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Random Asshole
Nov 8, 2010

If you haven't tried the Long War perk pack, you really should. Fleche is how melee should have worked from the get-go (although it's a little overpowered currently) and Shinobi actually makes the stealth mechanic fun. I just hope their Alien/EXALT pack evens out the endgame a bit, I haven't made any psi-characters at all and I'm still way overpowered.

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The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Dancer posted:

No I mean I want LW builds for EW. Haven't found enough money to acquire XCOM 2 yet.

look on the xcom reddit for LW build advice, there are shittons of topics on the matter and go into great detail about exactly what you want.

Malachite_Dragon
Mar 31, 2010

Weaving Merry Christmas magic

Bogart posted:

Shen implies that in XCOM 1, XCOM lost because the aliens just rolled in off the gate with Sectopods and other advanced units by the time Vahlen's barely stopped telling your soldiers to exercise restraint when using explosives.

And in an actual invasion scenario that's exactly what would happen :v: none of this "Send in the goons first then gradually slide more and more powerful dudes in", a proper military just sends in the big guns right off the bat. At least in my mind, anyway.

Malachite_Dragon fucked around with this message at 00:27 on Jul 15, 2016

teethgrinder
Oct 9, 2002

You could obfuscate it a bit with space travel (invented) issues.

I mean at a certain point these plot aliens could be sending scouts all over while judging where to focus solid resources.

Judge push back and finally send in the heavy guns.

...hey...I've been playing since 1994. I have these stories floating around my brain.

teethgrinder fucked around with this message at 00:33 on Jul 15, 2016

teethgrinder
Oct 9, 2002

Actually a mild regret... When I was a kid, I was hugely into sci-fi/fantasy and scoured libraries and book stores. I stumbled across an actual X-COM: UFO Defence novelization, but even at that age I knew it would be crap and not worth spending allowance money on. I SO WANT TO READ THAT NOW. To Amazon...!

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Malachite_Dragon posted:

And in an actual invasion scenario that's exactly what would happen :v: none of this "Send in the goons first then gradually slide more and more powerful dudes in", a proper military just sends in the big guns right off the bat. At least in my mind, anyway.

I mean, thats assuming they want to take over.

The scenario presented in EW and the original was that they were testing us to unlock psionic potential.

Which is also why loving intergalactic starships didn't just carpet-bomb us from orbit into submission.

Elth
Jul 28, 2011

I liked Xenonauts' rationalization for the airgame's difficulty curve. Their ships aren't suited for earth's atmosphere and they need time to retrofit, with larger ships taking more time.

For the rest, I can only assume that total conquest/destruction isn't their ultimate goal.

teethgrinder
Oct 9, 2002

$37 ARE YOU loving KIDDING ME https://www.amazon.ca/X-COM-Defense...com+ufo+defense

Crosspeice
Aug 9, 2013

Maybe one of these Last Gift missions, Lily will succeed and actually take control of all the robots in the Julian fight. Still, least Suppression makes Julian a non-issue, even if I am tempting fate by letting him shoot three times.

Colapops
Nov 21, 2007

Sanctum posted:

When one soldier does all the work and the whole squad knows it.





The number of times I've had that same score screen list SECTOPOD under every category...

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

About to beat the game again, and since I was able to get blaster launchers, I only got two cores, which I used for the armors. Blah.

e: I really hate the network tower mission if you're trying to sneak it because the game didn't feel like giving you useful bonuses. Is there an andromedon standing on it when you're sneaking in? Did it see you through three walls, alerting the eight andromedons and archons behind you? Did it position every enemy so that they encircle you at once? Did your grapple bug out and put you on the lowest level instead of the higher tile three loads in a row? Too bad, campaign over! Even worse, I get my ranger there anyway, and she's not allowed to hack the thing on a double move, but she is allowed to on an Implacable move, even though that always overrode everything else, even if she still had kills to make (I threw an axe at a sectoid). I just reloaded until I got through.

To make it worse, it doesn't account for the Icarus armor at all, none of the ceilings block line of sight apparently. In a campaign where I barely had to reload for once it was pretty annoying!

quote:

Maybe one of these Last Gift missions, Lily will succeed and actually take control of all the robots in the Julian fight. Still, least Suppression makes Julian a non-issue, even if I am tempting fate by letting him shoot three times.

That hack percentage is so low I didn't even bother trying.

RBA Starblade fucked around with this message at 04:55 on Jul 15, 2016

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Does anyone use psionics for anything besides the last mission? By the time I have two psions up and running, everyone else is standing around in WAR suits waiting for them to catch up.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Loel posted:

Does anyone use psionics for anything besides the last mission? By the time I have two psions up and running, everyone else is standing around in WAR suits waiting for them to catch up.

