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Migishu posted:Hulk "Hulk Hogan" Hogan This. This is the best. Hulk Hulk Hogan Hogan. And I hope everyone trails their voice off when they say it....
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# ? Aug 21, 2016 22:06 |
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# ? May 25, 2024 02:56 |
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Grapplejack posted:We're not going to use the Hulkster's canon nickname, Hollywood??? I'm disappointed in you thread. Hollywood is good
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# ? Aug 21, 2016 22:50 |
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Just did the Tower mission with late game gear on commander. It doesn't scale at all. Poor Julian didn't last a single turn.
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# ? Aug 21, 2016 23:16 |
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Just saw this, great to see an XCOM2 Commander's Guide, as the original XCOM 1 LP was very handy. One question - in the OP, the Table of Contents points directly to the Youtube videos, but doesn't show the posts themselves (unless I missed it somehow, entirely possible). Can you add the actual LP posts as well, similar to how you did for the first one? It's really handy being able to check the actual LP posts containing your write-ups of skills and stuff without needing to hunt them down through the 44 pages and counting.
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# ? Aug 21, 2016 23:18 |
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Grapplejack posted:We're not going to use the Hulkster's canon nickname, Hollywood??? I'm disappointed in you thread. Nah nah nah, we save that for the mid-LP heel turn.
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# ? Aug 21, 2016 23:20 |
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I'm going to be the odd man out and vote for Hulk "Meat Shoes" Hogan. And also for Julian "Prodigal Son" Chen.
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# ? Aug 22, 2016 03:26 |
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Migishu posted:Hulk "Hulk Hogan" Hogan To make it extra stupid, switch the order of the nickname so that it's Hulk Hogan Hulk Hogan.
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# ? Aug 22, 2016 04:26 |
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GuavaMoment posted:Jade hates both fun and that skill. loving Unsubbed. I can't believe this bullshit.
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# ? Aug 22, 2016 07:27 |
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MagusofStars posted:One question - in the OP, the Table of Contents points directly to the Youtube videos, but doesn't show the posts themselves (unless I missed it somehow, entirely possible). Can you add the actual LP posts as well, similar to how you did for the first one? Done
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# ? Aug 22, 2016 08:11 |
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Jade Star posted:Turns out 'Runnin' Wild' is just too long for the character limit in the game So call him 'Guns Wild' instead.
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# ? Aug 22, 2016 14:26 |
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So I've managed to get a colonel-level sniper for free on a game I've been playing for the past 2 weeks, and I've trained her to be a Pistoleer. I know Guava harps on about the Pistol Sniper, but I'm just not seeing the appeal outside of Fan Gun. She just seems to be a weird middle-ground between the Ranger and Sniper from the few missions I've fielded her on. Is there a gimmick/teamcomp I'm missing?
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# ? Aug 23, 2016 00:01 |
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Highwang posted:So I've managed to get a colonel-level sniper for free on a game I've been playing for the past 2 weeks, and I've trained her to be a Pistoleer. I know Guava harps on about the Pistol Sniper, but I'm just not seeing the appeal outside of Fan Gun. She just seems to be a weird middle-ground between the Ranger and Sniper from the few missions I've fielded her on. Specialty ammo applies to pistols, which means a pistol spec can really spread the love on stuff like viper rounds or do insane damage with bluescreen rounds.
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# ? Aug 23, 2016 00:12 |
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Highwang posted:So I've managed to get a colonel-level sniper for free on a game I've been playing for the past 2 weeks, and I've trained her to be a Pistoleer. I know Guava harps on about the Pistol Sniper, but I'm just not seeing the appeal outside of Fan Gun. She just seems to be a weird middle-ground between the Ranger and Sniper from the few missions I've fielded her on. Did you give her dragon rounds for the extra damage? Keep using her as a ranger, and have her take her shots first. Use faceoff or the free pistol shots to weaken enemies and set them on fire. Everyone else does cleanup. If faceoff is on cooldown, then use fan fire to kill the toughest enemy you're facing. Viper/bluescreen rounds also work if you don't have dragon.
