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gently caress the train mission though
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# ? May 23, 2016 05:06 |
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# ? May 9, 2024 23:26 |
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I still get triggered by that mission. First time I ever did it I lost because I used my last move on the last turn to dash into the control zone.
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# ? May 23, 2016 05:09 |
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Zore posted:Yeah, tbh I really liked the various setpiece missions Slingshot and EW added as a way to spice up the formula. The fury missions, Exalt Base assault, early Battleship and Fishing Village were all really interesting and unique challenges. Yeah, the idea of setpiece battles that are only mildly story-related, or not at all, is actually one that I wish would come back. Especially with the new system to make the maps at least semi-randomized. If there were a set of 4-5 "setpiece" missions but you were only likely to see 1-2 a game that would actually be really cool. I liked the idea of the setpieces in EU/EW with Zhang and the Furies, but they really fall apart without any randomization. Especially the first Fury mission where you've got to extract the EXALT due from the blown up convoy for Vahlen to give an "enhanced debriefing" to. That mission becomes a chore when you know the exact tile that will cause a thin-man to be revealed or airdropped.
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# ? May 23, 2016 05:44 |
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The idea of "one time per campaign" event missions would be pretty great. There could be a half dozen missions scattered across a whole campaign and at certain tech thresholds. Early on, Bradford gets an anonymous tip as to where the speaker lives, leading to a trap that rewards you with specialty grenades. Researched power armour? Shen offers you a "Mission Impossible" assignment to raid an ADVENT manufacturing complex, stealing one of their miniaturized foundries. End result is power armour with an additional inventory slot. Got your first psionic? Jailbreak at the advent think tank that said psionic "sees" in visions. Free yourself another psychic buddy. Infact, more "aggressive recruitment/rescue" options as a mission type would be neat, "semi-one time" deals. Offering them as a guerrilla ops reward doesn't really do it for me.
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# ? May 23, 2016 11:51 |
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Waiting on a mod that puts all 3 rulers into the same engagement.
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# ? May 23, 2016 12:31 |
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Wave 40 of WaveCOM once I figure out how to stop them running away. :p
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# ? May 23, 2016 13:14 |
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monster on a stick posted:I liked Slingshot Except for the douchedisc The cyberdick always gets one of my dudes.
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# ? May 23, 2016 14:42 |
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gently caress that disk
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# ? May 23, 2016 22:19 |
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So,having begun a new playthrough after my first successful run,any tips as to when I should do the Nest mission? I've already gotten mag weapons,working on Gauss right now. Don't have Tier 2 armor quite yet.
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# ? May 23, 2016 22:57 |
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VolticSurge posted:So,having begun a new playthrough after my first successful run,any tips as to when I should do the Nest mission? I've already gotten mag weapons,working on Gauss right now. Don't have Tier 2 armor quite yet. You could probably do it now with good results.
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# ? May 23, 2016 23:45 |
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Honestly the main thing that you need to remember for the Nest mission is to put the axes on Bradford, preferably with the stunstick upgrade if you can swing it. Bradford can honestly drat near solo the Viper King as long as you save your heat for him. Bladestorm is NOT his friend.
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# ? May 24, 2016 00:12 |
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So I just booted up the game for the first time in a long while, since I was having the stuck under avenger bug and couldn't resolve it. Hoping the DLC/Patch has fixed that. So far, so good but I've only just done up to the first VIP extraction, and I'm optimistic because after that mission was usually when it decided to gently caress up. That said, the mission was glitchy as gently caress. So I've got my squad of 6. Infiltrate then building, then open up from everywhere on all guards. Wipe them out in 2 turns. Get the vip. Start for the exfil site but the Skyranger has to bug out for 8 turns. Okay, yeah, I remember this happens, no worries. But when they left, the game spawned a group of 4 more XCOM operatives at my original start location - unknown ones too, not from my hired soldiers pool. 2 random generated and 2 from my custom character list. They get added to my forces and I get control of them after my guys have had their moves, but they don't actually move or shoot or anything, just stand in their little huddle at the start. I have to manually end turn every time, because they don't respond to commands. Then the Advent start bringing in reinforcements, and drop a group off near the group of 4 newbies. I get the bright idea to regroup back there and see if I can extract them along with everyone else, but in the ensuing firefight 2 get killed (due to their inability to move to cover), and