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Vengarr
Jun 17, 2010

Smashed before noon
I actually lost my Reaper...my Warlock has the "removes all stealth within LOS" strength and boy can THAT be a loving killer.

Do I need to max out Reaper Influence before I can recruit another? This blows.

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misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
No, you can get a mission to recruit another one right away.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Speaking of recruiting if you ever see the op to get a second faction unit take it immediately. It popped up once for me, I passed to counter the avatar timer, and I never saw it again after that month.

temple
Jul 29, 2006

I have actual skeletons in my closet

StringOfLetters posted:

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.
I think Hunter's Instinct increases crits from swords.

Internet Kraken
Apr 24, 2010

slightly amused
So didn't you used to be able to do stuff on the geoscape after completing the tower mission? I know the game says its the point of no return but I thought it just unlocked the final mission and didn't change anything else.

Cause I kind of sent a soldier I was gonna use on that mission on a covert op :cripes:

Rotten Red Rod
Mar 5, 2002

Vengarr posted:

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.

Yes, but it's not for everyone. If you're really struggling in the early game and not enjoying it then you should skip ironman. I almost never play on non-ironman, but my wife, who isn't used to this type of game, refuses to play with it, and still loves the game and has put dozens of hours into it. Different strokes.

When a new XCom game/DLC comes out, I typically play without ironman until I get the new build order/geoscape mechanics down (because there's nothing fun about screwing that up), then restart on an ironman campaign. (Although I'd never play XCom 1 on ironman because the final mission is STILL broken as hell, from what I remember.)

Rotten Red Rod fucked around with this message at 23:37 on Sep 19, 2017

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Internet Kraken posted:

So didn't you used to be able to do stuff on the geoscape after completing the tower mission? I know the game says its the point of no return but I thought it just unlocked the final mission and didn't change anything else.

Cause I kind of sent a soldier I was gonna use on that mission on a covert op :cripes:

No, it's always gone instantly into the last mission after that. That sucks about the op.

babypolis
Nov 4, 2009

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.

A grenadier with good aim is absolutely ridiculous though. Just Chain Shotting Sectopods and Gatekeepers for life

Wizard Styles
Aug 6, 2014

level 15 disillusionist

babypolis posted:

A grenadier with good aim is absolutely ridiculous though. Just Chain Shotting Sectopods and Gatekeepers for life
It takes a while to get there, but Tracer Rounds and extra Aim from Covert Ops are not that hard to come by; so you can easily have a Grenadier with Aim somewhere in the 90s later on.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
I rolled +1 damage to cannons early and lucked into a few scopes and aim pcs, I had a pair of grenadiers who had sniper level accuracy with double the damage :getin:

Unfortunately I lost that game anyway

Apoplexy
Mar 9, 2003

by Shine
NCE mod. Good-aim Grenadier. Serial XCOM-tree skill. :getin:

Sandwich Anarchist
Sep 12, 2008
Retaliation mission. 1st turn, reveal a pod with a purifier, mech, Muton. Purifier throws Molotov, mech fires missiles. 4 dead before turn 2.

:xcom:

SmallpoxJenkins
Jul 9, 2012


I prefer to put bluescreens on my grenadiers.
I think the only time I use tracer rounds is when I'm babying a sniper up in the early game.

Olive Branch
May 26, 2010

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

StringOfLetters posted:

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.
I actually customize the colors on the Alien Ruler armors, and the funny thing is that if you color them anything other than the default, when you slap the armor in another soldier, the armor automatically matches that soldier's color scheme without you having to fiddle with it. It's like the suits are made of Octocamo or something!

Sandwich Anarchist posted:

Retaliation mission. 1st turn, reveal a pod with a purifier, mech, Muton. Purifier throws Molotov, mech fires missiles. 4 dead before turn 2.

:xcom:
Purifiers are scary bastards. Sure, they miss a lot with their flamethrowers but if you have two guys within grenade range you'd better hope those phosphorous grenades miss. Enemy AOE attacks can actually miss in this game, which is a godsend.

And gently caress MECs forever. I nearly had a Haven Assault with the Chosen Assassin go south from turn loving one because I triggered a Berserker/MEC pod with my starting overwatch, and instead of panic-moving the MEC stood in the fog of war where I couldn't see him. In his turn he fired his missiles out of the fog of war like it was a Blaster Bomb. Everyone had to hit the infirmary that day.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

misguided rage posted:

I rolled +1 damage to cannons early and lucked into a few scopes and aim pcs, I had a pair of grenadiers who had sniper level accuracy with double the damage :getin:

Unfortunately I lost that game anyway
I don't think I've ever seen a Superior Aim PCS, but either way you'll get some usable Aim boosters eventually. I've had Tracer Rounds forever in my current game - first experimental ammo project iirc and I've been drowning in Cores all game - and got a few leveled Grenadiers from missions in addition to the ones I leveled myself, so my best one can to go on Covert Ops that give Aim rewards.