I use them all the time, though because of the throwing axes and rage armor making my blademaster more useful than ever, I only had one instead of two this time. Once one gets stasis and dominate they never leave the squad.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

RBA Starblade posted:

e: I really hate the network tower mission if you're trying to sneak it because the game didn't feel like giving you useful bonuses. Is there an andromedon standing on it when you're sneaking in? Did it see you through three walls, alerting the eight andromedons and archons behind you? Did it position every enemy so that they encircle you at once? Did your grapple bug out and put you on the lowest level instead of the higher tile three loads in a row? Too bad, campaign over! Even worse, I get my ranger there anyway, and she's not allowed to hack the thing on a double move, but she is allowed to on an Implacable move, even though that always overrode everything else, even if she still had kills to make (I threw an axe at a sectoid). I just reloaded until I got through.

As it's been mentioned before, the game is explicitly designed around concealment being an ambush mechanic, and NOT a 'ghosting' or 'solid snake' style of gameplay. Mechanically, this is implemented with unalerted, patrolling pods walking into a path between you and the objective. As everyone's found out, trying to stealth past squads ends up with you getting surrounded by the entirety of the hostile forces as they idly keep walking closer...

So don't do it. Ambush the first squad you see, and move on.

Man Whore
Jan 6, 2012

ASK ME ABOUT SPHERICAL CATS
=3



Unlike alien hunters, the first mission for shen's last gift should be completed asap because this mec is so good for clawing out of the ballistic and kevlar portion of the game.

Exposure
Apr 4, 2014
So one of the Legendary modifications from Grimy's Loot Mod gives you two extra grenades for whatever's in your grenade slot for grenadiers, in addition to Heavy Ordnance.

Time to go crazy with the frost bomb next mission. :getin:

Operant
Apr 1, 2010

LET THERE BE NO GENESIS

Man Whore posted:

Unlike alien hunters, the first mission for shen's last gift should be completed asap because this mec is so good for clawing out of the ballistic and kevlar portion of the game.

They are pretty neat and feel very powerful if you get them early. I really wish that feeling persisted, though there is still cool stuff they can do. I kind of wish they were immune to crits or something.

Hexenritter
May 20, 2001


Exposure posted:

So one of the Legendary modifications from Grimy's Loot Mod gives you two extra grenades for whatever's in your grenade slot for grenadiers, in addition to Heavy Ordnance.

Time to go crazy with the frost bomb next mission. :getin:

That one's especially good if the same weapon also gets the mod that grants extra damage and radius.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Serephina posted:

As it's been mentioned before, the game is explicitly designed around concealment being an ambush mechanic, and NOT a 'ghosting' or 'solid snake' style of gameplay. Mechanically, this is implemented with unalerted, patrolling pods walking into a path between you and the objective. As everyone's found out, trying to stealth past squads ends up with you getting surrounded by the entirety of the hostile forces as they idly keep walking closer...

So don't do it. Ambush the first squad you see, and move on.

It's annoying because it worked until the game positioned two pods so that it was impossible. The last time I did it I just got lucky and it worked out. :v:

teethgrinder
Oct 9, 2002

I agree that 2's sneaking mechanic isn't effective due to inevitably being surrounded ... But holy hell it's an improvement over 1's warping pods.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It really helped reconfirm for me that concealment should be ditched immediately in favor of shredstorm cannons and grenades. The sad part is I could have taken all 11 of them with three dudes if I had brought the two grenadiers. :v:

Hexenritter
May 20, 2001


RBA Starblade posted:

It really helped reconfirm for me that concealment should be ditched immediately in favor of shredstorm cannons and grenades. The sad part is I could have taken all 11 of them with three dudes if I had brought the two grenadiers. :v:

Other than the initial rapid advance at the start of a mission, I only use concealment to set up full-squad overwatch killboxes for spawnkilling gatekeepers and the like. Shredstorm cannons, grenades/blaster bombs, Dragonbreath shotguns (mod) Kool Aid Guying with WAR suits and Blademaster/Zone of Control are much more fun.

Andre Banzai
Jan 2, 2012

Loel posted:

Does anyone use psionics for anything besides the last mission? By the time I have two psions up and running, everyone else is standing around in WAR suits waiting for them to catch up.

Yes, as soon as any psionic has Stasis and maybe three or four other abilities. Stasis is a monster ability, amazingly useful and borderline gamebreaking.

By the way, I was thinking earlier.... if LW Studios introduce the Ethereals to the game somehow, I hope they come with their XCOM:EU reflecting psionic armor and Sustain. >:-)

Panfilo
Aug 27, 2011

EXISTENCE IS PAIN😬
Long wars SMG mod is interesting. You trade damage for mobility. Definitely has nice synergy with some of the new clases like Shinobi.

