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Cnidaria
Apr 10, 2009

It's all politics, Mike.

Cythereal posted:

Has there been a templar video yet, or did I miss it?

Nope but given how overpowered psi operatives are I imagine that the templar will be ridiculous.

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upgunned shitpost
Jan 21, 2015

Lunethex posted:

You'll be eating your words when I win a battle with ADVENT by quoting Teen Vogue.

Teen Vogue, tactically sound and suprisingly woke.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Cnidaria posted:

Nope but given how overpowered psi operatives are I imagine that the templar will be ridiculous.

I dunno, I never use psi operatives. I always feel like I have more important poo poo to build and spend resources on than psionics, so by the time I get a psi lab up and running I already have an a-team I'm attached to.

BlazetheInferno
Jun 6, 2015
For me, the problem is just getting the Psionics out early in general. It's rare for me to have the raw materials needed to a) do the required research early, and b) have a spot I'm willing to put a Psi Lab in early, because I feel obligated to put it further down, either because I wanna use a power coil for it, or simply because I've already planned out other buildings for my top layers.

I don't think I've ever managed to get Psionics out before at minimum tier 2 armor and guns.

Bogart
Apr 12, 2010

by VideoGames
Put a workshop in the second row, middle column, and prioritize it. Easiest way to get deep in the Avenger.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Bogart posted:

Put a workshop in the second row, middle column, and prioritize it. Easiest way to get deep in the Avenger.

I do. Just feels like I always have more important poo poo to build and spend resources on.

I get that psionics are good and you can get them early if you want, but I'm one of those people who likes building a core team and getting really attached to them, and psionics come at such an awkward time that I just never use one unless one of my aces is in the medbay.

TopHatGenius
Oct 3, 2008

something feels
different

Hot Rope Guy
That Skirmisher unit looks sick! I can't wait to have my own Alien Ruler.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

I'm not fond of the idea of units that take actions outwith their turn, with the exception of Overwatch. IMO the Alien Rulers were pretty bullshit and their tit-for-tat moves struck me as a pretty silly way to artificially ramp up difficulty. While it would be theoretically cool to have my own units capable of doing that, I don't like the idea of the game making it an accepted feature that more units might adopt rather than a unique trait of the Rulers.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Eh. XCOM 2 has been steadily breaking the action Economy of their 2AP game since the beginning. It's the main reason high level troops are orders of magnitude more powerful than low level troops. I get the impression they look at high level troops as god tier steamrollers, so it is what it is.

It's nice that they've made these abilities from a modding perspective, it means we maybe get more tools to use for our own stuff, no doubt there's been a major refactor in how they manage turn/ability resolution to manage the new interrupts/multi faction fighting/multiple movements, etc.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

I don't mind abilities that empower Overwatch or permit a thought process that goes "I can set up some nice surprises that will gently caress up the enemy turn" as it gives more latitude to strategy than having to rely on executing all your tactics on your own move. I don't mind stuff like Death From Above giving you another shot if you finish an enemy with it, for instance. Or that skill that lets you fire Overwatch twice, or Killzone which gives you a free shot, ammo allowing, on any enemy that moves in a given zone.

But an enemy that straight up gets moves for each and every move (not just an enemy unit entire turn, or for every shot that gets taken against it, every individual move) takes this too far IMO. It crosses the line into cheat territory for me.

As far as the new faction getting this ability, I'm just glad that now I can give the enemy a taste of their own medicine for a change.

To report back on my LW2 game, I appreciate it for what it is, but ultimately it gets extremely tedious. One thing the LW devs don't seem to get is pacing; in the vanilla game, I was always pushing my tech, my team or my base forward in small but definite increments - Now I have a SPARK, now I have Magnetic weapons, or the next armour tier. It gave me a good feeling that I was making small but concrete steps. In LW, I spent about 4 months and all I really got was a few new rooms in the avenger and bankruptcy trying to keep up with the constant injury turnover.

