Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
fritz
Jul 26, 2003

Kwanzaa Quickie posted:

I'm a big fan of the Hack+ mod. Failed hacks give you +1 skill, hitting the middle hack gives you +2, and the right one gives you +3. Sure, it's OP by late game, but so are blaster bombs, shredstorm cannons, domination, grenadiers in general, etc.

The LW Dragoon class has a mid-tier perk that increases your hacking skill every time you hack a bot.

Adbot
ADBOT LOVES YOU

Tendales
Mar 9, 2012
I think it would be better to make failed hacks give you the larger permanent bonus because 1) success is already its own reward and 2) it encourages bad decisions.

Oh Adaira
May 7, 2008

Casual Tabby

Hunt11 posted:

This is why I wait to activate the rulers until the end of the game. That gives me enough time to get the resources to deal with all but the last one with relative ease whilst also giving me the shadow chamber so I can see what is on the mission. I still remember in my first game it giving me a heads up about chryssalids and allowing me to set up a firing gallery which just annihilated them.

By "wait to activate rulers", you mean don't go on the DLC missions, right? I played the missions in my last play-through, so I unchecked the DLC missions for this most recent campaign. I guess that means the rulers can and do show up any time. I thought it meant they wouldn't show up at all.

I have played through XCOM 2 a few times now (once already with A Better Advent 2), and I'm still learning things. For example, a MEC one-shot killed one of my guys on reveal. Didn't know that could happen. Six dead soldiers and I haven't even done the first black site. This is becoming a blood bath.

Jetamo
Nov 8, 2012

alright.

alright, mate.

pig out bigtime posted:

By "wait to activate rulers", you mean don't go on the DLC missions, right? I played the missions in my last play-through, so I unchecked the DLC missions for this most recent campaign. I guess that means the rulers can and do show up any time. I thought it meant they wouldn't show up at all.

I have played through XCOM 2 a few times now (once already with A Better Advent 2), and I'm still learning things. For example, a MEC one-shot killed one of my guys on reveal. Didn't know that could happen. Six dead soldiers and I haven't even done the first black site. This is becoming a blood bath.

The only way to have the rulers not show up is to uninstall the DLC through Steam.

Or never go on that mission with the snakes.

Furism
Feb 21, 2006

Live long and headbang
Is there a reason why my rookies always get the same set of armor props, not even a cool one but from the Anarchy DLC thing?

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common

Furism posted:

Is there a reason why my rookies always get the same set of armor props, not even a cool one but from the Anarchy DLC thing?

That's odd because my rookies always ended up in pink leather hotpants and some Mad Max shoulderpads + face bandanna combo.

Hunt11
Jul 24, 2013

Grimey Drawer

pig out bigtime posted:

By "wait to activate rulers", you mean don't go on the DLC missions, right? I played the missions in my last play-through, so I unchecked the DLC missions for this most recent campaign. I guess that means the rulers can and do show up any time. I thought it meant they wouldn't show up at all.

I have played through XCOM 2 a few times now (once already with A Better Advent 2), and I'm still learning things. For example, a MEC one-shot killed one of my guys on reveal. Didn't know that could happen. Six dead soldiers and I haven't even done the first black site. This is becoming a blood bath.

Not doing the machine is what I mean.

Nordick
Sep 3, 2011

Yes.
Who needs Anarchy's Children when you have mods?



nah, I know the DLC has rad stuff, I just needed an excuse to post that picture

MadHat
Mar 31, 2011
For shame that he not sporting Double Ski Goggles!

Nordick
Sep 3, 2011

Yes.
I tried that as well as double nightvision goggles, but came to the conclusion that this setup looked the wackiest.

EDIT: I should also mention he's the guy with the Borderlands Psycho voice pack.

Exposure
Apr 4, 2014
Would there be any interest in a mod that lets Tygan go all Frankenstein and bring back dead soldiers to life if said soldiers' corpses were recovered from the field? Just figured out how to do something similar for SPARKs for Metal Over Flesh, and it occurred to me that there's nothing preventing me from adapting it for more normal soldiers.

