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Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Bruceski posted:

This is just a fiddly thing, but I just noticed that in Steam it's not registering my unlocked achievements. I've got about half of them done, Steam knows I do when I view them specifically, but on the summary page "locked achievements" includes all 46 of them. Only seems to be happening with XCOM2, anyone know what's going on?



The summary screen often takes longer to update. Restarting the client might help, but it should fix itself eventually regardless.

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Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Zomborgon posted:

The summary screen often takes longer to update. Restarting the client might help, but it should fix itself eventually regardless.

...poking around it was me being silly. Apparently I've gotten mixed up between my own burn-out campaigns (I tend to do the early/midgame then get bored and start a new one) and streams I watched, so I haven't personally done what I thought were obviously cleared achievements like "win a game" "fill the avenger with buildings" or "build a spark". There are far more than 46 achievements, and that does match up with the number I haven't done yet.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
Is there any point to having the Defensive Matrix after you've had the UFO Hunt event?

BlazetheInferno
Jun 6, 2015

Node posted:

Is there any point to having the Defensive Matrix after you've had the UFO Hunt event?

With a mod to fix it, it reduces the success chance of Chosen Sabotage (I don't believe it does this in the base game, but apparently it's supposed to), and they appear on the Chosen's Avenger Defense as well (and they are SUPER helpful for blowing up the artillery and such, since they are objectives with guaranteed hits and such, meaning the Turrets' mediocre hitrate is a non-issue. I forget if you need to have an Engineer staffed to give them Squadsight or not, which is required to get this particular use out of them

Coolguye
Jul 6, 2011

Required by his programming!
You do not. The engineer increases accuracy and I think armor or health.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
I just finished a randomly generated legacy operation. I got a SPARK as one of my early soldiers and the options to get Alien Hunter weapons and armors, which was cool. The hunter weapons got upgraded with the rest of the regular weapons. Most notable was that the last mission was just the Forge from the regular campaign. It had the same voiceovers and everything, no surprise Avatars.

I also had this fun choice after a later mission:


First, Operation Storm Stank lol, but the main thing is that my choices were between upgraded and unupgraded versions of the same grenades.

Dr Christmas fucked around with this message at 15:34 on Nov 5, 2018

Bakalakadaka
Sep 18, 2004

Zomborgon posted:

I hope you know that she needs to have the final killshot on the assassin, then.

She went berserk and murdered the dudes that killed the second buddy and then shot the assassin in the face yes. Now she has a skirmisher buddy who will never die because I'm at the point where I can activate every pod and kill them all in one turn.

BexGu
Jan 9, 2004

This fucking day....
What equipment level should you be at before taking on the Chosen?

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

BexGu posted:

What equipment level should you be at before taking on the Chosen?

When a chosen shows up on a mission do you say "oh poo poo a chosen!" or "oh hey free AP and one less pod to deal with"? If it's the latter you're ready for a stronghold mission.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

BexGu posted:

What equipment level should you be at before taking on the Chosen?

It’s not equipment, it’s when have you dunked on the Chosen enough to unlock every ability on your A, B, and C teams...

upgunned shitpost
Jan 21, 2015

bluescreen rounds used to put a hurting on... stuff... in the stronghold missions, but I think I remember something about that getting patched(?)

Coolguye
Jul 6, 2011

Required by his programming!

jfood posted:

bluescreen rounds used to put a hurting on... stuff... in the stronghold missions, but I think I remember something about that getting patched(?)

It did

Icon Of Sin
Dec 26, 2008



Things I learned ghosting trying to ghost the Assassin stronghold mission:

Claymores do not work on the pillar at the end
Banish does not work on the pillar at the end
2x Reapers can't do the job if the Assassin starts summoning units

I got all the way to the end while still in Shadow with 2 colonel Reapers thinking I could do a combo of Banish/claymore damage to destroy the pillar at the end of the mission, but I got there and found out that neither of those things cause any damage :haw: I was only doing it as a test to see if the mission could be done (almost) entirely from Shadow, it goes amazingly fast when you don't have to engage a single unit until you're in the 2nd level.

Furism
Feb 21, 2006

Live long and headbang

marshmallow creep posted:

Has anyone here tried the Shadow Ops Perk Pack? I admit at this point I'm used to using the LW2 classes to the point I've started modding them to my taste, and I'm interested in trying them out for variety's sake, but I'm curious what other people think of it.

Also interested in this. Does it replaces the existing classes or just adds new ones?

Narsham
Jun 5, 2008
The game can still drop some nasty surprises on you. Like rounding the corner in a Chosen base mission to see nothing, only for two pods to wander into point-blank range on the alien turn: An Andromedon with three Archons, and a two Berserker pod. This was mid-game and I was still training up my first Psi-soldier.

Fortunately, I had frost bombs. It was annoying watching every single enemy waltz past my Bladestorm ranger, trigger an attack, then get missed. (I think she got the last Berserker.) On the plus side, my Templar with Arc Wave and Reaper came in real handy.

