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Yes Not sure Yes Full answers are a little more complicated but phone posting right now
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# ? Jun 1, 2016 16:38 |
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# ? May 10, 2024 01:17 |
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gradenko_2000 posted:Thanks, thread - I played through the ragequit-inducing Retaliation mission, never left full cover, never touched a civilian, never dashed - only took blue moves, and managed to score a stunning victory of only three gravely wounded soldiers (and my first Captain!) 1) throw explosives at it 2) KEEP FIRING! 3) On a new game, install Grimy's Loot Mod + Mod Everything. You can get mods that reduce the chance of grazing hits.
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# ? Jun 1, 2016 16:50 |
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gradenko_2000 posted:Oh yeah, some other questions: Flashbangs are always guaranteed to work (except against enemies who are immune, obviously). I don't see any reason why you wouldn't be able to chain them, but I don't think I've ever tried it. There's a breakdown of how XP works here, but yes, you want to get kills in order to level up. If I'm reading this right, the game doesn't actually have a separate XP stat for your soldiers, just kills and kill assists. http://gaming.stackexchange.com/questions/255057/how-can-i-tell-how-many-kills-my-soldier-is-away-from-promotion/255062#255062
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# ? Jun 1, 2016 16:51 |
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gradenko_2000 posted:gently caress Archons. If you have the alien hunters DLC, the magnetic crossbow can't be dodged and has a bonus to hit, also the freeze grenade will ruin their day. I use holo targeting on them and shotguns with laser sights in vanilla and that works pretty good.
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# ? Jun 1, 2016 16:53 |
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gradenko_2000 posted:Thanks, thread - I played through the ragequit-inducing Retaliation mission, never left full cover, never touched a civilian, never dashed - only took blue moves, and managed to score a stunning victory of only three gravely wounded soldiers (and my first Captain!) Grenadiers ad psi ops are both amazing against archons; explosive-specced grenadiers can just blast 'em, while gunner-specced ones can use Hail of Bullets for 100% accuracy shots. Likewise with psionics; archons get ripped up by soulfire, null lance, dominate, void rift, and insanity all pretty effectively. Of course, grenadiers and psi-ops are good against pretty much everything, so. 100% accuracy attacks are hard to argue with.
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# ? Jun 1, 2016 18:42 |
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So is the ufopaedia just dead? It looks like it hasn't been updated since day one.
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# ? Jun 1, 2016 18:55 |
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Fister Roboto posted:So is the ufopaedia just dead? It looks like it hasn't been updated since day one. I usually use the xcom wikia to find out things about the game - worked great back in EU and EW, and keeps mostly up-to-date nowadays. Last I checked the alien hunters info was sparse though.
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# ? Jun 1, 2016 18:59 |
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Flashbangs always work. I'm like 70% you can keep something flashbanged, I'm pretty sure that reapply any debuff just extends the timer and doesn't stack or anything. My 30% doubts I'm pretty sure are related to bugs and mod issues. Units don't really get XP, it just tracks kills and partial kills/assist, which are kills made by other units on the same mission. The number kills + kill assist/class is the total number of kills/xp a unit has. The assists are worth more to specialists, because they're expected to shoot less and support more, than say, rangers, who are expected to shoot more and support less. So every 3 assists counts as a kill for a support, whereas it takes four assists to count as a kill for a ranger and five for a grenadier or sharpshooter. You could basically considering kills and assists kind of like XP, with 1 kill being one point, and an assist being a fraction of a point. Supports and psiops get 1/3, rookies and rangers 1/4, and grenadiers and sharpshooters get 1/5. Rookies don't actually need to get a kill (it certainly helps!) to get to squaddie, taking them on any mission where they don't die will probably get them to level up. The amount of kills needed for different ranks is the same for all classes and just set by difficulty. I think the game has a different XP system in it somewhere, but it may be a holdover from EU/EW. Your rangers will eventually level up but at a much slower rate than if they were murdering guys. However, a concealed ranger can be the difference between life and death for your squad, so it's up to you. I typically let them off the chain towards the end of a mission, when all pods have been activated or that kinda thing. Otherwise, they're too useful to not be using as scouts. E: Beaten, probably should refresh before posting.