Elth
Jul 28, 2011

Sounds more like a Vahlen thing, but it reminds me of how MECs in EW were supposed to be built out of critically-injured/dead soldiers. Bringing soldiers back as they were might be a bit much, but having them come back as some sort of robocop custom class might be rad.

Furism
Feb 21, 2006

Live long and headbang
Ok I tried everything I could think of, I still can't get the key mappings to persist across sessions :( I can't believe this is still a problem in a 2016 game that uses Unreal Engine.

Anyway, I'm about to start a new campaign with the DLCs. Never did that before. Is there something I should know?

PostNouveau
Sep 3, 2011

VY till I die
Grimey Drawer

Furism posted:

Ok I tried everything I could think of, I still can't get the key mappings to persist across sessions :( I can't believe this is still a problem in a 2016 game that uses Unreal Engine.

Anyway, I'm about to start a new campaign with the DLCs. Never did that before. Is there something I should know?

The alien rulers are very hard.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Furism posted:

Ok I tried everything I could think of, I still can't get the key mappings to persist across sessions :( I can't believe this is still a problem in a 2016 game that uses Unreal Engine.

Anyway, I'm about to start a new campaign with the DLCs. Never did that before. Is there something I should know?

Do the dlc missions asap. They help immensely early on.

Hunt11
Jul 24, 2013

Grimey Drawer

Brainamp posted:

Do the dlc missions asap. They help immensely early on.

You should wait until almost all of your gear is at tier 2 before doing either of them.

FadedReality
Sep 5, 2007

Okurrrr?
I'm playing on Commander for the first time and I'm using the list of mods I mentioned before which expand pretty much everything in the game including in some player friendly ways.

I've only had one supply drop and I'm already finding myself bogged down really badly having to bring my C team because everyone else is out of commission for several weeks. I feel like I already messed up some research or am not being careful enough in missions. When I'm in mission, I have the ABA2 empty reinforcement drop ship bug which was actually fine as it would have wiped my team in the missions where it's coming every other turn.

Any good text guides or tips I need to know for when I start over?

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF

Exposure posted:

Would there be any interest in a mod that lets Tygan go all Frankenstein and bring back dead soldiers to life if said soldiers' corpses were recovered from the field? Just figured out how to do something similar for SPARKs for Metal Over Flesh, and it occurred to me that there's nothing preventing me from adapting it for more normal soldiers.

Psi-zombies, mutant-zombies, robo-zombies? What sort of resurrection are we talkin' here

Canuck-Errant
Oct 28, 2003

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

Elth posted:

Sounds more like a Vahlen thing, but it reminds me of how MECs in EW were supposed to be built out of critically-injured/dead soldiers. Bringing soldiers back as they were might be a bit much, but having them come back as some sort of robocop custom class might be rad.

Well, they weren't supposed to - they were 'volunteers' to become MECs, lore-wise - but turning critically-injured soldiers into MECs meant they would spend less time recovering from wounds, so it just worked out to be more efficient that way.

Spermanent Record
Mar 28, 2007
I interviewed a NK escapee who came to my school and made a thread. Then life got in the way and the translation had to be postponed. I did finish it in the end, but nobody is going to pay 10 bux to update my.avatar
I was watching Beaglerush play on the hardest difficulty and I thought I'd give iron man a go on classic. I didn't do as well as him. :(

Can someone give us a rundown of the advanced tactics he uses to control the ai?

How does he reliably stop them shooting using overwatch?

How does he manage to control activations so well when I walk into a building and 3 pods magically see me though the ceiling?

How do you use line of sight retreats to control difficult engagements? I tried it and just got mind controlled from round a corner?

How does he get flanking positions so easily without activating other pods?

Last vid I saw he activated at least 13 enemies at once and didn't take a single hit. It's disgusting!

Elth
Jul 28, 2011

Beagle was playing the pre-release press build, and his entire playthrough was recorded during a 3(?)-day binge before the game was even out. A lot of stuff was changed or nerfed since then.