And, I mean, as much as I agree with "play to the strengths of each class", Chain Shot is decent and Grenadier weapons do good damage, it's really just their base Aim that holds them back.

Sandwich Anarchist
Sep 12, 2008
Tried to push on with my 2 guys. Turn 3, an advent trooper shoots the GAS TANK the crowd of survivors are huddled around, killing 9 of them in one turn. Then another one hits my last guy from 2 miles away, in full cover, hunkered down, and kills him. 3 turns.

Time to take a break.

temple
Jul 29, 2006

I have actual skeletons in my closet

Sandwich Anarchist posted:

Tried to push on with my 2 guys. Turn 3, an advent trooper shoots the GAS TANK the crowd of survivors are huddled around, killing 9 of them in one turn. Then another one hits my last guy from 2 miles away, in full cover, hunkered down, and kills him. 3 turns.

Time to take a break.
That's loving horrible. I think AI is getting smarter. I told the story of an officer running away from gas tanks to throw a grenade and killing my troops. loving smart bastard.

Vargs
Mar 27, 2010

I always put all of my best scopes/perception PCSs + tracer rounds on grenadiers. It makes em absolutely beastly, even when they run out of explosives. Comparatively, rangers have almost zero use for that stuff, specialists aren't a super shooty class, gunslinger sharpshooters don't really need it (can't take advantage of scopes, shouldn't be using tracers, and have no problem hitting their usual targets anyways), and gently caress snipers.

This last run I did mostly phase out grenadiers for SPARKs though, which was fun. They're an ideal place to invest your scopes into as well.

Twlight
Feb 18, 2005

I brag about getting free drinks from my boss to make myself feel superior
Fun Shoe

Thanks!

Shumagorath
Jun 6, 2001
Tactical Analysis pretty much takes the difficulty down one setting. I had my ranger somehow trigger 3x Heavy MEC, Shieldbearer, Priest, Gatekeeper, Purifier and a Trooper all on the same turn (her bondmate Mox fed her an extra action to get her out of trouble with the first two pods only to catch sight of the third). Thanks to TA and the Priest hitting her with Stasis before the MEC bombarded her to kill a civilian :confused:, the whole group only got four shots off total and two hits. I also fortunately had Bluescreens on my Ranger but didn't even need Banish.

This is also the mission where I most valued modding in Fortress on my Templar. It's better than Hazmat because you can start meleeing down things that explode on death so she took out the GK and Purifier easily.

SmallpoxJenkins
Jul 9, 2012


Is it universal law that talon rounds are owned by the ranger specifically, or is that just me?

Internet Kraken
Apr 24, 2010

slightly amused
Get hosed aliens.



This was actually the easiest final mission for me yet, despite leaving all 3 chosen alive. Turns out not bringing my Templar by accident probably worked out better for me. I don't use their OP abilities so they probably wouldn't of provided as much utility as the level 3 bond between my specalist and ranger.



Mindshields on everyone turned out to be overkill since the Warlock and all the Avatars died in one turn. They were very nice about where they decided to teleport too. Real star here is the grenadier as run n' gun with chain shot destroyed the Avatars. Most of the other pods also died in one or two turns because I hoarded all my consumables til the end and then blew them all the moment pods spawned. Game actually didn't spawn waves fast enough for me to kill, which has never happened before.

Also I dunno what that bullshit about me losing 4 soldiers is, cause I only lost one. I guess it counts all those advent troopers I had join me that I used as bait.

funmanguy
Apr 20, 2006

What time is it?
I finally finished downloading the expansion. I found out about it this morning, I've seen the announcement trailer and nothing else. Anything I should know before starting?

Also holy gently caress how amazing is it to see a real expansion in this day and age.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Protecting the device with sectopods, lost brutes, ADVENT reaction shots on misses, and the hunter possibly showing up is pretty buttclenching.

Too bad the game crashed when I slashed. :v:

It seems like most of the crashes are relating to Reaper and Slash tbh.

RBA Starblade fucked around with this message at 02:18 on Sep 20, 2017

BBQ Dave
Jun 17, 2012

Well, that's easy for you to say. You have a bad imagination. It's stupid. I live in a fantasy world.

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!


That would be awesome! They wouldn't have to be skirmishers, just rookies with alien faces.

Ravenfood
Nov 4, 2011

SmallpoxJenkins posted:

Is it universal law that talon rounds are owned by the ranger specifically, or is that just me?
Pretty much. If you somehow luck into two of them they're pretty drat good on Reapers too.

