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temple
Jul 29, 2006

I have actual skeletons in my closet

Iron Crowned posted:

UFO Defense mission this morning. Killed the Viper King, lost both SPARKs, my good one went out covering a rookie carrying my good sharpshooter back to the ramp. :rip: Julian, she will not be forgotten.
Sounds like an awesome mission.

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snoremac
Jul 27, 2012

I LOVE SEEING DEAD BABIES ON 𝕏, THE EVERYTHING APP. IT'S WORTH IT FOR THE FOLLOWING TAB.
Tonight I revealed myself to a lancer and it immediately killed a soldier. It did the 'I see you' animation and initial scramble for cover and then it killed them. It wasn't even the end of my turn. What?

Iron Crowned
May 6, 2003

by Hand Knit

temple posted:

Sounds like an awesome mission.

I forgot to add that the first pod activated was 3 crysallids

temple
Jul 29, 2006

I have actual skeletons in my closet

snoremac posted:

Tonight I revealed myself to a lancer and it immediately killed a soldier. It did the 'I see you' animation and initial scramble for cover and then it killed them. It wasn't even the end of my turn. What?

Were you flanked and in concealment?

Ravenfood
Nov 4, 2011

temple posted:

Were you flanked and in concealment?
If it was his turn, that shouldn't matter. The anti-Beaglerush routine should only kick in if the Lancer patrolled into his troops and it sounds like he moved into a Lancer's vision on his turn. The Lancer should scamper and that's it.

Sapozhnik
Jan 2, 2005

Nap Ghost
Heavies/Grenadiers are the debuff class, they can't move or aim for toffee. Rangers/Assaults are supposed to be your DPS.

Play to each class' strengths instead of trying to shore up their weaknesses.

snoremac
Jul 27, 2012

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

temple posted:

Were you flanked and in concealment?

I was concealed, not sure if I was flanked. Do lancers have some special attack under those conditions? Cause there was a sectoid alongside it that didn't do anything (and which I killed with the rest of my turn).

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

snoremac posted:

Tonight I revealed myself to a lancer and it immediately killed a soldier. It did the 'I see you' animation and initial scramble for cover and then it killed them. It wasn't even the end of my turn. What?

Oh hey I remember that happening to me once! It was like in 1.0 just after release tho, haven't seen it since.

edit: Oh well, that's just the 'anti-beaglerush maneuver'. He's a streamer who abused the lenient pod activated during beta(?). If a pod does it's patrol during it's turn, and comes across a guy who's flanked (or in beagle's case, purportedly left out in the open), instead of wasting their entire turn scrambling for cover and letting you get both overwatch shots and then a whole second turn to kill them, one of the troop will immediately take a shot at you as punishment.

Serephina fucked around with this message at 17:08 on Sep 19, 2017

Ravenfood
Nov 4, 2011

Sapozhnik posted:

Heavies/Grenadiers are the debuff class, they can't move or aim for toffee. Rangers/Assaults are supposed to be your DPS.
Gunner-focused Grenadiers are goddamn great and get totally respectable aim. Suppression is still almost always a waste of your turn, even if they are a "debuff" class, whatever that means.

e: vvvv And also that. XCOM1 classes end up quite a bit different in a lot of ways from XCOM2 even if they share a lot of features on the surface.

Ravenfood fucked around with this message at 17:13 on Sep 19, 2017

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:

Heavies/Grenadiers are the debuff class, they can't move or aim for toffee. Rangers/Assaults are supposed to be your DPS.

Play to each class' strengths instead of trying to shore up their weaknesses.

Grenadiers have the same move and aim as Rangers :psyduck:

They really flattened the aim in Xcom 2. In game 1 snipers ended with 105 while poor Heavies ended up with like 74. In XCOM 2 sharpshooters max at 90 while Grenadiers/Rangers have 78. And there are a ton more ways to boost Ain through PCS, scopes not taking an item slot, tracer rounds etx

Zore fucked around with this message at 17:13 on Sep 19, 2017

MacheteZombie
Feb 4, 2007

Zore posted:

scopes not taking an item slot

wait what

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

In game 1 you needed to put scopes in your item slot like a grenade/medikit etc. In game 2 they go on your gun and only compete with other weapon attachments.

Also in game 1 you didn't get an extra slot at tier 2 armor.

