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Digirat posted:Is losing one of the gatecrasher rookies in commander very serious? They somehow made every single shot, but so did the officer. There's just so little you can actually do on that mission that I'm not sure I want to bother reloading until I get the magical sequence of moves right. Even on Legendary I reckon you get out with a grenadier and a ranger and you're fine. To be honest you'll probably have a more enjoyable game if you roll with the casualties. If you focus on three-four perfect missions (restarting when you fail) you'll start outpacing the enemy in no time, and then it's snowball city. I'm speaking from an Ironman perspective so take it with a grain of salt if that's not the kind of game you like to play.
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# ? Apr 10, 2016 13:37 |
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# ? Jun 12, 2024 10:23 |
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I managed to get two killzone AWCs in one run, but turns out its not actually that great on a ranger and specialist. That range is really finicky and feels like killzone in general is bugged cause it doesn't tag more than one person
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# ? Apr 10, 2016 13:38 |
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The Biggest Jerk posted:I managed to get two killzone AWCs in one run, but turns out its not actually that great on a ranger and specialist. That range is really finicky and feels like killzone in general is bugged cause it doesn't tag more than one person Killzone rangers used to be murder machines pre-patch but now that KZ respects concealment they are kind of worthless. It would be sort of cool in some situations if there was a zero-cost action to drop concealment at will. I've never gotten killzone on a specialist but it seems like it would be pretty rad with the GTS perk, especially if it can proc guardian.
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# ? Apr 10, 2016 19:25 |
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Digirat posted:
Take the bollocks shot before the enemy does.
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# ? Apr 10, 2016 19:48 |
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64bitrobot posted:Take the bollocks shot before the enemy does. The enemy already did in fact, just missed. I parked him there specifically because I thought he couldn't be targeted on the other side of the wall. He was not amused.
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# ? Apr 10, 2016 20:57 |
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800peepee51doodoo posted:Killzone rangers used to be murder machines pre-patch but now that KZ respects concealment they are kind of worthless. It would be sort of cool in some situations if there was a zero-cost action to drop concealment at will. I've never gotten killzone on a specialist but it seems like it would be pretty rad with the GTS perk, especially if it can proc guardian. I have never had a very good result from Kill Zone even before it broke concealment. For whatever reason getting it to fire more than once was a chore. I have had plenty of times it would only fire on one of 3 in a pod. My luck with KZ Rangers have been terrible along with the glitchiness they couldn't hit for poo poo. I can't recommend KZ.
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# ? Apr 10, 2016 21:03 |
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oohhboy posted:I have never had a very good result from Kill Zone even before it broke concealment. For whatever reason getting it to fire more than once was a chore. I have had plenty of times it would only fire on one of 3 in a pod. My luck with KZ Rangers have been terrible along with the glitchiness they couldn't hit for poo poo. I can't recommend KZ. Usually that comes from being really far away and/or having a lot of obstructions that block LOS. KZ gets more useful when you get spider/wraith suits and can grapple up (or even laterally) to a position with better LOS. What was cool about pre-patch KZ on rangers is you could park them just outside of detection range and be basically guaranteed it would proc on every member of the pod. No penalty for overwatch from concealment + close range shotgun + flanked targets + shadowstrike meant that most shots would hit and then you get a free turn to mop up. I used it a lot because it was fantastic and I'm kinda bummed they patched it although now that I'm typing it out I can kinda see why they did that.
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# ? Apr 10, 2016 22:39 |
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I recommend the bill voice pack, it has a lot of lines for the most common actions, they're a good volume, and they're radio filtered. Bill has also been goddamn unstoppable so far. He made 7 moderate % shots in a row and didn't miss until it was an unimportant overwatch shot.
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# ? Apr 10, 2016 22:55 |
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SynthOrange posted:https://www.youtube.com/watch?v=Oaq7a-NRaOI gonna need a crotch bulge slider too
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# ? Apr 11, 2016 00:41 |
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Bought game @ launch for multiplayer -- was broken, and no matches to be found. Read they somewhat worked on it, so I checked back in tonight. Still not a single match showing.
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# ? Apr 11, 2016 08:25 |
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SynthOrange posted:https://www.youtube.com/watch?v=Oaq7a-NRaOI Advent came in hot and so did we.
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# ? Apr 11, 2016 09:01 |
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Crimewave posted:Bought game @ launch for multiplayer -- was broken, and no matches to be found. Play with friends, it's really fun. Just don't do what we did and go 6v6 sectopods. It's surprisingly boring.
