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Build an overwatch specialist with a (pick two) scope, extended mag or repeater and watch them burn down the enemy ranks by themselves. Getting modular rifles for that third mod slot for one of these guys is end-game stuff.
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# ? Dec 28, 2017 21:00 |
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# ? May 30, 2024 13:48 |
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you definitely want to max what comms you have whenever possible, but the question at hand is how fast do you want to build out comms, which is an open question, unlike EU/EW. in EU/EW there was no arguing it - you must build your satellite capacity out as soon as humanly possible and not stop until the entire world is covered. in XCOM 2 you can delay building out comms for a while, especially considering that it can take multiple months to get repaid on the outlay for expanding into a territory.
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# ? Dec 28, 2017 21:20 |
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Specialists have good accuracy and the rifle is good for midrange shooting you should be getting kills with them. Combat protocol is also a line of sight attack that never misses. It only really does good damage to mechanical enemies but the not missing is pretty great for finishing off that stun lancer who dodged and has two health left who's gonna wreck you next turn after the next couple of shots miss. Medical protocol is also really handy though so you may not have that until you get the training centre built. Also rushing the radio network expansion is not as great as it was pre WotC since expanding into the other two chosens territory will activate them and start their progression. Fill out your starting contacts by all means but my starting priority is getting the squad size upgrade ASAP, and then getting a psi lab running on a power coil. Ideally you want psi dudes hitting Magus once you get the second squad size upgrade so you have good troops to fill the empty slot.
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# ? Dec 28, 2017 21:26 |
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I give my early game specialists stocks. Between stocks and combat protocol, they get at least a couple kills a mission and have made enough clutch, hard to reach kills that I hate not bringing one. Has anyone had any issues where sitreps don't always trigger? Every now and then I'll get a sitrep, usually a plain old lost sitrep, and get onto the map and it's just a regular encounter. I figure it might be a mod problem, but with this game you never know. They usually work, just every now and then they don't.
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# ? Dec 28, 2017 21:39 |
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On the contrary to what people are saying, you never want to outright *ignore* resistance contacts. Whatever your priorities, more contacts is still have you increase your monthly income of supplies, and short of getting a facility lead, is how you gain access to those Avatar facilities that pop up all over the globe. Those are important for holding off Avatar progress, since they not only knock off the pips on that facility, but they actively delay the periodic pips that show up on the middle-of-ocean HQ. So yeah, prioritize based on what the game hands you, put it on the back-burner, not top priority, but never outright *ignore* it. Besides, some of the continent bonuses are pretty neat. But yeah, if you're running out of soldiers, your issue is the tactical game. I will fully admit, I have a few minor "cheaty" mods myself, like one that expands the starting barracks roster considerably, so I never really have to worry about recruiting unless I see a particular face from my character pool that I wanna use in the recruit page.
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# ? Dec 28, 2017 21:49 |
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Zigmidge posted:Build an overwatch specialist with a (pick two) scope, extended mag or repeater and watch them burn down the enemy ranks by themselves. Getting modular rifles for that third mod slot for one of these guys is end-game stuff. I get that they can do some nice poo poo with overwatch but I feel like the utility they bring doesn't make up for not being a grenadier or ranger, and I can skimp on upgrade costs even more if I only use 2 classes Not much seems to compare to the rediculousness that is those two classes practically doubling their damage output with Salvo and Rapid Fire (I got RF on one of my grenadiers as well )
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# ? Dec 28, 2017 22:39 |
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RabidWeasel posted:I get that they can do some nice poo poo with overwatch but I feel like the utility they bring doesn't make up for not being a grenadier or ranger, and I can skimp on upgrade costs even more if I only use 2 classes Get a specialist up to captain (or whatever rank it is) and spend some AP to get them both Ever Vigilant and Guardian. If they don't shoot, they auto-overwatch, and can take multiple overwatch shots.
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# ? Dec 28, 2017 22:41 |
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I like having one specialist to hold all the utility crap like mimic beacons and medkits so my damage dealers don't have to waste a turn not shooting and have an opening for special ammo. Mid to late game haywire saved my rear end plenty of times and the scan is great to have when I'm not sure where the next pod is gonna come from.