Ravenfood
Nov 4, 2011
In XCOM1, scopes took an item slot and soldiers (except Major Supports) only got one item slot. So, while you can boost a Grenadier's aim pretty easily with a scope, to boost a Heavy's aim you'd need to leave the grenades (or whatever) at home. It meant that aim-boosting items weren't anywhere near as ubiquitous as they are in XCOM2 and your Heavies were often stuck at almost rookie-level aim all game.

There's much less opportunity cost to putting a scope on a Grenadier's cannon than there was to equipping a Heavy with one.

efb

MacheteZombie
Feb 4, 2007

Zore posted:

In game 1 you needed to put scopes in your item slot like a grenade/medikit etc. In game 2 they go on your gun and only compete with other weapon attachments.

Also in game 1 you didn't get an extra slot at tier 2 armor.

oooooooo

for some reason I was reading that as scopes don't count for a slot on weapon mods. Thanks for clearing it up

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
Even in XCOM 1 it was still worthwhile to have your Heavy tote around a Scope usually. Light 'em Up+ HEAT was loving ridiculous against mech enemies who had almost no innate defense and made up a huge portion of late game encounters. Plus you still got 2 rockets so :shrug:

Cheston
Jul 17, 2012

(he's got a good thing going)

Taear posted:

During the Chosen missions the Warlock says to you "We're here to protect you from what comes next" and I feel that was said in the first game as well?
So surely that's their plan for the next game.

Phoenix Point looks like a great XCOM 3 for this reason- it's solidly eldritch.

Iron Crowned
May 6, 2003

by Hand Knit

Zore posted:

In game 1 you needed to put scopes in your item slot like a grenade/medikit etc. In game 2 they go on your gun and only compete with other weapon attachments.

Also in game 1 you didn't get an extra slot at tier 2 armor.

But you could research Tactical Riggin it EW, and get a second slot.

gonadic io
Feb 16, 2011

>>=
I researched the Hunter weapons, but they don't show up in build weapons, or in the proving ground, or to actually equip on my guys. This is a bug right? I have like 20+ mods installed now so I'm not too upset by it.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It's weird how the tier 3 upgrades are half obsoleted by the powered-alien hunter weapons. Why get beam pistols, I only bring one sharpshooter who uses the Shadowkeeper. I could get plasma rifles, but only the psi-ops use them and the specialist has the bolt caster (though actually I'm glad I DID buy this because resistance soldiers get them if they join you with that one order). I don't need plasma shotguns or arc swords because of the Assassin shotgun, katana, and axes.

gonadic io posted:

I researched the Hunter weapons, but they don't show up in build weapons, or in the proving ground, or to actually equip on my guys. This is a bug right? I have like 20+ mods installed now so I'm not too upset by it.

You just have them now. They're in the loadout screen.

Ravenfood
Nov 4, 2011

RBA Starblade posted:

It's weird how the tier 3 upgrades are half obsoleted by the powered-alien hunter weapons. Why get beam pistols, I only bring one sharpshooter who uses the Shadowkeeper. I could get plasma rifles, but only the psi-ops use them and the specialist has the bolt caster (though actually I'm glad I DID buy this because resistance soldiers get them if they join you with that one order). I don't need plasma shotguns or arc swords because of the Assassin shotgun, katana, and axes.
I agree. Mostly, I think the way to solve this is to make them stop being special weapons/armors and just make them extra options/sidegrades that use the same model. For instance, when you upgrade Ranger weapons, you could chose between axes or swords, which would each have advantages and disadvantages, instead of basically always running your Ranger with Axes because why would you take anything else? Or take advantage of the shotgun-fire effect from Shadowkeeper and give it extra damage but a hefty range fall-off in terms of either accuracy or damage, for instance. It'd turn into a better sidearm but worse weapon for a gunslinger-focused sharpshooter, for instance. Similarly, while I think the armors look pretty drat silly, I think there'd be a niche for a light armor that didn't have a grapple but gave the freeze attack instead, or a heavy armor that lost armor/health but gave the melee attack, or Icarus armor that kept the jumpjets but lost...basically everything else. If balanced right, I could see using those variants spread throughout my squad while still not avoiding the other weapons/armors.

