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Sillyman
Jul 21, 2008

Veloxyll posted:

The simplest way around this is, even with a psuedo-random number generator, to move a number of steps down the list based on the decimal of a second (so the .059 of 12.059s. Even if you only count to hundredths of a second, no human is so precise as to be able to hit the button at the exact same time except via chance.

No, the simplest way to do what you want would be to not bother saving the RNG state and just generate it the same way they do when you start a new game.

This isn't something that's broken, it's something that some people (for whatever reason) don't like about the way Firaxis likes to handle RNG (it works the same way in Civ V/BE). The reason reloading your save and then taking the exact same actions gives you the same result is so that if you want to save scum you have to come up with a slightly different course of action. I personally like that. If you don't, you can load a mod that changes it, just like with (almost) any other design decision.

Sillyman fucked around with this message at 09:13 on Jul 20, 2016

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Aerdan
Apr 14, 2012

Not Dennis NEDry

Sillyman posted:

This isn't something that's broken, it's something that some people (for whatever reason) don't like about the way Firaxis likes to handle RNG (it works the same way in Civ V/BE).

...except that in Civ5 you have the option of, at game start, telling it to generate a new seed on loading the game.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Veloxyll posted:

A Random number is one that you cannot know before pressing the button. If it's pre-rolled and your next 4 actions have their numbers assigned, even if you load, it is not random. You have some idea what the numbers are.

No number is truly random (well, we're not sure about quantum/radioactive decay, so very few numbers are random). You live in a universe with pre-generated pseudo-random results, you just can't reload your life to notice.

Face it folks, :xcom:. As long as the RNG's pseudo-random enough that you can't predict results from previous ones ("I rolled a 23 on that hack, which means I need a 74% chance to hit my next shot") it's good enough.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
You should be playing Ironman anyway (unless you're Jade Star and doing an LP, because we all know how that would end), so it's not like you'd ever notice.

Also I'm fairly sure that by the end of this, Jade is going to be quite tired of people pointing out all the places a Phantom ranger would have saved him from even having a bad encounter in the first place.

Kaboom Dragoon
May 7, 2010

The greatest of feasts

I prefer doing pseudo/'soft' ironman, where all deaths are final and I just roll with it because I never trust an XCOM game not to screw up on me. Unless it's a character I made based on someone I know, in which case I roll that back because oh god I'm so sorry why is there so much blood I need to make that not happen.

Godnnelg
Jun 25, 2013

Luquos posted:

Vanilla? Grenadier's. Blow up the world.

Modded? I've been playing recently with the long war perk pack, and oh man are the sharpshooters in that fun.

Interesting..
Yea I will admit I have done missions where I took in 3 Grenadiers (2 Bombers, 1 Gunner) at least a couple times.
A pistol sniper with shoot everything skill is really good at mopping up the survivors.
Bombs completely ignore the RNG God on accuracy in Xcom 2, unlike the Rocket Launcher in Xcom 1.

I did not know that there was a Long War perk pack.. that's different from the Day 1 pack right?

Brainamp posted:

For the most part you're right. Say you had four shots lined up on the enemy. The game's already rolled a 67, 48, 92, and 45 ahead of you taking your soldier's actions. This is where you can take advantage of it by save-scumming to change the order in which you use those four numbers. Hacking is an odd beast though. Sometimes you can scum it into different results, others it will always end up the same.
This bugged the hell out of me. I had to wait a turn, at least once in my last game, after saving to hack those light posts for the really good rewards, one being the Enemy Protocol reward.

Godnnelg fucked around with this message at 22:30 on Jul 20, 2016

Stephen9001
Oct 28, 2013
I imagine if angry lobster had become a specialist and did get the enemy protocol in that mission (the extra 20 could have helped!) then Jade would have gotten calls of having complete bullshit luck. I mean, can you imagine the power of having 2 early game enemy protocol upgrades? As it stands though, having the enemy miss that flank shot is already pretty lucky.