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# ? Apr 11, 2016 11:06 |
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Well, if nothing else I hope I gave the Firaxis quality control team something interesting to work on next week. The set piece missions have a tendency to bug up far more than the rest of the game. The big huge facilities not only tend to render weird things below and beyond the map, they also tend to crash the game quite hard! Not sure exactly what happens when the game auto-saves, but clearly it's not saving everything. The Forge mission body just disappeared into the ether after a reload. Sorry old commander, your body is long, long gone into the mysterious rendering error abyss.
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# ? Apr 11, 2016 11:22 |
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Never expected to use a grenadier as a shooter but I rolled one up with serial so i went all in on that one, all the aim i could squeeze and all the shooty skills in has made her terrifying. I wish this game had rolled up the continent bonus of an extra weapon mod, sadly no dice there, that would make her even more scary. I should start getting some mods at some point
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# ? Apr 11, 2016 13:18 |
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# ? Apr 11, 2016 14:51 |
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S-Solaire?
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# ? Apr 11, 2016 15:07 |
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Also: Synthbuttrange fucked around with this message at 15:22 on Apr 11, 2016 |
# ? Apr 11, 2016 15:13 |
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SynthOrange posted:
Well the data was hot and advent wanted it.
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# ? Apr 11, 2016 15:26 |
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stupid office firewalls
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# ? Apr 11, 2016 15:27 |
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Xcom 2 Relationship Mod.
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# ? Apr 11, 2016 17:43 |
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How do AWC skills work with soldiers you had before the AWC finished? Are they still guaranteed an AWC skill, or if they are already past/at the rank of the AWC skill assigned to them when the AWC finishes do they miss it?
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# ? Apr 11, 2016 17:58 |
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Reik posted:How do AWC skills work with soldiers you had before the AWC finished? Are they still guaranteed an AWC skill, or if they are already past/at the rank of the AWC skill assigned to them when the AWC finishes do they miss it? Without a mod, you miss it. Apparently this also applies to top-level soldiers you hire.
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# ? Apr 11, 2016 18:00 |
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SynthOrange posted:Also: Bringing rookies to a plasma-tier mission? Reaching the objective with 5 turns left? What's going on here?
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# ? Apr 11, 2016 18:22 |
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I don't know, that's actually a pretty good idea.
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# ? Apr 11, 2016 18:38 |
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many johnnys posted:Without a mod, you miss it. This is still the case? Ugh. Got Shredder on my gunslinger. I'm pumped.
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# ? Apr 11, 2016 19:08 |
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Wheany posted:I don't know, that's actually a pretty good idea. It's interesting, but it's too granular. Instead of a slowly rising, very subtle effect, it would be more transparent and easier to manage if it worked like Shaken did - that is, relationships happen occassionally and dramatically. Don't make a meaningful relationship for every pair of soldiers in your squad - if two soldiers spend a long time together, there's a chance they'll have a Fighting Bond develop, and then (and only then) will a benefit appear for those two soldiers when they deploy together. If one dies, the other is Shaken, and that's the end of it. If understanding the relationships of your soldiers requires a spreadsheet, your relationship system is probably too complicated.
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# ? Apr 11, 2016 19:13 |
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Lotish posted:Got Shredder on my gunslinger. I'm pumped.
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# ? Apr 11, 2016 19:16 |
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Crimewave posted:Bought game @ launch for multiplayer -- was broken, and no matches to be found. Why'd you buy an XCom game for the multiplayer? Honestly I'm confused about why they even chose to put a multiplayer mode in, this game is a mess of RNG bullshit, it's not a tightly made tactics game. Advance Wars by Web does that and it does it much better than XCom ever will.
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# ? Apr 11, 2016 19:40 |
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What is generally considered the best strategy for handling the last room of the game? Planning ahead for my next run.
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# ? Apr 11, 2016 19:46 |
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Mystic Stylez posted:What is generally considered the best strategy for handling the last room of the game? Planning ahead for my next run. Bring dominated Gatekeepers/Andromedans. Bonus points if you can get the Gatekeepers to create extra meat shields for you. Save heavy weapons like the blaster bomb, use them when the Avatar teleports out of sight. Sometimes it will teleport near your ranger with rapid fire.
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# ? Apr 11, 2016 20:19 |
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What's the deal with loot crates? I've only found one or two that actually had loot in them. At first I thought it would be an alternative to the one random loot drop per mission, but only they don't give loot whether or not I've gotten the drop before finding them.
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# ? Apr 11, 2016 20:25 |
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Dr Christmas posted:What's the deal with loot crates? I've only found one or two that actually had loot in them. At first I thought it would be an alternative to the one random loot drop per mission, but only they don't give loot whether or not I've gotten the drop before finding them. There are loot crates? I'm fairly certain I've run over 200 missions and never seen one...
