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veni veni veni
Jun 5, 2005


Zore posted:

There are no tier 3 grenade launchers.

Really?! So they are just stuck with the magnetic weapons tier launchers for the rest of the game? They look so out of place with all the shiny alien gear.

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Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
There's some very longstanding bug where the clock skips forward-backward when starting and stopping travel, I think the consensus was it's based off of the local users timezone, which is comical.

Edit: But this never affects the avatar countdown, you should be getting a week minimum at all times, with perfectly accurate countdown during travel.

Ravenfood
Nov 4, 2011

veni veni veni posted:

Really?! So they are just stuck with the magnetic weapons tier launchers for the rest of the game? They look so out of place with all the shiny alien gear.

Yeah. In terms of power you get three effective upgrades (t2 launcher and plasma grenades) but aesthetic upgrades are lacking, unfortunately.

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.

Ravenfood posted:

Yeah. In terms of power you get three effective upgrades (t2 launcher and plasma grenades) but aesthetic upgrades are lacking, unfortunately.

Tier 3 grenade launchers are retiring your grenadiers and putting WAR suits on your entire team.

snoremac
Jul 27, 2012

I LOVE SEEING DEAD BABIES ON 𝕏, THE EVERYTHING APP. IT'S WORTH IT FOR THE FOLLOWING TAB.
Does the dark event "ADVENT Troopers are immune to overwatch" just mean the typical troopers, or also include shieldbearers, priests, lancers etc.?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Serephina posted:

There's some very longstanding bug where the clock skips forward-backward when starting and stopping travel, I think the consensus was it's based off of the local users timezone, which is comical.

Edit: But this never affects the avatar countdown, you should be getting a week minimum at all times, with perfectly accurate countdown during travel.

The timer is two weeks on the dot for the fortress and something else I forget for the facilities based on the code/config I looked at, with an additional 4 weeks added on to both timers whenever you destroy a facility.

So if you want lots of time to play with, destroy those facilities.

Internet Kraken
Apr 24, 2010

slightly amused

snoremac posted:

Does the dark event "ADVENT Troopers are immune to overwatch" just mean the typical troopers, or also include shieldbearers, priests, lancers etc.?

It just means Advent units can randomly spawn with lightning reflexes.

veni veni veni
Jun 5, 2005


Hats Wouldnt Fly posted:

Tier 3 grenade launchers are retiring your grenadiers and putting WAR suits on your entire team.

Does the War suit ever get Ammo that stacks up with the ridiculous AOE power of a grenadier though? I've unlocked like 4 different types of ammo for it, and you get one shot and the radius is tiny by comparison with all of them. I always bring 2 grenadiers with triple nades, and enemies taking cover is pretty much only theoretical.

Internet Kraken
Apr 24, 2010

slightly amused
Equipping the WAR suit doesn't take away any grenades. You lose your second item slot but since you can't carry grenades other than smokes in that it doesn't matter. Heavy weapons also benefit from various grenadier perks such as salvo, so grenadiers want to be using heavy weapon's suits whenever possible.

Taffer
Oct 15, 2010


veni veni veni posted:

Does the War suit ever get Ammo that stacks up with the ridiculous AOE power of a grenadier though? I've unlocked like 4 different types of ammo for it, and you get one shot and the radius is tiny by comparison with all of them. I always bring 2 grenadiers with triple nades, and enemies taking cover is pretty much only theoretical.

The shredstorm cannon is so much better than any grenade. It does more damage, more shredding, destroys cover way more effectively, and it can hit an ENORMOUS area if you line it up right. It pretty much goes all the way across the map.

The other heavy weapons are mediocre in comparison.

Red Mundus
Oct 22, 2010
There are times where I feel like this game was not balanced for 4 soldiers only. Like everything from gatecrasher to the first retaliation mission feels up for grabs and a few players and streamers I'm watching feel the same way. I ended up just modding 5 soldiers and it feels much smoother/balanced. Now I just need to make mid & late game harder. Thankfully mocx is helpful for that.

Annointed
Mar 2, 2013

Taffer posted:

The shredstorm cannon is so much better than any grenade. It does more damage, more shredding, destroys cover way more effectively, and it can hit an ENORMOUS area if you line it up right. It pretty much goes all the way across the map.

