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Suspicious
Apr 30, 2005
You know he's the villain, because he's got shifty eyes.
(XCOM1) Is there no way to tell the starting location from the victory screen? I have a few of ironman autosaves on the temple ship and I'd really like to know.

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Bogart
Apr 12, 2010

by VideoGames
If I remember, you could see it in the satellite launch screen. HQ is appropriately marked. Not sure about anywhere else, tho.

BlazetheInferno
Jun 6, 2015
I just wish there was a way to tell which continents you'd already won from

monster on a stick
Apr 29, 2013
Just assume you haven't played South America yet because it's the worst starting bonus.

Hunt11
Jul 24, 2013

Grimey Drawer
I am trying legendary right now and I am curious when do people usually have plasma guns and power armor researched?

The Door Frame
Dec 5, 2011

I don't know man everytime I go to the gym here there are like two huge dudes with raging high and tights snorting Nitro-tech off of each other's rock hard abs.
Now that I could actually play the game that I downloaded, I have to say that they took a LOT of inspiration from Long War for XCOM2. My first playthrough ended because I ran out of usable troops and couldn't field any teams and then the Avatar Project completed 2 days before the next supply drop

Coolguye
Jul 6, 2011

Required by his programming!

The Door Frame posted:

Now that I could actually play the game that I downloaded, I have to say that they took a LOT of inspiration from Long War for XCOM2. My first playthrough ended because I ran out of usable troops and couldn't field any teams and then the Avatar Project completed 2 days before the next supply drop

i don't really agree. there are a lot of things that directly address the problems that were rampant in EU/EW, but the solutions are mostly orthogonal to the LW design style. you can see that in all the LW-team mods that came out. they're still following their own ethos of adding more stuff to existing features to make for a more complex game, while the Firaxis guys prefer to stick with more easy-to-understand stuff that interacts in interesting ways to get emergent action that way.

The Door Frame
Dec 5, 2011

I don't know man everytime I go to the gym here there are like two huge dudes with raging high and tights snorting Nitro-tech off of each other's rock hard abs.

Coolguye posted:

i don't really agree. there are a lot of things that directly address the problems that were rampant in EU/EW, but the solutions are mostly orthogonal to the LW design style. you can see that in all the LW-team mods that came out. they're still following their own ethos of adding more stuff to existing features to make for a more complex game, while the Firaxis guys prefer to stick with more easy-to-understand stuff that interacts in interesting ways to get emergent action that way.

Oh, it's so much less cluttered and awful compared to Long War, but the geoscape and the oppressive alien action make it so reminiscent of LW to me.

So far it feels like they embraced the LW idea of cascading failure when designing the game. In vanilla EU/EW, you can basically gently caress up as much as you want and still win the campaign as long as you still have satellites to shut the council up with and 3-4 good soldiers. In LW and XCOM2, it feels like you could have lost a month earlier and not known until you suddenly run out of guys to load onto the Skyranger and just have to watch the world burn down around you

Iron Crowned
May 6, 2003

by Hand Knit
I am very bad at XCOM 2, I need advice on how to not suck. I'm on the PS4.

Anime_Otaku
Dec 6, 2009
I am also pretty bad I'd say start by doing your first run on the lowest setting, try to cycle troops or hire/earn trained troops so you can plug gaps with trained people when somebody gets hurt instead of a rookie, remember to use cover at all times and never leave someone out in the open. Explosives can be key early on when your troops still have mostly poor aim especially as there's no penalty for using them this time. Also if you have the DLC the boltcaster is pretty fantastic and the Hunter's Axe is pretty cool, I personally never really used the frost bomb but I was on the lowest setting. And that reminded me, check your free actions, thing like the axe throw, lightening hands and grapple can be super handy for getting out of trouble. Also the Advanced Warfare Centre is a big priority as you get a chance at an extra skill on a character from a different class when they hit a certain rank.

a cow
May 6, 2007


friendship is magic
in a pony paradise
don't you judge me

Iron Crowned posted:

I am very bad at XCOM 2, I need advice on how to not suck. I'm on the PS4.

Be careful about when you're revealing new squares, and always have a backup plan when you miss that one shot you can't afford to miss.

Anime_Otaku
Dec 6, 2009
A question I meant to ask, am I right in thinking that if I put an upgrade on a gunslinger's rifle it only affects the shots with it, I.e. a scope would not make pistol shots more accurate.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

a cow posted:

Be careful about when you're revealing new squares, and always have a backup plan when you miss that one shot you can't afford to miss.

Also, never set yourself up shots you can't afford to miss, or, always move to cover, don't move where you know you could get easily flanked.

