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Wildtortilla posted:How does the reaction fire with suppression work? Is it the unit doing the suppressing that gets to fire a shot? Yeah.
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# ? Jan 14, 2017 22:05 |
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# ? May 10, 2024 15:34 |
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Thanks for explaining how that works. Now can someone explain radio towers and establishing contact with other zones? My game started me in south Africa. I just started researching Resistance Radio and when I went back to the Geoscape East Africa became available to establish contact. The cost is 77 intel... should I wait until I build a radio tower or should I start contacting them ASAP? I really don't understand how Intel and contact are supposed to function.
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# ? Jan 14, 2017 22:16 |
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The only issue with Shadowstep is that unlike Lightning Reflexes it doesn't waste enemy overwatch shots. That makes it useful for flanking, but you can't use it to tease out enemy fire like Assaults could in XCOM1.
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# ? Jan 14, 2017 22:17 |
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Kwyndig posted:The only issue with Shadowstep is that unlike Lightning Reflexes it doesn't waste enemy overwatch shots. That makes it useful for flanking, but you can't use it to tease out enemy fire like Assaults could in XCOM1. Yea, it didn't found very helpful to me. I picked Shadowstrike, even though I'll probably only get one use per map out of it, I see it as another item to use once per mission. If I can use Shadowstrike to save a grenade, GREMLIN use, or to kill an enemy to avoid my team taking damage, I think that's well worth the taking the skill.
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# ? Jan 14, 2017 22:20 |
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Wildtortilla posted:Thanks for explaining how that works. Now can someone explain radio towers and establishing contact with other zones? My game started me in south Africa. I just started researching Resistance Radio and when I went back to the Geoscape East Africa became available to establish contact. The cost is 77 intel... should I wait until I build a radio tower or should I start contacting them ASAP? I really don't understand how Intel and contact are supposed to function. Double post but what the hell. In the early game you want to contact as soon as possible until the intel cost gets too high (intel cost increases the farther you are from HQ/a radio). Radios are good for continent bonuses and they increase income slightly, but not as much as a new area would.
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# ? Jan 14, 2017 22:20 |
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Wildtortilla posted:Thanks for explaining how that works. Now can someone explain radio towers and establishing contact with other zones? My game started me in south Africa. I just started researching Resistance Radio and when I went back to the Geoscape East Africa became available to establish contact. The cost is 77 intel... should I wait until I build a radio tower or should I start contacting them ASAP? I really don't understand how Intel and contact are supposed to function. Intel price goes up by how far the region is from a relay, its a flat multiplier. Relays also count to getting continent bonuses, you see the little white dots next to the bonus on the map? Thats how many relays need to be on the continent to unlock the bonus in addition to covering all the regions.
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# ? Jan 14, 2017 22:21 |
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Thanks for the info folks! BRB I have an ADVENT raid calling me. One more thing, when should I be expecting to get Alloy? I made a mad dash to unlock the second tier of weapons and learned I need Alloys. I've got all these gadgets I find on missions and I want to attach them to weapons and I'm having an internal battle with myself because I think attaching them to Tier 1 weapons will be a waste, but the wait for Tier 2 is making me apprehensive about waiting to get a bonus on my guns. Wildtortilla fucked around with this message at 22:25 on Jan 14, 2017 |
# ? Jan 14, 2017 22:23 |
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apparently the game i restarted had the avatar on its way and i didn't remember poo poo and so lost
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# ? Jan 14, 2017 22:29 |
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Wildtortilla posted:Thanks for the info folks! BRB I have an ADVENT raid calling me. You are literally worrying over nothing. A soldiers gun upgrades with him, so for example you attach a hair trigger to a shotgun then upgrade shotguns to the second tier, not only does the weapon keep the upgrade but the move to second tier gives the weapon another upgrade slot.
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# ? Jan 14, 2017 22:29 |
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Hunt11 posted:You are literally worrying over nothing. A soldiers gun upgrades with him, so for example you attach a hair trigger to a shotgun then upgrade shotguns to the second tier, not only does the weapon keep the upgrade but the move to second tier gives the weapon another upgrade slot. Yeah, the upgrade warnings are just there to let you know that you can't swap out an upgrade and keep the old one. (Although there is a continent bonus for that)
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# ? Jan 14, 2017 22:31 |
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You mostly get alloys from supply raids and UFO raids, but you can also buy some for intel at the black market each month. If you can't build mag weapons then you probably rushed researching them too quickly, but that's not a huge deal.
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# ? Jan 14, 2017 22:34 |
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Kwyndig posted:Lightning reflexes actually still exists as a bonus perk your dudes can roll from the AWC. Jesus Man I've been playing this game for ages and I've yet to see this content, I feel like I've been gyped!