I like a lot of the work and ideas put into the Rulers DLC, but I think that overall I don't like the changes that they have on the rest of the game. The weapons/armors warp things because they have to be good to deal with the Rulers, who themselves change everything when they show up.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Zore posted:

Even in XCOM 1 it was still worthwhile to have your Heavy tote around a Scope usually. Light 'em Up+ HEAT was loving ridiculous against mech enemies who had almost no innate defense and made up a huge portion of late game encounters. Plus you still got 2 rockets so :shrug:

Light em up is a long war thing.

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

Fangz posted:

Light em up is a long war thing.

Yeah but Bulletswarm is a vanilla trait that did the same thing. It was at squaddie opposite Holo-targetting.

Zore fucked around with this message at 18:17 on Sep 19, 2017

Mystic Stylez
Dec 19, 2009

Fangz posted:

Light em up is a long war thing.

He's talking about Bullet Swarm, which is basically the same thing.

e:f;b

Hunt11
Jul 24, 2013

Grimey Drawer

RBA Starblade posted:

It's weird how the tier 3 upgrades are half obsoleted by the powered-alien hunter weapons. Why get beam pistols, I only bring one sharpshooter who uses the Shadowkeeper. I could get plasma rifles, but only the psi-ops use them and the specialist has the bolt caster (though actually I'm glad I DID buy this because resistance soldiers get them if they join you with that one order). I don't need plasma shotguns or arc swords because of the Assassin shotgun, katana, and axes.

I disagree. You always want to upgrade to beam pistols as every sharpshooter should have lightning hands and a free 4-7 or more damage is nothing to sneer at. For shotguns there will be times where you will want to field multiple rangers and there is only one uber shotgun to hand around. Also fully upgraded shotguns make downing the chosen a lot more reliable. For plasma guns I prefer giving them to my specialists as they will be shooting a lot more whilst I give the bolt caster to psi-op soldiers as they will only shoot once or twice a mission.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Hunt11 posted:

I disagree. You always want to upgrade to beam pistols as every sharpshooter should have lightning hands and a free 4-7 or more damage is nothing to sneer at. For shotguns there will be times where you will want to field multiple rangers and there is only one uber shotgun to hand around. Also fully upgraded shotguns make downing the chosen a lot more reliable. For plasma guns I prefer giving them to my specialists as they will be shooting a lot more whilst I give the bolt caster to psi-op soldiers as they will only shoot once or twice a mission.

I mean I don't need to upgrade to beam pistols because I upgraded to the beam Shadowkeeper, which is a beam pistol but better. If you're running multiple of classes fair enough I guess but with how disgustingly powerful I find gunslingers I've never needed to field two, and with the arc axes and the katana there's no point to the basic arc blade. Who brings three rangers?

Internet Kraken
Apr 24, 2010

slightly amused
I really hate that Long War renamed some stuff while leaving it mechanically identical. Don't confuse me! :saddowns:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I was watching Giant Bomb's rotating XCOM run (lmao) and I still love how snipers fire their rifles, using their elbow joints to stabilize the gun.

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.
I hope XCOM 3 brings the elbow back and adds some more options for realistic tactical shooting postures.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Ha, I just found out you can trap the Berserker Queen by surrounding her with dudes and terrain. When she's in flight mode her AI will just lock up and keep using the Summon Gate ability over and over while the firing squad whittles her down. I assume that would work on the Viper King, too, although I don't know how I'd bait him into a place he can't escape from.

StringOfLetters
Apr 2, 2007
What?
I uninstalled the Alien Hunters thing, and I don't regret it. On facility missions where there would be a Serpent King/Ice Wizard, there's a Chosen instead. All my mods (mostly UI stuff) still work. No more ridiculous blue snake-skin super armor.

RBA Starblade posted:

I mean I don't need to upgrade to beam pistols because I upgraded to the beam Shadowkeeper, which is a beam pistol but better. If you're running multiple of classes fair enough I guess but with how disgustingly powerful I find gunslingers I've never needed to field two, and with the arc axes and the katana there's no point to the basic arc blade. Who brings three rangers?

If you bring more rangers, you can range harder. One man with a shotgun sprinting into enemy lines can just about guarantee a kill. Six men doing it can just about guarantee six times as much kill. There isn't much that can punch back against a coordinated ranger rush, except for getting flanked by the second pod that you reveal on your last sword-move.

If you're trying to do some weird research path, like rushing psionics or skipping maggs to rush for plasmas, a stream of GTS Rangers with mass-produced arc blades (requirements: one dead stun lancer, 75rfb, 10 alloys) can hit fairly hard, very early, with affordable casualties. The important part is winning the war, you can worry about having a lot of "survivors" after you research armor in a few months.