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# ? Jun 2, 2016 05:06 |
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So I hear a lot about Beaglerush but all I see is one Live and Legendary play through he hasn't touched in 3 weeks. Does he have anything else amusing worth looking at?
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# ? Jun 2, 2016 05:10 |
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Gumbel2Gumbel posted:So I hear a lot about Beaglerush but all I see is one Live and Legendary play through he hasn't touched in 3 weeks. Does he have anything else amusing worth looking at? Beagle streams XCOM like twice week (Thursday Night XCOM is always great, and I think he has a firaxis sponsored one on Friday now too). He's also got a pile of other game videos and he's got like bunch of episodes of failed/cancelled seasons of Ironman Impossible and Live and Impossible, and like a hundred+ episodes of Long War, in a campaign that stalled for a while, restarted, and is also kinda on hiatus courtesy of XCOM2. I think right now he's not doing as much Youtube Stuff because he's loving around with mods and stuff and doesn't want to have to keep loving with his series because an update breaks a mod or a mod breaks itself or a developer breaks their own mod. Streams and more casual and silly, so he just goes with whatever. E: twitch.tv/beagsandjam btw SpookyLizard fucked around with this message at 05:53 on Jun 2, 2016 |
# ? Jun 2, 2016 05:40 |
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Thanks for all the help, everyone!
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# ? Jun 2, 2016 06:29 |
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I kinda wish there were more alien rulers after the first three. Call them developed spawn of the original crew, lower their health, make them show up in the Shadow Chamber. Be a fun little predictable miniboss.
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# ? Jun 2, 2016 06:49 |
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Bogart posted:I kinda wish there were more alien rulers after the first three. Call them developed spawn of the original crew, lower their health, make them show up in the Shadow Chamber. Be a fun little predictable miniboss. Felt the same way about the Avatar.
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# ? Jun 2, 2016 11:00 |
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Thyrork posted:Felt the same way about the Avatar. Speaking of which, I really missed the Ethereals in this game. I think they make absolutely great villains and I understand we got the Avatar in their place, but I still think they were really fun to play against in XCOM:EU. Dangerous, psionic foes with an intimidating presence and all that classic "alien mythology" feel about them. Speaking of which, I was pretty disappointed with the "Alien Rulers" dlc because I had stupidly convinced myself that we'd be hunting Ethereals down across the World, Exalt-base style. I still think that would've been fantastic. That, coupled with a better version of the "spy" infiltration game of XCOM:EW, man... I would have loved that.
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# ? Jun 2, 2016 17:58 |
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Fingers crossed for an expansion as good as EW was.
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# ? Jun 2, 2016 19:44 |
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Andre Banzai posted:Speaking of which, I really missed the Ethereals in this game. I think they make absolutely great villains and I understand we got the Avatar in their place, but I still think they were really fun to play against in XCOM:EU. Dangerous, psionic foes with an intimidating presence and all that classic "alien mythology" feel about them. I think that the sheer lack of psionic enemies and effects outside of the Sectoid / Gatekeeper / Avatar is one of my biggest issues with XCOM2. What's the point of splitting off a creature's PSI attack score from its Will and giving mind shields early if all the psychic attacks are extremely incidental (Gatekeepers, Avatars) or ineffective outside of the early game (Sectoids)? This may be a bit skewed by my memories, but I think that Enemy Within had more interesting and challenging psionic stuff going on.
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# ? Jun 2, 2016 19:48 |
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There were only 2 enemies who had psychic attacks and even then they would only use it to mind control.
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# ? Jun 2, 2016 19:50 |
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Bholder posted:There were only 2 enemies who had psychic attacks and even then they would only use it to mind control. not true. If you had an all shiv team ethereals would rift it into pieces(due to shivs immunity to all it's other psy attacks)
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# ? Jun 2, 2016 19:54 |
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At least in XCOM 2 there's no gritting your teeth at shots bouncing clean off Ethereals' psionic shields. EDIT: not that it'd be a major deal I guess, what with all the alternative AoE attacks you can toss out willy-nilly now.
