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I'm playing my first willpower ironman game atm. It was hard to say goodbye to my son and dog, but it was handy to have a reload available when I discovered that poison spreads across your whole team if you stand them next to one another.
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# ? Jan 1, 2017 09:49 |
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# ? Jun 10, 2024 12:49 |
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That's another for the List of Mistakes You Only Make Once. Along with "oh yeah, meleeing Mutons, bad idea..."
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# ? Jan 1, 2017 10:19 |
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Holy poo poo, just had a really cool moment. One of my troopers got poisoned with 1HP left and i went "i can't reach her with the medkit, shes 100% dead then " ... "unless... THIS works?" *freeze grenades friendly trooper* Yes. Yes it works. loving lol.
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# ? Jan 1, 2017 16:37 |
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Dongattack posted:Holy poo poo, just had a really cool moment. One of my troopers got poisoned with 1HP left and i went "i can't reach her with the medkit, shes 100% dead then " ... "unless... THIS works?" *freeze grenades friendly trooper* I've seen plenty of enemies continue to take poison damage when frozen- you sure the poison didn't just run out after a few turns?
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# ? Jan 1, 2017 16:40 |
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Zomborgon posted:I've seen plenty of enemies continue to take poison damage when frozen- you sure the poison didn't just run out after a few turns? Hmm, no, she had just gotten poisoned so that seems unlikely.
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# ? Jan 1, 2017 16:46 |
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Hunt11 posted:My issue with Ironman is that the game is just so drat buggy that I just don't trust the game to hold up its own side of the bargain. Ironman XCOM 2 seems way more stable than EU/EW honestly. EU/EW I never used it because every campaign seemed to run into one or two game-breaking bugs. In 2 I run into plenty of strange or bullshit poo poo but nothing that makes the game choke, die and corrupt the save file. I just accept that the Viper could totally see that dude through 2 walls and a vending machine for a max-damage crit/instant death through full cover. They are Thin Men minus the legs after all. And he was only a Squaddie.
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# ? Jan 1, 2017 18:09 |
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Dongattack posted:Hmm, no, she had just gotten poisoned so that seems unlikely. I'm not 100% sure, but there seems to be a chance to resist poison every round you're poisoned. I've seen it last 5 turns+ and I've seen it end the same turn it happened. Maybe all in my head, but it could be a thing!
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# ? Jan 1, 2017 22:23 |
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Bogart posted:I do like the bracers and pauldrons. It's just when my heavy grenadier shows up in an open shirt and booty shorts that my verisimilitude (insert your favorite crybaby emoticon here) suffers. But that's the standard heavy grenadier outfit. My XCOM squads are basically the Russian Polish Village People
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# ? Jan 1, 2017 22:38 |
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After doing A Better Advent run with LW classes, I can safely say that yes, LW hunters are the superior blade ranger and sniper sharpshooter hands down. Sure the blade hunter loses reaper, like that matters when blade hunters deal a poo poo ton of damage and get the sword version of rapid fire. Sure the hunter sniper loses serial, like that matters when she can always stay in concealment and can actually snipe important targets in a single shot. LW combat engineer to me is weaker than grenadiers, mainly due to the loss of shredder and salvo. Combat engineers also feel weaker than vanilla shotgun rangers because well only one charge of run and gun? Really? I get the ability to keep moving and shooting so long as you get a crit, but only one charge of run and gun really brings it down. Infantry vs Gunslingers is a toss up for me. On one hand I really love coup de grace and light em up, on the other hand i also do like lightning hands, face off and fan fire. Both are really good so I can't choose. Dragoons vs Hacker Specialists, I have to go with specialists on that one. The biggest reason is because I actually like the ability to do guaranteed damage against enemies. For A Better Advent, like in vanilla xcom, I've learned once again that there is no greater joy, than to destroy the enemy cover so they can't do a single thing.
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# ? Jan 1, 2017 22:49 |
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BlazetheInferno posted:exactly this. Look at the randomized biographies the game gives some of them. This is literally what your soldiers are this time. Random fuckers who decided "gently caress ALIENS" and picked up a gun, then XCom came along and said "I like your attitude!"