Iron Crowned
May 6, 2003

by Hand Knit

Bogart posted:

Put a workshop in the second row, middle column, and prioritize it. Easiest way to get deep in the Avenger.

Wisdom right here, that's where I put my workshop.

Also I've learned that the laboratory should be the first thing built.

TopHatGenius posted:

That Skirmisher unit looks sick! I can't wait to have my own Alien Ruler.

I do have to wonder if the Skirmisher and Alien Rulers can trigger each other basically making a 1 on 1 fight.

Lunchmeat Larry
Nov 3, 2012

Bogart posted:

Put a workshop in the second row, middle column, and prioritize it. Easiest way to get deep in the Avenger.
I'm hours into my LW2 playthrough and was just about to do this when I realised there's a bloody power coil on that space :negative: not sure what to do now.

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
I feel like the reaction ability is probably going to be an activated ability for 1 turn with a cooldown, not a passive ability. Otherwise the Skirmisher hilariously outclasses literally everything else in the game including rulers since it gets normal turns as well.

TopHatGenius
Oct 3, 2008

something feels
different

Hot Rope Guy
In the trailer the Skirmisher shanked some yellow colored Advent soldier. It made me wonder if there are going to be a host of new baddies aside from the Chosen that will counter these crazy abilities. Like maybe some Advent or alien unit with ruler-like behaviors (aside from the 3 rulers).

Iron Crowned
May 6, 2003

by Hand Knit

TopHatGenius posted:

In the trailer the Skirmisher shanked some yellow colored Advent soldier. It made me wonder if there are going to be a host of new baddies aside from the Chosen that will counter these crazy abilities. Like maybe some Advent or alien unit with ruler-like behaviors (aside from the 3 rulers).

I'm pretty sure that's just the new ADVENT flamer unit

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

TopHatGenius posted:

In the trailer the Skirmisher shanked some yellow colored Advent soldier. It made me wonder if there are going to be a host of new baddies aside from the Chosen that will counter these crazy abilities. Like maybe some Advent or alien unit with ruler-like behaviors (aside from the 3 rulers).


Iron Crowned posted:

I'm pretty sure that's just the new ADVENT flamer unit

There's two new ADVENT units: the Purifier who has a flamethrower, incendiary grenades, and according to some articles a rocket launcher; and the Priest, who's a psi class with mind control and healing abilities.

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

TopHatGenius posted:

In the trailer the Skirmisher shanked some yellow colored Advent soldier. It made me wonder if there are going to be a host of new baddies aside from the Chosen that will counter these crazy abilities. Like maybe some Advent or alien unit with ruler-like behaviors (aside from the 3 rulers).

Probably not. We've heard of 4 new alien unit types.

Advent Purifiers: Flamethrower/rocket troopers who are mostly encountered in areas with the Lost

Advent Priests: Mid tier psi support units somewhere between a Sectoid and Avatar

Spectres: Alien who creates copies of your soldiers to use against you

Lost: Zombies with a unique headshot mechanic where you gain any action points spent killing them back. Hostile to you and Advent.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
The Skirmisher reaction is nice but probably balanced by the fact that most of the time you want to kill the enemy so they don't get an action in the first place. It would be a pretty high risk strategy to leave aliens alive to do skirmisher stuff. Add to that the relatively short range on their guns and you have something that is more situational than it looks.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



I wonder how extensively they're rewritten the narrative for the expansion to incorporate all this extra poo poo. If it's just tacked on at random it's going to feel very janky. Having whole cities full of zombies is pretty terrifying considering the resistance havens not only have to worry about ADVENT showing up but also hordes of lost.

Iron Crowned
May 6, 2003

by Hand Knit

TK-42-1 posted:

I wonder how extensively they're rewritten the narrative for the expansion to incorporate all this extra poo poo. If it's just tacked on at random it's going to feel very janky. Having whole cities full of zombies is pretty terrifying considering the resistance havens not only have to worry about ADVENT showing up but also hordes of lost.