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# ? Jun 2, 2016 20:07 |
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I imagine a Sectoid Commander wouldn't be too difficult to mod into the game. Get rid of its Zombie revival, beef its Mind Control likelihood, maybe give its shots a temporary -Will on hit, give it more health. Going back to XCOM:EW is kind of crazy. It's so much slower, and I forgot how much I hated air combat (so I Cheat Engined myself 100 Target/Aim/Dodge and Plasma Cannons). The Long War was fun for a bit, but their grognardy insistence on unwinnable missions / air sorties really irritates. gently caress you, I want to play the game, not pick my battles. And the armor system, ugh. XCOM2's Shred system is clearly inspired by it, and does it wayyy better. You can tell what lessons Firaxis might've taken from the LW, and which things (fatigue??) they realized were no fun.
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# ? Jun 2, 2016 20:12 |
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Bogart posted:I imagine a Sectoid Commander wouldn't be too difficult to mod into the game. Get rid of its Zombie revival, beef its Mind Control likelihood, maybe give its shots a temporary -Will on hit, give it more health. Yeah, give it way more Psi strength and straight mind control ability, make him even a Mectoid that mind controls, that would be great too. What I'd really love to see, though, is a fight against Ethereals (plural) where they kept their psi shield from XCOM:EU and used Psi-Op abilities like Fuse and Stasis, that would be crazy.
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# ? Jun 2, 2016 20:41 |
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Bogart posted:I imagine a Sectoid Commander wouldn't be too difficult to mod into the game. Get rid of its Zombie revival, beef its Mind Control likelihood, maybe give its shots a temporary -Will on hit, give it more health. I always thought Long War was a couple of good ideas mired in a swamp of lovely ones. I miss interceptors in XCOM 2 though, I just think they're cool.
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# ? Jun 2, 2016 20:45 |
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Andre Banzai posted:Yeah, give it way more Psi strength and straight mind control ability, make him even a Mectoid that mind controls, that would be great too. I want to see exalt-style foes again - dark counterparts to your own classes. Enemy grenadiers, rangers, snipers, supports. Maybe even PSI now that the aliens have won (like a mini-avatar without the auto-teleport). Even if they're relegated to their own missions like Exalt was, that's fine too. Some of my most intense missions in EW didn't involve any aliens at all, just guys with guns. Their AI though would have to be a little smarter than Exalt was (and than sectoids are)
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# ? Jun 2, 2016 21:09 |
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many johnnys posted:I want to see exalt-style foes again - dark counterparts to your own classes. Enemy grenadiers, rangers, snipers, supports. Maybe even PSI now that the aliens have won (like a mini-avatar without the auto-teleport). Even if they're relegated to their own missions like Exalt was, that's fine too. Should be super easy with ADVENT already in the game. Also, is it me or does tech research end really quickly in this game? Once you research plasma-tier, work in the lab is done and it's all on Shen's shoulders. Scientists should go and help her a bit, geez.
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# ? Jun 2, 2016 21:46 |
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If you don't use the the shared origin of Vahlen's experiments, and Ethereal would have made a cool ruler. Maybe have it be EU's Uber Ethereal, being the only one strong enough to keep active a decade after the rest went into stasis.
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# ? Jun 2, 2016 22:38 |
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Andre Banzai posted:Should be super easy with ADVENT already in the game. Ehh, advent doesn't resemble actual troops at all, not like exalt did.
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# ? Jun 2, 2016 22:38 |
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My latest game decided not to let me use any keyboard keys or mouse clicks but numbers please advise E: oh it's because I'm not waiting long enough for 2k to tell me I'm not connected
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# ? Jun 2, 2016 23:35 |
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Not sure if I should go through the process of learning to mod this game. I want to rebalance tech progression to make it so that new tiers of armor and weapons don't make older tiers useless. I am thinking that could be done by making it so that instead of squad upgrades you have to get each weapon individually like in EW, and make it so that things like special ammo and items can only be used with lower tier armors and weapons. Or maybe make more research for improving lower tiers to be viable later on. The problem for me is that I would end up having to learn a shitload of things to mod this and I have no idea where to even begin.
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# ? Jun 2, 2016 23:38 |
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many johnnys posted:Ehh, advent doesn't resemble actual troops at all, not like exalt did. The weapons aren't actually part of the model though. It's not hard, especially with the Total ADVENT Weaponry mod providing ADVENT style meshes for all weapon categories. For GW we'd be looking to have enemies composed more like fire teams for sure.