Captain Diarrhoea
Apr 16, 2011

Count Uvula posted:

Convenience:

Cosmetic:

Gameplay:

Hey it was a while back but thanks for taking the time to set me straight, these all look great and it will save me a lot of time trying to sort from the chaff on Nexus. :)

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I hate training roulette in Enemy Within sometimes. Is there a wrong choice between Sprinter and HEAT Ammo on a sniper?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Cythereal posted:

I hate training roulette in Enemy Within sometimes. Is there a wrong choice between Sprinter and HEAT Ammo on a sniper?

That's a tough one but I'd have to go with HEAT ammo to make the nastier things non-issues.

I miss second wave in XCOM 2, though I guess there are mods for random perks, random stats, and random level ups out there.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

RBA Starblade posted:

That's a tough one but I'd have to go with HEAT ammo to make the nastier things non-issues.

I miss second wave in XCOM 2, though I guess there are mods for random perks, random stats, and random level ups out there.

Yeah, chose HEAT. Won't be useful for a while, this was my sniper's sergeant level, but I expect it will be great when the time comes. Was if anything a harder pick than, say, my assault choosing between holo-targeting and covering fire.

Rest of the squad's picks are less impressive so far. Heavy with close combat specialist, support with extra conditioning, and assault with holo-targeting.

Sanctum
Feb 14, 2005

Property was their religion
A church for one
I don't understand why they would nerf squadsight and then remove snap shot as an alternative sniper skillpath. Now that snap shot might be a viable alternative, but no you can't have that anymore.

RBA Starblade posted:

It really helped reconfirm for me that concealment should be ditched immediately in favor of shredstorm cannons and grenades. The sad part is I could have taken all 11 of them with three dudes if I had brought the two grenadiers. :v:
The thing with concealment is you can use it to activate only 1 pod by paying attention to LOS. Use concealment to try to set up an ambush but much more importantly use concealment to avoid getting ambushed by inadvertently activating multiple pods on your first contact. Every pod you see will see you when you break concealment. Don't wait for 6 shots on 1 patrol, it's way better to give up 2 shots moving if that means you can only activate 1 pod on your turn.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
And in the end-game you want 2 pods at once, because you can easily kill 2 pods from concealment without return fire.

stoicheian
Aug 10, 2007
What is that mod that makes the turn order based on movement, and only lets you select one soldier at a time?

Malachite_Dragon
Mar 31, 2010

Weaving Merry Christmas magic

Goons posted:

Concealment Chat
Now someone help me condense it into small words to talk one of my friends into stopping trying to stealth the entire mission :shepface: He loving loves his stealth games but dude, this isn't a stealth game, stop trying to play it like one.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Malachite_Dragon posted:

Now someone help me condense it into small words to talk one of my friends into stopping trying to stealth the entire mission :shepface: He loving loves his stealth games but dude, this isn't a stealth game, stop trying to play it like one.

When you reach the objective you will break stealth as opening the box or rescuing the VIP from his jail-cell/prison truck will basically set off an alarm, and dark VIPs have a detection radius that's greater than zero so you can't run up and punch them quietly. Congratulations, every pod is now in active mode. Oh and now you're in the middle of all of them, which means that there's a very good chance you'll activate 2-3 at once and likely there will be several enemies with a flanking shot on your soldiers. Oh and there's probably now an ADVENT dropship en-route with reinforcements.

And that's even if you make it to the objective without tripping over a Faceless, or that ONE BASTARD CIVILIAN around the corner that you couldn't see.

many johnnys
May 17, 2015

Malachite_Dragon posted:

Now someone help me condense it into small words to talk one of my friends into stopping trying to stealth the entire mission :shepface: He loving loves his stealth games but dude, this isn't a stealth game, stop trying to play it like one.

Enemies will close in the closer you get to the objective, and you will have to fight more of them even worse. To make it so there are less enemies, you need to shoot them with guns.

Crosspeice
Aug 9, 2013

You use Concealment to find a pod by the end of the first turn, to then attack and hopefully kill by the end of the second. Then you either use your Phantom Ranger or Battle Scanners to find the next two pods and win the mission with like three turns remaining on the clock.

Pair your Phantom Ranger with a Squadsight Sniper and just flat out remove an alien from a pod, or hope they walk into your Killzone and have the rest of your squad deal with the leftovers.

many johnnys
May 17, 2015

I need some tips for the last room in the game. I'm hot poo poo now, I can handle any regular mission without any injuries, it's pathetic how much stronger I am than the aliens. But in past playthroughs I've always had trouble with the final mission.

I know to save my abilities and poo poo for the last room as best I can, but how do I properly engage the avatars? They have 40 defense, so it's like they're in full cover on top of whatever actual cover they get. And it's always hard cover too, like ledges and poo poo that can't be destroyed, although even if I could, they teleport farther and farther away every time I damage them. Between the reinforcements coming in constantly and the power of the avs themselves, what can I do to get the best of them?

