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FileNotFound
Jul 17, 2005


TeaJay posted:

The beginning of the new campaign just feels so .. overwhelming. You are thrown all kinds of new stuff at you all the time, you get those Chosen, research times seem to have gone way up and now you have to deal with tiredness as well! I only just managed to get plasma grenades and 2nd tier weapons and I'm meeting those nanosuit-wearing bastards, priests and mutons in missions. (playing on Veteran). It feels like I'm constantly on the edge compared to vanilla and have to do more missions with even rookies on board than previously. The time limits on some missions especially feel brutal.

Early game is a bit harder with the new mechanics and research tends to go slower due to the 'inspirations' and 'breakthrough" that may take longer than some of the easy research that ends up on the backburner.

I found that by midgame though, you end up having a way way easier time, the covert missions that give avenger power and resistance contacts and setback avatar project really help. Nevermind the fact that Reapers trivialize so many of the missions.

ProTip: Assassination missions are best done by just 1 reaper with remote start and preferably sting.

Also kill the Assassin chosen first. The weapons you get make 1 of your rangers godlike.

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Jetrauben
Sep 7, 2011
angered the evil eye lately

Alchenar posted:

They're not useless they're juice for the avatar bodies. There are thousands of people in the one vial that XCOM uses to grow its own, they need the entire population of Earth in order to make avatar bodies for everyone. That's why you just fight 4, because they've only processed enough bodies to make that.

I figured it was more that they had yet to finish working out all the kinks with their Space Eugenics yet. It makes more sense that they are still imperfect constructs than they literally had to spend thousands of lives for each individual Avatar, although the new take on psionics as something closer to soul/vital energy space magic than generic mentalism makes it make a bit more sense that they can't just sample nonlethally - they want the psi energy of their victims. That said, how many Elders are there? Are they intended to serve as a new species or just a handful of of host bodies for a few immortal godlings?

Also funny - the decision to process all non-essential humans within the ADVENT city centers, even if it leaves large numbers of humans in the wilderness, suggests that the Elders never intended to give the Chosen Earth, or at least that they intended to hand over an Earth gutted of all meaningful infrastructure. Makes you wonder. Did they expect to keep using the hybrids the way they used the other subjugated alien species? As a servile clone species treated as living tools and at least partly stripped of all culture? How much do the Elders buy their own hype?


FileNotFound posted:

Also kill the Assassin chosen first. The weapons you get make 1 of your rangers godlike.

I like giving the Arashi to one Ranger and the Katana to another. One loot item per soldier helps keep every soldier unique and it spreads the power around a bit.

Jetrauben fucked around with this message at 20:45 on Sep 6, 2017

TeaJay
Oct 9, 2012


The assassin chosen is screwing my poo poo up so badly. She phases in, dazes people, summons adds and then runs back to behind some corner - and she can't even be hit with overwatch shots :psyduck:

Compared to her, the hunter seemed like a complete clown - the only time I met him he stood on top of a truck which I then remote bombed and he fell on his rear end

FileNotFound
Jul 17, 2005


Jetrauben posted:

I like giving the Arashi to one Ranger and the Katana to another. One loot item per soldier helps keep every soldier unique and it spreads the power around a bit.

I moved them around 2 rangers, when 1 was tired the other got to play with the fancy toys. By spending AP you can make a ranger with those unstoppable, especially if you give them talon rounds. The sword is the most bullshit given that it totally ignores armor and can't be dodged.

All other things are 'good' but the katana is a game changer.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS

FileNotFound posted:

I moved them around 2 rangers, when 1 was tired the other got to play with the fancy toys. By spending AP you can make a ranger with those unstoppable, especially if you give them talon rounds. The sword is the most bullshit given that it totally ignores armor and can't be dodged.

All other things are 'good' but the katana is a game changer.

The katana is amazing when it feels like you legitimately get one over on the enemy. Having a Chosen escort try to duck out the back door to try and flank only to discover my Blademaster ranger ready and waiting felt absolutely fantastic.

Bakalakadaka
Sep 18, 2004

I like xcom even when I go to sword a sectoid next to a gas tank but the targeting was on the gas tank first so she sworded the gas tank and died without killing the sectoid.