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# ? Jun 2, 2016 23:50 |
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Maluco Marinero posted:The weapons aren't actually part of the model though. It's not hard, especially with the Total ADVENT Weaponry mod providing ADVENT style meshes for all weapon categories. For GW we'd be looking to have enemies composed more like fire teams for sure. Nono, I meant advent in the vanilla game doesn't resemble actual troops, mechanically. Exalt was really excellent about that sort of thing, and it would be cool if firaxis did something similar, without needing to download a mod.
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# ? Jun 3, 2016 00:23 |
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many johnnys posted:Nono, I meant advent in the vanilla game doesn't resemble actual troops, mechanically. Exalt was really excellent about that sort of thing, and it would be cool if firaxis did something similar, without needing to download a mod. Stun lancers are basically sword rangers with assault rifles because firaxis found out that shotgun enemies weren't actually fun to fight when they were making exalt. For concelament ranger an enemy stealth unit could be interesting, if overlapping the faceless' role The mech trooper doesn't look like a human but functions pretty close to both grenadier specs, although an enemy unit that could launch alien flashbangs/firebombs/whatevs instead of just plain grenades could be fun. I can't think of a medic specialist analogue although the shieldbearer kind of does the same support role, and I don't see a hacker spec working without shivs/xcom mech troopers Neither sniper role seems present at all. Which is a shame because wild west revolver shoot outs with aliens would be super rad. Codex/avatar are functionally psi troopers split into two units with a couple unique alien spells thrown in So the advent forces have some representation of dudes that function like xcom. It would be nice to fill out their roster some more though.
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# ? Jun 3, 2016 00:47 |
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Just handwave it that the alien's bust one of the cells and kidnap a bunch of similar outfitted crews like your own. One dip in the gene bank and the psions lab later and there pointed at you instead of the ayy's. Can even escalate them that way, second wave comes with advent mag weapons and mild genetic improvements. Third wave comes with beam and scary poo poo. Toss in a new psionic alien acting as the "keeper" for the brainwashed (and the psi trooper of the mix) and bam. E: All of them can appear in replacement of advent pods, with either lancers, troopers or sheild bearers to support them. A "Ranger" with a pair of lancer escorts? Thyrork fucked around with this message at 00:49 on Jun 3, 2016 |
# ? Jun 3, 2016 00:47 |
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I know I mentioned it in my last post. But that post made me realized how much I needed six shooter wielding aliens and a ghost town map full of them to go with my cigars and cowboy hats.
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# ? Jun 3, 2016 00:53 |
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Oh yes, absolutely. If we cant have full on snipers, the very least we should have is the advent officer turned gunslinger at later upgrade levels. Officers with faceoff and viper rounds because you let it go through.
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# ? Jun 3, 2016 01:00 |
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Did the Blacksite yesterday... flawless... my Ironman Commander campaign is going too well... I'm not sure I know if I'm just being very lucky or if I'm really starting to learn how to play. But anyway, I'd better not get too confident, this game punishes overconfidence with the hatred of a thousand demons.
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# ? Jun 3, 2016 15:48 |
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I love the mission names this game comes up with sometimes
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# ? Jun 3, 2016 21:08 |
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Andre Banzai posted:Did the Blacksite yesterday... flawless... my Ironman Commander campaign is going too well... I'm not sure I know if I'm just being very lucky or if I'm really starting to learn how to play. But anyway, I'd better not get too confident, this game punishes overconfidence with the hatred of a thousand demons. lol Iron Stank
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# ? Jun 3, 2016 21:10 |
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i have no idea how 'stank' even got to be in the default mission name loadout but drat i am glad it did
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# ? Jun 3, 2016 21:12 |
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I'm getting constant crash after I finish the first real mission. I have a bunch of mods installed, what is the best way to figure out which mod is causing the problem? Just do the boring "undue all, keep adding until it crashes" or does any one know of a popular mod that does not work too well with the Alien Hunters DLC.
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# ? Jun 3, 2016 21:23 |
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# ? May 10, 2024 01:17 |
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Blacksite is a really easy mission if you know what you're doing, since there's no timer. I always do it as soon as I get my first squad size upgrade and a second grenadier.
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# ? Jun 3, 2016 21:25 |