Internet Kraken
Apr 24, 2010

slightly amused
Surely resistance informant doesn't permanently reduce the retaliation counter by 2 weeks on Grim Horizon, right?

Ravenfood posted:

Pretty much. If you somehow luck into two of them they're pretty drat good on Reapers too.

I'd rather put them on skirmishers. Skirmishers can score a lot of crits by either flanking from above or just charging straight into an enemies face to shoot them.

I don't like the idea of building a Reaper for crits since it sounds like a great way to get screwed over when a crit doesn't proc and they get revealed. I think its just smarter and safer to use them for finishing stuff off.

wuffles
Apr 10, 2004

I've been victory lapping for awhile just exploring the xpac at the end of this L/I run (just have shadow projects left) and I have been absolutely starved for elerium. I had been buying it on the black market every month to scrape by, but one of the 2 missions I had to abort and evac from was the Guerilla Op to counter Gone to Ground (the dark event that closes the black market for 6 weeks).

Then, right after it reopened, the Chosen's sabotage to add a Dark Event completes and guess what? It's Gone to Ground.

Next Guerilla Op pops, and it doesn't give me the Chosen's dark event to counter. After I finish the Op, Gone to Ground triggers and I'm currently locked out for another 6 weeks.

600 intel, 2500 supplies, 200 alloys...

3 elerium

:negative:

Sokani
Jul 20, 2006



Bison
If you're victory lapping, what do you need elerium for? Is it required for story advancement?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Reaper is now 4 for 5 in crashing my game. I think it has to do with breaking concealment and maybe bodies; it usually crashes on Lost missions.

Needs More Jazz
Nov 4, 2009


:colbert:

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Internet Kraken posted:

I don't like the idea of building a Reaper for crits since it sounds like a great way to get screwed over when a crit doesn't proc and they get revealed. I think its just smarter and safer to use them for finishing stuff off.

Between talon rounds, laser sight, flanking, and their crit building skill, you can actually get them to 100% crit, which is effectively bonus reliable damage for their killshots.

You're probably still better off with bluescreen rounds or even just one of the regular +1 damage varieties though - the huge potential maximum damage on crits doesn't really matter that much since you're actually relying on the minimum crit damage being enough for the kill.

wuffles
Apr 10, 2004

Sokani posted:

If you're victory lapping, what do you need elerium for? Is it required for story advancement?

I think the only thing that requires it, story wise, is the shadow chamber upgrade. Which I will need. But as to what I still want it for: lvl 3 psi amp, lvl 3 spark chassis, lvl 3 ruler armors, maybe one more war suit and a wraith suit. Nothing I need to beat the game other than the shadow chamber upgrade.

Internet Kraken
Apr 24, 2010

slightly amused
Not like I can ever entertain the idea of giving my Reaper's ammo when they never roll tactical rigging.

wuffles
Apr 10, 2004

Internet Kraken posted:

Not like I can ever entertain the idea of giving my Reaper's ammo when they never roll tactical rigging.

:same:

I gave my reaper a mobility pcs and a bunch of + move perks so she just zooms around the map tracking pods and blowing poo poo up, and then she runs back around in a pincer movement and takes pot shots at cowardly wounded Advent taking cover at the back of the firefight with the main squad.

I wish they had more fun poo poo to do solo in concealment though, especially when the map doesn't favor remote start. Someone make a mod where they can place snares for the enemy to stumble into (either on patrol or a scatter) that can be upgraded to tripwires with explosives.

Yoked
Apr 3, 2007


After refreshing my memory by playing Veteran, I decided to try L/I, and holy poo poo Mutons are so loving hard. A tale of a retaliation mission:







By the way, I still don't have a Captain (thus only a squad size of 5) and even lost a Lt. Specialist in this, so I feel like my campaign is spiraling.

Internet Kraken
Apr 24, 2010

slightly amused
"Gee Firebrand, why can't you just drop us in closer to the objective?"



"Oh thanks."

But then it turned out to be a curse, because spawning right next to the objective means you also spawn next to every pod.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Is that a one-man squad? Also, what's the 2nd ability she has?

Roobanguy
May 31, 2011

Serephina posted:

Is that a one-man squad? Also, what's the 2nd ability she has?

mod that shows you tile visibility or battle scanner.

Roobanguy fucked around with this message at 06:32 on Sep 20, 2017

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Flubby
Feb 28, 2006
Fun Shoe
Goddam the situations the expansion puts you in sometimes. Gatekeeper mission with the warlock chosen all the way in the back casting his explosive zombies at me and buried chrysalids and the gatekeeper itself I had to trigger to try and get to the warlock. I put it on normal because I heard the expansion makes things even harder but, jesus, I still got squashed like a bug.

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