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

Luquos
Aug 9, 2009

how about we go back to my place and i conquer your world, if you know what i mean

Godnnelg posted:

Interesting..
Yea I will admit I have done missions where I took in 3 Grenadiers (2 Bombers, 1 Gunner) at least a couple times.
A pistol sniper with shoot everything skill is really good at mopping up the survivors.
Bombs completely ignore the RNG God on accuracy in Xcom 2, unlike the Rocket Launcher in Xcom 1.

I did not know that there was a Long War perk pack.. that's different from the Day 1 pack right?

This bugged the hell out of me. I had to wait a turn, at least once in my last game, after saving to hack those light posts for the really good rewards, one being the Enemy Protocol reward.

Oh gosh, yes, it came out this month! It's fantastic, complete overhaul of all standard classes as well as adding 3 more. It's a great pack, just google it and you find it.

Veloxyll
May 3, 2011

Fuck you say?!

Kaboom Dragoon posted:

I prefer doing pseudo/'soft' ironman, where all deaths are final and I just roll with it because I never trust an XCOM game not to screw up on me. Unless it's a character I made based on someone I know, in which case I roll that back because oh god I'm so sorry why is there so much blood I need to make that not happen.

I do this because sometimes games break.And it's nice to only lose minutes of progress instead of all of it when it happens.

IthilionTheBrave
Sep 5, 2013



Just thought I'd share this old screenshot with everyone. Is it particularly relevant? No. But I feel it fits in with the mission names so far.

Luquos
Aug 9, 2009

how about we go back to my place and i conquer your world, if you know what i mean

IthilionTheBrave posted:




Just thought I'd share this old screenshot with everyone. Is it particularly relevant? No. But I feel it fits in with the mission names so far.

"I see it all now. I understand. The aliens seek the perfect butt, and they came to humanity to steal ours"

Nyaa
Jan 7, 2010
Like, Nyaa.

:colbert:
"We must probe deep into the Elerium Core"

"This popular Magazine has an Advanced technique on Expanding the core"

"It's too dark in there, I need Advanced Laser Sight"

Hunt11
Jul 24, 2013

Grimey Drawer
Obviously it is a sectoid tradition to present themselves to worthy warriors who are able to overcome them in battle like Amazons. This explains why Lobstar went straight for the taint as he really didn't want to put up with any of that nonsense.

AradoBalanga
Jan 3, 2013

IthilionTheBrave posted:




Just thought I'd share this old screenshot with everyone. Is it particularly relevant? No. But I feel it fits in with the mission names so far.
X-Com, full time alien exterminators, part time proctologists.

MadHat
Mar 31, 2011

IthilionTheBrave posted:




Just thought I'd share this old screenshot with everyone. Is it particularly relevant? No. But I feel it fits in with the mission names so far.

I kind of wish you had video just for the visual of the Sectoid body getting flung away after you pick everything up as they are wont to do.

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)
Sometimes they're very forward:
http://i.imgur.com/5kXUbQq.gifv

Other times, shy:
http://i.imgur.com/i27cjpq.gifv

Canuck-Errant
Oct 28, 2003

MOOD: BURNING - MUSIC: DISCO INFERNO BY THE TRAMMPS
Grimey Drawer

My only regret on the SA forums is that I cannot rate a post 5

White Coke
May 29, 2015
Sexy Sectoids, or Sextoids, are how Advent acquires the majority of the human DNA for its experiments.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.


Garrand
Dec 28, 2012

Rhino, you did this to me!


I rate these sectoids 10/10

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja

Swipe right.

Jade Star
Jul 15, 2002

It burns when I LP


Operation Zen's Wail


Everyone loves escort missions right? Well they're not so bad in X-Com2. In the first game you often times had to run through a map to find the VIP before they got blasted by thin men and then escort them back to the start. In X-Com2 there are two flavors of VIP escort missions, and thankfully neither of them have the VIP at any risk of dying before you have control of them. Mostly. Today's mission we start with the VIP already in tow with our squad and all we really need to do is cross the map to the evacuation point while ensuring the VIP doesn't die in the given time limit. For a dreaded video game escort mission there isn't really much you need to do differently in this kind of mission. Make sure the VIP doesn't die, and get across the map which is pretty much the basics of every mission.

