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Yeah, I mean more that it's useful if you are about to lose a campaign because the game is unwinnable now. Or, er, if a Gatekeeper nails your entire squad with a rift on turn 1. It's not as much use if you are chasing gold medals like a sucker.
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# ? Oct 12, 2018 15:33 |
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# ? May 21, 2024 21:38 |
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Fangz posted:Yeah, I mean more that it's useful if you are about to lose a campaign because the game is unwinnable now. Or, er, if a Gatekeeper nails your entire squad with a rift on turn 1. It's not as much use if you are chasing gold medals like a sucker. I restarted three times during the last set of missions. It took me two restarts on that mission with a huge berserker pack sitting on top of another set that I couldn't fight my way through and once when Bradford ate got seriously hosed by some RNG and died in the last mission. I still got gold though. The scoring seems more lenient on some mission sets than others.
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# ? Oct 12, 2018 15:35 |
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Ravenfood posted:I restarted three times during the last set of missions. It took me two restarts on that mission with a huge berserker pack sitting on top of another set that I couldn't fight my way through and once when Bradford ate got seriously hosed by some RNG and died in the last mission. I still got gold though. The scoring seems more lenient on some mission sets than others. Huh, is it easier to get gold on nightmare? Or is this still on story?
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# ? Oct 12, 2018 15:41 |
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Fangz posted:Huh, is it easier to get gold on nightmare? Or is this still on story? I got it on nightmare, yes. I've noticed that kills and early-bird bonuses increase with harder enemies, so maybe you get more of a padding if you're on nightmare? e: Also, I haven't played for over a year. Any decent class-packs or mods I need to know besides Evac All and the New Promotion Screen by Default mods? Are the cosmetic mods like Stenchfury and CapnBub's compatible with the new patch at all? Ravenfood fucked around with this message at 15:49 on Oct 12, 2018 |
# ? Oct 12, 2018 15:46 |
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I played through the campaign of XCOM 2 a couple of times when it first came out (once on Veteran, once on Commander). I didn't pick up War of the Chosen until this week, but holy poo poo the early game seems so much more difficult now. My fourth mission had snake dudes, a ton of Advent (including a Priest), a horde of Lost, and the Chosen assassin. And me with four soldiers in basic starting gear. Even after letting the Lost soften up Advent a bit, I never felt like I had a chance. Full squad wipe, and I don't think any amount of savescumming would help (I generally don't reload unless I hit a bug or a really bad misclick). I'm playing on Veteran, and I don't remember it being this hard, even on Commander. I know, "git gud", but I've been playing these games since UFO Defense, and this feels almost as bad as the difficulty spikes in TFTD.
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# ? Oct 12, 2018 15:56 |
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WhiteHowler posted:I played through the campaign of XCOM 2 a couple of times when it first came out (once on Veteran, once on Commander).
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# ? Oct 12, 2018 16:03 |
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teethgrinder posted:I didn't have much trouble with that mission. Obviously you use the chaining mechanic to handle the Lost. For the tougher enemies I just made a point of blowing up their cover with grenades, leaving them easily flanked. Had to do it anyway to even get shots at the assassin. Chaining Lost is fun and effective, but that early clip size is so limited. I didn't see the game explicitly state what triggers Lost spawns, other than "loud noises". Does any combat do it? Just explosions? Just environmental explosions?
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# ? Oct 12, 2018 16:08 |
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Could someone provide a current list of good mods that do not alter the game play/substance/rules, but are great for quality of life (like Evac All)?
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# ? Oct 12, 2018 16:17 |
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Stop Wasting My Time Free Camera Rotation Yet Another F1 Show Health Values EU Aim Rolls - Changes the game rules a little, but it prevents some faulty logic from giving enemies 100% crit against your soldiers in cover.
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# ? Oct 12, 2018 16:23 |
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marshmallow creep posted:For me the more difficult campaigns have been the ones with Lily as the specialist. She's quite good, but she's the only specialist and neither of those teams seem to get any medkits at all, so the absence of any healing on those teams has cost me one guy in each run, while I had no deaths in the first two. Losing four chances to put out fire or heal injuries or otherwise cover up a mistake is not really worth two minor damage auto-hits, imo. Just fyi, hunkering down extinguishes fire.
