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Can you keep on putting someone into the chamber until they have every skill possible? Also hail of bullets on a gunslinger is a lot of fun.
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# ? Oct 11, 2016 17:58 |
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# ? May 25, 2024 21:16 |
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Hunt11 posted:Can you keep on putting someone into the chamber until they have every skill possible? Yes, and also you should for optimal results. I don't use mine until they have stasis and dominate at least.
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# ? Oct 11, 2016 18:00 |
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I don't teach anyone Solace because it takes too drat long on the battlefield to resolve.
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# ? Oct 11, 2016 18:04 |
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I love it. I put a basic repeater on my Assault's shotgun because why not (I'm using the LW perk pack). A little bit into his very next mission, I'm in a room prepping to go for a closed door. A group of Chryssalids wanders in, a Spitter and two Crawlers (A Better ADVENT variants). The three Chryssalids proceed to use their "scatter" move to run RIGHT UP NEXT to Wrex... who has Close Combat Specialist... which lets him take a free shot at anything that moves within 4 squares of him. The Spitter... got executed. The first Crawler just plain died. Sadly, he then ran out of ammo and couldn't shoot the third. I decided to simply have him reload and take the third shot. He earned it. EDIT: "I AM URDNOT WREX! AND THIS IS (not) MY PLANET!" BlazetheInferno fucked around with this message at 02:27 on Oct 13, 2016 |
# ? Oct 12, 2016 06:43 |
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So I just beat the radio tower mission of the PS4 and after the cutscene ends the game just crashes. What the hell am I supposed to do about that?
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# ? Oct 12, 2016 16:21 |
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Raise your fists to the heavens and call upon Jake Solomon to fix his game (even though he probably didn't work on the ports at all).
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# ? Oct 12, 2016 18:38 |
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Weirdly enough I just left the game alone and after about ten minutes the cut scene replayed itself and the game moved on.
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# ? Oct 12, 2016 18:45 |
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Elth posted:Raise your fists to the heavens and call upon Jake Solomon to fix his game (even though he probably didn't work on the ports at all).
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# ? Oct 12, 2016 20:23 |
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Hunt11 posted:Weirdly enough I just left the game alone and after about ten minutes the cut scene replayed itself and the game moved on. Yeah I've had weird cutscene crap on PC too. During one of my black site runs the 'tanks lowering' cutscene played every time a soldier moved inside the facility at the end.
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# ? Oct 12, 2016 21:02 |
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Hey guys, I have 50 hours in this game (granted a good 20-25% of that is idling) and I haven't beaten it yet. Getting my rear end kicked for the 3rd time and I am looking for some solid pro-tier mlg 360 noscope LP/guide/walkthrough/whatever to blaze some xeno fuckers. Any suggestions or indications? Also, are there must-haves from the workshop besides stop wasting my time, show health values and flanking indicator? Many thanks in advance
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# ? Oct 13, 2016 06:10 |
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i really like the retroactive awc mod
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# ? Oct 13, 2016 06:13 |
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Retroactive AWC Mod feels less like a mod and more like users fixing something that should have been in the game to begin with. The fact that it's not the default honestly feels like an error they never bothered to fix.
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# ? Oct 13, 2016 10:45 |
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I thought they mentioned in an interview around release time that they didn't make the AWC retroactive because it means there's a cost to delaying it. If you can build it whenever and still get the full benefit that's not an interesting decision to have to make.
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# ? Oct 13, 2016 11:07 |
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Kalko posted:I thought they mentioned in an interview around release time that they didn't make the AWC retroactive because it means there's a cost to delaying it. If you can build it whenever and still get the full benefit that's not an interesting decision to have to make. It's always one of the first things I build, retroactive or not. As far as I'm concerned it's not a super interesting decision either way.
