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FrickenMoron
May 6, 2009

Good game!
Oh my god I tried the trainable sparks mod + ammo pouch and they become absolutely unstoppable killing machines. The Spark I got from shens last gift in my legendary run got blast padding and casually struts around with 4 armor with tier 2 armor and ignores explosions almost entirely.

Also I just had a Muton try to supress the spark and intimidate sent him into a panic which made it grenade kill the assassin...

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temple
Jul 29, 2006

I have actual skeletons in my closet
So if you kill a field general first, every enemy makes a bee line for you.

Sectopod, andromedon, codex, archon, and about 4 elite troopers/lancers.

The Biggest Jerk
Nov 25, 2012
On a tangent, I'm sure it's been discussed to death before but for XCOM 3 really hope that they alter the gameplay to promote longer firefights ala XCOM EU /EW instead of trying to finish an engagement in one round. From the recent talks it seems like Jake was happy with how the current system encouraged the player to be aggressive instead of overwatch creep, but the resulting combination results in periods of quick action, and a boring lull meta-tactic of trying to avoid triggering enemy line of site using a scout. Thinking that this could just be solved by having differing objective paths on a mission (some requiring timers, some don't) or just straight up restoring a move action to your units after triggering enemy sight so you aren't punished so hard for triggering the pod on your turn.

temple
Jul 29, 2006

I have actual skeletons in my closet

The Biggest Jerk posted:

On a tangent, I'm sure it's been discussed to death before but for XCOM 3 really hope that they alter the gameplay to promote longer firefights ala XCOM EU /EW instead of trying to finish an engagement in one round. From the recent talks it seems like Jake was happy with how the current system encouraged the player to be aggressive instead of overwatch creep, but the resulting combination results in periods of quick action, and a boring lull meta-tactic of trying to avoid triggering enemy line of site using a scout. Thinking that this could just be solved by having differing objective paths on a mission (some requiring timers, some don't) or just straight up restoring a move action to your units after triggering enemy sight so you aren't punished so hard for triggering the pod on your turn.

I'm all for that but xcom has to get rid of the debuffs that take soldiers out of commision. Some youtube guy Tapcap explained why you want to kill aliens in one round and the reason is wounds. WOTC have even more ways to take soldiers out of combat. So, what's the compromise?

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

The Biggest Jerk posted:

On a tangent, I'm sure it's been discussed to death before but for XCOM 3 really hope that they alter the gameplay to promote longer firefights ala XCOM EU /EW instead of trying to finish an engagement in one round. From the recent talks it seems like Jake was happy with how the current system encouraged the player to be aggressive instead of overwatch creep, but the resulting combination results in periods of quick action, and a boring lull meta-tactic of trying to avoid triggering enemy line of site using a scout. Thinking that this could just be solved by having differing objective paths on a mission (some requiring timers, some don't) or just straight up restoring a move action to your units after triggering enemy sight so you aren't punished so hard for triggering the pod on your turn.

EU/EW didn't really have longer firefights though? A lot more creeping but you still wanted to alpha strike as hard as possible.

Hunt11
Jul 24, 2013

Grimey Drawer
The whole point is to keep your soldiers alive and the quickest way to do that is to kill everything before it can shoot back.

Verviticus
Mar 13, 2006

I'm just a total piece of shit and I'm not sure why I keep posting on this site. Christ, I have spent years with idiots giving me bad advice about online dating and haven't noticed that the thread I'm in selects for people that can't talk to people worth a damn.
i like trying to alpha strike stuff, but it should really be an ideal thing that you only pull off occasionally. its a shame they didnt find a way to bake injury and tired into something that didn't completely gently caress you over when a soldier takes a single point of damage

The Biggest Jerk
Nov 25, 2012

Zore posted:

EU/EW didn't really have longer firefights though? A lot more creeping but you still wanted to alpha strike as hard as possible.

Yea agreed that the best case scenario is to always make sure there's no enemies to retaliate. It just feels like the most fun part of the game is early on, when your sweating if a shots going to hit, you gotta worry about positioning, but you also know you've outmaneuvered your enemy, and while the fight goes on a little longer you can savor your accomplishment. It's been a while since I played EU/EW so my recollection could be way off but I seem to remember finding heavy cover far more valuable and actually having aliens shoot back so fights would last 2-3 rounds. It helped that it seemed that aliens would be suppressed and had a sense of self preservation. Here it feels like enemies are suicidal, their only goal to get in position to hit or kill your units because they'll often be out of position next turn as a result, so regardless of positioning your probably gonna take a hit.

The Biggest Jerk fucked around with this message at 15:43 on Sep 24, 2017

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
LW1, though, had a bunch of more sustained firefights - between hp inflation of enemies, armour giving "buffer" hp before soldiers get wounded, and the fatigue system meaning that wounds (minor wounds especially) just aren't particularly impactful, it overall worked pretty well and put a lot of emphasis on controlling enemies rather than alpha striking everything down asap.

