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Hack and Slash.
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# ? Jul 26, 2016 20:53 |
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# ? May 25, 2024 01:59 |
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So, words on long war (I am basically in the endgame now, entire world contacted, only story missions left, quite a bit of safety valve as far as the avatar project is concerned. 1: Long war has an extra weapon tier before Plasma. I mostly didnt build guns other then the main rifles, until I got to plasma at last. 2: All time MVP is easily the grenadier with the frost grenades. It is a "remove nasty stuff from play" button. With a low level upgrade, you can do so twice. If you are ambushing, you can sometimes use the freeze bomb as the first actions, and freeze the aliens away from cover. He is also an absolute godsend against alien royalty. 3: Unique pistol was surprisingly useful. In long war, machine gunners, rangers (basically they are riflemen) and snipers get pistols. The pistol is potentially useful on all of them. Long war has some extra perks for pistols. One is "shoot pistol as a free action", one is "fire pistols at everyone you see" and one is "fire a pistol 3 times at one guy". 4: Used the Xbow mostly at the start. It got outclassed by normal weapons pretty fast imho. I am now finding that its a pretty good weapon for a Psi soldier (these have crappy aim often, and can generally do lots of things that are not shooting). 5: Axes were some pretty solid extra damage. Nothing wrong with that. They went to my assault. Big problem of my assault was that his "get an extra action when you normal shoot someone 4 squares around you" didnt trigger consistently. 6: Flashbangs are great. Specialists and grenadiers both get extra flashbang skills, and you should always take those. Flashbangs turn Codexes from "potentially dangerous" to "free frag". 7: Have to play around with burning some more. A Sektopods explosion recently set my assault on fire, which was really annoying because "reloading" is one of the skills removed by being on fire. 8: Concerning royalty: Sometimes, if you dont have anything good to throw at them, it may be better to end the turn with backspace as opposed to giving them more turns. 9: All the alien armors are great, and have pretty useful AP free skills. Ikarus armor is ridiculous. Cobra armor is still really cool (currently have it on my pistol sniper, free freeze triggers suprisingly often), Zerker armor is still a better war armor, and there is noting wrong with war armors.
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# ? Jul 27, 2016 00:26 |
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Those things you mention for pistols are things Sharpshooters can already do if you spec them for pistols and that's why you should do that thing because they own own own. Turn this poo poo into a John Woo movie.
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# ? Jul 27, 2016 00:47 |
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The first soldier you could pick up as a monthly thing was my guy. You ever going to pick up squaddie Solberg, Jade?
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# ? Jul 27, 2016 02:20 |
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I just noticed that equipping a soldier with the murder axe makes "axe" replace all instances of "sword" in skill trees- even at promotion. Nice attention to detail.
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# ? Jul 27, 2016 02:54 |
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Zomborgon posted:I just noticed that equipping a soldier with the murder axe makes "axe" replace all instances of "sword" in skill trees- even at promotion. Nice attention to detail. It seems to have fields for [Main Weapon] and [Secondary Weapon]. My sniper's shredding attacks said "attacks made by this unit's sniper rifle remove armor" to make clear I couldn't pistol it off. Man that wopuld be amazing if I could.
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# ? Jul 27, 2016 03:44 |
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Bruceski posted:It seems to have fields for [Main Weapon] and [Secondary Weapon]. My sniper's shredding attacks said "attacks made by this unit's sniper rifle remove armor" to make clear I couldn't pistol it off. Man that wopuld be amazing if I could. The game very much does that. It's rather apparent when using modded classes.
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# ? Jul 27, 2016 03:48 |
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I believe Ammo applied to the sniper rifle also applies to the pistol, which means that in some cases you can go hog wild. Gunslingers are disgusting.
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# ? Jul 27, 2016 04:56 |
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Grapplejack posted:I believe Ammo applied to the sniper rifle also applies to the pistol, which means that in some cases you can go hog wild. Yup, while you cannot mod the pistol it still gets the effects of any unique ammo you carry. Applying poison or burn to multiple enemies is one of the strongest abilities of the Gunslinger.