Rotten Red Rod
Mar 5, 2002

StringOfLetters posted:

I actually don't like it. The 'alien rulers' break the turn structure by taking an action every time any one of your units takes an action, and I find that to be way more frustrating than it is interesting strategy.

Yeah this is the part that bugged me the most. I really don't want to deal with that. I don't like the sound of any of the extra gear either (and yeah that armor looks silly as hell) so I'll pass.

I'm really glad I picked up Shen's Last Gift though, MECs were my favorite part of XCOM 1 and I love Sparks just as much here. Next game I might rush workshop and make a Spark-centric team.

TeaJay posted:

The beginning of the new campaign just feels so .. overwhelming. You are thrown all kinds of new stuff at you all the time, you get those Chosen, research times seem to have gone way up and now you have to deal with tiredness as well! I only just managed to get plasma grenades and 2nd tier weapons and I'm meeting those nanosuit-wearing bastards, priests and mutons in missions. (playing on Veteran). It feels like I'm constantly on the edge compared to vanilla and have to do more missions with even rookies on board than previously. The time limits on some missions especially feel brutal.

Yeah I felt that way too. As soon as I stopped playing like it was vanilla and leaned heavily into the covert actions system + new abilities/characters it started clicking. You have to counter the ways they tilted things against you by taking advantage of the ways they tilted it towards you.

IBlameRoadSuess
Feb 20, 2012

Fucking technology...

At least I HAVE THIS!
Is there a mod yet that allows sparks to use the training facility and bonds? I want bulwark and adaptive aim.

deathbagel
Jun 10, 2008

FileNotFound posted:

Personally - I feel like WotC is the first good XCom2 DLC.

Alien Hunters is a mixed bag - but WotC fixed the worst issues with the rulers no longer showing up in random missions and making them essentially impossible.

The items it adds in my opinion are neat but also in my opinion feel extremely out of place and do not mesh with the typical soldier outfits.

The alien ruler fights are poo poo as well. The aliens break the rules of the turn based game and the fights are bullshit and I never enjoyed them.

WotC makes it better by locking the rulers away to facility raid missions and warning you that they are there negating the worst aspect of the DLC - but I still would not be able to recommend it.


I actually think the boltcaster is garbage - but the free axe toss and frost nades are OP.

All the armor is hideous and I refuse to use it. Plus odds are that by the time you get it it's outdated.

Finally, the research and build cost for all the DLC weapons and armor is a waste given that they are single issue items making them not worth bothering with.

The pistol that gives a huge aim bonus and can't miss (which is pretty nuts with Between the Eyes) is also pretty good.

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

IBlameRoadSuess posted:

Is there a mod yet that allows sparks to use the training facility and bonds? I want bulwark and adaptive aim.

Training facility is easy with a tiny bit of ini modding. Change AWC=false to true.

Magni
Apr 29, 2009
So, I found a pretty annoying bug. I was using the Resistance Orders that promotes Rookies sent into the Guerilla Tactics School straight up to Sergeants. Trained a Grenadier. Chose Shredder as her Corporal Perk, then didn't get to choose a Sergenat perk. Turns out, Shredder was also the random Training Center perk she would have gotten access to at Sergeant rank, so choosing it at Corporal broke the promotion mechanic and also locked it in as her Sergeant perk, meaning I have to spend her AP if I want the Sergeant perk. Now all that's left is test out wether she double-shreds or wether it's a complete waste.

IBlameRoadSuess posted:

Is there a mod yet that allows sparks to use the training facility and bonds? I want bulwark and adaptive aim.

Training Center for Sparks
Sparks can bond

FileNotFound
Jul 17, 2005


deathbagel posted:

The pistol that gives a huge aim bonus and can't miss (which is pretty nuts with Between the Eyes) is also pretty good.

Huh - I thought it only can't miss with the the ability that conceals? Did I misread that - cause if so, I used the wrong handgun all this time...

vosk
Jul 28, 2005

THE PRODIGOON SON

FileNotFound posted:

Huh - I thought it only can't miss with the the ability that conceals? Did I misread that - cause if so, I used the wrong handgun all this time...

