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Iron Crowned
May 6, 2003

by Hand Knit

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

I like to yell at mine for missing shots 80%+ at the lost

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Ben Nerevarine
Apr 14, 2006
What happens if a Chosen's meter fills all the way up? In my last game I managed to kill all 3 just before each hit their respective max.

MacheteZombie
Feb 4, 2007

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

Scouting in Shadow is a big big help. Once they hit higher ranks they get Banish and the ability tied to it (name escapes me), lets you eliminate so much poo poo with ease. If your reaper has the extra utility slot ability to learn teach it that ability as well so you can use appropriate bullets. I use the AP rounds or the BlueScreen rounds.

early on I used it for scouting and finished off foes.

Alchenar
Apr 9, 2008

Zore posted:

Its terrible in the early game when you're trying to deepen your bench though. Especially with so many other high impact orders floating around.

The other thing is that in a pinch you are absolutely fine taking Tired soldiers on a mission. Their performance is just as good (with a slightly higher chance to panic if things go south) and they might pick up a minor debuff that a few days in the infirmary will cure (which they can do while you are waiting for their will to restore.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

Everything involving claymores and remote start basically. Go ahead of the rest of the squad, blow poo poo up while staying hidden, then finish off the wounded since you should have the skill that makes kill shots not break concealment.

If you are going to get anything out of banish you need to save a superior expanded magazine for your reaper too.

sean10mm fucked around with this message at 17:59 on Sep 15, 2017

Kchama
Jul 25, 2007

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

Their ability to scout without being seen (barring some jerkery) is pretty much invaluable. Even in the last missions I used them to get sight on powerful enemy pods so I could Blaster Bomb/Bombard/various Heavy weapons them out of existence. Which they can also improve by throwing Claymores on key enemies. Or deleting low-HP enemies without being spotted. If you're far enough away you can wreck enemy pods without them activating.

And of course they can EXECUTED!!! Chosen with Repeaters from far away, and can even do it after moving with no penalty.

Vengarr
Jun 17, 2010

Smashed before noon

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

Cleaners and scouts. They can obviously scout like nobody's business and open up pods with Claymores and Remote Start. And once you get the skill that lets them not lose Shadow if they kill a guy with their rifle, they can finish off wounded enemies without much risk. Once you get Banish, slap a Repeater on their rifles and they become a real menace to high-priority targets.

They don't have the raw destructive power of Templars or the utility of the Skirmishers, but they're unrivaled in their niche. And information is so drat precious in this game.

Tiny Bug Child
Sep 11, 2004

Avoid Symmetry, Allow Complexity, Introduce Terror
I think the biggest Reaper tip is that Silent Killer's description is completely misleading. I would have taken it a lot sooner if I realized it lets you shoot from concealment indefinitely as long as you're getting kill shots.

Shumagorath
Jun 6, 2001
It turns out the trigger for the UFO hunt is the Forge. Putting that off until December is cheating haha

Kchama
Jul 25, 2007

Tiny Bug Child posted:

I think the biggest Reaper tip is that Silent Killer's description is completely misleading. I would have taken it a lot sooner if I realized it lets you shoot from concealment indefinitely as long as you're getting kill shots.

It does what it says too! If you keep shooting with your rifle the Reveal chance keeps going up until you break. But with it, it's always 50%. It just has the really amazing unwritten bonus too.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ben Nerevarine posted:

What happens if a Chosen's meter fills all the way up? In my last game I managed to kill all 3 just before each hit their respective max.

It triggers the Chosen Avenger Defense; they shoot the Avenger down and you have to field two squads to kill their huge anti-air gun and some anti-air trucks before they blow the Avenger up. I killed the Assassin right before she could do it to me. :v:

It's a bummer there's no cool lines for the Chosen in the final mission really. Does anyone know if the orders to get a random ADVENT or Resistance soldier apply to the final mission? It'd be hilarious to do the network tower with a stun lancer or have some rando kill the Avatars.

Sapozhnik
Jan 2, 2005

Nap Ghost
Starting the actual vanilla story line causes Codexes to show up, and they're just a gigantic pain in the rear end so why would you subject yourself to that earlier than you have to?