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# ? Aug 23, 2016 00:13 |
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Mostly ammo types. Lots of chunks of damage you can pass around to whoever needs it. IIRC the pistol shot skills don't end your turn, (though most do take an action point) allowing for some hilarity where you just see who has been set on fire. Or use BS rounds and just deny robotic enemies their right to HP. Can leave them at the back like a sniper though.
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# ? Aug 23, 2016 00:13 |
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Bluescreen + Fan Fire + Sectopod =
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# ? Aug 23, 2016 00:14 |
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Kwyndig posted:Specialty ammo applies to pistols, which means a pistol spec can really spread the love on stuff like viper rounds or do insane damage with bluescreen rounds. GuavaMoment posted:Did you give her dragon rounds for the extra damage? Keep using her as a ranger, and have her take her shots first. Use faceoff or the free pistol shots to weaken enemies and set them on fire. Everyone else does cleanup. If faceoff is on cooldown, then use fan fire to kill the toughest enemy you're facing. Viper/bluescreen rounds also work if you don't have dragon. Ah. That explains it. I have like no ammo barring Talon Rounds because I started near Europe and got the armor bonus super quick so I just focused on that. I'll have to get Y2K bullets at some point since I waste so much time trying to kill a sectopod.
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# ? Aug 23, 2016 00:19 |
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Highwang posted:I'll have to get Y2K bullets at some point since I waste so much time trying to kill a sectopod. I completed my first game this weekend, and sectopods in my experience aren't bad if you have the tools to counter them and can afford to focus on it. Acid bombs are a godsend against sectopods, one or two will strip the armor right off. If you've been upgrading your gremlins, combat protocol will do a lot of damage if you have that available. I built my sharpshooter primarily as a sniper, and found that even without bluescreen rounds he could do big chunks of damage once the armor is gone, as can a shotgun ranger. I never used bluescreen rounds, I didn't like how limited they were versus other ammo types. In retrospect this was something of a mistake - sectopods become fairly common (1 or 2 per map) after a certain point in the game, MECs and turrets will be around in most missions, and the not-calcinite is vulnerable once you've made it angry. Not sure if the not-outsider is vulnerable or not, but even if it isn't, that's still a bunch of common late-game enemies that you can bluescreen.
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# ? Aug 23, 2016 01:05 |
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e: Meant to post this in the main XCOM 2 thread
Zoran fucked around with this message at 01:54 on Aug 23, 2016 |
# ? Aug 23, 2016 01:46 |
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Hulk Gawker Hogan
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# ? Aug 23, 2016 03:12 |
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Tempest_56 posted:I'm going to be the odd man out and vote for Hulk "Meat Shoes" Hogan. I second this.
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# ? Aug 23, 2016 03:19 |
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Man, I still think RunninWild should be good enough for anybody!
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# ? Aug 23, 2016 03:32 |
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Huh, I never thought of using Fan Fire to apply status effects. I was always about having a sniper on an elevated platform as a 'if the team can see it, I can shoot and pull it' thing. Which synergizes well with Rangers, since you can have your invisible spotter way out to spot, say, Sectopods at the Factory.
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# ? Aug 23, 2016 06:12 |
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Lightning Reflexes > Fan Fire > Faceoff/Regular Pistol shot That's six potential shots against a single target, plus one against everything else if you're using Faceoff. As stated before, a gunslinger will just absolutely melt Sectopods and other mechanical enemies if you have bluescreen rounds equipped. Stripping at least some of the armor may be necessary, though, depending on your weapon tier. Feels really satisfying, too.
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# ? Aug 23, 2016 12:31 |
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Canuck-Errant posted:Huh, I never thought of using Fan Fire to apply status effects. I was always about having a sniper on an elevated platform as a 'if the team can see it, I can shoot and pull it' thing. Which synergizes well with Rangers, since you can have your invisible spotter way out to spot, say, Sectopods at the Factory. After finishing up the game with this gunslinger, I didn't find myself relying on status ammo but rather using the pistol attacks in the right sequence. Ammo makes them a specialized killer, but in general its better to know when to chain the free shot into regular shot into Fan or Faceoff based on the circumstances. Hell, I barely survived one of the final missions because of a really well placed Faceoff chain. Gotta give her credit for being a great backup plan at least.