No, you're right - only the once per mission conceal on kill shot is guaranteed to hit. The pistol does come with an innate 15% aim, though.

wuffles
Apr 10, 2004

TeaJay posted:

The assassin chosen is screwing my poo poo up so badly. She phases in, dazes people, summons adds and then runs back to behind some corner - and she can't even be hit with overwatch shots :psyduck:

Compared to her, the hunter seemed like a complete clown - the only time I met him he stood on top of a truck which I then remote bombed and he fell on his rear end

She really is a pain and I can't wait to be done with her on this run and get that sweet sweet sword. If you're doing decently enough, you'll start to out-gun her before long and she's mostly a free AP pinata once you learn how to counter her. A brief run-down:

1. Move to the objective and make up as much ground as you can, in as few moves as you can, before you reveal yourself. Stay concealed as long as possible without surrounding yourself with enemy pods. She won't show up until you make your presence known. If you have a Reaper on the mission, use them as an advanced scout to soften/delete enemy pods without revealing (Remote Start/Claymores/Silent Killer/Sting).

2. Get a feel for how far she can move in a turn, look at where she spawned, and look at the most direct route to your troops to calculate how long you have before she will engage. You typically have 1-3 turns before she makes her first attack. Use it wisely. Alphastrike the first pod out of concealment (she then teleports in), engage and kill a second pod on the next turn, then get ready for her.

3. If you're not engaged with the enemy and she's not revealed, GO TO HER. Follow a straight line from where you were when she spawned to her spawn location and move aggressively forward. If you're confident there are no near-by pods, disregard cover and don't bother with overwatch. Go park yourself on the opposite side (enemy side) of cover you'd normally use. You will reveal her, and then she's toast.

Like, think about the most annoying thing the computer could do if you were trying to rapidly advance a concealed ranger--it would be dashing a bunch of troops in your direction and revealing you by flanking. That's what you need to do to her. There are other ways to accomplish step 3 if you can't push forward so freely:

A. Bring a battle scanner and toss it when you think you have her closing distance figured out
B. If its a Lost sitrep and you feel confident you can handle them, start dropping explosions between where she spawned and your current location. A bunch of swarming Lost will not only almost always stumble into her, but frequently a few will attack her.

Taffer
Oct 15, 2010


FileNotFound posted:

Huh - I thought it only can't miss with the the ability that conceals? Did I misread that - cause if so, I used the wrong handgun all this time...

It can miss, but it has a big built in aim bonus that makes it hard to miss with.

Backhand
Sep 25, 2008

FileNotFound posted:

I actually think the boltcaster is garbage - but the free axe toss and frost nades are OP.

It's good for characters who don't shoot that often. To that end, psi ops can be good with the boltcaster, since it's incredibly rare for them to shoot more than once per engagement anyway and the extra aim + base damage can be convenient for the rare occasion they really NEED to shoot something.

Jetamo
Nov 8, 2012

alright.

alright, mate.
So I encountered the Viper King in a facility mission but didn't take it out. Is it going to show up in any mission and screw me over? :tinfoil:

suction
Jul 17, 2009
guys i need help, on ironman legend. does marking create on supply raid mission reveal stealth?

Roobanguy
May 31, 2011

Jetamo posted:

So I encountered the Viper King in a facility mission but didn't take it out. Is it going to show up in any mission and screw me over? :tinfoil:

yeah

Lamquin
Aug 11, 2007

FileNotFound posted:

Also kill the Assassin chosen first. The weapons you get make 1 of your rangers godlike.

I have to admit I haven't assaulted a single Chosen stronghold yet (only unlocked the Assassin one so far) - I kind of like having them around. I feel it adds to the tension and forces me to adapt during missions.

If I complete a chosen stronghold, are they permanently gone?

deathbagel
Jun 10, 2008

Lamquin posted:

I have to admit I haven't assaulted a single Chosen stronghold yet (only unlocked the Assassin one so far) - I kind of like having them around. I feel it adds to the tension and forces me to adapt during missions.

If I complete a chosen stronghold, are they permanently gone?

Yes.

FileNotFound
Jul 17, 2005


Lamquin posted:

I have to admit I haven't assaulted a single Chosen stronghold yet (only unlocked the Assassin one so far) - I kind of like having them around. I feel it adds to the tension and forces me to adapt during missions.

If I complete a chosen stronghold, are they permanently gone?

Yes. They are ded.