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# ? Jan 1, 2017 22:58 |
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I didn't see a link in the OP, so I'll ask: anybody got a good guide for not dying horribly in XCOM 2? I got pretty good at the first one, but the combination of tight time limits to finish objectives and 6 HP enemies right out of the gate is leaving me losing most of my squad every mission. More than once, even a successful mission has left everyone either dead or as good as dead. Worse, I don't know what I'm doing wrong. Or rather, I know what I'm doing wrong (moving too fast, not getting good cover for my whole squad every turn), but it doesn't seem like I have a choice, because even moving as recklessly as I am only gets me to the target with one or two turns to spare, if that...
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# ? Jan 2, 2017 05:02 |
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FredMSloniker posted:I didn't see a link in the OP, so I'll ask: anybody got a good guide for not dying horribly in XCOM 2? I got pretty good at the first one, but the combination of tight time limits to finish objectives and 6 HP enemies right out of the gate is leaving me losing most of my squad every mission. More than once, even a successful mission has left everyone either dead or as good as dead. Worse, I don't know what I'm doing wrong. Or rather, I know what I'm doing wrong (moving too fast, not getting good cover for my whole squad every turn), but it doesn't seem like I have a choice, because even moving as recklessly as I am only gets me to the target with one or two turns to spare, if that... The basic goal is to end your turn will all activated enemies dead. Use explosives. For completing mission timers, do a blue move then a gold move while concealed. Then move everyone up. Stay away from corners or revealing huge portions of the map suddenly because you'll accidentally run into the enemy. Once you have a ranger with individual concealment he is your mission scout so you can decide when to engage pods. Don't fight with him at the first half of the mission. There is a ton of good stuff in the GTS school, like plus movement while concealed, squad size, etc. It's very important to level up. Check out beaglerush on YouTube for his xcom 2 play through. A few mechanics are different but he plays well. Even things like not using skills in optimum order can make an easy pod into a very hard day on the high difficulty level.
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# ? Jan 2, 2017 05:20 |
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the meta has shifted a bit from prioritizing your defense first (as it did in EW) to prioritizing your offense first. we talked about blowing up cover in EW, but here you just blow up everything. nerds in cover? blow it up. two nerds together, behind cover that won't blow up? blow it up anyway. nerds near a wall that, if blown up, will give your squad a flanking shot? blow it up. there's no vahlen to yell at you this time, BLOW IT ALL UP. killing the most threatening enemies tends to make the remaining enemies play more conservatively. so blow things up, kill the gently caress out of anything you can, and you're more likely to get slack from any survivors, who might just decide to gently caress off and go get reinforcements. which is fine since it tends to move them out of cover and even if they do get reinforcements, you would probably have to fight those guys anyway, at least now you get to blow them up in a spot you're more comfortable with. flashbangs also remain a kingly thing. it's effectively a 'get out of poo poo free' bomb that you can use once per mission. never roll without one, even if it means not blowing something up. you will still get the occasional casualty and so forth, but in general being aggressive and baying for alien blood will serve you better than it did in EW, when it was just likely to get someone slaughtered.
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# ? Jan 2, 2017 05:22 |
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FredMSloniker posted:I didn't see a link in the OP, so I'll ask: anybody got a good guide for not dying horribly in XCOM 2? I got pretty good at the first one, but the combination of tight time limits to finish objectives and 6 HP enemies right out of the gate is leaving me losing most of my squad every mission. More than once, even a successful mission has left everyone either dead or as good as dead. Worse, I don't know what I'm doing wrong. Or rather, I know what I'm doing wrong (moving too fast, not getting good cover for my whole squad every turn), but it doesn't seem like I have a choice, because even moving as recklessly as I am only gets me to the target with one or two turns to spare, if that... 6 HP enemies? Are you talking officers or bufftoids? Nuke officers from orbit because gently caress their mark ability so hard. Bufftoids have a hidden weakness to swords that makes them easier to hit and take another point of damage so if you take blademaster you'll always one-shot them (at least on "normal"). Speaking of swords, as loving hilarious as Bladestorm can be, the alternate skill (implacable I believe) that lets you get a yellow move after killing makes swords SO much better: kill someone then get a free move to jump into cover. Also use flashbangs. Huge fuckoff radius, shut down SO many early abilities. I would honestly say they're better than a medkit in the first few missions until dudes get enough health to reliably survive a hit. Though you may want to use the mod for the EU rolls because otherwise you can get some wonky poo poo with reduced aim (alien has a 15% to hit, but hits are guaranteed crits if they connect). Also use the flank preview mod. Oh and make poo poo explode. Only one enemy on the map has loot that can be destroyed by explosives If the loot drops everyone else is fair game. If the loot doesn't drop, fuckit keep exploding poo poo.