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# ? Aug 23, 2016 12:43 |
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Green Intern posted:
One of those skills didn't involve shooting your gun.
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# ? Aug 23, 2016 21:06 |
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Jade Star posted:One of those skills didn't involve shooting your gun. Gotta get the secret skill from the AWC.
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# ? Aug 23, 2016 23:35 |
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Can't deny that Faceoff can work wonders when things are set up brilliantly though: https://www.youtube.com/watch?v=birji_-4r7w Be warned, that spoils some of the future armour choices, but I don't think there's any new aliens in that.
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# ? Aug 24, 2016 01:45 |
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Tempest_56 posted:I'm going to be the odd man out and vote for Hulk "Meat Shoes" Hogan. gently caress, that's good. Seconding Meat Shoes.
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# ? Aug 24, 2016 01:57 |
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GoneRampant posted:Can't deny that Faceoff can work wonders when things are set up brilliantly though: https://www.youtube.com/watch?v=birji_-4r7w That's pretty great. Also there's a certain enemy in there we haven't seen yet but I'm willing to bet we'll see one next update.
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# ? Aug 24, 2016 22:35 |
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Operation True Roman Testicle Another quick retaliation mission here with out anything particularly new to discuss. One thing worth mentioning though is something Guava points out early in the mission; knowing your enemies and what you can expect to see during the rest of the mission. This relates back to my Giant Robotic Crab Syndrome, and Guava is right to point out that the Muton was going to be the toughest thing in the mission and warranted a more liberal use of items than I ended up using. In my reasoning the muton was part of a 2 alien pod, so it was slightly under strength to begin with and it was the very first thing I saw. I expected there to be a more serious threat later in the mission, but nothing that bad ever turned up. Julian comes home with an unused rocket, and a little bit of sadness for not exploding some kind of ADVENT. A second thing worth talking about is that thing Guava constantly hates about Bulwark. The muton takes cover using Julian this mission and turns the Bulwark bonus against us. Oh no! Guava seems to hate this more than anything and feels like it is a serious problem. However as I point out and demonstrate in the video this can be used to X-Com's advantage. Mutons are tough aliens to deal with early on, they have a natural 10 defense and hiding in high cover gives them 40 more, making them a a real pain in the rear end to pull out of high cover. But if you can trick a muton into using a SPARK for high cover and then pull that cover away from him you leave the muton vulnerable in the open and exposed for free flank shots from your entire team. Any possible downside Guava can bitch at me about Bulwark giving the enemies cover is worth nothing because when they do that you simply move the SPARK anywhere you desire and it leaves an enemy completely and utterly vulnerable to being murdered by your entire squad. I would much rather have a muton hide behind a SPARK so i can pull the rug out from under its feet than have it take real cover behind a tree or wall. Moving a SPARK to remove cover from a muton is so much easier than having to use skills or explosives to remove a muton from cover. So, let them take cover behind Julian I say. It's the last dumb decision they will get the chance of making.. Lastly, if it wasn't fairly obvious I had a lot of editing happen in that video for multiple reasons. The lobster memorial video was made after the mission video and spliced in somewhat crudely, and guava crashed somewhere during the Big Sky transmission. Oh well, at least it wasn't JAIDS. SPARK skills, Cavalier rank Intimidate Vs Wrecking Ball Honestly I don't get too excited about either of these skills. Intimidate gives a chance to panic an enemy that shoots at your SPARK, which sounds good but has some catches. First off you're getting shot at. Stop that, stop letting ADVENT live long enough to shoot back at you. Second it's 1 attempt to intimidate a turn. And last, while I don't know the exact formula, Intimidate has never had a stellar success rate with me, maybe around 25-50%. So it's of limited use and likelihood to work, but when it does work it panics an enemy and removes them from the fight for two turns. That's great. So it's a big effect that won't ever happen often enough to rely on it. And I think by now I've made my position known that I prefer things I can rely on happening 100,% or near 100% of the time. Wrecking Ball also has the potential to be super cool. It's another Overdrive modifying ability that lets the SPARK just plow through cover while it moves. This can be super nice, busting through walls Kool-Aid man style to expose ADVENT positions to flanking shots. You also have to be careful not to trample over cover your own team is in the process of using. With a little care and waypoint managing it could prove really useful, but it is only active when Overdrive is active, limiting its use. Overall I can't give you a clear winner. Intimidate may be the easier choice because it's passive and will work and do things with out a player having to keep it in mind and make even more micro management decisions while fighting. Both can have a big impact on a fight, but the opportunities or chances for them to really do the most they can do are pretty sparse. Winner.... Intimidate? Maybe? gently caress it, go experiment on your own, I'm getting a Root Beer. Jade Star fucked around with this message at 05:48 on Aug 25, 2016 |
# ? Aug 25, 2016 05:35 |
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The picture links to mission 2 for some reason
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# ? Aug 25, 2016 05:40 |
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cokerpilot posted:The picture links to mission 2 for some reason Fixed. I am totally not super lazy and just quoting that post over and over to change the urls....