I'm not sure what you mean by "stop them shooting using overwatch". Overwatch gets cancelled if the unit takes damage, and Rangers with Shadowstep don't trigger overwatch at all.

You control activations by guesswork and prevention. Most missions will have 3 or 4 pods, and they'll tend to be between you and the objective. Beagle makes heavy use of Phantom Rangers to scout before engaging to avoid accidental activation. Failing that, always have a backup plan in case you do activate, such as Aid Protocol, Mimic Beacons, Stasis, or just having a spare action to move back to good cover.

Line of Sight has some weird rules that I don't fully understand. When in cover, LOS starts from any square adjacent to the unit, but always starts from the unit's tile if not in cover (this is why you can lose LOS by blowing up someone's cover). High cover blocks line of sight, so being in the middle of a 3-wide piece of high cover means you're completely invisible to anything not flanking you. Most, but not all, abilities require LOS, and sometimes it feels like enemies know where all your non-concealed soldiers are if they can see at least one of them. AFAIK that's how it was in Xcom1.

Remember that Beagle has played hundreds of hours of Xcom. And he always brings 3 salvo grenadiers, which makes the game a lot easier.

Bogart
Apr 12, 2010

by VideoGames
Do not do either dlc mission before getting a full squad and tier two weapons. Having ammo that does DOT is helpful for The Nest; blue screen ammo, specialists, and explosives are helpful for Lost Tower.

I would love to see a cyberzombie mod. But on the other hand, there has to be some pretty huge drawbacks. Soldiers dying means something. Bringing them back has to mean something too. Have to link them with a psi op to puppeteer them? Skill malus, or a new skill tree. Room in the Avenger, or lots of Tygan's time.

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

Bogart posted:

Do not do either dlc mission before getting a full squad and tier two weapons. Having ammo that does DOT is helpful for The Nest; blue screen ammo, specialists, and explosives are helpful for Lost Tower.

I would love to see a cyberzombie mod. But on the other hand, there has to be some pretty huge drawbacks. Soldiers dying means something. Bringing them back has to mean something too. Have to link them with a psi op to puppeteer them? Skill malus, or a new skill tree. Room in the Avenger, or lots of Tygan's time.

You do not need tier 2 weapons for either mission, especially the Nest. A squad of 5+Bradford can clear that really easy with basic poo poo.

The tower is trickier for sure, but as long as you don't bring a Sharpshooter and only bring a support with the Harpoon rifle you'll be fine with tier 1 gear. You do need a full squad there though and a few more levels than the Nest since Lily can't almost solo it like Bradford can.

Pharmaskittle
Dec 17, 2007

arf arf put the money in the fuckin bag

Zore posted:

You do not need tier 2 weapons for either mission, especially the Nest. A squad of 5+Bradford can clear that really easy with basic poo poo.

The tower is trickier for sure, but as long as you don't bring a Sharpshooter and only bring a support with the Harpoon rifle you'll be fine with tier 1 gear. You do need a full squad there though and a few more levels than the Nest since Lily can't almost solo it like Bradford can.

I think the suggestion of waiting for tier two isn't so much because Nest is hard, but because that's what triggers having to deal with rulers on some missions from that point forward. I'm not sure how or whether rulers scale with your progression though, so I could be wrong.

Kwyndig
Sep 23, 2006

Heeeeeey


They scale with your progression, but since vipers are Tier 1 you're going to be seeing the King again as soon as you finish the Nest (or any time after the first month if you turned off the mission).

Bogart
Apr 12, 2010

by VideoGames
That advice as for someone who'd never done either DLC before. Doing it earlier makes you burn lots of opportunity you could be using to scan for engineers or supplies, and the problem is worsened after Nest / Tower because you'll have an injured team. For a first timer, I do not recommend doing either DLC before that point.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Zore posted:

You do not need tier 2 weapons for either mission, especially the Nest. A squad of 5+Bradford can clear that really easy with basic poo poo.


unless the ruler focuses on bradford and all you are left with are panicky squadies doing 3 damage per turn while the ruler beats the snot out of him

Coolguye
Jul 6, 2011

Required by his programming!
snake dick can be a really nasty surprise if you're not prepared for him, but i had to have bradford sit out most of the fight against him because he took a hit earlier on in the mission and still forced him to retreat with judicious use of the 'gently caress off ruler' weapons that it gave you before the mission

MadHat
Mar 31, 2011
I generally do Tower once I have 5 man Squad, still ballistics on legendary, but I have done it enough times that i have a set strategy to minimize losses. Ruler is more about how soon I can pull enough DoT effects out, like my current run I have just ignored it till almost endgame.