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# ? Jan 2, 2017 05:40 |
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Hi I just bought this game and I'm very scared that it will make me ragequit within hours, but I read the posts on this thread and will make sure to accumulate as many explosives as possible
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# ? Jan 2, 2017 06:38 |
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blue squares posted:Hi I just bought this game and I'm very scared that it will make me ragequit within hours, but I read the posts on this thread and will make sure to accumulate as many explosives as possible Explosives are also guaranteed damage which is super good. Anything that gives you guaranteed damage is worth taking.
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# ? Jan 2, 2017 06:43 |
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Here's what made my early game strong enough to make it through legend ironman. 1st priority: Coming out of Gatecrasher with four healthy promoted troops. My ideal method (takes some patience): Scout around until you find one of the pods patrolling around away from the other pods. Set your Earth's Finest up so that the pod will patrol towards you. Open up from close range when they are almost on top of you, the pod will hopefully scatter so that you can get easy point blank flanks on the survivors. If you miss all four 80+ shots or do three damage on every shot, stick some thick needles into your Solomon voodoo doll and restart. Spam the next pod to death with grenades. Then you can split your guys up and catch the last pod in a crossfire with some maneuvering. Ideally the pods go troopers -> officer -> sectoid. 2nd priority: Finishing the other missions in month one with no casualities. Bring two flashbangs on every mission. On the guerilla op plan your approach on the objective so that you can hack/destroy the objective from a good fighting position with room to retreat, hopefully ambushing one pod on the way there. You want to fight the rest of the pods with no time pressure. Burn your consumables before fighting the last pod if you need to make sure that you get the objective without any hail mary plays. On the council mission, try to stick to a map edge if you're extracting the VIP. If it's a jail break or kidnapping, try to get close to the evac zone before making a move on the objective. The map setup can make this heaven or hell so good luck. I try to get Advent trooper autopsy done before the retaliation mission to get a battle scanner, because nothing ruins that mission quite like a bad faceless activation. Don't go out of your way to rescue civilians, just try to find and destroy all the pods asap. Scan clumps of civilians that are in your line of movement, be on the lookout for civs hiding in buildings because it's easy to miss them and get a surprise gooman visit from a window three squares from your trooper. 3rd priority: GTS and mag weapons. Getting the first squad size upgrade and shard guns are the biggest proportional firepower increases in the game. With those, a gunslinger, two grenadiers and two rangers can take on anything early to mid game. Sub in a specialist for the gunslinger if you need to hack something. Edit: The most important maneuvering happens before you hit contact. You want all of your guys to be ready to move to good cover and exploit flanks when you reveal a pod. Activating while three of your guys are out of position gives the enemy a free turn. brakeless fucked around with this message at 07:07 on Jan 2, 2017 |
# ? Jan 2, 2017 06:54 |
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My only issue with the "blow everything up" tactic is that there are more enemies than grenades.
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# ? Jan 2, 2017 06:55 |
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blue squares posted:Hi I just bought this game and I'm very scared that it will make me ragequit within hours, but I read the posts on this thread and will make sure to accumulate as many explosives as possible An important thing to remember about xcom games is that the tactics in the tutorial get pretty much everyone killed, there's a reason they're putting you in charge. Oh and gravity will be a great friend to you, until it isn't.