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# ? Oct 12, 2018 16:27 |
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Lima posted:EU Aim Rolls - Changes the game rules a little, but it prevents some faulty logic from giving enemies 100% crit against your soldiers in cover. This one’s really fundamental IMO even though it’s pretty much invisible. I tend to view enemy chance to hit as chance for me to get hurt, and chance to crit a chance for me to get killed. Obviously I care about the latter the most. Without the mod, a defensive buff like smoke grenade or aid protocol lowers the chance that I get hurt, but leaves the chance that I get killed exactly the same. So you spend your whole turn, and maybe an item or a skill on something that doesn’t affect the worst case outcome in any way. With the mod, things make sense again. I have no idea why they changed it from enemy unknown.
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# ? Oct 12, 2018 16:47 |
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Xarbala posted:I want to download the gigantic real-world gun pack but I'm afraid it would utterly demolish these pristine load times firaxis worked so hard to pin down. Go for it, I've got it and haven't noticed load times increasing. What I do notice, however, is that with the amount of mods I have, the launcher takes a full minute to pop up after I hit "play" in Steam. I blame my crippling voice pack addiction. SlyFrog posted:Could someone provide a current list of good mods that do not alter the game play/substance/rules, but are great for quality of life (like Evac All)? Lima already gave some good recs above, but to add to that: Instant Avenger Menus makes the strategy side zippier in several ways Cost Based Ability Colours colours the action icons by how many actions they take/whether they're turn ending. Robojumper's Squad Select makes the squad loadout screen more convenient in a lot of ways. Also lets you increase the default squad size via the mod config menu. Nordick fucked around with this message at 17:21 on Oct 12, 2018 |
# ? Oct 12, 2018 16:58 |
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Hmm, the templar I started with doesn't have any attitudes, is that just a Templar thing because they don't have main guns?
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# ? Oct 12, 2018 17:17 |
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SlyFrog posted:Could someone provide a current list of good mods that do not alter the game play/substance/rules, but are great for quality of life (like Evac All)? Gotcha Again E: what causes random long pauses after an action is completed? Already have Stop Wasting My Time installed. sean10mm fucked around with this message at 17:26 on Oct 12, 2018 |
# ? Oct 12, 2018 17:23 |
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Xarbala posted:Hmm, the templar I started with doesn't have any attitudes, is that just a Templar thing because they don't have main guns? Yep. They have a unique pose.
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# ? Oct 12, 2018 17:27 |
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Captain Gordon posted:Just fyi, hunkering down extinguishes fire. Oh I know, but gotta go fast for the early bird bonus.
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# ? Oct 12, 2018 18:00 |
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WhiteHowler posted:I played through the campaign of XCOM 2 a couple of times when it first came out (once on Veteran, once on Commander). I think you need better gear by the fourth mission.
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# ? Oct 12, 2018 18:18 |
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Is the DJ voiced by the same guy who was the Radioman in Spec Ops The Line? He sounds really familiar.
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# ? Oct 12, 2018 18:21 |
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Speedball posted:Is the DJ voiced by the same guy who was the Radioman in Spec Ops The Line? He sounds really familiar. I checked IMDb and, yes, Jake Busey did that too.
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# ? Oct 12, 2018 18:24 |
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Speedball posted:Is the DJ voiced by the same guy who was the Radioman in Spec Ops The Line? He sounds really familiar. Yeah, Jake Busey.
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# ? Oct 12, 2018 18:24 |
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WhiteHowler posted:I played through the campaign of XCOM 2 a couple of times when it first came out (once on Veteran, once on Commander). WhiteHowler posted:I didn't see the game explicitly state what triggers Lost spawns, other than "loud noises". Does any combat do it? Just explosions? Just environmental explosions? Fangz posted:I think you need better gear by the fourth mission.
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# ? Oct 12, 2018 18:29 |
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I actually went years without knowing Jake Busey was in this bc I never visited the bar / memorial, which is the only place his clips play
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# ? Oct 12, 2018 18:30 |
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Exodee posted:Nah, it should be quite doable with basic gear. After all, you get a harder version on Legend where the slower progression means that you couldn't have teched up for it no matter what you do. I think they actually slow down the enemy progression on Legend.
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# ? Oct 12, 2018 18:32 |
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Basic Chunnel posted:I actually went years without knowing Jake Busey was in this bc I never visited the bar / memorial, which is the only place his clips play This isn't true though, his clips are a part of the standard "ambient narrative" rotation. They play for me anywhere on the Avenger all the time.
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# ? Oct 12, 2018 18:33 |
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PlasticAutomaton posted:Ahahahaha oh my god the last mission of campaign two is bullshit. Even without armor shred this was the easiest last mission for me. Mind control an Andromeda, utilize the shipping crate up in the air with your sniper, use your psi OP for armor ignoring damage and stasis to single out targets. Use Bradford in the front with the chosen katana to Rules Of Nature stragglers, blademaster chryssalids , and hunt the avatars out of heavy cover.
