to the Blacksites, but after hitting two, the project got hosed pretty hard. I haven't gotten the Skulljack done yet, which is probably bad as I'm running into Mutons now, but... that's just how I tend to tackle games like XCOM. Also, is there any downside to expanding quickly early to get more resistance missions? in EW that would cause panic to appear in the countries you didn't hit, is there an equivalent?
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# ? Mar 19, 2016 11:01 |
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The avatar meter itself isn't that bad if you can reasonably reach a factory or black site in the next month. If you've lost a few missions and are beginning to run behind in gear, engineers and soldier levels you might be hosed though. The game is especially rough if you lose a mission that you can't recover bodies from because then you lose weapon mods and special weapons too. The downside to expanding early is that you're spending intel and supplies on countries instead of important early game upgrades like magnetic weapons, the proving grounds and the black market.
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# ? Mar 19, 2016 11:07 |
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peak debt posted:The avatar meter itself isn't that bad if you can reasonably reach a factory or black site in the next month. If you've lost a few missions and are beginning to run behind in gear, engineers and soldier levels you might be hosed though. The game is especially rough if you lose a mission that you can't recover bodies from because then you lose weapon mods and special weapons too. I still haven't had time to unlock the Black Market. Every time I stop by to pick up supplies like 6 things happen in a day and then a mission triggers. But I've been keeping up on missions, I've only had one troop 'die' and they were captured. Speaking of captures, can you get them back as a mission reward? I ask because I heard you can get them back by finding them attached to Sectoid pods, but I did see a resistance mission with the reward being a Specialist, but I forgot if they shared a name.
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# ? Mar 19, 2016 11:16 |
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Onmi posted:I still haven't had time to unlock the Black Market. Every time I stop by to pick up supplies like 6 things happen in a day and then a mission triggers. But I've been keeping up on missions, I've only had one troop 'die' and they were captured. Speaking of captures, can you get them back as a mission reward? I ask because I heard you can get them back by finding them attached to Sectoid pods, but I did see a resistance mission with the reward being a Specialist, but I forgot if they shared a name. You can randomly get the chance to save them in a council mission. Sometimes they never happen at all though. The guerilla missions with a soldier reward will award you a new soldier. But if you're that early in a game and you haven't had any significant fuckups yet I highly doubt the game would be lost. Just ride the avatar meter and hit the black site in the zone neighboring your starting area when it reaches 100%.
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# ? Mar 19, 2016 11:25 |
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peak debt posted:You can randomly get the chance to save them in a council mission. Sometimes they never happen at all though. The guerilla missions with a soldier reward will award you a new soldier. But if you're that early in a game and you haven't had any significant fuckups yet I highly doubt the game would be lost. Just ride the avatar meter and hit the black site in the zone neighboring your starting area when it reaches 100%. I've hit two so far, one in my starting zone, one in a neighbouring zone, and I'm heading for one in New Chilie. Speaking of, is Avenger Defense always going to happen? Mine triggered with Muton Berserkers and Advanced Troopers, which was the debut of both of those.
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# ? Mar 19, 2016 11:32 |
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Onmi posted:I've hit two so far, one in my starting zone, one in a neighbouring zone, and I'm heading for one in New Chilie. You're guaranteed to be chased at least once when you clear some story missions, and the Hunt XCOM dark events throw other opportunities at you, but I don't think there's anything written in stone saying any of those chances must succeed. They seem to succeed a very large majority of the time, but you can evade the UFO depending on how badly the RNG calculates Bradford's drunken piloting skills.
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# ? Mar 19, 2016 11:48 |
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K, so. Deleted all my mods. Verified gamecache. Cut down my mods by a couple gigs. Reinstalled the remainder. Game still crashes on the transition from shuttle to mission. https://steamcommunity.com/sharedfiles/filedetails/?id=632823651 My family uses different versions of this list, one person likes voices, I like more uniforms, whatever, but it crashes every time regardless. Windows task manager says the memory hits 90% while the shuttle is in the air. Any ideas?
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# ? Mar 19, 2016 12:20 |
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That's still 179 mods. My idea would be to not have 179 mods.
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# ? Mar 19, 2016 12:30 |
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Stop wasting my time and Instant avenger menus may conflict with the new ZIP option, so you could dump those. Replace More Hair Colors with the Vivid Hair Color mod, it got more of all colors (won't help performance though). Stuffing in more RAM may help Pimpmust fucked around with this message at 12:51 on Mar 19, 2016 |
# ? Mar 19, 2016 12:49 |
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Oh jesus christ this is horrifying why why why why all I wanted to do was to give the skyranger a new paint job why why did it have to be so horrible why
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# ? Mar 19, 2016 13:08 |
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So if I've just unlocked the radio tower mission how close to the end am I?
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# ? Mar 19, 2016 13:29 |
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Pimpmust posted:Stop wasting my time and Instant avenger menus may conflict with the new ZIP option, so you could dump those. Also isn't stop wasting my time redundant now with Zippy mode? I've disabled the mod and have Zippy enabled and it feels faster than pre-patch.
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# ? Mar 19, 2016 13:35 |
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# ? Jun 7, 2024 14:06 |
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Kingtheninja posted:So if I've just unlocked the radio tower mission how close to the end am I? That, then one more mission.
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# ? Mar 19, 2016 13:36 |