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# ? Jul 27, 2016 05:07 |
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Never again shall I go into a DLC mission with nothing but ballistics, Kevlar, and two corporals as my best soldiers. I see now why you're avoiding the transmitter, Jade. The only thing that saved me was the Alien Hunters crossbow. A few lucky stuns go quite far on that... last enemy.
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# ? Jul 27, 2016 05:16 |
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Alkydere posted:Yup, while you cannot mod the pistol it still gets the effects of any unique ammo you carry. Applying poison or burn to multiple enemies is one of the strongest abilities of the Gunslinger. Armor Piercing is also a good pistol effect for dealing with pre-shredded late game enemies. Like yes your Grenadiers should be handling that but being able to drop a bunch of damage on any arbitrary thing is pretty great, especially since you are still mobile and never have to reload.
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# ? Jul 27, 2016 06:33 |
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Wrong thread
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# ? Jul 27, 2016 07:33 |
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Feinne posted:Armor Piercing is also a good pistol effect for dealing with pre-shredded late game enemies. Like yes your Grenadiers should be handling that but being able to drop a bunch of damage on any arbitrary thing is pretty great, especially since you are still mobile and never have to reload. And a certain special type of ammo lets your sharpshooters take down the two toughest regular enemy types in the game in a single turn, as long as they've been shredded.
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# ? Jul 27, 2016 10:24 |
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Unsurprisingly, there's a mod available that lets you add upgrades to all your weapons, including swords, grenade launchers, Gremlins and pistols. It can get a little OP, but it's great fun for casual playthroughs.
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# ? Jul 27, 2016 11:11 |
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Kaboom Dragoon posted:Unsurprisingly, there's a mod available that lets you add upgrades to all your weapons, including swords, grenade launchers, Gremlins and pistols. It can get a little OP, but it's great fun for casual playthroughs. I've got ModEverything plus Grimy's Loot Mod; and yes being able to mod all your poo poo get's a bit OP. However it's nice that you get this extra level of doing cool poo poo to your weapons. Also the actual drop rate for non-primary weapon mods is sooooooo low (for me anyway) that the only time you will be seeing fancy tricked out Gremlins and Launchers is if you get them from a Grimy's Box (which isn't uncommon at all but it means it's harder to create a beast of a gun when you roll the dice every time)
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# ? Jul 27, 2016 15:42 |
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Kaboom Dragoon posted:Unsurprisingly, there's a mod available that lets you add upgrades to all your weapons, including swords, grenade launchers, Gremlins and pistols. It can get a little OP, but it's great fun for casual playthroughs. Soo...
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# ? Jul 27, 2016 15:45 |
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Bradford already does that with his custom rifle, and it's completely hilarious.
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# ? Jul 27, 2016 15:55 |
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Kurieg posted:Soo... Replace the knife with the Ranger sword and, yeah, pretty much. Gridlocked posted:I've got ModEverything plus Grimy's Loot Mod; and yes being able to mod all your poo poo get's a bit OP. However it's nice that you get this extra level of doing cool poo poo to your weapons. Also the actual drop rate for non-primary weapon mods is sooooooo low (for me anyway) that the only time you will be seeing fancy tricked out Gremlins and Launchers is if you get them from a Grimy's Box (which isn't uncommon at all but it means it's harder to create a beast of a gun when you roll the dice every time) The loot mod is a hell of a lot of fun, and the lockbox weapons can add a nice twist to things as well. They are randomly generated though, so you can wind up with a rifle with one mod that gives you +20% chance to crits with another mod that disables crits entirely for higher base damage.
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# ? Jul 27, 2016 16:43 |
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You had asked for a reminder, so once you finish working out the kinks with your set-up Jadestar, it'd be cool to see the goonpool for those that want to play along.
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# ? Jul 27, 2016 18:20 |
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So, do the enemy pods at the avenger defense mission ever stop coming? I could probably deal with 2 pods popping in per turn (actually that would force be to bug off in the long run), and could keep blasting the one pod per turn for an infinite length of time. hmm, game getting laggy due to all the dead bodies.