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

Risk-free scouting, which is particularly nice with their very high mobility. They could be armed with nothing but a baby rattle and they'd still be worth it just for their stealth scouting abilities; never getting caught with your pants down while moving through a mission is huge.

Claymore plus other explosive combo to tactical-nuke any unrevealed pod off the face of the earth. Maybe revealed pods too if you can catch them clustered close enough together.

Remote Start to inflict multi-target double digit damage if you can catch enemies standing next to a car or fuel tank.

Sapozhnik fucked around with this message at 18:24 on Sep 15, 2017

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Lunchmeat Larry posted:

How are you guys using your reapers to max effectiveness, I feel like i get a couple of great situational shots then they're just kind of lovely snipers wandering around doing 7 damage per turn

Superior Laser Sight, Soul Harvest, Talon Rounds, Aim PCS, Silent Killer, and Deadeye if you can get it. She ninjas around the map and nails people with 100% crit flank shots and stays hidden.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Shumagorath posted:

It turns out the trigger for the UFO hunt is the Forge. Putting that off until December is cheating haha

I got the UFO hunt before I had been to the Black Site, and I still haven't been to the Forge, so I think this isn't right.

temple
Jul 29, 2006

I have actual skeletons in my closet

Coolguye posted:

i find the lab MORE useful now.
1) there's a lot of extra pressure in the early game from the Chosen now. the second they show up, you're kind of on a timer to get rid of them because they will constantly gently caress everything up and make missions a LOT more complicated until you get rid of them. also avenger assaults are a pure losing proposition outside of XP, there's not really anything to gain from those situations.
Chosen aren't that bad. But it helps to anticipate them before leaving for a misison

Shumagorath posted:

It turns out the trigger for the UFO hunt is the Forge. Putting that off until December is cheating haha
Where are you getting this from? I get the UFO drat near immediately every campaign and I killed it months before the forge in my current game.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Tricky Ed posted:

I think, if I could change one fundamental thing about WotC, I'd find a way to delay the Chosen until midgame. Maybe even the different resistance factions, too.

As it is, the first few weeks of a campaign are exhilarating as you try to balance all the threats and demands coming at you, but once you take out a Chosen you're pretty much guaranteed to win.

Maybe the first faction contacts you after the blacksite, and the first Chosen after the facility? Plus maybe it takes covert actions to get to the rulers, so you're choosing between taking them out while the Chosen are weak or letting them mess up your missions while you hunt the Chosen. Or maybe lock Chosen lairs behind Avatar progress. Something to keep you focused on the alien plot more than the Chosen.

Ultimately it's a great expansion and I'm going to play a lot more of it, I just wish it'd pushed the difficulty curve more to the end game.

Giving the player reliable control over when the Chosen or Rulers start appearing is literally the last thing you want to do to make the game more exciting, because giving them a defined trigger that can be planned for means the player can fence them off until they're better equipped and prepared. Look at how many players would get around alien rulers by never doing the Viper Nest, or how you can delay Codices appearing as enemies until you have plasma and their clone gimmick is largely meaningless. For a lot of players, myself included, the facility is one of the very last stops on the endgame victory lap because the game provides you with enough outs to the Avatar Project that you simply don't need to rush the story until you're good and ready.

The Chosen are fun and good because they throw wrenches at you when you don't have control over the situation yet. Once you're rolling around with a squad of Captain+ dudes in decent equipment they stop being a meaningful threat unless they've rolled some spectacularly strong strength/weaknesses.

Coolguye
Jul 6, 2011

Required by his programming!
yeah reapers will always have a spot on one of my squads just because i can get the lay of the land super quick. we all talked about how a phantom ranger or whatever was helpful before the expansion came out but it was never really that great. now with a reaper you can not only have an actual scout, the actual scout can set traps and contribute to the battle while still maintaining a scouting profile.

temple posted:

Chosen aren't that bad. But it helps to anticipate them before leaving for a misison

they're pretty bad when your average rank is corporal, which is precisely when a lab will be easiest to pick up/do the most good

Apoplexy
Mar 9, 2003

by Shine

Lunchmeat Larry posted:

I like a lot of LW2 but i got bored because I played like 50 hours and still wasn't close to a blacksite and their idea of tactical difficulty is just putting 900 enemies on every mission (which you can usually get around with infiltration but not always)

90% of LW2 missions should have between 8 and 12 enemies on the map.