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# ? Oct 13, 2016 11:18 |
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The biggest tip that stuck home for me was never make any decisions or plans in your turn that depends 100℅ that dude a will kill alien x. Plan on that guy missing, will that mess up your turn? Then you make bad choices. Destroy cover first, then let others take out the alien easier, and then move guys. Never plan this guy kills 1, then he kills 2,etc. The game will eat you alive
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# ? Oct 13, 2016 11:21 |
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Transmetropolitan posted:Hey guys, I have 50 hours in this game (granted a good 20-25% of that is idling) and I haven't beaten it yet. Getting my rear end kicked for the 3rd time and I am looking for some solid pro-tier mlg 360 noscope LP/guide/walkthrough/whatever to blaze some xeno fuckers. Any suggestions or indications? I think the important thing in this game is to understand the value of concealment. As many encounters as you can should start with your concealed scout spotting an enemy clump, your grenadier or exosuit pasting them all with an area of effect attack, and the rest of your squad cleaning up. Try and figure out what the right sequence is for your squad to act. Gunslingers should go early with faceoff. Stasis, flashbangs/freeze grenades, aid protocol and mimic beacons are also important to reserve for the last guy to act in case everything goes wrong.
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# ? Oct 13, 2016 12:26 |
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Yeah, the most important tactic in XCOM2 is order of action. It doesn't matter if you destroy the enemy cover after everybody has missed them. Ideally, your last guy shouldn't have anything to do but overwatch to end your turn, because the pod is all dead. If you find yourself in a situation where there are still active enemies on the board when it is your last guy's action, that action had better be something that can either incapacitate or defeat those enemies with a 100% success rate (flashbang for psionics/melee enemies, freeze grenade for single target, hacking protocol for mechanicals, flanking shotgun fire for anything). Your main objective whenever you activate a pod is to have enough resources available (explosives, psi powers, high hit percent shots) to utterly destroy them before they get a turn. Always move your guys with that in mind. You can use concealment to set up traps, explosives to level cover, psi powers to turn the aliens own troops against them, all of this is secondary to your main goal do not get shot at. Your guys can take a hit if something goes wrong, but infirmary time is lost time and lost opportunity if a mission pops up while they're still recovering from the last one. This is especially important with classes that are slower to advance like specialists and psionics. You want your specialists out in the field earning promotions and your Psi-Ops in the chamber learning new powers because the clock is always ticking and you need every advantage you can get when you face that final mission. You're fighting a guerrilla war, so your watchword is mobility. Buy the mobility tactic for concealment, outfit your Rangers with + Move PCS to take advantage of their sword abilities and/or Run and Gun, put your Sharpshooters in Wraith suits when you can for their grappling hook and phasing powers. Don't be afraid to orange move. The psi power Inspire is great for moving troops into flanking positions and then back to safety after they've taken a shot. If you have SPARKs use Overdrive whenever you can with enemies in view, even a double move then shoot is better than not being able to hit because you're too far away or they're behind cover. A lot of more specific advice boils down to what kind of squad composition and ability choices you make. What works for two explosive Grenadiers, a blade-spec Ranger, a Psi-Op, and two Specialists (one on each tree), doesn't work for one minigun Grenadier, a SPARK, two concealment-spec Rangers, a gunslinger Sharpshooter, and a medic Specialist, for example. As far as the final mission goes, mind shields for everybody (to stop Avatar powers) and two fully powered Psi-Ops tends to do the job fairly well regardless of the rest of your team composition, since their cooldown based abilities are really OP in a long mission like that one.
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# ? Oct 13, 2016 17:28 |
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If you guys want a modlist, here's my collection. http://steamcommunity.com/sharedfiles/filedetails/?id=718267335 275 mods, and they should all be compatible with one another. I've gone through the entire workshop and picked out everything that looked good. Needless to say, being batshit insane, I'm using all 275 at once
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# ? Oct 13, 2016 21:17 |
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Kwyndig posted:As far as the final mission goes, mind shields for everybody (to stop Avatar powers) and two fully powered Psi-Ops tends to do the job fairly well regardless of the rest of your team composition, since their cooldown based abilities are really OP in a long mission like that one. That seems like a massive waste of resources as a psi operative with Solace will deal with any adverse mind effecting ability. I would much rather use the extra slots to bring gear and another normal soldier class to help kill the Avatar's before they have a chance to cause havoc. For more general tips I recommend having a couple soldiers in each class with different talent choices. This allows you to customize your team for the mission at hand, for example a sniper is less useful on a timed mission then in one where you can take your time and crawl up the map, whilst also allowing you to deal with long recovery times when people get hurt. Try to figure out what an enemy is most likely to do in a given situation so you know how to react to them. For example if you can't wipe out an entire squad in one turn, then try to make sure a ranger with untouchable is close to the enemy and is out of cover, as they will draw their fire and as long as you fed a ranger a kill, then they can not be touched. This ranger screen works even better against melee enemies with bladestorm as the enemy will go for them and not only fail to hit, but get hurt in return.