For a first run i would wait till tier 2 poo poo for tower, Rulers is all about how well you think you can deal with those 3 bastards.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Coolguye posted:

snake dick can be a really nasty surprise if you're not prepared for him, but i had to have bradford sit out most of the fight against him because he took a hit earlier on in the mission and still forced him to retreat with judicious use of the 'gently caress off ruler' weapons that it gave you before the mission

yeah but the end result will almost likely be the dude leaving when bored, i assume people are saying they can beat the king right there and then

Coolguye
Jul 6, 2011

Required by his programming!
if you want to put him down hard from the get go then yeah rolling in with some sergeants and lieutenants rocking magnetic weaponry is definitely the way to go. almost doesn't matter what snake dick does if you can spit out a ton of damage and have enough ranks to put the damage on target.

Laughing Zealot
Oct 10, 2012


Is there really any need to rush the nest until getting mag weapons at least? Unless you're really itching to gently caress around with the rulers.

I just did the nest for the first time with full tier 2 weapons and armor with zero effort, killed the king without a fuzz. Met the queen on the next mission and my whole team spent a little time in the medbay afterwards...

Griffon
May 14, 2003

Spermanent Record posted:

I was watching Beaglerush


Beaglerush has played 1500 hours of XCOM. He's not human and you shouldn't shouldn't compare yourself to him.

Exposure
Apr 4, 2014
Blatantly stealing from reddit, looks like the announcement of the expansion pack is coming soon, a new tie-in novel has been (kinda) revealed.

Exposure fucked around with this message at 06:20 on Dec 17, 2016

Bremen
Jul 20, 2006

Our God..... is an awesome God
I really hope for an expansion, but honestly, I think trying to use a new tie in novel as evidence is really reaching.

Exposure
Apr 4, 2014

Bremen posted:

I really hope for an expansion, but honestly, I think trying to use a new tie in novel as evidence is really reaching.

These are usually tied to marketing campaigns barring games that have delusions of having a Star Wars-esque EU like Halo, and I don't believe 2K's willing to burn that kind of cash on a relatively niche strategy game.

Random Asshole
Nov 8, 2010

I'm thinking of reinstalling, can anyone recommend a mod that expands the types and numbers of enemies? I know Long War Studios made one, but I heard it was bad maybe? Or maybe that was Better Advent?

Exposure
Apr 4, 2014

Random rear end in a top hat posted:

I'm thinking of reinstalling, can anyone recommend a mod that expands the types and numbers of enemies? I know Long War Studios made one, but I heard it was bad maybe? Or maybe that was Better Advent?

If you just want to expand the number and strength of enemies you face, the Long War Alien Pack's not bad.

If you want your enemies to also surprise you in new and horrible ways making you question why you subscribed to this infernal mod, A Better Advent 2's pretty great for that.

I found out DerBK made some troopers surprise faceless in the best of ways. :v:

kater
Nov 16, 2010

Did multiplayer ever stop being horrible?

Adbot
ADBOT LOVES YOU

Duuk
Sep 4, 2006

Victorious, he returned to us, claiming that he had slain the drought where even Orlanth could not. The god-talkers were not sure what to make of this.
Finished my first playthrough some time back. The game (still) has an absolutely shocking amount of bugs, though when it works it's a worthy sequel to the original. Not quite AS good as the 2012 game, in my opinion, but still good.

