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Ravenfood
Nov 4, 2011

Coolguye posted:

enemy protocol should really just upgrade all specialists' hacking forever
This right here would be a pretty simple and good change. Or even a +15 to everyone and an additional +5 o the chosen specialist. But in the absence of other randomized stats on level-up, its weird that hacker efficacy can vary wildly between individuals, but everyone else is identical outside of AWC skills. (And that psi-op attack strength is also slightly randomized, tbh).

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Hunter Noventa
Apr 21, 2010

Bakalakadaka posted:

Hacking would probably be better if you could get the +skill reward from more than just specific mission targets.

There's a nice mod that gives you a little bit of hacking skill on every success, even if it's just unlocking a mission item with no chance of failure.

many johnnys
May 17, 2015

MF_James posted:

Sword guys are pretty lackluster overall, I do utilize them in the very early game vs faceless, I'm talking the first few deployments, my first ranger will get the +dmg to blades so that I can chop bitches up, but after that I'll take a full conceal ranger. One thing I will say, vs the snakes, bladestorm is a godsend, oh you want to pull/bind my guy? Eat sword

I could cheese the game with a ton of grenadiers, but that just isn't fun.

Some accuracy would help swords a lot, it's bs that they can miss at all. I use them as forward scouts from time to time if I know chryssalids are going to be present (and of course they miss anyway because gently caress me)

sean10mm posted:

Isn't hacking just garbage in general? Like I have a colonel support with a Mk3 drone and the upgraded stab-hacker and the odds of a successful hack on anything good are terrible and I regularly fail hacks for easy prizes.

Hacking is good, but you really need to bring a skulljack (with skullmine researched of course). It gives you a decent chance of getting the Shut Down, although I almost never try to control bots anymore.

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

Coolguye posted:

enemy protocol should really just upgrade all specialists' hacking forever
Yeah, I hate that. "Oh, ok, here's the only specialist I can ever actually use to hack poo poo, guess I'll respec the rest as medics."

Vincent
Nov 25, 2005



Bakalakadaka posted:

Blade storm is probably the best sword skill just because you can stab rude melee enemies trying to start poo poo.

and also get a weird glitch when snakes try to bind you

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.


Also hacking enemy mecs to fight for you is great

Owl Inspector
Sep 14, 2011

Getting enough hacking stat to get reliable success shouldn't be reliant on campaign-wide RNG anyway. I'm close to the end of my game and haven't even seen a reward for more hack stat once.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki
Medic skills would also be much more useful if they had any control at all over wounding. Hell, even if a grave wound meant that your heals were much less effective, but converted that into a less serious wound, or did anything to make wound ratings/times seem less bonkers. I still take Medical over Combat, since Combat does gently caress all damage and can't be reloaded.

Owl Inspector
Sep 14, 2011

Combat protocol does more damage to robots, ignores armor, and enemies having just enough health to get finished by it is actually a very common thing.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Combat Protocol owns seriously.

I'd like the Medic tree to compete with the combat hacker tree more, but they're both kind of meh at the moment. Skulljacks are cool tho

Synthbuttrange
May 6, 2007

Combat protocol is a 100% undodgeable attack it owns.

Owl Inspector
Sep 14, 2011

Do gremlin lvlups increase the amount of health restored by medical protocol?

Ravenfood
Nov 4, 2011

Digirat posted:

Do gremlin lvlups increase the amount of health restored by medical protocol?
By 1, I believe? I'm not sure, I almost never use med. protocol.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki

SynthOrange posted:

Combat protocol is a 100% undodgeable attack it owns.

So are grenades, which you can take more of, hit multiple enemies at once, can inflict side effects, shred armor, and can destroy cover. Maybe later game with the increase in robots, but that's quite a while out.

I'd rather have the second slot be an improved Aid protocol that has a limited set of free smoke grenades a la EU/EW, which would be far more useful than either.

Not sure if GREMLIN upgrades improve medical or just the Proving Grounds project.

Owl Inspector
Sep 14, 2011

Taking medical protocol instead of combat protocol won't give you more grenades.

Synthbuttrange
May 6, 2007

Combat protocol doesnt need throwspace or bounce.