A lot of this boils down to using grenades to open up cover rather than flanking though.

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

Anime_Otaku posted:

A question I meant to ask, am I right in thinking that if I put an upgrade on a gunslinger's rifle it only affects the shots with it, I.e. a scope would not make pistol shots more accurate.

That's correct. Ammo affects both rifle and pistol, though.

BlazetheInferno
Jun 6, 2015
I'm kind of the reverse on the Alien DLC weapons.

The Axes are wonderful, they're a straight upgrade with no downsides and a free action to throw one once a map. Take them on every mission that has a Ranger going.

The Frost Bombs are ungodly useful. They are an "I will deal with this enemy later" button, as it completely shuts down all but the most powerful of enemies for several turns. Particularly useful for dealing with Unexpected Troubles introduced in the same DLC.

The Boltcaster however... the damage is wonderful, and the potential stun can come in useful when it happens, but you can't count on the stun, and the single-shot action is really a deal-breaker for me. Time spent reloading is time not spent moving toward objectives, firing at enemies, or doing literally anything else more useful. And when Unexpected Troubles show up, wasting an action reloading is one of the worst things you can do.

As for tips...

1) Don't be afraid to throw explosives around. Use explosives for guaranteed damage if no one has a good shot. Use explosives to destroy cover to GIVE people a good shot. Use explosives to shred armor. Always be exploding. Or.. .wait, always be making THEM expl- you know what, gently caress it. Use explosives a lot.

2) Always look for potential high cover before settling on low cover. It really does make a big difference. But be wary of enemy movement ranges, too - watch where your moving to see if an enemy could easily move to flank it.

3) This one's difficult, but if you're already in the middle of a firefight, be extremely wary of moving too far forward and revealing another enemy pod. This can be disastrous if you're already having trouble taking out a tough or dug-in enemy. Battle Scanners or Phantom Rangers are invaluable for scouting forward in just such a situation to see what's out there, and to see if it's safe to move closer for a better shot.

4) Flashbangs are lifesavers. Use them. Cutting an enemy's aim to almost nil, preventing the use of powers? It's all wonderful. They can also be used to INTERRUPT powers - meaning if your soldier gets mind-controlled, a flashbang against the offending Sectoid will give you your troop back. Or, alternatively, used against the mind-controlled victim, can at least try to mitigate the damage.

5) If a mission is going tits-up, don't be afraid to evac and pull your soldiers out. Identify a lost cause, and salvage what you can - better to retreat from a mission and save a few of your decent soldiers than to wind up with a code black and lose your entire A-team.

Iron Crowned
May 6, 2003

by Hand Knit
I didn't know flashbangs could break mind control :aaa:

BlazetheInferno
Jun 6, 2015

Iron Crowned posted:

I didn't know flashbangs could break mind control :aaa:

If they hit the unit initiating the Mind Control, like the Sectoid, yes.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

Iron Crowned posted:

I am very bad at XCOM 2, I need advice on how to not suck. I'm on the PS4.

Recruit advice: First few months you'll need engineers way more than scientists, prioritize them, also if you build a workshop, you can station an engineer for 2 gremlins that can dig out the adjoining areas (I like to put them in the middle of the second floor)

Build advice: Get the guerilla tactics school up early, increasing squad size, vulture (extra drops) and wetwork early on helps incredibly. Advanced Warfare Center is super useful because if you set an engineer or workshop gremlin there injured troops are back in the action in half the time. Workshops have to be built next to facilities that'll benefit from having engineers stationed at them, so AWC, Guerilla tactics, power generators and communications benefit from them. Getting enough power to supply buildings and having enough engineers to keep on expanding is a balancing act.

Building upgrades are amazing, stationing an engineer at the first comm station gives +2 contacts, but if you upgrade it you can station them in the second spot for +4 instead of +2 check them out on each building.

Defense Matrix: Kinda useless the very last thing you should build and it's only useful when the skyranger gets intercepted and it's possible for that to not even happen in a run.

Research: Modular weapons, communications so you can get more supplies every month. Bring back enough enemy corpses and autopsies become automatic, don't sell advent trooper corpses on the black market until you've got predator armor, otherwise you might unlock that tier of protection but be unable to use it. Also the black market changes in what it'll buy for extra every month so check it out. Also comm towers unlock continent bonuses(bigger continents need two, some need one) and you can preview the continent bonuses which are randomized before you start building towers oh and they reduce intel costs for contacting regions.