Bear Retrieval Unit fucked around with this message at 23:52 on Dec 28, 2017 |
# ? Dec 28, 2017 23:47 |
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RabidWeasel posted:I get that they can do some nice poo poo with overwatch but I feel like the utility they bring doesn't make up for not being a grenadier or ranger, and I can skimp on upgrade costs even more if I only use 2 classes it's all about how you're setup and your team composition. There's no reason to stick to the same old, anyways. If you're playing on commander or less, get creative with team comp or play on Legendary where you're forced to.
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# ? Dec 29, 2017 01:20 |
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Yeah, I felt I had to get way more creative on Legendary to account for new scenarios, especially as my anchors started getting seriously wounded or killed by early sectopods. I barely even used Psi soldiers because of that, a lack of corpses for their amps, and that dark event doubling psi defense. Instead I doubled up on Rangers or Sparks, or just ran with anyone who was even still standing and not exhausted.
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# ? Dec 29, 2017 01:29 |
Is there anything to replace Second Wave either mod-wise or in wotc?
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# ? Dec 29, 2017 01:37 |
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Well I finally beat unmodded War of the Chosen after taking a long break. A good expansion. Icarus armour and the hunter's weapons on a full gunslinger/sniper was disgustingly powerful. As an aside, the main menu amuses me in how great it is, they didn't have to make it randomly choose a vista, aliens and a member of your current campaign squad, but they did, and I love them for it. So much red. So. Any fun collections of mods kicking around that you guys suggest looking into? I see ReailityMachina is still in business at least! Thyrork fucked around with this message at 02:07 on Dec 29, 2017 |
# ? Dec 29, 2017 02:03 |
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I don't think they're random! As far as I can tell they're put together from the most recent generalized tactical situation your most recent save was in. But you're right, they didn't have to and they did <3
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# ? Dec 29, 2017 02:07 |
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Cuntellectual posted:Is there anything to replace Second Wave either mod-wise or in wotc? Wotc has second wave options.
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# ? Dec 29, 2017 02:22 |
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Zigmidge posted:I don't think they're random! As far as I can tell they're put together from the most recent generalized tactical situation your most recent save was in. The Warlock was on display instead of my soldiers once. It surprised me a little!
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# ? Dec 29, 2017 02:29 |
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So, a thought occurs. Having just encountered the first Chryssalid King from ABA2 (to DISASTROUS results, gimme a minute), I have a question I've never needed to think about before. That Chryssalid King killed by Frost Grenade-toting Grenadier. I don't think there's a body left to carry out because of the whole "Chryssalid Coccoon" thing. Am I instantly screwed out of my Frost Grenade with no way to preserve it but to reload a previous save? (Edit: To clarify, yes, this is an evac mission, so normal rules are "anything my soldiers don't take with them is lost; I'm just hoping there's a way to recover the stuff on the grenadier) But yeah, with a single (BLUE) move, I activated a SECTOPOD, a Heavy Mec, (an irrelevant trooper), and a Chryssalid King all at the same time. I'm in Warden armor, but only have Magnetic Weapons. I also learned, to my great horror, that a Frost Grenade only takes one action away from the Chryssalid King. Lost both a Ranger, and the Grenadier holding my Frost Grenade (and an incendiary grenade). I am mad. BlazetheInferno fucked around with this message at 04:46 on Dec 29, 2017 |
# ? Dec 29, 2017 04:18 |
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RabidWeasel posted:I feel dumb as hell because I just realised that workshop gremlins can do literally everything that engineers do including excavations. That's hot. Here's my vanilla suggestions for struggling players since people probably bought the game over break. temple fucked around with this message at 05:37 on Dec 29, 2017 |
# ? Dec 29, 2017 05:33 |
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temple posted:Workshops are a waste of everything. All they give are engineers and all you need about 5 engineers. So staffing engineers there doesn't save you much. There are a lot of ways to overcompensate if you are low a resource and engineers can be obtained without wasting power/space/supplies. What the hell are you talking about? Five engineers covers you one complete resistance relay, one in medbay, one in the forge (or whatever it is called) and one to place in an engine room. That is not nearly enough to cover your needs.
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# ? Dec 29, 2017 06:10 |
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the workshop does eventually become obsolete; there's no reason to keep it if you have enough actual engineers to do what you need to do. but being able to turn 2 engineers into 4 to permanently crew a power relay and the resistance comms is a big, big deal for a large portion of the game.