The resistance havens currently feel like they're in the middle of nowhere. Small towns, gas stations in the middle of nowhere, etc. Hordes of Lost wouldn't really be a big issue since they weren't population centers 20 years ago. Most of the people living there probably either stayed and survived or fled rather than getting Lost'ed like in the cities.

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

TK-42-1 posted:

I wonder how extensively they're rewritten the narrative for the expansion to incorporate all this extra poo poo. If it's just tacked on at random it's going to feel very janky. Having whole cities full of zombies is pretty terrifying considering the resistance havens not only have to worry about ADVENT showing up but also hordes of lost.

I mean this is the reason resistance havens are in bugfuck nowhere. The cities being abandoned because a bunch of hosed up stuff was roaming was always a thing in the XCOM2 lore according to that weird tie in novel and some of the scanning events.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Thinking about it, the Battle Lord perk might work best if you're trying to use the Skirmisher in a sniper-esque supporting fire role - seems well suited for a guy on overwatch (the tactic, not the game mechanic). Get him up high in a good vantage point and rain fire. Probably why they gave him a carbine, to keep that tactic from completely ruining everything.

Zore posted:

I mean this is the reason resistance havens are in bugfuck nowhere. The cities being abandoned because a bunch of hosed up stuff was roaming was always a thing in the XCOM2 lore according to that weird tie in novel and some of the scanning events.

And according to IGN stuff from the expansion's reveal, the people who have stayed in the cities are the Reapers.

Iron Crowned
May 6, 2003

by Hand Knit

Zore posted:

I mean this is the reason resistance havens are in bugfuck nowhere. The cities being abandoned because a bunch of hosed up stuff was roaming was always a thing in the XCOM2 lore according to that weird tie in novel and some of the scanning events.

Is that book any good?

moist turtleneck
Jul 17, 2003

Represent.



Dinosaur Gum
Maybe there were always zombies but when the ethereals died they lost control of them

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

moist turtleneck posted:

Maybe there were always zombies but when the ethereals died they lost control of them

No, the Lost are the result of the aliens dropping bioweapons on some population centers during the original invasion. Probably something similar to what Chryssalids can do.

They didn't show up in base XCOM 2 for the same reason Mectoids/Seekers didn't show up in EU.

Iron Crowned
May 6, 2003

by Hand Knit
Speaking of Mechtoids, I loved punching them to death with my Mec troopers

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Zore posted:

No, the Lost are the result of the aliens dropping bioweapons on some population centers during the original invasion. Probably something similar to what Chryssalids can do.

According to Firaxis it's because of the gas those drop pods in EU/W sprayed. Webbed people up for collection and poisoned the rest.

moist turtleneck
Jul 17, 2003

Represent.



Dinosaur Gum
Maybe the zombies poisoned themselves before the gas could get to them

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

Iron Crowned posted:

Is that book any good?

Its a really bad book and it hints at a lot of cool and weird poo poo XCOM 2 utterly failed to deliver on. Like extensive wilderness areas locked down by Advent with alien viruses corrupting flora and fauna that they beat back with flamethrowers. Or weird crystalline growths that seem to be encroaching everywhere and killing off life in its path.

It does have drunk Bradford wallowing in self pity and Vahlen running around doing her best 'mad scientist' routine.

Iron Crowned
May 6, 2003

by Hand Knit

Zore posted:

Its a really bad book and it hints at a lot of cool and weird poo poo XCOM 2 utterly failed to deliver on. Like extensive wilderness areas locked down by Advent with alien viruses corrupting flora and fauna that they beat back with flamethrowers. Or weird crystalline growths that seem to be encroaching everywhere and killing off life in its path.

So, stuff that's been hinted at for the wilderness areas of the expansion

Sapozhnik
Jan 2, 2005

Nap Ghost
Unrelated to expack chat but

Zore posted:

Advent Priests: Mid tier psi support units somewhere between a Sectoid and Avatar

A mid tier psi support unit somewhere between a Sectoid and an Avatar would be a Sectoid that isn't too stupid to live. Like actually taking an available flanking shot at an injured XCOM trooper instead of going for a mind control.