So let's talk about something a little more interesting and in depth! Weapon modifications!

X-Com2 introduces a robust weapon modification system that allows you to add parts to soldiers guns to give them extra abilities. The parts are salvaged from fallen ADVENT and aliens, or purchased from the black market, and equipped in the armory to bolster your soldiers weapons. There are six kinds of mods, ballistic weapons may equip one mod per gun while advanced guns may use two mods per gun, with a continent bonus that will increase the mod limit by one further. By default weapon mods are a one use item, once you attach them to a gun they can be replaced, but not reused. If you replace a mod with a different mod the old one is lost. This can be changed by a continent bonus. Having both of these continent bonuses can lead to some seriously powered up guns for your team to use. Each individual type of mod also comes in normal, advanced, and superior quality levels.

So what do the mods actually do? Well let me list the seven kinds and my preferred use for them;

Stocks allow missed shots to deal guaranteed damage. From 1, 2, or 3 points dependent on the quality of the stock. Guaranteed damage can not be overvalued. Being 100% sure to deal 2 or 3 damage can make a world of difference when finishing off wounded aliens. Personally I love these things on rifles. Rifles are the only weapon given to specialists, whose skills revolve around their gremlin drone and utility functions, they never really gain the ability to do great deals of damage with their rifles.

Scopes increase accuracy, exactly as you may expect. 5%, 10%, or 15% based on scope quality. In theory everyone could use a scope but are usually in much shorter supply than needed to be able to put a scope on every gun. Typically I will put these on sniper rifles first with surpluses going to grenadiers to shore up their lower aim scores, or any soldier in particular that I feel needs a boost. Every soldier can benefit from a scope, but the short supply means picking who will get the few scopes you do come across and make the most of them.

Repeaters are a barrel modification that give the weapon a small chance to instantly kill any target they hit, in game it's termed as an execution. At 5%, 10%, and 15% the odds of an execution ever going off are fairly slim. In my personal preference I prefer things that give me reliable results such as stocks working 100% of the time even if the effect of a stock isn't nearly as impressive as a repeater when it works. A single low grade repeater in a squad isn't going to do much, and would only be noticeable once every 20 shots, statistically. However, you throw 3 of the superior repeaters into a squad and suddenly the odds of seeing an execution jumps up near the point where you might expect an execution on every other turn if the whole squad is firing. I feel like repeaters are a tactic that needs to be used in mass in order to push up the chances of seeing them in action, where as a lone repeater may never make its presence felt. That all said, I will typically put repeaters on shotguns and rifles. Rangers are often times tasked to put up big damage against tough aliens and a repeater can certainly do that if they trigger. Repeaters on rifles are often times from a lack of having anything better out there, but it is worth noting the combination of a stock and a repeater; guaranteed damage every shot with a small percent chance to instantly kill the target, every shot.

Laser sights grant extra critical hit chance to weapons, starting at 40% at point blank range and diminishing as the distance to target increases. This is a fairly obvious choice for shotguns as they are meant to be used at very close ranges, and often from a flanking position to give a ranger a very, very high critical hit chance. While I haven't personally put them on other classes very often I can see some draw to it. I feel they're sort of like scopes but less powerful on non-shotguns, every gun could benefit from them but you're more likely to have better options and not likely to have a surplus of laser sights laying around.

Extended Magazines do what they say on the tin, they increase a weapons magazine size by 1, 2, or 3 shots depending on the quality of the mod. The obvious candidates for these mods are the grenadiers machine guns, whom may burn through ammo rapidly do to skills such as Suppression, Chain Shot, or Hail of Bullets, all of which require additional ammo to be spent. On top of machine guns only having three shots per reload unlike rifles and shotguns with 4 per reload. Surprisingly sniper rifles also really benefit from extended magazines. In part because firing the sniper rifle is a full turn action thus preventing a turn spent reloading as a first action and firing as a second action, as can be done with all the other weapons. So having more rounds per reload allows combat to go on longer before a sniper needs to spend a turn reloading instead of shooting. The other big use I find of extended magazines on sniper rifles comes with the skill Killzone, allowing a sniper to take as many overwatch shots as they can during one turn, one shot per target. Naturally having more rounds loaded means more potential shots being fired by this kill.