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# ? Oct 13, 2016 22:44 |
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Hunt11 posted:That seems like a massive waste of resources as a psi operative with Solace will deal with any adverse mind effecting ability. I would much rather use the extra slots to bring gear and another normal soldier class to help kill the Avatar's before they have a chance to cause havoc.
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# ? Oct 13, 2016 23:05 |
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Hunt11 posted:That seems like a massive waste of resources as a psi operative with Solace will deal with any adverse mind effecting ability. I would much rather use the extra slots to bring gear and another normal soldier class to help kill the Avatar's before they have a chance to cause havoc. Solace is not preventative, it has to activate, which can result in wasted actions, also you can only take one grenade a soldier anyway except for Grenadiers, so in reality you have a free slot for a vest or whatever. Hell, for Sharpshooters I don't even carry grenades since I keep them away from aliens. Also, if it wasn't a huge time sink I would take six Psi-ops on that mission, you're seriously underestimating the power of Null Lance and Dominate.
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# ? Oct 13, 2016 23:24 |
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You know i've had the UFO Dark Event happen to me every game so far and i was slightly curious as to what it did but my odds are good so far so i'll just let it go and it probably won't catch me aga-Oh no it caught me. Oh no the base defense is so harder this time around! At least i managed to beat it with everybody extracted. Do the turrets from the Defense Matrix actually help out all that much?
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# ? Oct 13, 2016 23:28 |
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Turrets are really only good for drawing fire on defense or last ditch shots. They're about as accurate as rookies but they don't have rockets or grenades and can't move so you can't really rely on them.
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# ? Oct 13, 2016 23:33 |
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HOOLY BOOLY posted:You know i've had the UFO Dark Event happen to me every game so far and i was slightly curious as to what it did but my odds are good so far so i'll just let it go and it probably won't catch me aga-Oh no it caught me. ehhh a little bit I guess, they get 2 shots per turn, but obviously they're on the platform so they're limited in what they can do, I've found they most useful after hitting hte objective and trying to escape I can throw some shots down on guys.
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# ? Oct 13, 2016 23:34 |
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Yeah i figured as much, having a spot to staff the thing is kinda crazy as well since to get the full benefit you'd need to know it might possibly be coming and that engineer could be better spent elsewhere otherwise. That aim bonus better be like 40 or 50 if they expect me to have sombody sitting there doing nothing when they could be doing literally anything else.
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# ? Oct 13, 2016 23:37 |
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I throw a dude in there at the end of the game when I don't need engineers, matrix is also the last thing I build.
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# ? Oct 13, 2016 23:38 |
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HOOLY BOOLY posted:Oh no the base defense is so harder this time around! At least i managed to beat it with everybody extracted. Do the turrets from the Defense Matrix actually help out all that much? Kinda depends on your soldier situation. End game, fully teched with plenty of promotions? Not really. Struggling to kill aliens with specialists? You bet your rear end. Probably not enough to justify the expenditure if you're in a bind, but it's fun to play with at least once.
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# ? Oct 13, 2016 23:50 |
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Kwyndig posted:Solace is not preventative, it has to activate, which can result in wasted actions, also you can only take one grenade a soldier anyway except for Grenadiers, so in reality you have a free slot for a vest or whatever. Hell, for Sharpshooters I don't even carry grenades since I keep them away from aliens. Also, if it wasn't a huge time sink I would take six Psi-ops on that mission, you're seriously underestimating the power of Null Lance and Dominate. Ideally everyone should have WAR suits and blaster launchers so they can hit the Avatar if it teleports to the back of the room.