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# ? Jul 27, 2016 18:45 |
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Mightypeon posted:So, do the enemy pods at the avenger defense mission ever stop coming? Yeah, they're infinite. I kind of wish overwhelming reinforcements was the mechanic over hard turn timers. Only having a shorter timer activate once you're spotted as a countdown to waves of advent reinforcements would be a lot more interesting, being driven off the map by superior forces if you're too slow accomplishing your mission would fit the guerilla fell of the game a lot more.
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# ? Jul 27, 2016 18:49 |
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Mightypeon posted:<snip> I know that most of us have played at least the base game, but avoid story mission spoilers, please. ro5s posted:I kind of wish overwhelming reinforcements was the mechanic over hard turn timers. Only having a shorter timer activate once you're spotted as a countdown to waves of advent reinforcements would be a lot more interesting, being driven off the map by superior forces if you're too slow accomplishing your mission would fit the guerilla fell of the game a lot more. I would like this too, but it's really hard to calibrate to your squad. With such a mechanic, you could easily end up with a reasonable mission followed up by a too-early death squad or, alternatively, a grindy mess of making sure every soldier promotes. The game's release already got set back several months for balancing alone; I wouldn't have wanted to wait several more just for that to get cleared up. That said, some missions might showcase how that mechanic might have been gone down.
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# ? Jul 27, 2016 19:16 |
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One squadsight sharp makes such a joke of that mission. It's both sad and hilariously awesome. Squadsight is so good. It got me thinking though ... gunslinger is so ridiculously good in every other situation. I'm imagining a full team of them with explosives and...yeah. Yeah.
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# ? Jul 27, 2016 19:23 |
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Psion posted:One squadsight sharp makes such a joke of that mission. It's both sad and hilariously awesome. Squadsight is so good. And speaking of Rangers, I've been playing the game again both because of this LP and to try out the DLCs and now that Blademaster provides that +10 accuracy to sword attacks, I've been relying on melee Rangers a lot more and it has turned out great.
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# ? Jul 27, 2016 20:26 |
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What I probably find the most unusual in Xcom is how quickly the difficulty drops once you are past the mid game. In early missions on legend, it is a question if I win. In mid game, it is a question if I suffer some losses, in later mission its a question if the adversary gets any shots of at me at all. I discovered something interesting: There is a piece of equipment that sets enemies that attack you in melee on fire. Thing is, they actually have to damage you for it. If you have enough armor to fully mitigate their melee damage output, and they hit you without doing damage, they will not be set on fire. Some things that could make the late game more interesting: 1: Improved Vipers. Their "get over here" skill is very threatening in theory, in practice, you one shot them hard later on. 2: Adversaries that throw flashbangs. 3: More Variance in enemy spawns, as well as larger pod sizes. 4: Officers with an "activate next pod" skill.
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# ? Jul 27, 2016 20:30 |
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radintorov posted:The one time I let that mission happen, that and a Phantom Ranger flanking around to provide line of sight on the target are what allowed me to basically turtle up until my Sniper could deal with it. It still proved to be quite the challenge. Yea, Blademaster makes the first bit of the game much easier. Being able to one shot normal soldiers and sectoids makes cleaning up pods a snap.
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# ? Jul 27, 2016 20:44 |
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Krumbsthumbs posted:Yea, Blademaster makes the first bit of the game much easier. Being able to one shot normal soldiers and sectoids makes cleaning up pods a snap. I dunno, I don't have X-COM 2 but one of my cardinal rules in Enemy Unknown/Within is "Don't end someone's actions running into the fog." I can see the appeal of sword rangers, but they're feeling much too risky for me.
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# ? Jul 27, 2016 20:55 |
Cythereal posted:I dunno, I don't have X-COM 2 but one of my cardinal rules in Enemy Unknown/Within is "Don't end someone's actions running into the fog." I can see the appeal of sword rangers, but they're feeling much too risky for me. I imagine the time limits usually make an aggressive approach palpable, if still risky.
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# ? Jul 27, 2016 21:02 |
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Cythereal posted:I dunno, I don't have X-COM 2 but one of my cardinal rules in Enemy Unknown/Within is "Don't end someone's actions running into the fog." I can see the appeal of sword rangers, but they're feeling much too risky for me. That's why you only do it on enemies that are mid-range. edit: And also don't do it as the final action on a turn, so that if the knife-happy squaddie does reveal more people you have a chance to cover them.