Combat: When you've got a mission timer and you're concealed, don't double move all at once, do half moves from cover to cover, don't bother overwatching the first few turns, just move towards the goal. If you run into a group of enemies, don't do the overwatch ambush thing unless someone has amazing overwatch bonuses/abilities. Just move someone (preferrably with a shotgun) near them and shoot. Grenade the cover away and kill the rest if you can't flank. Be EXTREMELY careful with ranger melee because you can accidentally reveal pods, also you can pick which square the ranger attacks from so you can sometimes put them in cover. Destroying cover to make it easy to kill enemies is super important for almost all enemies. Enemies that are dangerous with melee, if you can't reliably kill them on site, debuff them with fire/flame/acid/poison attacks to reduce their effectiveness, however some are immune.

Weapon Mods: When you upgrade a weapon type to a new tier the mods carry over. Put stocks and scopes on weapons for rookies/lower ranked troops bonus hit and guaranteed damage on miss helps a lot. Laser sights are inexplicably amazing on shotguns due to the bonus damage. Auto-loaders are very helpful for the cannons and sniper rifles. If your grenadier does a lot of shooting you'll want the expanded magazine upgrades since some of the advanced attacks use up a LOT of ammo. So basically you'll be designing weapons to complement your troops, but other than

Psi Troopers: Once you autopsy Sectoids you can research psionics, then build a psionic chamber and you can train ONE rookie into a psychic trooper, unless you station an engineer/gremlin there, which every few days will be trained in a power then you can choose the next power to be trained in, they get zero benefit from killing enemies. Some of their powers like stasis can be used then they can use another power. Going the psi-trooper route means delaying research into weapons/armor for the rest of your troops.

Troop Upgrades: Weapons then armor, a dead alien can't hurt your troops... unless it's a Sectopod or an Andromedon.

Experimental ammo: If you have a gunslinger sniper, ammo makes a huge difference in their performance since it's the only way to improve a pistol outside of tier upgrades.

Flashbangs: These prevent a lot of psionic and basic abilities as well as negating some ongoing powers, also prevent Codexes from splitting. They're cheap, might as well bring one because the debuff AOE is pretty big.

Medkit: I wouldn't bother unless you've got a specialist with a lot of medical abilities.

General troop advice: Don't get attached and every class is good. Remember if you have to evac and you leave a soldier's corpse behind you lose whatever modded weapons or utility items they have.

TLDR: Git Gud.

The Door Frame
Dec 5, 2011

I don't know man everytime I go to the gym here there are like two huge dudes with raging high and tights snorting Nitro-tech off of each other's rock hard abs.

BlazetheInferno posted:

If they hit the unit initiating the Mind Control, like the Sectoid, yes.

What??? I need more of those

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Flashbangs also prevent Codex splitting and Avatar teleporting.

PsychoInternetHawk
Apr 4, 2011

Perhaps, if one wishes to remain an individual in the midst of the teeming multitudes, one must make oneself grotesque.
Grimey Drawer
To add to the above, don't worry about story missions (the blacksite, brain jack, proving ground etc) until you feel like you're able to field a strong array of soldiers regularly. The story missions can be done very quickly if you need to push back the advent tracker, and in particular brainjacking an officer will cause the difficulty to spike if done too early. Rushing bases is much more important, as they're a good source of resources and can cause the advent tracker to spiral out of control if ignored.

In missions, don't try to ghost. Use stealth to take out the first pod you see but don't try anything too elaborate because triggering multiple enemy pods is probably the quickest way to wipe early. For this reason you should also be wary of pushing too far into enemy lines during a fight; it's not worth sending a ranger out to take out an enemy with their sword if it brings three more on top of you.

Also, use your explosives wisely. It can be tempting use explosives as a source of raw damage (and at the start they are) but in general they're best saved for destroying cover so other solders can get better shots and likely crit. This will allow you to get a lot of safe damage in without pushing too much and triggering other pods. Destroying cover will also force the enemy to move to a another position when it's their turn, which is generally bad for them and good for you.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Grenades can again become decent sources of Damage once you unlock of the experimental grenades, you give it a Heavy who can Crit with them AND with Barrage so using grenades or Heavy Weapons won't end their turn immediately.

Why bother destroying the cover when you can set them on fire and put their health low enough so that the fire dot will finish them off? :getin:

Of course all of that goes out the window with Secopods and the like, but then when you have your other Heavy that's carrying Acid instead of your incendairy step up and help out.

Viridiant
Nov 7, 2009

Big PP Energy
So this is the first time I've played XCom 2 since before the boss DLC, and I've run into a bit of a problem with the snake boss.