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# ? Jan 2, 2017 07:07 |
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Bholder posted:My only issue with the "blow everything up" tactic is that there are more enemies than grenades. Bring two grenadiers with Heavy Ordnance and a power suit. More explosions. Once you get Psi-Ops, their brain powers are like explosions. But done with their mind instead of TNT.
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# ? Jan 2, 2017 07:13 |
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Bogart posted:Bring two grenadiers with Heavy Ordnance and a power suit. More explosions. Once you get Psi-Ops, their brain powers are like explosions. But done with their mind instead of TNT. Except for Fuse which is done with both mind AND enemy explosives. Yes, yes, it's weak-sauce compared to other psi-abilities but its my favorite just for how hilarious it is to set off enemy grenades in their own pocket.
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# ? Jan 2, 2017 07:18 |
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if you don't immediately choose fuse the second it comes up in psi training you are just dead inside
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# ? Jan 2, 2017 08:10 |
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Yeah but it was between Fuse and Rift and well it's kind of an obvious choice at that point.
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# ? Jan 2, 2017 09:01 |
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blue squares posted:Hi I just bought this game and I'm very scared that it will make me ragequit within hours, but I read the posts on this thread and will make sure to accumulate as many explosives as possible I'm bad at games but I love Xcom in general. You just kind of have to understand that failure is a valid state for the game and just kind of roll with it. You might lose missions, you might even lose the game! But it's about how you get there and the insane, cool poo poo you pull off despite the odds. Don't savescum! If you play with that in mind, the game is a total blast.
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# ? Jan 2, 2017 14:14 |
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Double post, sorry: Does snapshot just work differently in Xcom 2? I regret taking it on my sniper because if he's far away it seems like he has a -100% penalty to shots at all times. I'd rather have picked something else and used a pistol for a mobile sniper. Is there a way to mess with the stats for that ability in one of the .ini files?
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# ? Jan 2, 2017 15:14 |
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Levantine posted:I'm bad at games but I love Xcom in general. You just kind of have to understand that failure is a valid state for the game and just kind of roll with it. You might lose missions, you might even lose the game! But it's about how you get there and the insane, cool poo poo you pull off despite the odds. Don't savescum! If you play with that in mind, the game is a total blast. It does sting when your Spark who's carrying a flamethrower and incendiary grenade AND a purple armor piece (I play with Grimy's Loot mods which for whatever reason gives the Spark an inventory slot) take so much heat from an archon and a pair of mutons that he dies before you can do anything. And then your next Spark dies on his first outing because he runs face-first into the Archon King and apparently not only does the plasma rifle in his staff have shred (which is a wtf moment on its own due to an archon actually shooting) but also the missile storm mixed with ruler turn rules is such a bullshit attack. Spark #3 is doing good though!
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# ? Jan 2, 2017 15:24 |
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Levantine posted:Double post, sorry: Does snapshot just work differently in Xcom 2? I regret taking it on my sniper because if he's far away it seems like he has a -100% penalty to shots at all times. I'd rather have picked something else and used a pistol for a mobile sniper. Are you playing with the longwar toolbox and talking about the perk you get from that? Yes snapshot works a lot differently, if you read the tooltip it says something like "if you are shooting at something that is greater than 5 tiles into squadsight you will get a penalty"
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# ? Jan 2, 2017 16:17 |
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MF_James posted:Are you playing with the longwar toolbox and talking about the perk you get from that? Yes snapshot works a lot differently, if you read the tooltip it says something like "if you are shooting at something that is greater than 5 tiles into squadsight you will get a penalty" I have a couple long war mods but I think only the "leader" mod, and maybe something with lasers? I guess I got confused because it's applying Snapshot before movement and it's a 100% penalty if I'm far enough. It just seems like a really bad skill like that.