I killed the assassin as soon as I could as she was infuriating. I let the other 2 linger as long as possible and farmed them for AP.


Warlock is trivial compared to her. Hunter is inconvenient.

vosk
Jul 28, 2005

THE PRODIGOON SON
I wish I could get the chosen weapons and leave the chosen alive. I have somewhat resolved this by just leaving the warlock alive so I have the best toys and a buddy to play with on the story missions. I miss hunters quips, but I really like having his gun. :[

Rhymenoserous
May 23, 2008
This is an awful lot of discussion over a game that's just a rip off of hbs's battletech.

FileNotFound
Jul 17, 2005


Rhymenoserous posted:

This is an awful lot of discussion over a game that's just a rip off of hbs's battletech.

Don't worry. When/if it comes out we'll talk about it. Till then...
:frogout:

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


suction posted:

guys i need help, on ironman legend. does marking create on supply raid mission reveal stealth?

Yes.

Sloober
Apr 1, 2011

FileNotFound posted:

Personally - I feel like WotC is the first good XCom2 DLC.

Alien Hunters is a mixed bag - but WotC fixed the worst issues with the rulers no longer showing up in random missions and making them essentially impossible.

The items it adds in my opinion are neat but also in my opinion feel extremely out of place and do not mesh with the typical soldier outfits.

The alien ruler fights are poo poo as well. The aliens break the rules of the turn based game and the fights are bullshit and I never enjoyed them.

WotC makes it better by locking the rulers away to facility raid missions and warning you that they are there negating the worst aspect of the DLC - but I still would not be able to recommend it.


I actually think the boltcaster is garbage - but the free axe toss and frost nades are OP.

All the armor is hideous and I refuse to use it. Plus odds are that by the time you get it it's outdated.

Finally, the research and build cost for all the DLC weapons and armor is a waste given that they are single issue items making them not worth bothering with.

I only use the archon suit, b/c its tailor made for a sniper. The snake is fine for like, a specialist, and i've never used the rage suit. There are upgrades to this equipment so it's on par with warden at a minimum

suction posted:

guys i need help, on ironman legend. does marking create on supply raid mission reveal stealth?

No, i don't believe it does? ^^ he might be right so i guess try at own risk

FileNotFound posted:

Yes. They are ded.

I killed the assassin as soon as I could as she was infuriating. I let the other 2 linger as long as possible and farmed them for AP.


Warlock is trivial compared to her. Hunter is inconvenient.

Hunter is easy as hell but his stuff is so good. Warlock is probably the one i'd leave around, because he's not that bad.

wuffles
Apr 10, 2004

Sloober posted:


No, i don't believe it does? ^^ he might be right so i guess try at own risk


It definitely does.

Condoleezza Nice!
Jan 4, 2010

Lite som Robin Hood
fast inte

Sloober posted:

No, i don't believe it does? ^^ he might be right so i guess try at own risk

It absolutely does.

StringOfLetters
Apr 2, 2007
What?
The first time the Chosen Rifle Guy showed up, he was real scary. It was also on an early Retaliation mission, so I was not decked out in cool poo poo yet. Every turn, he marked someone for shooting. He worked really well as a goddamn sniper-nemesis - either run your guy deep into cover, or risk getting KTFO'd. It's a cool 'soft disable.' I ended up with two dead xcoms, the other three wounded, lots of dead civilians, and 0 grenades left. Ever since that first mission, he's just sort of jumped and grappled back and forth between things like an idiot, and done very little shooting at me. It seems like something in his AI is busted, he needs to be more opportunistic in picking a target to mark, so he actually impedes your poo poo from long range throughout the whole mission.

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


Sloober posted:

No, i don't believe it does? ^^ he might be right so i guess try at own risk

100% sure assuming I'm thinking of the right mission. The one where you have to mark crates before advent takes them, right? I marked one with my Reaper and she was instantly revealed. I also forgot about this and did it again a couple missions later. :saddowns:

Ersatz
Sep 17, 2005

Confirming. I inadvertently set off a failure cascade on one of my runs by marking a crate while stealthed, which caused me to immediately lose the stealthed soldier and another squad member.

Omi no Kami
Feb 19, 2014


FileNotFound posted:

Yes. They are ded.