one panics and runs elsewhere. The last one gets killed and the panic effect is removed from the one that ran, and now I suddenly can control them like normal. At this point I've already decided to leave them behind because they're unresponsive, but the newly controllable one is like 3 squares away from my fully loaded extraction box, so I decide to let them jump in. In that turn, they get shot in the back by reaction fire, and die. Bummer, but the real tradgedy is that 2 of my core squad panic and gently caress off out of the extraction point. Now, there are probably about 6 or 7 advent closing in, so I decide that hey, I hosed this royally, might as well get out the few I can and suffer, so I exfil everyone else but the 2 who panicked. I then get to watch as the game spawns more and more advent against these 2 cowering XCOM dudes, to the point that there are 67 (sixty-goddamn-seven!) advent for my 2 panicked guys. All of who can't shoot for poo poo, each turn takes forever because the AI is moving and overwatching and moving again and shooting for misses and poo poo. In the end, one of my guys got over their panicked state and I made them run to the exfil point, and they got hosed up by about 50 overwatch fires. The other died 3 turns later, still panicked, to an advent who finally manouvered to flank and point blank the poor sap. My first months pay arrives in 5 days. What the gently caress. http://imgur.com/ERzSOJL There was another 20 or so unseen to the left/west and a little plaza type area down and to the left (south west) that were filled with aty least as many in that screenshot again. Jesus Christ. EDIT AGAIN: So I started the mission with 6, and finished the mission with 6 dead and 2 wounded. I've got 4 fresh faces on my memorial wall - they were definitally not my guys. The two guys I actually had are up there too, but one is listed as no cause of death, death date or stats at all, just KIA during that mission. princecoo fucked around with this message at 08:26 on May 24, 2016 |
# ? May 24, 2016 08:08 |
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whatever mods you're using sound fun
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# ? May 24, 2016 08:50 |
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Any advice for having XCOM 2 timed missions not feel like completely frustrating bullshit? XCOM has always been a set of games that punish sloppy, hasty play really hard and the timed missions force me into sloppy, hasty play that leads to squad wipes and it's very "GAME WHAT DO YOU WANT FROM ME!?" feeling. I have no idea how I'm supposed to move fast enough to not get screwed by mission timers without randomly walking unprepared into groups of enemies that kick my rear end. I just ragequit a fresh campaign because my first mission after Operation Gatecrasher was a timed mission to hack a console on a train. I start sneaking out, see a patrol, set up to ambush it, it patrols away and hops over the train (so I can't even follow it to blap them) so I move forward, it comes back, I break concealment to kill it, then when I move into the train to hack it with two turns left, there's two Sectoid squads and reinforcements immediately pop. Lost my whole loving squad because none of them could get better than 50% shots on anything the entire fight and I missed almost every damned shot. I blew through XCOM: EW on Normal Ironman with almost no trouble (I lost 3 soldiers the entire campaign and had the game easily in hand the entire time, to the point that it got a little boring) and I can't get anywhere in XCOM 2 without just constantly feeling like the game is wholly stacked to be completely unfair bullshit. Magres fucked around with this message at 09:23 on May 24, 2016 |
# ? May 24, 2016 09:20 |
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Magres posted:Any suggestions for having XCOM 2 timed missions not feel like completely frustrating bullshit? XCOM has always been a set of games that punish sloppy, hasty play really hard and the timed missions force me into sloppy, hasty play that leads to squad wipes and it's very "GAME WHAT DO YOU WANT FROM ME!?" feeling. I have no idea how I'm supposed to move fast enough to not get screwed by mission timers without randomly walking unprepared into groups of enemies that kick my rear end. have you tried the true concealment mod
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# ? May 24, 2016 09:25 |
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Literal Nazi Furry posted:have you tried the true concealment mod I have not. That makes the timer not start until you break concealment, right? I probably should, I hate not being able to actually lurk around and scout things in concealment and I feel like that's a big part of the point of concealment. Honestly part of my frustration is that I've watched a little of other people play it and they just tend to regularly stop 5-10 squares short of enemy patrols to set up overwatch traps despite not using scanners and playing on Ironman mode and I have no idea how they seem to preemptively know where the damned patrols are. I'm stupidly competitive and hate being bad at things, particularly when there's clearly some way to play better than I am and I just can't figure out how to make it work. Magres fucked around with this message at 09:31 on May 24, 2016 |
# ? May 24, 2016 09:28 |
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Yeah Magres, it's gamey as gently caress but the line of play is very predictable once you get used to it. You generally know how far you can advance because you know x pods are on the map based on difficulty therefore they have a certain density. Once you do that you can advance at a reliable pace because you stop short, overwatch, and then the line of play mechanics cause them to patrol into you. It's kind of unfun but it's what people are abusing to make it seem like they always get good engagements. It's not luck, but I wouldn't exactly call it strategy either.