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# ? Jan 14, 2017 22:47 |
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Fister Roboto posted:You mostly get alloys from supply raids and UFO raids, but you can also buy some for intel at the black market each month. If you can't build mag weapons then you probably rushed researching them too quickly, but that's not a huge deal. You also get some from clearing out the Avenger's rooms. Honestly Alloys usually aren't a limiting factor. Elerium is the bigger bottleneck in the late game and cores (from enemy drops) are dead usful
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# ? Jan 14, 2017 22:49 |
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Oh baby I got some Alloy from my mission and gun upgrades are squad wide now?! I don't have to buy individual guns!
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# ? Jan 14, 2017 23:01 |
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Wildtortilla posted:Oh baby I got some Alloy from my mission and gun upgrades are squad wide now?! I don't have to buy individual guns! no, but the light and heavy armor variants still need to be indiviudually made. medium armor is the same as guns though, buy it once and everyone has access.
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# ? Jan 14, 2017 23:03 |
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Wow I haven't played this game in a while, this would be a great time to try to beat Ironman Legendary. (100 resets of operation gatecrasher later) jesus loving christ i never want to play this game ever again
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# ? Jan 15, 2017 01:31 |
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My favorite reset was the one where all three pods decided to camp the exact same spot and never move.
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# ? Jan 15, 2017 01:35 |
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Man nobody's going look at you weird for saying you skipped Gatecrasher/used Starting Soldiers/whatever other bajillion Gatecrasher modifying mods there are on Legend Ironman. I think it's like the one of the few things people will always agree to, just behind "Don't start an argument on the internet about Long War".
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# ? Jan 15, 2017 02:00 |
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I actually saw the failure state for the first time because I was so pissed at Gatecrasher rookies that I grenaded the next bunch atop a building, then refused all missions for a month and a half. ADVENT is so drat smug when you lose.
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# ? Jan 15, 2017 02:07 |
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Ok, I'm making no progress. The game continues to throw tougher poo poo against me (hot snake wives, mechs, turrets) before I can even research magnetic weapons. I'm playing on the second difficulty, Veteran I think, and on Ironman. Do I really need to play on the easiest difficulty? I really do not want to play without Ironman, XCOM just doesn't feel right if you can simply reload if you miss a critical shot. Does anybody have some advice for starting out, and how to move across a map while still killing aliens? Or a link that might help? I'm getting buttfrustrated, I never had this kind of trouble with the other two games.
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# ? Jan 15, 2017 03:01 |
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Node posted:Ok, I'm making no progress. The game continues to throw tougher poo poo against me (hot snake wives, mechs, turrets) before I can even research magnetic weapons. I'm playing on the second difficulty, Veteran I think, and on Ironman. Do I really need to play on the easiest difficulty? I really do not want to play without Ironman, XCOM just doesn't feel right if you can simply reload if you miss a critical shot. Your very first encounters with vipers will almost certainly be with magnetic weapons. And unless you research literally nothing before modular -> magnetic weapons, or get a very early extra scientist, your first encounters with mechs/turrets might also still be with basic weapons.
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# ? Jan 15, 2017 03:07 |
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I don't know how he did it but my primary specialist "executed" a sectopod just after it stomped onto the scene. Blew it the gently caress up. Followed it up a couple of turns later by doing the same to a heavy mec. Saved the mission.
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# ? Jan 15, 2017 03:23 |
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Dick Trauma posted:I don't know how he did it but my primary specialist "executed" a sectopod just after it stomped onto the scene. Blew it the gently caress up. Followed it up a couple of turns later by doing the same to a heavy mec. Saved the mission. The weapon mod repeater gives a 5/10/15 percent chance to instantly kill an enemy that that attack hits.
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# ? Jan 15, 2017 03:25 |
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What's a"primary specialist"?
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# ? Jan 15, 2017 03:28 |
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The best one.
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# ? Jan 15, 2017 03:30 |
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Like your best soldier overall? I'm not trying to be dense I only just started playing the game today. I don't think I've seen any specialist class.
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# ? Jan 15, 2017 03:32 |
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Dick Trauma posted:I don't know how he did it but my primary specialist "executed" a sectopod just after it stomped onto the scene. Blew it the gently caress up. Followed it up a couple of turns later by doing the same to a heavy mec. Saved the mission. Repeater. Happened to me on my very first campaign. Creeping up on the Forge sight, everyone enters overwatch and turn ends..suddenly an achivement pops up and I watch the "pod activated" cinematic play for the very first XCOM2 sectopod I saw in my game. Only for it to get chumped harder than an AT-ST walking into an Ewok log trap when my Specialist rolls an execution after it takes two steps.
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# ? Jan 15, 2017 03:33 |
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Exposure posted:Man nobody's going look at you weird for saying you skipped Gatecrasher/used Starting Soldiers/whatever other bajillion Gatecrasher modifying mods there are on Legend Ironman. I think it's like the one of the few things people will always agree to, just behind "Don't start an argument on the internet about Long War". I would like to beat it without cheating, thank you.