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# ? Dec 29, 2017 06:23 |
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Workshops are a force multiplier available at such a time that they come in real useful. Putting a workshop in the second or third row, middle slot, might as well be cocaine
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# ? Dec 29, 2017 07:03 |
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Hunt11 posted:What the hell are you talking about? Five engineers covers you one complete resistance relay, one in medbay, one in the forge (or whatever it is called) and one to place in an engine room. That is not nearly enough to cover your needs. After 5 engineers, you are pass the need point and close to victory lapping the globe. A fully staffed resistance comm gives 9 contacts(3 initial,+2 after upgrades,+4 after engineers afaik). 2 fully staffed comms should cover the globe and nobody needs the whole globe. Efficient play only needs regions with alien facilities and you can do most of that with 1 comm. So, 1 fully staff comm leaves 3 engineers. 1 for resistance ring, and 2 more for infirmary and proving grounds. But those last 2 facilities don't need engineers running the whole time. So, you can mostly go 1 in psy-ops and still 1 left over to swap between pg and infirm. Orders make contacts more obtainable and make some pg projects instant. Building the shadow chamber on the power coil and power relay w/elerium conduit on the other coil will give the bulk of the power you need. With WOTC, this is even more flexible with +power rumors or orders. Or you can build comms or relays without staffing to boost. Engineers are tight prior to five but really end up wasted after 5 unless you are constantly using cores, healing, or using them for inefficiently. Lets compromise and say 7 are optimal but I don't see how anyone needs more than 7 unless they are mismanaging their resources. The workshop drains power, an engineer, and supplies. There is literally no situation that I would what one unless I had 200+ extra supplies and it was impossible to get another engineer in the foreseeable future. At the time that a workshop could be useful, any other building is more valuable. When I quit using them, my games became a lot faster. temple fucked around with this message at 07:24 on Dec 29, 2017 |
# ? Dec 29, 2017 07:15 |
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I mean this as kindly as possible, but I do not know what game you are playing that every alien facility spawns within your starting zone.
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# ? Dec 29, 2017 07:26 |
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Bogart posted:I mean this as kindly as possible, but I do not know what game you are playing that every alien facility spawns within your starting zone. Where did I say that? Alien facilities don't even spawn immediately. You won't even need to contact them for a couple months. There are way too many options considering leads, orders, rumors, and plot missions to even need to contact more than a few regions initially. You probably don't have the intel to do it. There is a mountain of difference between want and need in xcom. temple fucked around with this message at 07:29 on Dec 29, 2017 |
# ? Dec 29, 2017 07:27 |
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your figuring's incorrect. resistance comms adds 1 by existing, +4 for 2x engineer. that's 5. you can get upgrades through covert ops or rumors sometimes but these are far from guaranteed. the 3 initial is the natural for the avenger, so you're looking at 8 total, not 9 + avenger natural. you cannot cover 'most of the globe', you can cover exactly half. facilities can quite easily end up out of reach with how the game very specifically places them. furthermore, your figuring includes a lot of otherwise low-priority research and supply investment you could otherwise apply to something else (such as the elerium conduit at your power station). you're effectively eliminating a lot of 'need' by 'wanting' some stuff that is otherwise fairly low priority. the elerium conduit alone is 300 supplies and 35 elerium crystals - i don't know about you, but i'll take the workshop at 150 and almost all of the magnetic rifle upgrade at 200 instead, thanks! i don't disagree you die for engineers until a certain point, but this hard, flat limit of 5 doesn't make sense and doesn't include allowances for the phase of the game, which are very, very significant - doubly so in WotC. Coolguye fucked around with this message at 07:53 on Dec 29, 2017 |
# ? Dec 29, 2017 07:50 |
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Coolguye posted:your figuring's incorrect. resistance comms adds 1 by existing, +4 for 2x engineer. that's 5. you can get upgrades through covert ops or rumors sometimes but these are far from guaranteed. the 3 initial is the natural for the avenger, so you're looking at 8 total, not 9 + avenger natural. you cannot cover 'most of the globe', you can cover exactly half. facilities can quite easily end up out of reach with how the game very specifically places them. I said "about 5 before" and I stand by that because I've won my games with 6-7 engineers after a typical victory lap. The last 1-2 or engineers were wasted by that point. You don't have the resources to exploit more that 5 engineers in a commander/legendary run. I can't see how you could excavate enough room fast enough to make enough facilities that will use the engineers. Outside of the ring, you don't need engineers for anything other than excavating until you have enough research done or supplies hoarded. temple fucked around with this message at 10:14 on Dec 29, 2017 |
# ? Dec 29, 2017 09:58 |
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On another note, there's something just magical about seeing the Archon King target a Lost with his piledriver.