The other heavy weapons are mediocre in comparison.

Hellfire Projector should have had a wider cone to compensate for it's lower damage. As is that weapon is kind of weak compared to the Shredstorm Cannon, Infinite los Blaster Launcher & the Plasma Cannon.

Annointed fucked around with this message at 07:44 on Sep 18, 2017

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'
I hope they can add in that fourth faction somehow.

gonadic io
Feb 16, 2011

>>=

SmallpoxJenkins posted:

Just failed a data tap protection mission because the game decided to drop every loving pod on the map that wasn't Lost, right on top of the objective.
Awesome.

I once had a sectopod's first shot blow up the roof that the objective was on. Instant loss.

Annointed
Mar 2, 2013

How am I supposed to use the Skirmisher? Reapers I can use well with their scouting abilities and bombs. Templars are my infinite use mimic beacon who are always helpful with abilities like Invert, Psionic Storm and Amplify. Skirmishers I just can't use right. I can't ever seem to find a good spot for them to shoot twice and I can't land their grapple attacks for the life of me.

Internet Kraken
Apr 24, 2010

slightly amused

Annointed posted:

How am I supposed to use the Skirmisher? Reapers I can use well with their scouting abilities and bombs. Templars are my infinite use mimic beacon who are always helpful with abilities like Invert, Psionic Storm and Amplify. Skirmishers I just can't use right. I can't ever seem to find a good spot for them to shoot twice and I can't land their grapple attacks for the life of me.

Skirmishers are the most flexible of the DLC classes and also the most balanced, so its not always immediately clear how to use them. That said they work best with a height advantage, which is why they have a built-in grappling hook. Justice and wrath both gain a huge accuracy boost if you have height. So you always want to be checking to see if you can use their hook to reach a better spot. Grappling also counts as a free move so you can use it to reposition for two flanking shots. I would invest in a laser sight and expanded magazine on their bullpup. Building for cits is good since they get a lot of flanking shots and expanded mags means they won't have to reload as much. Skirmishers really become powerful though once you get ionic ripjacks, as all their melee moves become guaranteed stuns. I think their most underrated ability is the command though. Giving an extra move to another squad member can be a huge boon. It has like a two turn cooldown so it can be used a ton as well.

Skirmishers have a ton of options available to them so you really need to be good at considering your moves when using one. If you compare them to Templars though they are gonna feel a little lacking but that's because Templars are disgustingly OP.

FrickenMoron
May 6, 2009

Good game!
Always take wrath with skirmishers. Justice can only pull humanoids but you can use wrath on anything for a guaranteed stun if it hits, even sectopods.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

FrickenMoron posted:

Always take wrath with skirmishers. Justice can only pull humanoids but you can use wrath on anything for a guaranteed stun if it hits, even sectopods.

Is that a full turn or just part turn (on a sectopod). I used frost bomb on my first encounter with a sectopod and was quite dismayed to see it stomp around immediately, luckily it didn't kill any of my folks but, yeah, not knowing a thing can be disable or not can be a little dangerous.

FrickenMoron
May 6, 2009

Good game!
I havent really tested it too much but I think the sectopod has 3 action points and freezing/stunning only accounts for 2 actions.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

marshmallow creep posted:

Beat the game. My gun grenadier with run'n'gun, rapid fire, chain shot, double breakthrough cannons and enhanced accuracy pcs killed all the avatars because once someone else tagged them, they would teleport somewhere he could reach and then he wouldn't give them a chance to escape. I love the AP system.

edit: I think my favorite moment was when I got a double agent on the Forge mission and let him carry the package: if I could recruit these guys after finishing a mission, that would be fantastic!


Whenever I get a resistance operative or an double agent on an op and they survive, I note down their name and likeness, hire a rookie and name and customize them accordingly. The Advent armour mod helps with the double agents and is just an awesome mod in general:

snoremac
Jul 27, 2012

I LOVE SEEING DEAD BABIES ON 𝕏, THE EVERYTHING APP. IT'S WORTH IT FOR THE FOLLOWING TAB.
Is there any kinda penalty if you use the Reaper faction's bonus soldiers as bait?