MacheteZombie
Feb 4, 2007

Coolguye posted:

yeah reapers will always have a spot on one of my squads just because i can get the lay of the land super quick. we all talked about how a phantom ranger or whatever was helpful before the expansion came out but it was never really that great. now with a reaper you can not only have an actual scout, the actual scout can set traps and contribute to the battle while still maintaining a scouting profile.


they're pretty bad when your average rank is corporal, which is precisely when a lab will be easiest to pick up/do the most good

Yeah Reapers are so good. They outclass the Templar and Skirmishers so much.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

BTW are the surviving Chosen supposed to muscle in on the dead ones' turfs? I've still never had a single mission where there wasn't a chance of a Chosen appearing.

Cheston
Jul 17, 2012

(he's got a good thing going)

RBA Starblade posted:

BTW are the surviving Chosen supposed to muscle in on the dead ones' turfs? I've still never had a single mission where there wasn't a chance of a Chosen appearing.

Naah, if you kill one its territory stays empty. (I went after the Warlock on my first run for this reason- most of my territory was in Asia and so was he.)

The territories aren't continent-bound though. I.E. on one run I had the Warlock in Northwestern US and Asia. IIRC there are labels somewhere for who controls what.

Deuce
Jun 18, 2004
Mile High Club
Archon King shows up on a VIP escort mission at the worst time. Blows up the evac zone which appears at the extreme edge of the map. A grenadier and sharpshooter unable to make it out and get captured.

Items captured with them:

1 of my 2 mimic beacons.
Darklance
Darkclaw
My acid grenade
Bluescreen rounds

D:

MacheteZombie
Feb 4, 2007

Deuce posted:

Archon King shows up on a VIP escort mission at the worst time. Blows up the evac zone which appears at the extreme edge of the map. A grenadier and sharpshooter unable to make it out and get captured.

Items captured with them:

1 of my 2 mimic beacons.
Darklance
Darkclaw
My acid grenade
Bluescreen rounds

D:

Is there a way to get captured stuff back? havent had a dude captured..... yet

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Cheston posted:

The territories aren't continent-bound though.

Oh, that explains a lot.

Ornamented Death
Jan 25, 2006

Pew pew!

RBA Starblade posted:

Can you keep getting breakthroughs if you're out of research? That's interesting.

Yep. It'll cycle through all of the weapon and armor bonuses, then stuff like "this building upgrade will cost 50% less!" and so on. The last one I got was the first of I'm assuming two to lower the cost of GTS upgrades. Also, if you get datapads, that'll be your next inspiration.

I'm sure there's an eventual end to breakthroughs, but I haven't found it yet.

Shumagorath
Jun 6, 2001

temple posted:

Where are you getting this from? I get the UFO drat near immediately every campaign and I killed it months before the forge in my current game.
Oh, guess I'm wrong then. I just finished the Forge and the UFO popped up on my next trip to the geoscape. I have a fully-upgraded defense matrix waiting for it.

Ornamented Death posted:

Yep. It'll cycle through all of the weapon and armor bonuses, then stuff like "this building upgrade will cost 50% less!" and so on. The last one I got was the first of I'm assuming two to lower the cost of GTS upgrades. Also, if you get datapads, that'll be your next inspiration.

I'm sure there's an eventual end to breakthroughs, but I haven't found it yet.
Can I take a breakthrough then pause it for the Shadow Chamber?

Coolguye
Jul 6, 2011

Required by his programming!
it looks like breakthroughs have a static 5 day time to process though (it didn't change as i added the lab and 2 new scientists to my team) so all the more reason to get rid of your lab after you're done with the normal tech tree.

Shumagorath
Jun 6, 2001

MacheteZombie posted:

Is there a way to get captured stuff back? havent had a dude captured..... yet
You're supposed to get rescue missions from covert ops but the Warlock captured one of my soldiers months ago and I haven't seen it pop up yet. I doubt they log the gear but that would be nice.

Coolguye posted:

it looks like breakthroughs have a static 5 day time to process though (it didn't change as i added the lab and 2 new scientists to my team) so all the more reason to get rid of your lab after you're done with the normal tech tree.
I have literally nothing else to put there :\

Ornamented Death
Jan 25, 2006

Pew pew!