I killed the assassin as soon as I could as she was infuriating. I let the other 2 linger as long as possible and farmed them for AP.


Warlock is trivial compared to her. Hunter is inconvenient.

Screw assassin, holy freaking crap.

On the topic of infuriating (or at least annoying), is there any particularly good strategy for handing areas with the lost in them? I don't find those areas hard (except for the level that combined lost, archons, and a surprise appearance by assassin (seriously, screw that noise)). What I do find is that they're very, very monotonous- I don't feel safe pressing forward unless the screen is relatively clear, since triggering a pod when even a small horde of lost are on the screen means I have zero chance of cleanly wiping both before they start doing real damage. My go-to approach has been to cluster my guys in a small group so one guy missing means someone else can handle his lost, systematically plink zombies until they're mostly gone, reload, then move one blue length towards the objective. More often than not this triggers a pod or a new group of zombies, if it is a pod I will most certainly also trigger 2-3 groups of zombies by the time it's dead, so I stand there and systematically headshot through them again. Rinse and repeat until the objective is cleared. It's safe, but extremely boring.

So am I making things excessively hard on myself? The lost seem custom-tailored to encourage rushing instead of carefully-choreographed, brief ambushes, but all rushing will accomplish is guaranteeing that I get wiped out the instant I get in a situation where the squad can't outdistance the lost that're in pursuit.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS

Rhymenoserous posted:

This is an awful lot of discussion over a game that's just a rip off of hbs's battletech.

Yes and when it comes out I will buy the ever living gently caress out of it.

Rotten Red Rod
Mar 5, 2002

Omi no Kami posted:

So am I making things excessively hard on myself? The lost seem custom-tailored to encourage rushing instead of carefully-choreographed, brief ambushes, but all rushing will accomplish is guaranteeing that I get wiped out the instant I get in a situation where the squad can't outdistance the lost that're in pursuit.

Don't more Lost spawn and aggro you regardless of whether you get near and activate them? I'd think you'd face less of them the quicker you move. Usually if I've cleared out enough of them to have an opening for the objective I'll go for it instead of staying to fight them.

navier-stoked
Aug 30, 2004


The operation name called it all too well :smith:

Ravenfood
Nov 4, 2011
The UI will tell you if an action will reveal you or end your turn. When you select an action but before you confirm that you'll want to do it, look near the button that you'd click to make your soldier do *thing*. If there's a red eye icon to the left of the button, it will reveal the soldier. If there is a >| icon to the right of the button, it will end that soldier's turn.

Some exceptions apply, but always in your favor. A shot that will proc a bonus action (momentum, Implacable, hair trigger, etc) will still show the end turn icon, and a Reaper's shot will still show the "will reveal" icon even if you end up rolling successfully to not reveal (or have the appropriate skills).

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
Hi, gently caress Spectres, and gently caress having to go into a new Chosen's territory for the first time when all your specialists are out

And for that matter gently caress ADVENT Mecs and their low-down smartbombing asses

Omi no Kami
Feb 19, 2014


Rotten Red Rod posted:

Don't more Lost spawn and aggro you regardless of whether you get near and activate them? I'd think you'd face less of them the quicker you move. Usually if I've cleared out enough of them to have an opening for the objective I'll go for it instead of staying to fight them.

I know the hordes that spawn a turn after you get the warning message are automatic and unavoidable, but I'm pretty sure there are massive pods scattered throughout the level, too; I keep hitting situations where a careless move ends up generating 15-20 of the things onscreen, so I'm always paranoid about moving too quickly.

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BlazetheInferno
Jun 6, 2015

Magni posted:

So, I found a pretty annoying bug. I was using the Resistance Orders that promotes Rookies sent into the Guerilla Tactics School straight up to Sergeants. Trained a Grenadier. Chose Shredder as her Corporal Perk, then didn't get to choose a Sergenat perk. Turns out, Shredder was also the random Training Center perk she would have gotten access to at Sergeant rank, so choosing it at Corporal broke the promotion mechanic and also locked it in as her Sergeant perk, meaning I have to spend her AP if I want the Sergeant perk. Now all that's left is test out wether she double-shreds or wether it's a complete waste.

Sounds like this mod is worth looking into:

Exclude Same Class Skills

Prevents their bonus skills from being from their own class.

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