Also those abduction pods from EU seem to be back in the expack judging by that latest video.

Iron Crowned
May 6, 2003

by Hand Knit

Sapozhnik posted:

Also those abduction pods from EU seem to be back in the expack judging by that latest video.

I suspect that the aliens didn't have any need to move them after they dropped them in the cities

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Sapozhnik posted:

Like actually taking an available flanking shot at an injured XCOM trooper instead of going for a mind control.

From what's been seen, priests have mind control and healing.

quote:

Also those abduction pods from EU seem to be back in the expack judging by that latest video.

They're what spreads the gas that created the Lost.

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

Sapozhnik posted:


A mid tier psi support unit somewhere between a Sectoid and an Avatar would be a Sectoid that isn't too stupid to live. Like actually taking an available flanking shot at an injured XCOM trooper instead of going for a mind control.


With the latest patches Sectoids have been doing this a lot more, they aren't nearly as psi-focused as they were on release.

monster on a stick
Apr 29, 2013
The Lost are the Sleepwalkers from The Bureau.

EDIT: and one of the factions will be run by WILLIAM CARTER

monster on a stick fucked around with this message at 17:28 on Jul 7, 2017

Annointed
Mar 2, 2013

monster on a stick posted:

The Lost are the Sleepwalkers from The Bureau.

EDIT: and one of the factions will be run by WILLIAM CARTER

Asaru "Are you still mad at me? Come on I was like 5 seconds old when I inadvertently possessed you."

Jetamo
Nov 8, 2012

alright.

alright, mate.
The biggest shame about this expansion is none of the new factions seem to be ran by ex-EXALT.

I fully expect a mod to add an ex-EXALT faction and hero class within six months. Make them the Hero Gunner that doesn't seem to be a thing.

...Actually, this new ability point system seems like it'd loan itself to a MELD-like system well. Random caches that would expire within x turns that grant ability points to the squad.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Jetamo posted:

The biggest shame about this expansion is none of the new factions seem to be ran by ex-EXALT.

I fully expect a mod to add an ex-EXALT faction and hero class within six months. Make them the Hero Gunner that doesn't seem to be a thing.

...Actually, this new ability point system seems like it'd loan itself to a MELD-like system well. Random caches that would expire within x turns that grant ability points to the squad.

...You do realize that in-setting EXALT never actually existed, right?

LordNat
May 16, 2009

Jetamo posted:

The biggest shame about this expansion is none of the new factions seem to be ran by ex-EXALT.

I fully expect a mod to add an ex-EXALT faction and hero class within six months. Make them the Hero Gunner that doesn't seem to be a thing.

...Actually, this new ability point system seems like it'd loan itself to a MELD-like system well. Random caches that would expire within x turns that grant ability points to the squad.

Exalt never existed in XCOM 2.

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winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Last night, I did the advent forge. Using A Better Advent 2, longwar perk pack classes, Grimy's loot mod, and some other things. Thanks to the loot mods, I got a plasma bolt caster that reloads itself each round with a two shot clip on my sharpshooter, and a battle rifle that grants squadsight on my infantry. First move of the map, I spot a Spotter Sectopod. Spotters are variants of standard units, always solo pods, that as soon as they see you, will summon in reinforcements as their scamper. My specialist managed to hack it, taking control of the sectopod. I used it to spot and scout for my two squadsight soldiers, sniping over half the map, got into a fight with the berzerker queen with my sectopod, and then picked a fight with a sectopod prime after that fight. During all this, my psi soldier and the rest of the squad hang back, watching the mayhem.

Specialist to Psion: Can you mind control a sectopod? Cause I 'mind controlled' one!

Edit: Exalt was the stand in for hunting down XCom in the Commander's mental simulation. A group that uses explosives, upgrades their gear, and working form a hidden base? yeah

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