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

snoremac posted:

Is there any kinda penalty if you use the Reaper faction's bonus soldiers as bait?

You mean those extra operatives I just talked about? Besides feeling horrible, no. If you have shaken soldiers they may panic when the bonus soldier dies.

snoremac
Jul 27, 2012

I LOVE SEEING DEAD BABIES ON 𝕏, THE EVERYTHING APP. IT'S WORTH IT FOR THE FOLLOWING TAB.

SulphagneSocialist posted:

You mean those extra operatives I just talked about? Besides feeling horrible, no. If you have shaken soldiers they may panic when the bonus soldier dies.

Yeah them. I wouldn't march them into an ambush, but if my squad has to take a few hits the rookie's got to take it for the team. That said, I've had two so far and both survived.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Milky Moor posted:

I hope they can add in that fourth faction somehow.

If this was anyone but Firaxis I'd say it might come as DLC later down the line. When I think of the post-game support for this and Civ6 though I just don't see it.

Annointed
Mar 2, 2013

Internet Kraken posted:

Skirmishers are the most flexible of the DLC classes and also the most balanced, so its not always immediately clear how to use them. That said they work best with a height advantage, which is why they have a built-in grappling hook. Justice and wrath both gain a huge accuracy boost if you have height. So you always want to be checking to see if you can use their hook to reach a better spot. Grappling also counts as a free move so you can use it to reposition for two flanking shots. I would invest in a laser sight and expanded magazine on their bullpup. Building for cits is good since they get a lot of flanking shots and expanded mags means they won't have to reload as much. Skirmishers really become powerful though once you get ionic ripjacks, as all their melee moves become guaranteed stuns. I think their most underrated ability is the command though. Giving an extra move to another squad member can be a huge boon. It has like a two turn cooldown so it can be used a ton as well.

Skirmishers have a ton of options available to them so you really need to be good at considering your moves when using one. If you compare them to Templars though they are gonna feel a little lacking but that's because Templars are disgustingly OP.

Thank you for the advice. I'll try out your tips on my next Veteran Grim Dawn Run.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Taear posted:

If this was anyone but Firaxis I'd say it might come as DLC later down the line. When I think of the post-game support for this and Civ6 though I just don't see it.

Modders with a bit of background help from Firaxis are our best shot. I think Firaxis is moving on to XCOM 3, hopefully after a few patches for WOTC.

Pumpkinreaper
Jan 19, 2010

Deuce posted:


edit: Jesus, kinetic plating + regeneration on your first chosen means you might as well restart on the first retaliation. Oh, and his weaknesses are a faction I haven't contacted yet and groundling.

I got a hunter with kinetic plating, souleater and summon prelate (he now has one that gives him a chance to retaliate vs missed attacks on him, which seem to ignore LoS according to my sniper standing in a rapidly forming pool of his own blood).

I also found out he can proc souleater off of damaged mimic beacons.



I had to kill him 3 times essentially, because he would heal off of any damage anyone not an alien/advent and get 3 points of shielding for every miss on him.

It probably didn't help that it was a retaliation mission and I had bumbled into 3 other pods while fighting him as well.


edit: Templar talk: I don't think you even need parry on them, they already get an insane amount of mobility and momentum, so they can quickly run out of LoS after shanking someone. Also gotta agree that their swap abilities, while niche, are lifesavers when you do need them, especially if you have their ghost ability, so your templar is never put in harms way. I didn't end up getting blademaster on mine, but getting fortress was a nice trade off.

Pumpkinreaper fucked around with this message at 12:04 on Sep 18, 2017

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

I knocked over the Assassin stronghold in campaign 2. I had early game psi operatives in this one, and I was able to Dominate a priest in the sarcophagus room. So when the game threw two Androdomedons at me after killing the Assassin the first time, I just put both of them into Stasis. Stasis is good. :v:

Thanks to RNG this second campaign is way easier than campaign 1. I'm thinking there's room here for a mod that messes with the resistance orders so you could have a difficulty level of "Legend but with the best resistance orders and continent bonuses" or "Commander with the awful orders and bonuses".