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# ? Aug 25, 2016 05:48 |
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Jade Star posted:
What is it about XCOM 2 that makes this effect so much more noticeable than in XCOM EU/EW? I recall numerous points where you would freely use consumables early and often to deny as many shots as you could- it took several episodes before we saw so much as enemy weapons fire. quote:
Has this panic ever resulted in a shot towards XCOM forces? I've never seen it happen, unlike how XCOM units panic and fire at nearby ADVENT units. I'm glad if enemies don't take more shots, of course, but I hardly want to gamble on that being the case.
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# ? Aug 25, 2016 06:01 |
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Zomborgon posted:What is it about XCOM 2 that makes this effect so much more noticeable than in XCOM EU/EW? I recall numerous points where you would freely use consumables early and often to deny as many shots as you could- it took several episodes before we saw so much as enemy weapons fire. I've not played XCOM 2 but watching these videos the pods do seem a bit more varied compared to XCOM 1 especially at this level of the game, so the added diversity means you might need your tools for later on.
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# ? Aug 25, 2016 06:09 |
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Zomborgon posted:What is it about XCOM 2 that makes this effect so much more noticeable than in XCOM EU/EW? I recall numerous points where you would freely use consumables early and often to deny as many shots as you could- it took several episodes before we saw so much as enemy weapons fire. Far as I know Enemies Panic will never give a Result that is inherently negative toward you, so they will either cower or take a shot at other Enemies. Intimidate can also activate on more than Shots, Offensive Actions that Target the Spark work, Mark Target from Advent Captains for example.
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# ? Aug 25, 2016 06:13 |
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Oh i forgot to mention I'm going on vacation on Friday and will be gone for almost two weeks. So don't expect updates until after Sept. 8ish
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# ? Aug 25, 2016 06:32 |
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I feel like I have to call bullshit on Guava saying Intimidate has a high proc chance, cause I never ONCE saw that loving thing work in my save file and Julian was getting shot a lot.
Highwang fucked around with this message at 07:06 on Aug 25, 2016 |
# ? Aug 25, 2016 06:55 |
I was playing a mission today, and I could have sworn that intimidate can trigger more than once a turn, though it's still not the most effective.
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# ? Aug 25, 2016 06:55 |
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Highwang posted:I feel like I have to call bullshit on Guava saying Intimidate has a high proc chance, cause I never ONCE saw that loving thing work (E: IN MY SAVE) and Julian was getting shot a lot. I assume this was your Julian, not the LP, given that he hasn't got it yet. Still I would also shoot at Julian a lot, were I on the scene. e: ah, ok. Zomborgon fucked around with this message at 07:09 on Aug 25, 2016 |
# ? Aug 25, 2016 07:01 |
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# ? May 25, 2024 02:56 |
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"Oh yeah, I wanted to feed this kill to Squaddie-" And that's when Hulk invoked the creative control clause in his contract.
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# ? Aug 25, 2016 07:04 |