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# ? Jan 15, 2017 03:41 |
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Okay Guerrilla War mods, you win. In theory, these mods makes sense by 1. Adding a delay on evac smoke and a security perimeter to defend and 2. Pressuring quick play by ramping up air dropped alien reinforcements. But by leaving the Skyranger cool down in place a blown LZ is a slow painful death. The last thing my last soldier saw was a 1 turn 8 officer drop. This was on the second random mission. Fister Roboto posted:I would like to beat it without cheating, thank you. Is there a stream of someone clearing the legendary Gatekeeper mission? I honestly don't know how that gets done without mods.
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# ? Jan 15, 2017 03:57 |
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Wildtortilla posted:Like your best soldier overall? I'm not trying to be dense I only just started playing the game today. I don't think I've seen any specialist class. Yeah he's just referring to the Specialist class soldier he likes best/uses most/has best stats. You're all good, friend
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# ? Jan 15, 2017 03:58 |
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On my last run I really learned to appreciate my Hack-the-Planet Specialist. I trained him as much as possible early and by mid game he was a beast with the skulljack. Between that and Haywire 2/3 of the aliens were either turnable or goodie boxes.
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# ? Jan 15, 2017 04:03 |
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Chef Boyardeez Nuts posted:Okay Guerrilla War mods, you win. In theory, these mods makes sense by 1. Adding a delay on evac smoke and a security perimeter to defend and 2. Pressuring quick play by ramping up air dropped alien reinforcements. But by leaving the Skyranger cool down in place a blown LZ is a slow painful death. The last thing my last soldier saw was a 1 turn 8 officer drop. Yeah, that's fair, but I did leave configuration in for a reason, are you making a larger squad too to compensate? It's hard to balance without a large sample size, and long game what I'm aiming for is quite different to forced missions.
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# ? Jan 15, 2017 04:08 |
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I literally had one medical specialist my entire campaign this time (I'm about to begin the last mission), if I retrain someone do they keep their rank, like if I have a Lt combat hacker and retrain them will I be able to get all those skills when they're retrained or does it spit out a squaddie?
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# ? Jan 15, 2017 04:13 |
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Anime_Otaku posted:I literally had one medical specialist my entire campaign this time (I'm about to begin the last mission), if I retrain someone do they keep their rank, like if I have a Lt combat hacker and retrain them will I be able to get all those skills when they're retrained or does it spit out a squaddie? Retraining is essentially spending time to get to rechoose all the skill levels they learned. Think of it like a reroll
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# ? Jan 15, 2017 04:18 |
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Fister Roboto posted:I would like to beat it without cheating, thank you. I like to put 3/4 (4/4 if enemy patrols are nice) soldiers on a rooftop and draw the enemy in. You can typically afford to get shot once/twice while unloading shots. Usually leaves me with a healthy amount of grenades left for the inevitable hunt to find the last pod.
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# ? Jan 15, 2017 04:55 |
Holy poo poo Gangplank in the original Long War.
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# ? Jan 15, 2017 06:13 |
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dyzzy posted:I like to put 3/4 (4/4 if enemy patrols are nice) soldiers on a rooftop and draw the enemy in. You can typically afford to get shot once/twice while unloading shots. Usually leaves me with a healthy amount of grenades left for the inevitable hunt to find the last pod.
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# ? Jan 15, 2017 06:18 |
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Maluco Marinero posted:Yeah, that's fair, but I did leave configuration in for a reason, are you making a larger squad too to compensate? It's hard to balance without a large sample size, and long game what I'm aiming for is quite different to forced missions. Oh word. I didn't know Guerrilla War was a goon project. I was doing a "load all the mods" run with no configuration balancing and just 4 squad members. I love the concept and it totally plays like a desperate strike against a vastly more powerful state actor. The biggest problem I see is the AI ability to follow the player in concealment. I'd love to navigate around the outlying pods, throw smoke while engaging the pod sitting on the objective, and leave only the fresh scent of phosphorus for the reinforcements. As it stands right now though, the pods I avoid will follow me back to the objective and murder me when I try to play guerrilla. Maybe make triggering the objective guard pod the event that triggers the responsive air drops? The cooldown seems cruel stacked on top of the wait (but then the optimal choice in retrospect would have been to start running like he'll for the far side of the map rather than trying to fight the tide). Seriously though, its one of my favorite concepts in the workshop!
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# ? Jan 15, 2017 06:25 |
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When the Shen's Gift mission and the Alien Nest mission say they are "difficult," is that compared to your current squad, or when you got the mission? I want to do Shen's Gift especially because of the reward, but if I lose my crack squad on the mission, then this game is over.
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# ? Jan 15, 2017 06:29 |
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# ? May 10, 2024 15:34 |
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Node posted:When the Shen's Gift mission and the Alien Nest mission say they are "difficult," is that compared to your current squad, or when you got the mission? They're static difficulty. The Nest is fine with conventional weapons once you hit squad size 5 because Bradford clowns on everything there. Shen's Last Gift is much rougher since its swarming with enemies that have armor and ends with a boss battle. I'd recommend squad size six minimum and also bring at least 2 shredding grenadiers.
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# ? Jan 15, 2017 06:34 |