There's kind of a similar thing once you get to the late game in wotc - getting minor wounds on your soldiers just means they're out of combat for ... about as long as they're Tired for, during which you wouldn't be sending them out anyway (unless it was a really urgent situation). That doesn't really change the game all that much though, since it's still reasonable (and hence optimal) to just alpha strike everything. If anyone's got to late game on a Beta Strike game, that might be an interesting point of comparison.

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

God how many flank shots can you miss in a row!?

jerry seinfel
Jun 25, 2007


The answer is worse than you think

Lima
Jun 17, 2012

Which is, all of them :xcom:

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.
If you're not on legendary, five. The next 65 flank will secretly be 100 percent to hit, because the game takes pity on you.

wuffles
Apr 10, 2004

Lima posted:

I like Chain Shot/Rapid Fire and Salvo on pistoleros.
With the first two you can FF, LH and double tap with the Darklance (or just LH + double tap with a normal rifle).

Salvo lets you fire a heavy weapon, LH, and mop up with FO.

Shredder and Holo are pretty good on a sniper.

e: And get Death from Above on your gunslingers as soon as you get the Darklance.


Serephina posted:

Run&Gun is probably the 'best'; it outright gives a 3rd action point that cannot be used to move (so like an inverted Implacable). This lets you move your sniper and then shoot as normal.

Rupture is broken and therefore drat good: Like all extra skills, it can't use squadsight, but it only uses one action point, so you can use a normal shot to proc Death from Above, then follow with rupture.

Both of these are slightly redundant with the Chosen's Rifle, but then if you have that who cares about extra skills.


Thanks for the feedback, I just haven't been lucky enough to roll R&G, Rupture, RF, or Chain Shot on them yet. Those are all pretty good, especially the ones that let you bust the AP economy. I still don't have the dark lance because I've been screwing around with the Hunter (the last chosen I need to kill) because I wanted to see one assault the avenger so I'd know what I was in for. I killed the other 2 when they got to that knowledge level and were working on the assault.

31 enemies + a chosen and a cannon -- though by the late game, its pretty easy. Did you guys know you can use your templar to swap with your own defense turrets and move them forward and/or to high ground? Kinda neat and unexpected.

Internet Kraken
Apr 24, 2010

slightly amused

The Biggest Jerk posted:

It's been a while since I played EU/EW so my recollection could be way off but I seem to remember finding heavy cover far more valuable and actually having aliens shoot back so fights would last 2-3 rounds.



Your memory is really bad.

Ravenfood
Nov 4, 2011

wuffles posted:


31 enemies + a chosen and a cannon -- though by the late game, its pretty easy. Did you guys know you can use your templar to swap with your own defense turrets and move them forward and/or to high ground? Kinda neat and unexpected.
Amazing. I never thought to try using the ally switch ability on the turrets.

wuffles
Apr 10, 2004

So if you want to have sustained fire fights, you need to do 2 things:

1. enable beta strike so enemies have more hp

2. get a mod that reworks:

a. armor/hp -- Xcom soldier HP should be a base value that changes only modestly through the campaign. Xcom soldier armor should increase to give you the same effective health pool you have now, perhaps a little more, over the course of a campaign.

b. damage absorbed by armor doesn't count toward soldier wounds. Wound severity/recovery time is directly proportional to soldier HP missing at the end of a mission.

c. health restored during a mission affects recovery time after the mission (can't be completely negated, but reduced).

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Jabor posted:

Similarly, evaccing everyone is really not that difficult either. 3-3-Tab, 3-3-Tab, 3-3-Tab... You don't need to wait for the animation to finish before you evac the next soldier. (The only hiccup is that sometimes evac isn't on 3, but that's not too difficult to compensate for)

The main upside to evac-all is that it's ~cinematic~, which is absolutely not worth making the game more crashy for.

That's what I was asking earlier, I can tab through other soldiers and issue commands during normal movement but when I am evacuating, the game doesn't seem to recognize any commands until the previous soldier has finished roping up (or in the case of specialists, waiting an extra five seconds for the gremlin to follow)

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Internet Kraken posted:



Your memory is really bad.

I'm still a little disappointed the Alien rebel faction isn't old school sectoids and thin men who got the boot. :v:

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.

RBA Starblade posted:

I'm still a little disappointed the Alien rebel faction isn't old school sectoids and thin men who got the boot. :v:

They are advent burgers now

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Hats Wouldnt Fly posted:

They are advent burgers now

Rip gleepgloop. :(

Shumagorath
Jun 6, 2001
Wait, Fan Fire works with Quickdraw to count as your free first action?

Taffer
Oct 15, 2010


Internet Kraken posted:



Your memory is really bad.

This triggered my ptsd

Hunt11
Jul 24, 2013

Grimey Drawer
Every time I kill the final pod before the final room in the last mission the screen goes black and nothing happens even as the sound continues to play.

Mystic Stylez
Dec 19, 2009

Thin Men owned

It was the worst kind of owning but they did

temple
Jul 29, 2006

I have actual skeletons in my closet

CharlieFoxtrot posted:

That's what I was asking earlier, I can tab through other soldiers and issue commands during normal movement but when I am evacuating, the game doesn't seem to recognize any commands until the previous soldier has finished roping up (or in the case of specialists, waiting an extra five seconds for the gremlin to follow)

If the other soldiers are out of actions you have to evac or manually end the turn

aegof
Mar 2, 2011

Sometimes I wish that the occasional XCOM 2 civilian would turn out to be a Thin Man, with plasma pistols and gunslinger perks and 90% hit rate through full cover.