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# ? Jan 2, 2017 16:42 |
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Levantine posted:I have a couple long war mods but I think only the "leader" mod, and maybe something with lasers? I guess I got confused because it's applying Snapshot before movement and it's a 100% penalty if I'm far enough. It just seems like a really bad skill like that. yeah snapshot is part of the perks from the toolbox, you get to pick from 3 perks right? I highly recommend reading their description before picking, because that would have been clearer to you beforehand, it doesn't exactly spell out HOW bad the aim penalty is past those 5 squadsight tiles though.
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# ? Jan 2, 2017 16:45 |
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MF_James posted:yeah snapshot is part of the perks from the toolbox, you get to pick from 3 perks right? I highly recommend reading their description before picking, because that would have been clearer to you beforehand, it doesn't exactly spell out HOW bad the aim penalty is past those 5 squadsight tiles though. Ah, that's it, I do get to pick from 3 so yes. I shouldn't have assumed it was just like Xcom1.
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# ? Jan 2, 2017 16:52 |
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Levantine posted:Ah, that's it, I do get to pick from 3 so yes. I shouldn't have assumed it was just like Xcom1. To be fair, you already have Squadsight when you take it; they can't just *REMOVE* an ability because you took Snapshot, so they had to change it up somehow.
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# ? Jan 2, 2017 17:41 |
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Started a new XCOM 2 game without the tutorial. Spawned on top of a building. On my very first blue move, dropped off the building and directly next to civilians I couldn't see because of the building angle. Concealment broken.
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# ? Jan 2, 2017 19:25 |
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FredMSloniker posted:Started a new XCOM 2 game without the tutorial. Spawned on top of a building. On my very first blue move, dropped off the building and directly next to civilians I couldn't see because of the building angle. Concealment broken. Yeah, because of how much I've had that happen (probably 6 times across 2 games), if I'm concealed ontop of a building, my first person moves to the edge to see what's below.
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# ? Jan 2, 2017 19:37 |
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MF_James posted:Yeah, because of how much I've had that happen (probably 6 times across 2 games), if I'm concealed ontop of a building, my first person moves to the edge to see what's below. Ditto. At least until I start getting light armor and then I see if there's a convenient grapple point on another vehicle that my dude can zip to and look back from.
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# ? Jan 3, 2017 01:10 |
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Just started a new game and it seems as though some of my guys have been trading skills. As in on one mission my grenadier got serial as his special skill and my sharpshooter got salvo.
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# ? Jan 3, 2017 13:53 |
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Hunt11 posted:Just started a new game and it seems as though some of my guys have been trading skills. As in on one mission my grenadier got serial as his special skill and my sharpshooter got salvo. I've had two people get Hail of Bullets (guaranteed hit for 3 ammo) which was damned useful on my Sniper actually since it costs only one movement point. I've also had two people get Implacable which can be nifty on a Support, dunno how useful it is on a Sniper since while I don't have to be at a higher elevation to use it I can't reload with that extra movement point unlike the one Death from Above gives.
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# ? Jan 3, 2017 15:07 |
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So, since my computer was located way over on the other side of my gigantic mansion of an apartment, I decided to waste some dollars on the PS4 version. I'm pretty impressed with the control pad thus far. I notice there are some slowdowns in performance - and the loading times are horrendous. But all in all I'm really enjoying it. Never finished it, so maybe I'll see it through this time. Bonus feature not listed on the back of the cover: no more pesky misclicks with the mouse cursor! Hunt11 posted:Just started a new game and it seems as though some of my guys have been trading skills. As in on one mission my grenadier got serial as his special skill and my sharpshooter got salvo.
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# ? Jan 3, 2017 15:09 |
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serling posted:So, since my computer was located way over on the other side of my gigantic mansion of an apartment, I decided to waste some dollars on the PS4 version. Is the touchpad used at all?
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# ? Jan 3, 2017 16:41 |
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loving RAGE suit panic lol, think i'm gonna unequip it. Every muton panic so far has been: *throws grenade*
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# ? Jan 3, 2017 18:09 |
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# ? Jun 10, 2024 12:49 |
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Is there a list of essential/goon-recommended mods somewhere?
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# ? Jan 3, 2017 19:59 |