Speedball
Apr 15, 2008

I like how with an upgraded gremlin, Combat Protocol loving annihilates turrets, right through their armor.

Synthbuttrange
May 6, 2007

Oh yeah that too. Ignores armor, extra damage vs mechanical, 100% accurate with no throw range limits/obstruction. Whats not to like.

CJacobs
Apr 17, 2011

Reach for the moon!
The day I discovered that gremlins do huge damage to robots by blowing up a MEC in one attack was the day I became a man. The beard I sprouted is almost the length of my torso.

Mzbundifund
Nov 5, 2011

I'm afraid so.
I literally killed the final boss of the game with combat protocol. No joke.

Away all Goats
Jul 5, 2005

Goose's rebellion

Guaranteed sources of damage are always going to be superior to the alternative, because making enemies dead is better than having an ability that's only useful after you've let them hit you.

Yeah grenades are great, you know what's better? Grenades with combat protocol.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
Oh oh oh, mod idea: Gremlin-carried precision hand grenades.

monster on a stick
Apr 29, 2013
UFO Hunt or Advent Padding :( I escaped a UFO this game already, and don't even have a decent Psi yet (i.e. one with Domination so some alien can destroy the EMP thing for me.) Blah.

GodFish
Oct 10, 2012

We're your first, last, and only line of defense. We live in secret. We exist in shadow.

And we dress in black.

monster on a stick posted:

UFO Hunt or Advent Padding :( I escaped a UFO this game already, and don't even have a decent Psi yet (i.e. one with Domination so some alien can destroy the EMP thing for me.) Blah.

Just hack a mec to do it for you.

Throne of Bhalz
Dec 11, 2003

After playing exclusively veteran / ironman runs, I finally beat the game :unsmith: It's time to move on to something else.

Probably something with fewer lasers.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
What about battle scanners/scanning protocol?

Useful or "just loving tank the initial chryssalid/facelss hit, then grenade everything"?

Speedball
Apr 15, 2008

Wheany posted:

What about battle scanners/scanning protocol?

Useful or "just loving tank the initial chryssalid/facelss hit, then grenade everything"?

Scanning Protocol is situationally quite useful and not just for exposing chryssalids and faceless (and there will be times you'll really WANT to be able to expose chryssalids, by the way). If you're in a crowded urban environment or an alien base with a lot of blind corners, it can help you see where enemies are before they see you, which is precious once concealment's been broken.

Salt n Reba McEntire
Nov 14, 2000

Kuparp.
Scanning protocol is extremely useful - it's got a very large range and neuters Chrysallid pre-emptives. If your specialist doesn't have much to do in the first couple of moves (he nearly always doesn't), this is the button to press. As mentioned above, also helps in non-terror missions to stop urban lurkers from getting the drop on you. Two uses at high tech level make for a great coverage area.

Scanning protocol and combat protocol are the reason I never have medics. That and medics are bafflingly rubbish, unless you get hit a lot. As above, they should reduce wound times. It would be a better choice then.

I have messed around with taking restoration instead of capacitor on the top tier, only because a backup all-purpose 'oh poo poo' button seems nicer to have in reserve than an okay AOE with a chance to stun (which by that point you have other teammates with multi-target damage well in the bag), but I haven't had a lot of use out of it yet. Nice to have if needed I suppose?

Salt n Reba McEntire fucked around with this message at 06:41 on Apr 6, 2016

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
They also don't do that thing anymore where damage that only takes points added by your armor doesn't necessitate recovery time, which sucks.

It doesn't come up a lot since it feels like armor adds fewer hitpoints than it did in EU. Anyway, I once had an enemy miss a shot that destroyed the floor beneath a soldier. He was wearing predator armor and took two damage from the fall, mitigated by the armor point. I can't quite recall, but he may have ended up more than lightly wounded because of that two damage.