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# ? May 24, 2016 09:54 |
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I dunno, I never had trouble with the time limits or bad activations on my first playthrough, and I had no idea what the underlying mechanics were. You are using a Phantom ranger, right? Killing a pod on ambush shouldn't need all six guys, and then having Phantom allows you to push up really aggressively. Even just having a specialist removes most of the time pressure from hack missions.
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# ? May 24, 2016 10:37 |
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I will also say that advancing at a steady, deliberate pace is not "sloppy, hasty play", and the sloppy play is more likely to be you playing too conservatively in the opening.
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# ? May 24, 2016 10:43 |
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Oh yeah, but that steady deliberate pace is what the AI deliberately plays into. If you hold that pace magically the enemy strolls into your overwatch advances and everything is sunshine and roses. There's a little strategy there sure, but it doesn't change the fact that the AI leans into it for you.
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# ? May 24, 2016 10:53 |
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Train missions are nearly always a huge clusterfuck of bad engagements for me. Something about the way the pods patrol and LOS being so temperamental I guess.
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# ? May 24, 2016 13:22 |
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Thanks for the advice guys! And for not just mocking me when I was being a little whiny I'm gonna try to play a little faster in the first few rounds (I've gotten burned by being revealed in round 1 by a random civilian hidden in a tiny, 3 tile pocket of fog of war so I'm really anal retentive about never walking near any fog if I can help it and it slows me down a lot sometimes) and see how it goes. Jabor posted:I dunno, I never had trouble with the time limits or bad activations on my first playthrough, and I had no idea what the underlying mechanics were. Yeah, I adore Phantom, it makes everything in life a thousand times easier. Same with stupid line of sight tricks with Grenadier, hucking grenades over obstacles at targets your Phantom Ranger can see is great
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# ? May 24, 2016 16:29 |
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princecoo posted:So I just booted up the game for the first time in a long while, since I was having the stuck under avenger bug and couldn't resolve it. Hoping the DLC/Patch has fixed that. Are you using Dynamic Stats Development? it causes the resistance fighters from Additional Mission Types (what you described is a mission from it: Rescue VIP from Rioting City) to be completely unable to move.
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# ? May 24, 2016 16:33 |
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If you're playing hasty and sloppy, that's all on your end, because you still have all the time in the world to plan out your moves within each turn. I'd say the system encourages the exact opposite of hasty and sloppy gameplay because you need to make every move count.
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# ? May 24, 2016 18:50 |
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I'd also be careful about going overboard on overwatch traps. It depends on the situation, but I think its less effective (and takes more time) trying to pop a pod with everyone on overwatch. Usually I only have ~2 on overwatch and have the others ready to take their actions instead. It lets you actually move up your line if you can wipe the pod with actions left over, and you usually get better shots.
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# ? May 24, 2016 22:08 |
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Oh yeah, you don't wait for it to happen, but if you can safely blue move to the objective (as in, get there with time to spare), the first person moves, the rest follow behind (knowing they likely won't activate if they follow close) and overwatch. You lose nothing, move steadily, and with any luck get a few free shots off at the enemy for little effort.
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# ? May 24, 2016 22:18 |
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Lockback posted:I'd also be careful about going overboard on overwatch traps. It depends on the situation, but I think its less effective (and takes more time) trying to pop a pod with everyone on overwatch. Usually I only have ~2 on overwatch and have the others ready to take their actions instead. It lets you actually move up your line if you can wipe the pod with actions left over, and you usually get better shots. Outside of the earliest of early game scenarios I usually find having actiins is better than a shot roughly as accurate as shooting an alien in low cover with no chance to crit. Even in the early game, popping a squad with a grenade and then being able to move and grenade the cover they go into, or move and flank, is way better than taking a few inaccurate shots that take a while to set up.
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# ? May 24, 2016 22:20 |
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Zore posted:Outside of the earliest of early game scenarios I usually find having actiins is better than a shot roughly as accurate as shooting an alien in low cover with no chance to crit. I heard that overwatch taken during the opening ambush is done at full accuracy instead of a penalty. Can someone confirm/deny? Although I agree, having people with moves is a much better choice either way.