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# ? Oct 12, 2018 18:34 |
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Fangz posted:I think they actually slow down the enemy progression on Legend. Yep, Legendary means you run into your first Priests/Stun Lancers on mission 4 usually and Sneks are still a while off
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# ? Oct 12, 2018 18:35 |
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That's a good point actually, although I distinctly remember getting a reinforcement pod with an officer and two stun lancers on a second Legendary mission. Still, a Snek should be quite doable with basic gear I'd reckon, unless the game throws a whole bunch of them your way?
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# ? Oct 12, 2018 18:43 |
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Nordick posted:This isn't true though, his clips are a part of the standard "ambient narrative" rotation. They play for me anywhere on the Avenger all the time. They didn't use to play for me very much--I think WotC made them play more often, but in my experience visiting the bar/memorial will usually trigger one.
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# ? Oct 12, 2018 18:45 |
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Exodee posted:AFAIK it's just explosions, though this does include flashbangs and the like IIRC.
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# ? Oct 12, 2018 18:55 |
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Fuzzykins posted:And time right? I thought explosions just sped it up
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# ? Oct 12, 2018 19:02 |
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"An old folk remedy that requires cutting something out of those snake chicks" oh, so people out in the sticks discovered Advanced Medkits too huh? Heh.
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# ? Oct 12, 2018 19:03 |
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I wish the game let you see the detail for equipment in the legacy missions. There's so much stuff I never bothered with like gas grenades.
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# ? Oct 12, 2018 19:04 |
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Phetz posted:Yeah, Jake Busey. I knew it! God, all that was missing was him whispering "Now, be careful, Bradford. You gotta keep your cool. Because the last thing you want... IS FOR EVERYONE TO KNOW WHERE YOU ARE!!!!"
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# ? Oct 12, 2018 19:05 |
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Exodee posted:That's a good point actually, although I distinctly remember getting a reinforcement pod with an officer and two stun lancers on a second Legendary mission. Yeah, reinforcement pods can be pulled from a force level above what the mission would normally have. It can be uh, rough.
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# ? Oct 12, 2018 19:05 |
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Zore posted:Yeah, reinforcement pods can be pulled from a force level above what the mission would normally have. in which case what the hell were they thinking with those
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# ? Oct 12, 2018 19:12 |
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I haven’t gotten to those missions yet but if there’s an evac I’d imagine strong reinforcement pods are a “get to the chopper” incentive.
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# ? Oct 12, 2018 19:15 |
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Basic Chunnel posted:I haven’t gotten to those missions yet but if there’s an evac I’d imagine strong reinforcement pods are a “get to the chopper” incentive. Its any mission with reinforcements and can include mission types that require you to kill all enemies (like hack the train missions). Its a pretty rare chance to roll the higher force level reinforcements but it can absolutely stop a legendary playthrough dead if you're unlucky enough to have it happen on mission 2. ... i have played the first few months of Legendary way too many times ama.
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# ? Oct 12, 2018 19:17 |
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Starting with a Reaper is the easiest way to survive Legendary. A free promotion and the best scouting you can ask for. Make sure the reaper gets kills so you can buy Squad Sizes at the GTS asap. No better force multiplier than another gun and grenade.
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# ? Oct 12, 2018 19:21 |
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Bogart posted:Starting with a Reaper is the easiest way to survive Legendary. A free promotion and the best scouting you can ask for. Make sure the reaper gets kills so you can buy Squad Sizes at the GTS asap. No better force multiplier than another gun and grenade. Templar smooths out the first 3 or so missions more which helps get over the hump more imo. Reapers feel like a liability a lot early on since you're trying to handle everything with 3 soldiers so you don't waste Shadow. I'd even rather have a Skirmisher early on since they offer the utility of being able to 90% kill an officer/Stun Lancer with one character (between Justice/shooting them) which is huge. Reaper works really well as the second faction soldier, once you can actually rely on your other dudes to kill things.
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# ? Oct 12, 2018 19:26 |
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# ? May 21, 2024 21:38 |
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Man, couldn’t disagree more. Templar runs out, maybe hits a low power grunt for a kill, but then he’s exposed and probably gonna get shot, if he doesn’t wake another pod too. The reaper shouldn’t remain in shadow the whole mission. They start with a free charge for a reason.
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# ? Oct 12, 2018 19:32 |