BlazetheInferno fucked around with this message at 12:13 on Dec 29, 2017 |
# ? Dec 29, 2017 11:45 |
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Welp the assassin popped in and killed my reaper Do I get another one
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# ? Dec 29, 2017 13:29 |
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You may get a covert op with the reapers to recruit a new one.
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# ? Dec 29, 2017 13:31 |
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Bogart posted:Workshops are a force multiplier available at such a time that they come in real useful. Putting a workshop in the second or third row, middle slot, might as well be cocaine Unnecessary. If you're low on engineers, put it in the top row middle and make sure you surround it with buildings that take two units each. Getting it early is better, imo, than the slightly increased efficiency from putting it in the second row. And if you're not getting it relatively early it's not really worth getting because you can get engineers in other ways.
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# ? Dec 29, 2017 15:03 |
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Since WOTC came out I've never needed to build the workshop (or really even the lab but that one at least gives goodies); you get so many more engineers and there's so much more pressing things to build that combined with the price increase I haven't bothered.
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# ? Dec 29, 2017 15:09 |
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Does soulfire bypass the shields that shieldbearers drop, or does it just ignore armor?
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# ? Dec 29, 2017 16:46 |
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it just ignores armor
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# ? Dec 29, 2017 19:26 |
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Shields are just 5 extra, temporary, hp, which combined with shield bearers being pretty weak willed makes them my favorite Dominate targets.
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# ? Dec 29, 2017 20:10 |
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You know, the one mod I'm really surprised hasn't been made for WotC is one that just adds a bunch of perks to the XCOM tree for the classes. There are several mods that do it as part of a larger overhaul, but nothing that does it for all the vanilla classes.
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# ? Dec 29, 2017 20:11 |
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In short, my thoughts on the Workshop is that while it was worth it in Vanilla, the cost increase in WotC is the deal-breaker for me.
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# ? Dec 29, 2017 21:42 |
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The workshop has its uses. Again, it's all in what the game gives you for rewards and rumours. If you're not getting many engineers it's absolutely worth the cost. If you are then yeah don't bother. The same goes for labs. If you're swimming in scientists, a lab doesn't offer much. If you aren't a lab offers huge gains. Resistance orders play into these as well.
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# ? Dec 29, 2017 21:52 |
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So I was doing a defend the device guerilla op that was rated very hard and had a savage sitrep. As soon as I dropped in a berserker went loving nuts and killed all the other pods while I just sat there and overwatch camped There was also a Chosen encounter but the Hunter just sat there and the berserker went and killed him too. Didn't even take any tracking shots at me Is this something that's known to happen because it was hilarious
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# ? Dec 30, 2017 08:02 |
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Yea, berserkers will pound their own allies if your guys aren't visible to it. Not sure if the pod needs to be activated somehow first tho
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# ? Dec 30, 2017 08:04 |
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Fojar38 posted:So I was doing a defend the device guerilla op that was rated very hard and had a savage sitrep. Yeah, if Berserkers activate while all your dudes are out of LOS then they start beating on any Advent in range. In the original game it was tough to engineer a lot of situations where that applied since they were almost exclusively on terror missions and their AI still prioritizes civilians.
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# ? Dec 30, 2017 08:05 |
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# ? May 30, 2024 13:48 |
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Zore posted:Yeah, if Berserkers activate while all your dudes are out of LOS then they start beating on any Advent in range. I assume this works if you activate him with a single dude, then have that dude drop back into concealment or something? I get so few opportunities to see Berserkers beating the poo poo out of their buddies. Small note: Berserker Primes ABA2 are basically XCom EU/EW Berserkers, except they can use their free move to go wherever the gently caress they want. I THINK they can use it to attack, but I'm not certain - last two I fought kept ducking back and forth with a TERRIBLE case of indecision when my stock-wielders kept missing the drat things.
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# ? Dec 30, 2017 08:33 |