Auto Loaders allow a soldier to reload a weapon 1, 2, or 3 times in a mission with out spending an action to do so. These are always the first reloads of the map so unfortunately you can't skip using your free reload in an attempt to save it for later on in a more critical situation. Still this mod can be super handy and my auto-loaders will typically be found on my grenadiers to help make up for their below average ammo capacity.

Hair Triggers give a 5%, 10%, 15% chance to not use up an action when firing the weapon. Like repeaters this can be a huge deal, when it happens. The odds are pretty low that the effect will happen but when it does it can mean getting a second shot against a dangerous alien, moving out of harms way, or otherwise avoiding a hard time. Or it can happen when the situation is well in hand and the last alien just died. It's a big gamble on when and in what situation the effect will trigger. Typically I place hair triggers on shotguns for double shot rangers or hit and run tactics. My feelings on these are pretty similar to repeaters, they can occasionally be super useful but have too infrequent a chance of working to be relied on.

Jade Star fucked around with this message at 10:40 on Jul 21, 2016

Koorisch
Mar 29, 2009
One of the bonuses of having a Ranger specced as a sneaking fellow is that they're hidden on all the missions, even if the rest of your team ISN'T.

Veeeeery useful for times when you really, really don't want to get surprised and/or want to ambush the poo poo outta the aliens.

Nuckelavee
Feb 25, 2014
Jade, Siobhan is pronounced "Shuh-von" think of it being "shove-on" being said quickly by a drunk.

Stephen9001
Oct 28, 2013
Uh Jade? There's a seventh kind of weapon mod, Hair Triggers. They give a 5%, 10% 15% chance for you shooting your gun to be a free action. Fix your post Jade!

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

MadHat
Mar 31, 2011
Did you not put the Character Generator to Pool only Jade?

Also useful to know the first Scan Site is random [At least in non Tutorial Land] The first Guerrilla and Resistance Mission rewards are not, it is always a Engineer and than Scientist than goes to random rewards.

Moved Evac Zones are not technically set to move farther away, just moved to a new location, that can be other side of the map or basically on top of your squad.

Lightning Reflexes still exists in XCOM 2! It as well as a couple other skills not in a Class Tree are in the pool of Skills for the AWC bonus Skill.

MadHat fucked around with this message at 10:37 on Jul 21, 2016

Jade Star
Jul 15, 2002

It burns when I LP

Stephen9001 posted:

Uh Jade? There's a seventh kind of weapon mod, Hair Triggers. They give a 5%, 10% 15% chance for you shooting your gun to be a free action. Fix your post Jade!

drat it, writing this at 2am wasnt the best idea

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Lightning Reflexes is in the AWC too.

Mightypeon
Oct 10, 2013

Putin apologist- assume all uncited claims are from Russia Today or directly from FSB.

key phrases: Poor plucky little Russia, Spheres of influence, The West is Worse, they was asking for it.
I pretty much have the same opinion on basically all weapon upgrades.

Long war sniper rifles also only have 3 shots, which means that either a mag extender or a free loader is about as important as a scope is.

ephphatha
Dec 18, 2009




I know it's a bit late, but is it possible to change up my character? Now that I've seen your plan for the character I think it'd look better with the wild dreadlocks hairstyle and hippie sunglasses for the eyewear. If you want an easier to pronounce name you can call him Keanu Reaves :v:.

Jade Star
Jul 15, 2002

It burns when I LP

Lunethex posted:

Lightning Reflexes is in the AWC too.

Guava and I both know this but keeping a little hushed until the AWC rolls out. We'll cover the specialties when they start to happen.