Shumagorath posted:

Can I take a breakthrough then pause it for the Shadow Chamber?

I have no idea but I don't see why not if the breakthrough research has already started. It should just pause and resume once you finish the SC project.

Coolguye posted:

it looks like breakthroughs have a static 5 day time to process though (it didn't change as i added the lab and 2 new scientists to my team) so all the more reason to get rid of your lab after you're done with the normal tech tree.

True. Some have a 10-day turnaround time, too. More scientists and a lab do not affect it.

aegof
Mar 2, 2011

If it were up to me, you wouldn't even get to do the first Hunt the Chosen covert op until you've Skulljacked a Officer or collected the Advent burger special sauce. Lock the second op behind the other of those, and third behind jacking a Codex. With the Avatar Project being less of a big deal, this might even get people to do those story missions.

Coolguye
Jul 6, 2011

Required by his programming!
man the early game is more than enough of a clusterfuck as is without being forced to take on extra nasty minibosses.

Internet Kraken
Apr 24, 2010

slightly amused
IMO leave all the Chosen alive because their presence is a good way to help alleviate some of the "victory lap" feeling of the late game.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Do the "modular vector rifles" breakthroughs continue through the tech tree, affecting magnetic and plasma?

Quick note for people who have played other games if you see "beam weapons damage + 1" research covert op and think you can skip it because you're on plasma hold up because beam = plasma in this game, unlike in X-COM one where beam = lasers = midlevel tech = magnetic in this game. Nearly missed that op.

Coolguye
Jul 6, 2011

Required by his programming!
i dunno on the vector rifles but the bullpup breakthrough did affect Mox's magnetic weapon so i presume it works fine.

Coolguye
Jul 6, 2011

Required by his programming!
speaking of mox i'm gonna need a mod to make sure he's always my first skirmisher hero because there's no way i'm going into battle without loving michael dorn if i can help it

Nordick
Sep 3, 2011

Yes.

Internet Kraken posted:

IMO leave all the Chosen alive because their presence is a good way to help alleviate some of the "victory lap" feeling of the late game.
This would be a much more attractive option if there was a mod to make them SHUT THE gently caress UP. I mean some of their tirades and quips were funny at first but after two and a half campaigns they start getting old.

Gimme a mod that blocks their monologues and skips the cutscenes when they arrive on scene and I'll happily keep dunking on them all game, though.

Coolguye posted:

speaking of mox i'm gonna need a mod to make sure he's always my first skirmisher hero because there's no way i'm going into battle without loving michael dorn if i can help it
Doesn't he just use one of the two standard Skirmisher voice packs though? Pretty sure any male Skirmisher can be Michael Dorn.

Nordick fucked around with this message at 20:39 on Sep 15, 2017

Promethium
Dec 31, 2009
Dinosaur Gum

Shumagorath posted:

You're supposed to get rescue missions from covert ops but the Warlock captured one of my soldiers months ago and I haven't seen it pop up yet. I doubt they log the gear but that would be nice.

It took three or four months for mine to show up. I can't confirm personally but from what I read you do get the gear back if you rescue them. I also noticed that Revival Protocol was available during the mission but didn't think to try it on the unconscious soldier, if it works that might be useful if you trip the door alarm and have to firefight your way out.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

Hahaha, I just went on a "Savage" sitrep Protect the Device mission. There are two Berserkers roaming around, and because Protect the Device has all pods already as aggressive but not alerted, the Berserkers started killing the aliens for me because they just need to punch something on their turn, and the device apparently doesn't count.

Staltran
Jan 3, 2013

Fallen Rib

Coolguye posted:

speaking of mox i'm gonna need a mod to make sure he's always my first skirmisher hero because there's no way i'm going into battle without loving michael dorn if i can help it

Couldn't you just add him into the character pool and load him manually when you get your first skirmisher?

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Captain Oblivious
Oct 12, 2007

I'm not like other posters

MacheteZombie posted:

Is there a way to get captured stuff back? havent had a dude captured..... yet

Sort of? I think the game is busted in that it can't account for more than one capture. I had a Templar and a Ranger get captured in my Ironman run. A rescue mission for the Templar happened fairly quickly. The Ranger though....it's been six months :negative:

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