Dr Christmas fucked around with this message at 06:51 on Apr 6, 2016

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
Hmmm, what if we got a google sheet / form going and looked at each tree or skill on a 1 by 1 basis. most of this stuff is just core / ini tweaks, which is easy enough. I'm thinking medical should be more stealth oriented, allowing a unit to enter concealment, allowing damaged units to evac with a severely reduced wound timer, group heals, revives. The whole nine yards. I also think that guaranteed damage should be nerfed, and grenades should be more variable (so instead of 3 - 4 guaranteed, 2 - 4, or 1 -4) Making them better for clearing out cover, but not god send face fuckers.

Thoughts?

Away all Goats
Jul 5, 2005

Goose's rebellion

Dr Christmas posted:

They also don't do that thing anymore where damage that only takes points added by your armor doesn't necessitate recovery time, which sucks.

Yeah I really didn't like that change, it made medkits much less useful as there's no difference between bringing back a guy with 1 hp left vs a guy who, without healing, would have 1 hp left. They're both gonna spend time in the medbay. That's just another item slot that could have been a grenade or a mimic beacon which might have prevented the damage in the first place.

Owl Inspector
Sep 14, 2011

Moogle posted:

I have messed around with taking restoration instead of capacitor on the top tier, only because a backup all-purpose 'oh poo poo' button seems nicer to have in reserve than an okay AOE with a chance to stun (which by that point you have other teammates with multi-target damage well in the bag), but I haven't had a lot of use out of it yet. Nice to have if needed I suppose?

It's good for all the same reasons as combat protocol except better in every way, besides only having one use instead of two. It seriously ruins robots, and through their armor. Capacitor discharge is your "oh poo poo" button, because the game is designed around never getting hit rather than making sure you only take acceptable hits.

I don't really like that design as it leads to offensive skills mattering far more than defensive ones almost across the board. I can't think why you would ever want return fire instead of long watch. In the previous game I got a lot more utility out of defensive abilities like hunker down, smoke grenades and multiple medkit uses. Although Classic was the hardest difficulty I played and I never used the more ridiculous second wave options so maybe they became less valuable there.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki
Fun fact: dismissing rookies also dismisses whatever they had equipped. The idiot rookie I took along because everyone was wounded and it doesn't take skills to carry a mimic beacon or plasma grenade accidentally got herself promoted in a shitshow of wildly firing at archons, stun lancers, and mutons despite having no grenadiers. I couldn't train her as a Psi Op like I'd hope, so I binned her and ate the 25 supplies... and also the 75 supplies and Faceless courses I'd used for my one beacon. Whoops.

In other news, the Black Market or Supply Drop gave me a Lt Grenadier that immediately got Kill Zone from the AWC. This is much nicer than my Rangers that both got Ever Vigilant, which they never use because "all your actions" only means "if you used them by not shooting"--even if they do manage to overwatch, they're concealed and don't use it. vov

Restoration was useful exactly once, on the final mission, because it takes forever and I'd already run out of medkits by the last room. It was basically a "please remain alive" button for my useful troops.

Qtotonibudinibudet fucked around with this message at 07:23 on Apr 6, 2016

Mzbundifund
Nov 5, 2011

I'm afraid so.
Probably the only real defensive skill I used with any regularity was Aid Protocol once I got Threat Assessment on it. I'm not sure if that counts as a defensive skill since I mostly used it to grant bonus attacks than to protect.

Speaking of defensive skills, can anyone tell me if enemies benefit from cover if being shot by a Covering Fire overwatch? I mean they're technically standing in a tile with cover, but they're also sticking their heads out to shoot.

monster on a stick
Apr 29, 2013
Is there a workship fix for "shaky cam" mode not ending after the shot has been fired? On one mission tonight, I had to save/reload twice because the screen kept shaking after whatever, which typically leads to you trying to click on a piece of heavy cover to move a soldier to, but instead they move into the open :downs:

Ion Mage
Dec 21, 2006
3 loving critical hits in full cover, in a loving row. Two of them 10% chance to hit. 3 in a loving row.

3 in a loving row. From enemies who were flashbanged.

2 lieutenants die right then and there. And then another panics in response to this, which summarily lead to his own death. The RNG loving hates me. What the gently caress.

Ion Mage fucked around with this message at 09:59 on Apr 6, 2016

Synthbuttrange
May 6, 2007

:xcom:

Salt n Reba McEntire
Nov 14, 2000

Kuparp.