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# ? Oct 13, 2016 23:52 |
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On another note, didn't the original game have like "armor bonus" when it came to determining how long your guys were injured for? Like if you were in full Titan Armor and you only took 3 or 4 damage over the course of the mission then that damage didn't count as wounding as the armor kept them out of the medbay? Either this game got rid of that or it's not as helpful as it once was because getting shot, especially near the beginning of the game. Is bad as your rookies will spend weeks in the medbay after one lucky shot from a trooper or whatever. Granted it gets a little easier as the game goes on as your guys get more health/armor but it's still kind of annoying.
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# ? Oct 14, 2016 00:19 |
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HOOLY BOOLY posted:On another note, didn't the original game have like "armor bonus" when it came to determining how long your guys were injured for? Like if you were in full Titan Armor and you only took 3 or 4 damage over the course of the mission then that damage didn't count as wounding as the armor kept them out of the medbay? Yes, in EU and EW health added by armor was not counted as wounds for the purpose of infirmary time. Now in XCOM 2 health added by armor is just health.
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# ? Oct 14, 2016 00:38 |
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There is, of course, a mod that makes it so the game tracks armor bonus health, and any wounds up to that point don't actually put the soldiers in the infirmary. Definitely the way to go, I think.
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# ? Oct 14, 2016 03:31 |
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I refuse to play without that mod, Vib Rib. The original version "It's just a scratch" broke with Shen's Last Gift, but there's one called "It's just a Spark" that fixed it. Doesn't actually affect Sparks, just named that way because well, Shen's Last Gift.
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# ? Oct 14, 2016 04:43 |
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BlazetheInferno posted:I refuse to play without that mod, Vib Rib. The original version "It's just a scratch" broke with Shen's Last Gift, but there's one called "It's just a Spark" that fixed it. Doesn't actually affect Sparks, just named that way because well, Shen's Last Gift.
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# ? Oct 14, 2016 07:06 |
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Hell, there's a mod that makes it so that healing applied in the field counts for the purposes of determining infirmary time, to the extent that characters healed to full by medkits after taking injuries aren't counted as wounded at all (it changes the underlying game logic for determining recovery time).
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# ? Oct 14, 2016 18:28 |
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I hate how the connections between areas makes no sense on the world map. I just started a new game and the second facility that popped up was in Eastern Europe which was right next to the previous facility location, however, I have to loop through Africa to get it. To make matters worse the next facility that emerged was in Western US which once again I could not get to through Asia.
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# ? Oct 14, 2016 18:36 |
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Hunt11 posted:I hate how the connections between areas makes no sense on the world map. I just started a new game and the second facility that popped up was in Eastern Europe which was right next to the previous facility location, however, I have to loop through Africa to get it. To make matters worse the next facility that emerged was in Western US which once again I could not get to through Asia. Connections and continent bonuses are randomized to prevent the Geoscape from just having a set 'solution' every game like the first one did. It's also why you can't chose your starting location.
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# ? Oct 14, 2016 18:40 |
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Huh. I knew bonuses were random, but I had no idea that connections were, too.
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# ? Oct 14, 2016 20:43 |
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There's not a lot of options for connections so you really don't notice it unless you play/watch a lot of different Geoscapes.
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# ? Oct 15, 2016 05:33 |
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I just got a weird bug in a VIP mission where enemies and myself were always flanked, no shots could hit and enemies did nothing. Restarting the game didn't fix it so I just grabbed the VIP and ran. Gave my two squaddies 3 kills each before leaving.
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# ? Oct 15, 2016 09:43 |
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# ? May 25, 2024 21:16 |
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Kwyndig posted:There's not a lot of options for connections so you really don't notice it unless you play/watch a lot of different Geoscapes. It's pretty noticeable if continents don't join up any more
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# ? Oct 15, 2016 11:02 |