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# ? May 24, 2016 22:44 |
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According to the game ambush overwatch shots have no penalty. So far I haven't found as much use for hunker down and overwatch as in EU, because I usually want to keep moving and they have a lot of disadvantages. I feel like hunker down won't mean much unless everyone is hunkered because then the aliens could just shoot the one person who isn't hunkered, and overwatch is very unreliable.
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# ? May 24, 2016 22:57 |
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Digirat posted:According to the game ambush overwatch shots have no penalty.
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# ? May 24, 2016 23:16 |
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Exposure posted:Are you using Dynamic Stats Development? it causes the resistance fighters from Additional Mission Types (what you described is a mission from it: Rescue VIP from Rioting City) to be completely unable to move. Well that explains that. I think I'll dump the additional mission types mod then. Thanks!
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# ? May 25, 2016 00:05 |
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Sombrerotron posted:Overwatch gets more useful a bit later on in a campaign, when you get grenadiers with Holo-targeting and specialists with the Guardian ability. With a little planning (i.e. spot a pod with a concealed soldier, set up a soldier, then pop the pod - preferably with an AoE ability), Kill Zone can be devastating too. It's true that Overwatch is not exactly quintessential anymore, though. Grenade killzone was what got me through my first run of the game. Such a good combo, especially on a +ammo sniper who could then take a second potshot at any survivors alien phase when they moved again.
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# ? May 25, 2016 00:57 |
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I just got to the end of "Nest" on Legendary, having completely ignored all Alien Hunter pre-release info.
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# ? May 25, 2016 01:21 |
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my viper king was a huge let down because he appeared and got instantly executed by a trooper with a mod of their gun that gives a 5% chance to instant kill any enemy regardless of health. didn't even get a full turn, it was a reaction shot to his first appearance.
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# ? May 25, 2016 02:19 |
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Overwatch traps are a waste on an activated pod, just keep on double moving towards the objective. I find having one person attack and break concealment then use the rest of the squad normally works just fine. I haven't ever lost a timed mission on commander or legend. Although one time I forgot about a guy who'd been knocked unconscious by a stun lancer and had to send a ranger to pick him up and got them out on the last run. Kinda embarrassing that. Bring a specialist and a grenadier on any hacking mission since the grenadier can blow up LOS for the console and the specialist has ranged hacking. Also I did the nest on commander ASAP so I didn't have mag weapons yet, completed it without casualties and had to finish off the viper king later but by then I had mag weapons so that was pretty easy.
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# ? May 25, 2016 02:36 |
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princecoo posted:my viper king was a huge let down because he appeared and got instantly executed by a trooper with a mod of their gun that gives a 5% chance to instant kill any enemy regardless of health. didn't even get a full turn, it was a reaction shot to his first appearance. Do the other Rulers get an intro mission or are they just going to drop in like assholes? And does the Viper King have to be dead before they show up? I'd look it up but I don't want to spoil myself too much.
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# ? May 25, 2016 02:37 |
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Does Advanced Explosives improve the frost grenade? The bigger rulers are resistant to the normal frost grenade...
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# ? May 25, 2016 02:39 |
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Vengarr posted:
After the first mission they show up randomly in the future. Only one ruler is active at a time. Each ruler shows up 3 (or 5 on Legend) times (with a bigger escort each time) before getting cycled out (unless you kill it, obviously) and another ruler takes it's place. If all the rulers are cycled out they reset to no escort and it starts again sans any dead rulers.
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# ? May 25, 2016 02:42 |
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FoolyCharged posted:Grenade killzone was what got me through my first run of the game. Such a good combo, especially on a +ammo sniper who could then take a second potshot at any survivors alien phase when they moved again.
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# ? May 25, 2016 12:18 |
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# ? May 9, 2024 23:26 |
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I got the Muton leader/king/whatever on an extract mission. It was a surprise, but as far as I could tell he was alone (I thought they were supposed to have a bunch of pals with them) unless I managed to activate and kill them before he showed up. In any case, he did a lot of roaring and stomping around but since he was alone all he managed to do was slap my pointman around the head, stunning him for 2 turns and doing a massive 1 point of damage. After that rather less than stellar attack he got the everloving poo poo shot out of him by the rest of the squad so he warped out like a little bitch at half health. These rulers ain't poo poo. First I had a snake that got executed midway through its first action, now I've got a weak little coward muton. Bah. Do they warp in? I had another mission where the purple swirly warp thing opened up in my extraction area, with text saying enemy reinforcements were incoming. So I put everyone in overwatch around it for 2 turns, and then it closed with no effect and I exfilled without incident.
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# ? May 25, 2016 14:14 |