It constricted one of my soldiers, and then from what I can tell the game tried to have that soldier's turn come up. Obviously that can't happen, so the game is now just sitting there. It's not frozen, I just can't do anything to make it progress. I tried reloading, and it didn't work. I can't load an earlier save because I'm playing on Ironman. Am I just screwed for this playthrough?

Edit: Nevermind I discovered the End Turn button.

Viridiant fucked around with this message at 07:08 on Oct 23, 2016

dead gay comedy forums
Oct 21, 2011


Many thanks for the tips above. Restarting because I sold advent trooper bodies to the black market :(

BlazetheInferno
Jun 6, 2015
I mean, that's not the end of the world - you'll get more, it's just that purchasing the upgrade to Predator armor costs trooper corpses, so if you sell too many, you won't have enough to upgrade even if you have the credits.

Castor Poe
Jul 19, 2010

Jar Jar is the key to all of this.
Is it ok if I put those alien base missions on ice? It seems to be the only way I have to decrease the Avatar Project meter so far, but I'm hilariously way too underpowered to take on 20 aliens with what I have. I know it's XCOM and all that, but there's no loving way I can beat these missions this early in the game.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Castor Poe posted:

Is it ok if I put those alien base missions on ice? It seems to be the only way I have to decrease the Avatar Project meter so far, but I'm hilariously way too underpowered to take on 20 aliens with what I have. I know it's XCOM and all that, but there's no loving way I can beat these missions this early in the game.

Yes, it's perfectly okay and indeed the optimal strategy to leave them until the right time, when they have a lot of pips under them and you aren't expecting a retaliation mission soon.

BlazetheInferno posted:

I'm kind of the reverse on the Alien DLC weapons.

The Axes are wonderful, they're a straight upgrade with no downsides and a free action to throw one once a map. Take them on every mission that has a Ranger going.

The Frost Bombs are ungodly useful. They are an "I will deal with this enemy later" button, as it completely shuts down all but the most powerful of enemies for several turns. Particularly useful for dealing with Unexpected Troubles introduced in the same DLC.

The Boltcaster however... the damage is wonderful, and the potential stun can come in useful when it happens, but you can't count on the stun, and the single-shot action is really a deal-breaker for me. Time spent reloading is time not spent moving toward objectives, firing at enemies, or doing literally anything else more useful. And when Unexpected Troubles show up, wasting an action reloading is one of the worst things you can do.

If you keep the boltcaster reloaded, it is the most damaging single attack you can make in the game. 'Unexpected Troubles' should never really be unexpected anyway, if you are leading the way with a concealed scout.

You didn't mention the pistol. The pistol is loving awesome.

Anime_Otaku
Dec 6, 2009
The pistol is pretty cool, I've even started building a gunslinger early in my new play through. I just wish that the Rangers could use it instead in lieu of a utility item or Xbox had access to mods as I've seenRranger like characters that use pistols as a sidearm.

Castor Poe
Jul 19, 2010

Jar Jar is the key to all of this.

Fangz posted:

Yes, it's perfectly okay and indeed the optimal strategy to leave them until the right time, when they have a lot of pips under them and you aren't expecting a retaliation mission soon.

Good to know, thanks!

This game is bullshit. I dunno how they expect you to destroy a relay in 8 turns with 3 sectoids, 2 turrets, 3 cattle prod guys, 4 standard soldiers and reinforcement in the way. I've tried 5 times and it just seems impossible to make it to relay without getting spotted or clear the map with enough turns left to destroy it. I beat EU on hard iron man and here I'm getting wrecked 4-5 missions in on normal.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Castor Poe posted:

Good to know, thanks!

This game is bullshit. I dunno how they expect you to destroy a relay in 8 turns with 3 sectoids, 2 turrets, 3 cattle prod guys, 4 standard soldiers and reinforcement in the way. I've tried 5 times and it just seems impossible to make it to relay without getting spotted or clear the map with enough turns left to destroy it. I beat EU on hard iron man and here I'm getting wrecked 4-5 missions in on normal.

Remember that any unit can shoot a relay at 100% accuracy as long as there's line of sight. So you just need to get in LOS of the relevant building and blow a hole in the wall, then open up.

Are you using concealed scouts properly? Are you nailing those guys in a single action with a well aimed grenadier grenade? Are you bypassing the turrets by staying in their LOS shadow?

fritz
Jul 26, 2003

Castor Poe posted:

clear the map with enough turns left to destroy it.

You can destroy / hack / etc a target even when there's still enemies on the map.

Count Uvula
Dec 20, 2011

---

Castor Poe posted:

Good to know, thanks!