Stephen9001
Oct 28, 2013

Jade Star posted:

drat it, writing this at 2am wasnt the best idea

I see you've updated the post, that's good, but I've also noticed how you talk about the combination of stocks and repeaters, which I believe has, sadly, been patched out. This oversight is much more understandable and so I will forgive it. Seriously though, loving the LP so far, I just derive enjoyment from being the guy to yell "this is wrong" and "you forgot this clearly obvious thing!".

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

my dad
Oct 17, 2012

this shall be humorous

Jade Star posted:

Repeaters are a barrel modification that give the weapon a small chance to instantly kill any target they hit, in game it's termed as an execution. At 5%, 10%, and 15% the odds of an execution ever going off are fairly slim. In my personal preference I prefer things that give me reliable results such as stocks working 100% of the time even if the effect of a stock isn't nearly as impressive as a repeater when it works. A single low grade repeater in a squad isn't going to do much, and would only be noticeable once every 20 shots, statistically. However, you throw 3 of the superior repeaters into a squad and suddenly the odds of seeing an execution jumps up near the point where you might expect an execution on every other turn if the whole squad is firing. I feel like repeaters are a tactic that needs to be used in mass in order to push up the chances of seeing them in action, where as a lone repeater may never make its presence felt. That all said, I will typically put repeaters on shotguns and rifles. Rangers are often times tasked to put up big damage against tough aliens and a repeater can certainly do that if they trigger. Repeaters on rifles are often times from a lack of having anything better out there, but it is worth noting the combination of a stock and a repeater; guaranteed damage every shot with a small percent chance to instantly kill the target, every shot.

The LPer Marbozir made a wonderful (but unfortunately spoileriffic) video of just how amazing massed repeaters are.

Aerdan
Apr 14, 2012

Not Dennis NEDry

Nuckelavee posted:

Jade, Siobhan is pronounced "Shuh-von" think of it being "shove-on" being said quickly by a drunk.

She-VAHN, per Wikipedia. :v:

Canuck-Errant
Oct 28, 2003

MOOD: BURNING - MUSIC: DISCO INFERNO BY THE TRAMMPS
Grimey Drawer
I believe this is the definitive source on the matter:
https://www.youtube.com/watch?v=6sFypViRt6Q

RickVoid
Oct 21, 2010
Sounds like shh-bon to my ears, based on that video.

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves
That idea of having a Med-Kit/Med Specialist decrease the geoscape heal time of injured soldiers comes up in the Long War class mod. There's a Captain level ability for the Specialists that causes all injured soldiers on a mission they are present on to have less time in the med bay if they return wounded; this can decrease the amount of time down to 0 based on soldier armour/max HP going in. I had a Ranger take a full Muton punch to the face and come back ready to go on a 2nd mission with no down time because of it.

Kaboom Dragoon
May 7, 2010

The greatest of feasts

Wasn't there something similar in the base game, where if they only took damage relative to the extra HP given to them by armour, they could avoid being in medbay?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kaboom Dragoon posted:

Wasn't there something similar in the base game, where if they only took damage relative to the extra HP given to them by armour, they could avoid being in medbay?

Yep. Every armor gave extra HP except maybe kevlar, and if the trooper took all their damage on the armor they'd be fine and dandy. One of the reasons I prefer Titan armor to Archangel or Psi.

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Kasrkin
Feb 16, 2014

Nothing suspicious here.

Kaboom Dragoon posted:

Wasn't there something similar in the base game, where if they only took damage relative to the extra HP given to them by armour, they could avoid being in medbay?

yes, there were kind of two Health Bars. Base HP and Armour HP, Armour HP were slightly different in Color tone, and as long as you didn't get lowered into Base HP you were fine to keep on trucking mission after Mission.
i am not sure, which system i prefer, on one side, the injury time in X-Com 2 are kind of Ridiculous sometimes. on the other hand, yeah, getting shot with Plasma might suck even in Power Armour.

Kasrkin fucked around with this message at 16:27 on Jul 21, 2016

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