Internet Kraken
Apr 24, 2010

slightly amused

aegof posted:

Sometimes I wish that the occasional XCOM 2 civilian would turn out to be a Thin Man, with plasma pistols and gunslinger perks and 90% hit rate through full cover.

Didn't you listen to Bradford? The aliens don't need an infiltration unit anymore.

Pay no attention to the formless goop man behind the curtain.

SmallpoxJenkins
Jul 9, 2012


As a novice xcom player, the last thing I want is for firefights to be drawn out longer than say 2 turns.
I don't want my dudes getting shot at, because that might be the super special crit shot that kills them

CharlieFoxtrot
Mar 27, 2007

organize digital employees



Considering that about halfway through you are regularly facing enemies with massive guaranteed AOE damage and compounding buffs and disables, getting shot at by a gun is usually the least of my worries in Turn 2 of a firefight

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

I always found it funny that the shieldwall WAR suit and cover-adding SPARK perks come several months after you would ever consider using them for a fraction of a second.

SPARK walls can admittedly help out some for keeping your guys concealed in wide open areas, but still

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

Well for reasons I can't quite figure out, this iron man game crashes every time I beat this warlock retaliation mission. I've beaten warlock retaliation missions before (and I didn't add or remove any mods between then and now), but for some reason this time, it immediately crashes as soon as the mission is over. The only difference I can see is that this time he was mind controlling someone at the time he died? But surely that's not it.

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy

Ravenfood posted:

Amazing. I never thought to try using the ally switch ability on the turrets.

http://steamcommunity.com/sharedfiles/filedetails/?id=1130867259 is a real fun mod that lets you just throw turrets wherever you need one but I'm sure it's unbalanced as gently caress. Especially since the turret's turn starts after you throw it, so it's kind of a "get two more shots free" card. But again, it's fun.

Internet Kraken
Apr 24, 2010

slightly amused

Basic Chunnel posted:

I always found it funny that the shieldwall WAR suit and cover-adding SPARK perks come several months after you would ever consider using them for a fraction of a second.

SPARK walls can admittedly help out some for keeping your guys concealed in wide open areas, but still

What? The Spark cover perk is one of the best things about them. There are plenty of enemies in lategame that are dangerous just because how powerful their standard shots are. That's the entire danger of Sectopods; they fire multiple times with high damage, high accuracy attacks. Take cover behind your Sparks and throw a smoke grenade. The soldier is basically guaranteed safe and the Spark has a good chance of avoiding fire as well, especially if you can aid protocol it.

You're right that shieldwall is basically worthless but only because using it ends your turn.

Cheston
Jul 17, 2012

(he's got a good thing going)
Oh, nice. Reapers can roll Deadshot- it seriously improves their ability to make killshots.

hhhmmm
Jan 1, 2006
...?

Annointed posted:

A xcom run without Evac All & Overwatch All is a very tedious one. The only QoL I had to disable was New Target Icons. I don't know why but I just kept crashing every turn with that mod.

You can do both of these really fast with a keyboard. Using tab, you can start new action for other soldiers without needing to wait for the animation to finish.

For overwatch all, just hit tab then Y really fast a few times.
To evac all, just hit tab and 3 really fast. Sometimes the evac button has a different placement, but it is usually 3.

Coolguye
Jul 6, 2011

Required by his programming!

Cheston posted:

Oh, nice. Reapers can roll Deadshot- it seriously improves their ability to make killshots.

do you mean deadeye? not trying to be a pedantic dick, i was just wondering yesterday if this was possible.

temple
Jul 29, 2006

I have actual skeletons in my closet
Evac/overwatch all has never caused a crash for me. At worst, sparks are left with a phantom turn when you overdrive. Why do I use them? Overwatch all helps when moving when in concealment or after fights. Just move guys and then overwatch them at once, saves time. Evac all is because I like to evac my troops together so I don't leave before I have everyone.

I've disabled a lot of mods and the only crash I get is a grenade damage preview when I'm doing a really abusive shot that techically shouldn't work (like targets partially in fog or different elevations).

Cheston
Jul 17, 2012

(he's got a good thing going)

Coolguye posted:

do you mean deadeye? not trying to be a pedantic dick, i was just wondering yesterday if this was possible.

Yeah! That one. It's great.

**Has anyone taken Squadsight on a Reaper yet? How well does it play? I'm not in a hurry to grab it because Reapers are usually right next to things, but it might be neat if it works for Remote Start or something.

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Bobcats
Aug 5, 2004
Oh

Cheston posted:

Yeah! That one. It's great.

**Has anyone taken Squadsight on a Reaper yet? How well does it play? I'm not in a hurry to grab it because Reapers are usually right next to things, but it might be neat if it works for Remote Start or something.

I regret it. If you can't get a guaranteed killing shot with the Reaper it just means you'll break Shadow. Also since mine tend to be up in the front they're the ones providing vision, making it useless.

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