Ranger tip: unless your xcom is a high-ranked sword-talent poo poo-wrecker, a flanking shot with a shotgun will be better than a sword, because of their hot crits. Use swords when you can't get in position for a flanking shot. If there's a Muton, throw a grenade at him to chip his armor and expose him from cover, then fill him up with shotgun parts.

StringOfLetters fucked around with this message at 21:39 on Sep 19, 2017

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

StringOfLetters posted:

If you're trying to do some weird research path, like rushing psionics or skipping maggs to rush for plasmas, a stream of GTS Rangers with mass-produced arc blades (requirements: one dead stun lancer, 75rfb, 10 alloys) can hit fairly hard, very early.

The game gave me like ten rangers in a row for some reason and now I'm disappointed in myself for not doing this.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I haven't played this game since launch where i repeatedly got my rear end kicked. Have the made it any easier?

Vargs
Mar 27, 2010

Popete posted:

I haven't played this game since launch where i repeatedly got my rear end kicked. Have the made it any easier?

Not really. Debatably harder. You can turn it down to rookie if you need to though. This is a single player turn-based game anyways; anyone can get good at it. No hand-eye coordination or quick reflexes required. Could try watching Beagle to get a better idea of how to approach things.

Rotten Red Rod
Mar 5, 2002

Popete posted:

I haven't played this game since launch where i repeatedly got my rear end kicked. Have the made it any easier?

Play through the game once on rookie/non-ironman and reload a save whenever you screw something up bad. There's nothing shameful about learning the game like that. Going in totally blind on this game means certain failure. And even then be ok with abandoning a few games that are in a death spiral, it's normal.

Oh, and check out the advanced options menu. Things like doubling mission timers and doubling the length of the avatar project meter are great for a first time too.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I asked before and didn't see an answer, what determines when dark events actually trigger? I've seen the same two pending for months now.

Vengarr
Jun 17, 2010

Smashed before noon

Rotten Red Rod posted:

Play through the game once on rookie/non-ironman and reload a save whenever you screw something up bad. There's nothing shameful about learning the game like that. Going in totally blind on this game means certain failure. And even then be ok with abandoning a few games that are in a death spiral, it's normal.

On the other hand, I've always argued that you never get to truly experience XCOM more than once. A huge part of the appeal to me is that the Enemy is Unknown. You're intentionally kept in the dark about the enemy and their capabilities, and they're always pulling new poo poo out of the hat to surprise you with. You think you can handle those Sectoids and Floaters now that you have laser rifles, and then there's suddenly a terror assault at night in New York and you're meeting Chryssalids for the first time. Reacting to this and overcoming it is the best part of XCOM.

Do turn the difficulty down, but don't save and reload even if you gently caress up bigly. That scrambling feeling, that "Holy poo poo I'm loving losing" desperation, is what makes it fun.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

BTW SPARKs blow the hell out of the LOST. A SPARK with a superior scope and reloader can solo a whole Lost map pretty much!

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

Speaking of not knowing what enemies do, I finally looked up what Enrage does for Berserkers, and a movement buff does not seem like it would do near enough for them. Maybe if they got a stacking damage buff and some armor, that would help keep them in the game long enough to be scary?

SmallpoxJenkins
Jul 9, 2012


marshmallow creep posted:

Speaking of not knowing what enemies do, I finally looked up what Enrage does for Berserkers, and a movement buff does not seem like it would do near enough for them. Maybe if they got a stacking damage buff and some armor, that would help keep them in the game long enough to be scary?

The movement works well enough, because the last thing I like to see on a berserker I can't kill on activation is that fucker getting right up in my face for the good ol fisticuffs

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Apoplexy
Mar 9, 2003

by Shine

snoremac posted:

As much as it sucks when it happens, I feel low-will soldiers should still be prone to panicking under stress. It was an interesting but manageable bit of chaos thrown into the heat of things. Now panic isn't even a factor since of course I'm not going to risk it.

Look up, in the GameCore.ini file, WoundedWillRollData=(MinimumTiredState=eMentalState_Tired and change that poo poo, dawg. You'll have panicking soldiers upon being shot up in no time flat. (the other eMentalState values are eMentalState_Shaken and _Ready)

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