This game is bullshit. I dunno how they expect you to destroy a relay in 8 turns with 3 sectoids, 2 turrets, 3 cattle prod guys, 4 standard soldiers and reinforcement in the way. I've tried 5 times and it just seems impossible to make it to relay without getting spotted or clear the map with enough turns left to destroy it. I beat EU on hard iron man and here I'm getting wrecked 4-5 missions in on normal.

Snipers are a godsend for relay destruction missions, just blow a hole in the walls between the relay and them and pop 2 shots off or whatever. Similarly, specialists can end the timer from afar on any mission with a hackable objective.

Aside from that, just hustle at the start, double move on your first turn (dividing your turn up in to two move actions to reduce the chance of activating the enemies on accident).

Attack humans (especially the prod fuckers) before sectoids and turrets; both of those are nearly worthless against troops with cover and sectoids can be obliterated by sword rangers. The first pack you should be able to kill in 1 or 1.5 turns usually since you get a free opening to blow them all to hell and then overwatch trap them, and then there's usually one one more pack between you and the objective.

moist turtleneck
Jul 17, 2003

Represent.



Dinosaur Gum
Plus once you kill the thing you can take as many turns as you want to clear out enemies

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Another thing to remember is that all mission types that involve technochopper evac do not grant you any post-mission resources beyond dropped loot, including corpses. So if it's a get-in get-out mission, remember the acronym: ABH4tEZ. Always Be Heading For the Evac Zone. If you can get away with not killing something and not leaving your flank open, do it. ABH4tEZ

Coolguye
Jul 6, 2011

Required by his programming!
that is...quite the acronym there

Bogart
Apr 12, 2010

by VideoGames
Always Be Covered

rabidsquid
Oct 11, 2004

LOVES THE KOG


shoot every alien in the fuckin alien grundle, actually

Backhand
Sep 25, 2008
I have never, ever bypassed a pod and not had it come back to bite me later.

Stealth really is only good until your first encounter.

Castor Poe
Jul 19, 2010

Jar Jar is the key to all of this.

Fangz posted:

Remember that any unit can shoot a relay at 100% accuracy as long as there's line of sight. So you just need to get in LOS of the relevant building and blow a hole in the wall, then open up.

Are you using concealed scouts properly? Are you nailing those guys in a single action with a well aimed grenadier grenade? Are you bypassing the turrets by staying in their LOS shadow?

I don't know if it's a bug, or if they just made it harder for the console version, but, in a previous attempt, I made it inside the house, stood right in front of the relay and missed my shot, I also tried to shoot it through the window but it didn't work. The only specialists I have right now are two hackers (my grenadier is gravely wounded and out action for 21 days). LOS shadow, you mean those red squares?

Count Uvula posted:

Snipers are a godsend for relay destruction missions, just blow a hole in the walls between the relay and them and pop 2 shots off or whatever. Similarly, specialists can end the timer from afar on any mission with a hackable objective.

Aside from that, just hustle at the start, double move on your first turn (dividing your turn up in to two move actions to reduce the chance of activating the enemies on accident).

Attack humans (especially the prod fuckers) before sectoids and turrets; both of those are nearly worthless against troops with cover and sectoids can be obliterated by sword rangers. The first pack you should be able to kill in 1 or 1.5 turns usually since you get a free opening to blow them all to hell and then overwatch trap them, and then there's usually one one more pack between you and the objective.

Thanks for the tips, I must shamefully and stupidly admit that I didn't try to blow up the walls of the house (I keep my grenades for those loving turrets). I'll give it another shot and play more aggressively this time.

fritz posted:

You can destroy / hack / etc a target even when there's still enemies on the map.

Thank loving god, Jake Solomon isn't a complete monster!

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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

Castor Poe posted:

I don't know if it's a bug, or if they just made it harder for the console version, but, in a previous attempt, I made it inside the house, stood right in front of the relay and missed my shot, I also tried to shoot it through the window but it didn't work. The only specialists I have right now are two hackers (my grenadier is gravely wounded and out action for 21 days). LOS shadow, you mean those red squares?


Thanks for the tips, I must shamefully and stupidly admit that I didn't try to blow up the walls of the house (I keep my grenades for those loving turrets). I'll give it another shot and play more aggressively this time.


Thank loving god, Jake Solomon isn't a complete monster!

Also, depending on where the turrets are, you don't have to kill them. They're totally stationary and you can still win the mission without killing them.

Obviously if they're in your way that doesn't work as well. Also, if they're on a roof you can blow up the floor they're on with a grenade to instantly kill them.

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