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# ? Jul 27, 2016 21:04 |
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Cythereal posted:I dunno, I don't have X-COM 2 but one of my cardinal rules in Enemy Unknown/Within is "Don't end someone's actions running into the fog." I can see the appeal of sword rangers, but they're feeling much too risky for me. Things that apply to EU don't always apply to 2. EU encouraged slow careful movement across the map. 2 encourages dashing and racing against the clock. You also have a later skill that lets you pull rangers back after a good swording.
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# ? Jul 27, 2016 21:05 |
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Also, just because you're rushing in to blade doesn't mean that you aren't rushing into cover.
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# ? Jul 27, 2016 21:10 |
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Kurieg posted:Also, just because you're rushing in to blade doesn't mean that you aren't rushing into cover. Yep. Experienced swordfighters know that you can chop a dude through a wall.
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# ? Jul 27, 2016 21:18 |
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XCOM2 is mostly about both sides getting overpowered stuff to throw at each other, I found. There are ways of dealing with the fact your guy just slashed one foe to be surrounded by four more. Varying degrees of reliability of course, but it if it was simple, they wouldn't need you.
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# ? Jul 27, 2016 21:26 |
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Green Intern posted:Yep. Experienced swordfighters know that you can chop a dude through a wall. Yup! Once I learned you can cut things and still stay in at least low cover, even if your blade blows up a wall, the Ranger class became much more useful. Being able to take out those Sectoids safely before they realize they have a gun strapped to their forearm upped my team's life expectancy. Having access Swordmaster is much like having a punch mech in EU/EW. You can ignore that one enemy and kill his buddies, even if it leaves your other units in a flanked position from that irritant because you know you've got an auto remove on hand. This doesn't always work with full health officers and other enemies we haven't seen yet, but early on it saves on grenades and such.
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# ? Jul 27, 2016 21:36 |
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Mightypeon posted:What I probably find the most unusual in Xcom is how quickly the difficulty drops once you are past the mid game. I feel like this has been the case for almost every XCOM game, including the OG ones and Xenonauts. The reverse difficulty curve is a bit wonky but at the same time apparently hard for developers to curb.
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# ? Jul 27, 2016 21:38 |
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Krumbsthumbs posted:Having access Swordmaster is much like having a punch mech in EU/EW. You can ignore that one enemy and kill his buddies, even if it leaves your other units in a flanked position from that irritant because you know you've got an auto remove on hand. This doesn't always work with full health officers and other enemies we haven't seen yet, but early on it saves on grenades and such. I'm one of those weirdos who barely uses MECs. I like to get one for Portent and Newfoundland, but I prefer a good gene-modded trooper.
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# ? Jul 27, 2016 21:41 |
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I love having a fully kitted out Psi soldier in this game, it's like a swiss army knife made entirely out of different flavors of murder.
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# ? Jul 27, 2016 21:45 |
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A Curvy Goonette posted:I feel like this has been the case for almost every XCOM game, including the OG ones and Xenonauts. The reverse difficulty curve is a bit wonky but at the same time apparently hard for developers to curb. It's the entire point of the games, arguably. Late game gear is laughably overpowered, but nobody minds, because you're getting to use it against those fuckers who made your early game hell.
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# ? Jul 27, 2016 21:58 |
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Avenger defense is probably my favorite mission because it means promotions for everyone. Just grind it out until everyone has gotten one and then pack it up. Never counter that ufo if you know what you're doing in the game
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# ? Jul 27, 2016 22:01 |
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# ? May 25, 2024 01:59 |
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Anyone experience with the AllPodsActive mod? i am kinda on the Fence about trying it. on one hand it seems kinda cool, because you need to be careful not to get dragged in unwanted Crossfires, on the other hand, it seems like it might get overwhelming really fast in later stages. to Stay relevant, what factor decides if you evade the UFO successfully?.
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# ? Jul 27, 2016 22:28 |