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# ? Apr 11, 2016 20:26 |
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HerpicleOmnicron5 posted:Why'd you buy an XCom game for the multiplayer? Honestly I'm confused about why they even chose to put a multiplayer mode in, this game is a mess of RNG bullshit, it's not a tightly made tactics game. Advance Wars by Web does that and it does it much better than XCom ever will. This is a good question Why would anyone buy xcom for the multiplayer aspect Mystic Stylez posted:What is generally considered the best strategy for handling the last room of the game? Planning ahead for my next run. Don't split your guys up too much, it spawns a bunch of stuff so just keep your guys near-ish each other. I think there's a limit to how much can spawn so as long as you handle it as it comes you won't get swarmed down.
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# ? Apr 11, 2016 20:27 |
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Mystic Stylez posted:What is generally considered the best strategy for handling the last room of the game? Planning ahead for my next run. Bring at least one Psi Op with Solace. Failing that, buy Mind Shields for the first time ever. Avatars always open their first turn by mind-controlling one of your guys and will try again every time the cooldown is up. Your numbers are limited enough without giving them free guys, and they are immune to flashbangs. Avatars regenerate health gradually over time. Don't try to poke them to death - it would be a bad idea even if they couldn't, since the enemy reinforcements literally never stop coming and WILL overwhelm you eventually. If you're bringing consumables such as explosives, save almost all of them for the final room. Anything else is a waste. The one exception is medkits - due to the endurance nature of the fight, and the levels + armor your guys are rocking, this is the only mission in the game where a dedicated medic can really make sense. As mentioned earlier, rangers with Rapid Fire shine in this fight. There are few ways more effective for spiking out an avatar, then running up and shotgun-critting it in the face twice in a row. In my Commander playthrough, Jane Kelly got two of my three avatar kills.
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# ? Apr 11, 2016 20:33 |
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Sloober posted:This is a good question Hm, I always assumed it was unending. If it's finite just run out of the room and funnel them through that bridge. Also, make sure you have at least 1 psi-op with Solace a lot of mindshields.
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# ? Apr 11, 2016 20:34 |
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Gunner-specc'd Grenadiers are also great there. Landing a Rupture on an Avatar can gently caress it up spectacularly. Bring as many Psi-Ops as you can. Bring at least one Ranger.
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# ? Apr 11, 2016 20:36 |
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Reik posted:Hm, I always assumed it was unending. If it's finite just run out of the room and funnel them through that bridge. Also, make sure you have at least 1 psi-op with Solace a lot of mindshields. I might be totally wrong about it but i never remember any gate spawning more than one group of dudes
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# ? Apr 11, 2016 20:38 |
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Lotish posted:This is still the case? Ugh. To be clear, how AWC works is not a bug. It makes you have to balance getting AWC early vs missing out on the hidden talents. I am using the mod that changes that because hidden talents make the game hella fun, but it does make it easier and makes prioritizing the AWC less of a problem. The entire meta-game is based around making decisions without enough resources.
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# ? Apr 11, 2016 20:46 |
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Maybe they don't come infinitely, but they definitely bring enough guys that my first playthrough's strategy turned in mid-fight from 'clean them all up, then burst down the avatars, since they are regenning and hiding in the back' to 'drop everything and take stupid chances if necessary, because I am losing control here and will most definitely get overwhelmed if I don't finish the fight in about the next three turns.' Maybe they are finite, and you can tank them all if you fall back across the bridge, I dunno. I've heard that bridge is buggy though, and the actual final room has poo poo for cover. Plus, ya know.... they spawn in on both sides, and the Avatars just love to teleport into the very back of the room. Where your choice is to move up to a lovely position to threaten them, or fall back and let them regen in peace. In light of all of that, spiking them out as hard and fast as possible just made the most sense to me.
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# ? Apr 11, 2016 20:46 |
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# ? Jun 12, 2024 10:23 |
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Sloober posted:I might be totally wrong about it but i never remember any gate spawning more than one group of dudes I always assumed that the number of aliens spawned in was limited by being 1 group every X turns, and that they just never stop coming. I didn't hang around, though, after reading about the possible Avatar teleport bugs in this thread every Avatar got focused down immediately, with the third one eating two Shredstorms which I was able to angle so as to wipe out most of the other active enemies on that turn. Pretty satisfying all told. Lockback posted:To be clear, how AWC works is not a bug. It makes you have to balance getting AWC early vs missing out on the hidden talents. I am using the mod that changes that because hidden talents make the game hella fun, but it does make it easier and makes prioritizing the AWC less of a problem. I get around this by putting the same priority on the AWC for its healing abilities even though I run that mod. Everyone should have an equal shot at a role-defining AWC pick!
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# ? Apr 11, 2016 20:52 |