Here's some screenshots of my crew before the final mission.
THE A TEAM


President Business came along somewhere in the midgame. He rolled a pretty sweet AWC perk, but that wasn't really the reason he ended up as my go-to Ranger. It was the sheer levels of badass this guy brought to the table. The 50 kills may not look like a big number, but keep in mind that Business spent the majority of most missions (and some full missions) in concealment. When he did get revealed or poo poo hit the fan to the point where I needed the firepower, I could always count on him to bring the crits and executions. The most memorable moment perhaps was when a bullshit activation string left me with something like 7 aliens revealed, team slightly out of position and Business severely out of position with a shiny new Sectopod staring him down from a couple squares away. I wanted to press Run and Gun to pull back closer to the rest of the team but this guys halo of pure Business made me misclick Rapid Fire instead, executing the sectopod. I think one ayy made it through that turn, but it could have been really bad if not for Tom. Pretty sure he executed another sectopod in the very next mission.


Bones Nelson was hired at a very late point in the game where I figured I'd train up a couple of rookie specialists to see if they got better AWC perks. Bones did not disappoint, rolling Death From Above and approaching Business levels of badass from the very beginning of her career. You'll note her kills have been racked up over just 16 missions and she would go on to get a bunch more in the final mission (including a string of five Guardian overwatch shots in one go). The most memorable moment was when reinforcements dropped in on the other side of a building from my team one mission. I was able to get Nelson up to the rooftop with line of sight and an Inspiration to give her one shot. She proceeded to perforate both Troopers and critted the third shot against the Officer to kill it also - a regular hit wouldn't have been enough.


The first psi trooper to gain all skills, Storm became a mainstay on the team after that. I don't think she ever failed a Domination, though the game bugged the f out one time so she had to go again. Completely OP as any psi trooper, she was great, but didn't quite shine as bright as the previous two.



Velma and Dean Winchester made up the tag team of Grenadiers I brought to the fray whenever possible. Both were along for the ride from the very early stages, both rolled excellent AWC perks (though Rapid Fire is the better of the two) and both absolutely kicked rear end. Having gotten an almost perfect likeness of Sam with a random roll, I was unable to quite match that level for Dean so I just covered up as much face as possible.

SORT OF A
The sixth spot on the team got shuffled around a bit based on the kind of mission, whether anyone was wounded and whether I was training up rookies. Usually it was one of these.


Samuello tried his hardedest to keep up with the best and pulled off some drat good shots, but rolling Blast Padding for AWC and the somewhat situational usefulness of a rifle spec left him on the bench some of the time.


The Witcher's only mission was the final mission because she was the last fully skilled psi op to come out of the lab. On the final mission, though, she did pull her weight very well.


Pierre was sometimes a bit of a disappointment. He missed a couple too many 80% shots to become a mainstay, though at other times he went all mexican standoff and did a bunch of damage all on his own.

RATHER ON THE B SIDE


Makoto helped carry the team through the early game with his medic skills and some badass moments (usually pertaining to enemies missing him in the unlikeliest of ways). Unfortunately he lost a lot of his personality once the life vest-and-shorts look of the first armors was taken away. Volatile mix wasn't particularly bad I suppose, but by the endgame and with two grenadiers along, I rarely brought Mitch to the missions any more.


Bandit was pretty good at the beginning of the run. The AWC perk did her in though, especially once Tom Business showed up, kicking rear end and taking names.


At the set off formation of one of the early missions, I was greeted with a row of soldier names along the line of "LONG JOHN KELLY" it was obvious that Kelly was channeling the pirates of yore, so she got trained in the art of the sword and a nickname to match. The alien rulers DLC bugged the gently caress out as things tend to go with this game so I never got to teach her the art of snake sushi.


Dredd was pretty solid at times and unremarkable at others. He sort of took over from Mitch at one point and then promptly got sidelined when Bones emerged.

THE OTHER GUYS


This guy never saw a mission, but I'm sure he kept trying to give Bradford speeding tickets. Looks exactly as they rolled.


John Lennon started out looking like John Lennon. I had to return the gift of hair color to him and for some time he didn't have any arms.


I liked the DLC mission, the robot itself was unremarkable and with terrible accuracy. The amount of kills per mission may look good, but they were spoonfed.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply