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Eschatos posted:Yall ever seen an Advent soldier be so hurt by betrayal that he convinced his whole team to stop fighting? I started off a terror mission by waking up a pod consisting of a Berserker and a Shieldbearer. I shot the Berserker a few times and it went into Blind Rage. On their turn, it knocked the Shieldbearer unconscious. For the rest of the battle, every turn the Shieldbearer got back up and pointed at my guys, but was otherwise untargetable. Enemy pods would still play their animations and run into cover when I entered their line of sight, but at the end of every turn the Shieldbearer collapsed again and then the game paused for ~30 seconds while every other Advent unit did nothing. I took a video of one turn here. I only wish I could have accepted the offered olive branch and become buddies with the disgruntled Advent pacifists. The only damage I took the entire battle was from being a dumbass and walking one soldier into an acid cloud. I think I'll customize my next recruit to look as close to a Shieldbearer as possible and make like he joined up with the cause. Clearly he's secretly from that Skirmisher faction from War of the Chosen.
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# ? Jul 4, 2017 22:16 |
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# ? May 25, 2024 14:34 |
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I'm glad the SPARKS are getting a buff in War of the Chosen. I like 'em already but making them even more worth their while is not a bad thing.
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# ? Jul 4, 2017 23:05 |
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Speedball posted:I'm glad the SPARKS are getting a buff in War of the Chosen. I like 'em already but making them even more worth their while is not a bad thing. And I'm looking forward to your (hopefully planned) eventual XCOM 2 LP! I believe you expressed interest in doing one once it receives all its future expansions and stuff? I doubt it's getting more after War of the Chosen. Apologies if this seems needy, I'm just curious as to if you still plan to do that. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Jul 4, 2017 23:26 |
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Decided to give LW1 one more playthrough because, hey, why not. I still really enjoy playing my dumb gimmicky run. Commander's choice on, 80% Snipers, 20% Scouts, ideally trying to camp the poo poo out of enemies. It's gimmicky as hell and breaks down under certain missions but man I still have so much silly fun with it. It's the coward's way to play and I love it.
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# ? Jul 5, 2017 03:32 |
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Are you Bradford's hopeful brother?
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# ? Jul 5, 2017 03:56 |
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Bogart posted:Are you Bradford's hopeful brother? Long range? Long range.
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# ? Jul 5, 2017 05:05 |
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Eschatos posted:Yall ever seen an Advent soldier be so hurt by betrayal that he convinced his whole team to stop fighting? I started off a terror mission by waking up a pod consisting of a Berserker and a Shieldbearer. I shot the Berserker a few times and it went into Blind Rage. On their turn, it knocked the Shieldbearer unconscious. For the rest of the battle, every turn the Shieldbearer got back up and pointed at my guys, but was otherwise untargetable. Enemy pods would still play their animations and run into cover when I entered their line of sight, but at the end of every turn the Shieldbearer collapsed again and then the game paused for ~30 seconds while every other Advent unit did nothing. I took a video of one turn here. I only wish I could have accepted the offered olive branch and become buddies with the disgruntled Advent pacifists. The only damage I took the entire battle was from being a dumbass and walking one soldier into an acid cloud. I think I'll customize my next recruit to look as close to a Shieldbearer as possible and make like he joined up with the cause. I had that exact thing happen with a muton on the first stage of water world. Mind controlled a berserker, meleed a group of mutons, one went unconscious, and it played out the same way. Kinda removed the challenge.
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# ? Jul 5, 2017 05:48 |
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Tried to finish an EW run over the weekend. If I'd rushed harder I probably would have made it, but instead I have a full fleet of 10 Firestorms. Got nearly there, two more missions to take down Advent and the Gollop chamber is under construction. Probably the most stressful time was the 8-9 missions between the base assault and base defense. I don't think I've ever had a run with that many missions in that particular 20 day period. Trying to keep everyone outfitted was a gigantic pain.
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# ? Jul 5, 2017 07:55 |
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Fix your game, Jake
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# ? Jul 5, 2017 08:14 |
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is there a mod (for LW2) that lets you pick up bodies and take them to the skyranger when you extract, because it really bothers me that I can't do it and I keep hopefully trying to stand in just the right square that it'll let me. I know XCOM rules are arbitrary at the best of times but the bodies are right loving there and it annoys me so much and would add an interesting risk/reward mechanic
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# ? Jul 5, 2017 10:37 |
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Lunchmeat Larry posted:is there a mod (for LW2) that lets you pick up bodies and take them to the skyranger when you extract, because it really bothers me that I can't do it and I keep hopefully trying to stand in just the right square that it'll let me. I know XCOM rules are arbitrary at the best of times but the bodies are right loving there and it annoys me so much and would add an interesting risk/reward mechanic http://steamcommunity.com/sharedfiles/filedetails/?id=766512413 Made by a poster in this very thread, this is actually first thing that comes up when you search for 'corpses' in the steam workshop. It's compatible with LW2.
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# ? Jul 5, 2017 10:45 |
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This weekend, I've determined that the Advanced Warfare Center sucks. I mean yeah, it gets your troops healed up faster, but that downtime has managed to make it so I don't have only an A-Team that tanks my game when any of them die. Sure the bonus feat is nice, but it's kinda not worth it for that alone. I'm glad that it's being removed for the expansion
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# ? Jul 5, 2017 12:26 |
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I just skipped 5000 posts to say that I was about to say gently caress XCOM when I got the UFO in the first month or so but then I did this and I was like okay yeah this can be fun when things work out Just rehoning my skills so I can be ready to fight a new threat http://i.imgur.com/IUKnP1l.gifv
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# ? Jul 5, 2017 13:21 |
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monster on a stick posted:
What mod puts that counter in the corner for kills, actives and remaining? marshmallow creep fucked around with this message at 15:11 on Jul 5, 2017 |
# ? Jul 5, 2017 14:53 |
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TacticalUI Kill Counter https://steamcommunity.com/sharedfiles/filedetails/?id=749138678
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# ? Jul 5, 2017 15:49 |
Lunchmeat Larry posted:is there a mod (for LW2) that lets you pick up bodies and take them to the skyranger when you extract, because it really bothers me that I can't do it and I keep hopefully trying to stand in just the right square that it'll let me. I know XCOM rules are arbitrary at the best of times but the bodies are right loving there and it annoys me so much and would add an interesting risk/reward mechanic There's actually a mod for preview bodies and it'll show you the area you need to stand in to pick up bodies. Not sure if it works with the extract mod tho. I'm phone posting otherwise i'd link it.
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# ? Jul 5, 2017 16:42 |
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I'm cautiously optimistic they'll be able to add elements in this expansion that legitimately change the way the game plays out. In a standard play through there's not really much on the strategy layer that will force me to deviate from my initial plan in any significant way, without doing gimmicks or achievements, which means there's not really a bunch of interesting replay-ability once you've done a bit of trial and error and found a research path/building plan/etc that works for you. I also rarely build my soldiers differently so maybe its just me. I mean, my preferences have changed a bit over time, but its more a factor of getting better at the game than responding to RNG the game is throwing at me (on the strategic layer)--hopefully the expansion changes that some. The expansion stuff gave me the itch to play again and the only thing I've found particularly interesting in starting it back up is making a serious attempt at Exquisite Timing. Going for that achievement has actually made a pretty big change in my strategic plan and I'm still not 100% sure of the composition of the squad I want to take for the final mission, which skills, and which upgrades. I also really hope they tweak sharpshooters a bit in addition to buffing Sparks because I think I'll have a hard time finding room for one once the expansion is live--they're just so underwhelming. Particularly Snipers, but the Gunslinger isn't that much better.
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# ? Jul 5, 2017 19:40 |
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My issue with snipers is the ton of restrictions they have on their rifle. I mod em to use standard rifles. Less damage, but the utility goes up by so much.
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# ? Jul 5, 2017 20:16 |
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Gunslinger Sharpshooters are already arguably the most powerful normal class in the game. Lol at buffing them and not specialists.
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# ? Jul 5, 2017 20:19 |
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Specialists should be more important with all the daze debuffs we expect from the Chosen.
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# ? Jul 5, 2017 20:29 |
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Yeah, I think Revival Protocol is gonna be a must from now on.
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# ? Jul 5, 2017 20:31 |
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Specialists always felt meh because of the whole ALPHA STRIKE OR DIE aspect of the game since taking any damage can potentially be pretty devastating when you're running a pretty shallow roster.
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# ? Jul 5, 2017 20:34 |
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Bolow posted:Specialists always felt meh because of the whole ALPHA STRIKE OR DIE aspect of the game since taking any damage can potentially be pretty devastating when you're running a pretty shallow roster. Combat Protocol is pretty fantastic for removing armoured up robotics or for when you absolutely 100% need that grunt on 1hp to die at the end of this turn.
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# ? Jul 5, 2017 20:55 |
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Yeah but psionics do mostly both of that especially late game. Early game they're really useful for destroying MEC's and Turrets but once I've got mag weapons I basically never bring a specialist unless there's going to be a Sectopod
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# ? Jul 5, 2017 21:27 |
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I think they're a little undervalued in LW2 because hacked drones are like free mimic beacons to me.
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# ? Jul 5, 2017 22:23 |
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Get the Hack Plus mod, have your experienced specialists able to reliably hijack heavy MECs and later even Sectopods.
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# ? Jul 5, 2017 23:18 |
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Nordick posted:Get the Hack Plus mod, have your experienced specialists able to reliably hijack heavy MECs and later even Sectopods. This mod is so simple but I don't want to play the game without it ever again. It makes hacking security poles appealing too, which were never worth it before.
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# ? Jul 5, 2017 23:24 |
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That reminds me. When I was playing Spectrum Green I had Hack Plus enabled, and there was some weird interaction glitch that made it add up the wrong way. By the end of my campaign one of my specialists had like 480 hack.
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# ? Jul 6, 2017 01:59 |
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Specialists' big boons are Aid Protocol, Combat Protocol, Threat Assessment, and Cool Under Pressure + Guardian when it comes to abilities. Haywire is a pretty reliable stun on robots and Capacitor Discharge is a decent AoE but not game changing. Scanning Protocol is really useful in certain situations. The rest of the "hacking" stuff is just fluff. With proper positioning you can toss out an Aid Protocol and then take another action. That is huge. Snipers suck because dodge neuters the sniper rifle. You can't just set up a bunch of weak, exposed targets for a Serial spree without running a realistic risk of having your first shot be a "Dodge: Graze" for 3 damage on a Codex with 4 hp. Death from Above and Deadeye also get hosed by this frequently, but its less extreme and squad sight range penalties only compound the issue. Gunslingers are okay, but you can accomplish burst or clean up duties in other ways that don't rely so heavily on three, 3 turn cooldowns. If I could make a simple change to them I'd lower the cooldown on Lightning Hands and Face Off by 1 turn each.
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# ? Jul 6, 2017 04:29 |
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The real reason you take a specialist is to hit objectives from a distance, which removes a lot of the time pressure. Yeah in theory they bring other stuff to the table, but bringing yet another grenadier usually does just as good a job of finishing off weakened enemies or screwing up robots, while also doing other cool things. The real balance issue is that grenadiers solve 90% of the problems more efficiently than any other class.
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# ? Jul 6, 2017 05:05 |
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If you use the battle rifle pack then the alternate sniper rifle option turns death from above into serial from above it owns.
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# ? Jul 6, 2017 14:10 |
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With the Alien Hunters DLC I find sharpshooters very worthwhile as a backup scout using that pistol.
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# ? Jul 6, 2017 15:19 |
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The sniper rifle is the shittiest weapon in the game, but it's balanced by the handcannon being the best non-explosive weapon.
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# ? Jul 6, 2017 15:58 |
RBA Starblade posted:The sniper rifle is the shittiest weapon in the game, but it's balanced by the handcannon being the best non-explosive weapon. Entirely agree. The mix of timed missions and mostly random map layouts makes taking a Sharpshooter too risky. They really need a talent that lets them move after firing.
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# ? Jul 6, 2017 16:07 |
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The Sniper RIfle becomes good again once you get the Archon King armor and you never have to worry about positioning again
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# ? Jul 6, 2017 16:16 |
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My snipers have been really good at missing 97% shots lately
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# ? Jul 6, 2017 16:16 |
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LordNat posted:They really need a talent that lets them move after firing.
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# ? Jul 6, 2017 16:17 |
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moist turtleneck posted:My snipers have been really good at missing 97% shots lately Then they go and get a crit every time I go for a sub-40% shot
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# ? Jul 6, 2017 16:23 |
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Or is it Sputnik posted:It's in EU/EW, called Snapshot and loving sucks That's because it gave you mega penalties. It's weird that it did that in a game where you never really had a timer, so you could just park your sniper in some rear end end corner of the map and he'll do his thing, but its not in this one.
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# ? Jul 6, 2017 16:26 |
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# ? May 25, 2024 14:34 |
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Just use an armour with a grappling hook.
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# ? Jul 6, 2017 16:30 |