Digirat posted:

It's good for all the same reasons as combat protocol except better in every way, besides only having one use instead of two. It seriously ruins robots, and through their armor. Capacitor discharge is your "oh poo poo" button, because the game is designed around never getting hit rather than making sure you only take acceptable hits.

I don't really like that design as it leads to offensive skills mattering far more than defensive ones almost across the board. I can't think why you would ever want return fire instead of long watch. In the previous game I got a lot more utility out of defensive abilities like hunker down, smoke grenades and multiple medkit uses. Although Classic was the hardest difficulty I played and I never used the more ridiculous second wave options so maybe they became less valuable there.

Yeah, you're bang on I think. I also subscribe to the 'scorched earth' tactic; if it's dead it can't shoot you. Guaranteed damage is king.

Ion Mage posted:

3 loving critical hits in full cover, in a loving row. Two of them 10% chance to hit. 3 in a loving row.

3 in a loving row. From enemies who were flashbanged.

2 lieutenants die right then and there. And then another panics in response to this, which summarily lead to his own death. The RNG loving hates me. What the gently caress.

I don't care if it's cheating or not; I added the XCOM dice rolls mod, and haven't looked back. 10% to hit, 10% to crit to me means 1 in 10 chance of hitting me, and 1 in 10 chance of critting those hits, not 1 in 10 chance of crit and bugger all else.

I don't care if I'm branded easymode; have been playing L/I with IESS+ and no squad size mod, so I reckon I can have a small token in my favour - which affects all rolls anyway.

a cow
May 6, 2007


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

Ion Mage posted:

3 loving critical hits in full cover, in a loving row. Two of them 10% chance to hit. 3 in a loving row.

3 in a loving row. From enemies who were flashbanged.

2 lieutenants die right then and there. And then another panics in response to this, which summarily lead to his own death. The RNG loving hates me. What the gently caress.

Sounds like you're letting ayys shoot too much!

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Sloober
Apr 1, 2011

Moogle posted:

Yeah, you're bang on I think. I also subscribe to the 'scorched earth' tactic; if it's dead it can't shoot you. Guaranteed damage is king.


I don't care if it's cheating or not; I added the XCOM dice rolls mod, and haven't looked back. 10% to hit, 10% to crit to me means 1 in 10 chance of hitting me, and 1 in 10 chance of critting those hits, not 1 in 10 chance of crit and bugger all else.

I don't care if I'm branded easymode; have been playing L/I with IESS+ and no squad size mod, so I reckon I can have a small token in my favour - which affects all rolls anyway.

The way they combined crit and hit rolls was dumb as hell and I don't know why they felt it was a good idea. Most people that play games would figure that crit chance was the percent of hits critting, not percent of overall shots.

Mzbundifund posted:

Probably the only real defensive skill I used with any regularity was Aid Protocol once I got Threat Assessment on it. I'm not sure if that counts as a defensive skill since I mostly used it to grant bonus attacks than to protect.

Speaking of defensive skills, can anyone tell me if enemies benefit from cover if being shot by a Covering Fire overwatch? I mean they're technically standing in a tile with cover, but they're also sticking their heads out to shoot.

IIRC covering fire just lets you reaction fire on a shot, so they still have the benefit of wherever they are sitting. It just gives you a chance to kill them before they get to shoot you. I don't feel like that is all that useful myself since they still get their cover, and i'd rather shoot when they're moving to a new spot.

NAT-T Ice posted:

So are grenades, which you can take more of, hit multiple enemies at once, can inflict side effects, shred armor, and can destroy cover. Maybe later game with the increase in robots, but that's quite a while out.

I'd rather have the second slot be an improved Aid protocol that has a limited set of free smoke grenades a la EU/EW, which would be far more useful than either.

Not sure if GREMLIN upgrades improve medical or just the Proving Grounds project.

Combat protocol is insanely useful. Gremlin upgrades improve any ability that uses the gremlin - hacking, aid protocol etc.

Unrelated but the other day I had to take a fresh out of the GTS Grenadier and they earned their spot on the squad by execute overwatch shotting a full health berserker to death as it charged.

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