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy

Brasseye
Feb 13, 2009
Do the chosen stronghold missions scale with how far you are in the game or will they always be full of the toughest Xenos? I rushed psychic this campaign and have 2 beastly psi ops and 2 high ranked Templars in the team but its come at the cost of delaying plasma weapons/power armour a bunch.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Brasseye posted:

Do the chosen stronghold missions scale with how far you are in the game or will they always be full of the toughest Xenos? I rushed psychic this campaign and have 2 beastly psi ops and 2 high ranked Templars in the team but its come at the cost of delaying plasma weapons/power armour a bunch.

Hard to tell but the occupants seem very random, at least in the Chosen's chamber. When I went after the Assassin with magnetics, she started with two andromedans. Then I had a crash and reloaded, and the worst she had the entire time were two priests.

Pumpkinreaper
Jan 19, 2010

marshmallow creep posted:

Hard to tell but the occupants seem very random, at least in the Chosen's chamber. When I went after the Assassin with magnetics, she started with two andromedans. Then I had a crash and reloaded, and the worst she had the entire time were two priests.

For mine, the warlock summoned a shitton of berserkers and mechs in the last room. Otherwise the flirst floor was a tidy variety of mid-game stuff.

snoremac
Jul 27, 2012

I LOVE SEEING DEAD BABIES ON 𝕏, THE EVERYTHING APP. IT'S WORTH IT FOR THE FOLLOWING TAB.
Does spending ability points for extra abilities in the training center delay promotions?

FrickenMoron
May 6, 2009

Good game!
Nah, ability points have nothing to do with the exp that a soldier has.

snoremac
Jul 27, 2012

I LOVE SEEING DEAD BABIES ON 𝕏, THE EVERYTHING APP. IT'S WORTH IT FOR THE FOLLOWING TAB.
I remember the Codex showing up pretty drat often in vanilla. I had it show up twice right after its story reveal and it hasn't appeared for the dozen or so missions since.

My first sectopod mission had TWO sectopods, thankfully not part of the same gang.

babypolis
Nov 4, 2009

temple posted:

Resistance haven retaliation
Warlock teleports in
Favorite character gets mind controlled
Resistance activity.... :(

That happened to me and barely survived one turn, after which I learned that stasis removes mind control so that was lucky

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I'm considering letting the final Chosen assault me because I built and upgraded this stupid defense matrix and by god I am going to use it.

Also because I'm victory lapping so hard I haven't even done the blacksite yet so what the hell else am I going to do. The game's stopped building new alien facilities, it caps at 5 I guess, but because of covert ops and that one order I'm at like 8 pips and decreasing.

I don't know if I want to do Legendary because god drat the game takes long enough as it is now (though it's all super fun I kind of want the campaign to be over so I have a fresh start), but I think Commander Grim Horizon might be a blast.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Brasseye posted:

Do the chosen stronghold missions scale with how far you are in the game or will they always be full of the toughest Xenos? I rushed psychic this campaign and have 2 beastly psi ops and 2 high ranked Templars in the team but its come at the cost of delaying plasma weapons/power armour a bunch.

The enemies seem totally random but won't spawn things you haven't met. My Warlock had an andromedon and a Heavy Mec before I killed him. My Assassin who I fought MUCH earlier in the game just had loads of advent troopers.

I've actually found the Chosen missions really easy, but I save scum shitloads so I can't really tell if it's actually easy or not.

FrickenMoron
May 6, 2009

Good game!
The chosen missions are hard if you dont have bluescreen rounds / don't know what you're getting into. But they become easy after that.

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babypolis
Nov 4, 2009

oswald ownenstein posted:

You can if you flasbang them and then melee them, but yeah their counterattack is really nasty.


I dunno about you but my reapers don't get banish for a long time, so it's their bread and butter is a laser sight since they're so close rangey

Kinetic + regen isn't a big deal, on legend it's pretty drat hard to actually win the first retal which is why it's ok to lose it. I think I've only won it a few times, and only one of those was to actually beating the chosen vs him vamping a guy and leaving.

Shouldn't be possible to have the first chosen be weak to a faction you haven't encountered yet unless you managed to contact a region covered by another chosen and the retal happened there.

It will always be weak to your starting faction

What happens if you lose the retaliation and only have one region?

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