I had a past campaign go sour because the avatars are basically guaranteed to hit with mind control. Would mind shields be advisable? I have two fully-cooked Psi troops that I will be bringing on the mission, both for Domination, as well as for their aura of mind heals.


Any additional tips I should keep in mind?

edit: wikia says they only have 15 defense, which isn't as bad as I thought. They are still v. hard because of the other abilities I mentioned.

wikia also says that solace doesn't work so uhhhhh?????


edit2: wikia also says kill it with fire, so maybe incendiary bombs will help

many johnnys fucked around with this message at 01:35 on Jul 16, 2016

Spiderfist Island
Feb 19, 2011

many johnnys posted:

I need some tips for the last room in the game. I'm hot poo poo now, I can handle any regular mission without any injuries, it's pathetic how much stronger I am than the aliens. But in past playthroughs I've always had trouble with the final mission.

I know to save my abilities and poo poo for the last room as best I can, but how do I properly engage the avatars? They have 40 defense, so it's like they're in full cover on top of whatever actual cover they get. And it's always hard cover too, like ledges and poo poo that can't be destroyed, although even if I could, they teleport farther and farther away every time I damage them. Between the reinforcements coming in constantly and the power of the avs themselves, what can I do to get the best of them?

I had a past campaign go sour because the avatars are basically guaranteed to hit with mind control. Would mind shields be advisable? I have two fully-cooked Psi troops that I will be bringing on the mission, both for Domination, as well as for their aura of mind heals.


Any additional tips I should keep in mind?

edit: wikia says they only have 15 defense, which isn't as bad as I thought. They are still v. hard because of the other abilities I mentioned.

wikia also says that solace doesn't work so uhhhhh?????


edit2: wikia also says kill it with fire, so maybe incendiary bombs will help

I'm pretty sure that Solace works on all forms of mind control, unless they've changed that since Shen's Last Gift. Abilities and weapons that autohit like a Grenadier's Hail of Bullets or that deal ongoing damage can help keep up your team's DPS. Basically, work around the fact that they teleport after being damaged and spread your team out near the front of the final room- you then have only two chokepoints to worry about and have controlled line of sight on the rest of the room, which avoids alerting too many enemy waves at once. If they teleport away from one side, chances are you can see where they are from the other side. Last, they may regenerate damage but they can't regenerate armor. You should shred / rupture them ASAP.

And as a handy reminder for any scenario, Gatekeepers can be turned into extremely useful flying bombs if mind controlled.

many johnnys
May 17, 2015

Spiderfist Island posted:

I'm pretty sure that Solace works on all forms of mind control, unless they've changed that since Shen's Last Gift. Abilities and weapons that autohit like a Grenadier's Hail of Bullets or that deal ongoing damage can help keep up your team's DPS. Basically, work around the fact that they teleport after being damaged and spread your team out near the front of the final room- you then have only two chokepoints to worry about and have controlled line of sight on the rest of the room, which avoids alerting too many enemy waves at once. If they teleport away from one side, chances are you can see where they are from the other side. Last, they may regenerate damage but they can't regenerate armor. You should shred / rupture them ASAP.

And as a handy reminder for any scenario, Gatekeepers can be turned into extremely useful flying bombs if mind controlled.

In the past, they like to teleport toward the back of the room, so it seems like the only way to ensure a continuous engagement is to push in deep. Which of course makes problems with regard to the rest of the enemies.

I'm not putting too much faith in wikia, I imagine Solace will work even if it says it doesn't. Multiple sources confirm that fire is viable, so I'll have to remember to do that.

More tips are appreciated :)

Ravenfood
Nov 4, 2011
Assaults can also mess Avatars up. Equipped with Talon rounds, they're almost always guaranteed to crit for some massive damage, that's probably your best way to put a lot of damage on them quickly once you've shredded the armor. Rupture helps a ton too. Solace worked last time I tried it, but it might have changed. Remember that if they teleport to an area flanking you, you can force them to move again by hitting them, so don't necessarily move to adapt to the "new" position if you have other soldiers to still go, especially if they have guaranteed sourced of damage.

e: And yeah, if they teleport far back, overextending to chase them will get you killed. Try using long-range attacks like Shredstorm Cannons on them if they do that to force them either further away or possibly back closer to you.

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Operant
Apr 1, 2010

LET THERE BE NO GENESIS
You can trivialize the last room by mind controlling a gate keeper and abusing its innately high defense/armor to have it tank a ton of attacks and make zombies that you can use to soak damage/keep vision up.

Avatars are super easy to kill if you can finish them off reliably. Plink one until it's sort of low/teleported to a spot that's halfway decent, then run an assault up its rear end and rapid fire it.

And as mentioned before, Solace will clear mind control. You can also bring a flashbang which will do the same job + trivialize certain enemy times.

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