Dancer
May 23, 2011
Here's a very specific mod I'd like to have, and I can't imagine no-one's needed it before so it must be on workshop... just can't figure out the perfect search term.

My memory isn't quite good enough to know all my soldiers by heart, and with certain promotion skill choices, I want to maintain a balance in my team (best example is combat protocol vs. healing protocol). When in the promotion screen, there are the two arrows at the bottom that let me cycle soldiers. I would like there to also be two arrows that let me cycle only soldiers of that class. Is anyone aware of such a mod?

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

Furism posted:

Also interested in this. Does it replaces the existing classes or just adds new ones?

Trying it for myself, it requires the Long War classes (which deactivate the original base game ones) and then deactivates the eight long war classes, if it is working properly. You should only have the eight classes it provides if you activate it normally, as well as any other classes you have that aren't base game or Long War. I have Akimbo running alongside them, for example.

Every class so far is an interesting hybrid, and so far they feel better balanced than the regular long war classes, certainly between each other; the regular long war classes have clear winners and losers, to be honest. There are some interesting gaps in your regular line of play, however: There's no straight forward Specialist class, for example; instead, the Dragoon class uses the gremlin to get people ablative shields or regeneration instead of straight heals. The Infantry class has the LW Rangers Light Em Up but also has the extra medkits ability, so if you want to patch someone up you need to run your infantry to them or vice versa.

The Hunter and Survivalist classes are both "sniper" classes that have cool close up abilities. One can use swords and snap shot, and the other squad sight and sawed-offs for close encounters. I really like them both. Juggernaut is a cross between Gunner and Technical, and it seems to be better at doing both of those jobs effectively than either of the originals; it feels less gimmicky than the Technical but less overwhelming specialized than the Gunner, and the mix works really well.

Small note of a buggy nature: The Infantry's Ready for Anything will overwrite Light Em Up (both overwrite your regular attack) if you buy both in the Training Center, and Ready for Anything does not allow you to Headshot Lost--you will go into Overwatch after the attack no matter what.

marshmallow creep fucked around with this message at 01:00 on Nov 6, 2018

Adar
Jul 27, 2001

BlazetheInferno posted:

With a mod to fix it, it reduces the success chance of Chosen Sabotage (I don't believe it does this in the base game, but apparently it's supposed to), and they appear on the Chosen's Avenger Defense as well (and they are SUPER helpful for blowing up the artillery and such, since they are objectives with guaranteed hits and such, meaning the Turrets' mediocre hitrate is a non-issue. I forget if you need to have an Engineer staffed to give them Squadsight or not, which is required to get this particular use out of them

You don't need them to do that, though. I haven't had an avenger defense go > 5 turns or take > 1 wound in a few hundred hours of playtime, because you get the same deal if you just take a reaper/concealed ranger + 1 sniper on the mission instead. The rest of the squad sits at the starting point while the ranger runs up to the object's LOS and the sniper takes a turn or two to kill the thing. The ranger never decloaks and runs straight back -> mission done.

I wish this mission was less formulaic but as it stands it's the easiest one even with basic gear and levels.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Adar posted:

You don't need them to do that, though. I haven't had an avenger defense go > 5 turns or take > 1 wound in a few hundred hours of playtime, because you get the same deal if you just take a reaper/concealed ranger + 1 sniper on the mission instead. The rest of the squad sits at the starting point while the ranger runs up to the object's LOS and the sniper takes a turn or two to kill the thing. The ranger never decloaks and runs straight back -> mission done.

I wish this mission was less formulaic but as it stands it's the easiest one even with basic gear and levels.

He's talking about the War of the Chosen avenger defense, not the base game one.

bpACH
Apr 5, 2009

Adar posted:

You don't need them to do that, though. I haven't had an avenger defense go > 5 turns or take > 1 wound in a few hundred hours of playtime, because you get the same deal if you just take a reaper/concealed ranger + 1 sniper on the mission instead. The rest of the squad sits at the starting point while the ranger runs up to the object's LOS and the sniper takes a turn or two to kill the thing. The ranger never decloaks and runs straight back -> mission done.

I wish this mission was less formulaic but as it stands it's the easiest one even with basic gear and levels.

You're thinking of the vanilla Avenger Defense mission.

In the Chosen Avenger Defense mission, there are a fixed number of enemies (+ whichever chosen decided to show up) and you have to kill them all. There are generally 2 pods that will hang around at the back of map well out of any reasonable squad sight range.

In that mission, the squad sight turrets are great for destroying the artillery trucks and wrecking any pods hanging around near them, saving your soldiers for mopping up the enemies.

Backhand
Sep 25, 2008
Okay, I really don't know how I've never heard that quote from the Assassin before, but that was oddly adorable. Ranger runs up and slices down a sectoid with a single sword slash?

"You could have learned from me, were we not destined to be enemies."

Translation from Bitchy Alien to English: "Dude, that was frickin' AWESOME! Fellow sword user, represent!"

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



I’ve had OG defense missions where it was near impossible to get good LOS on the pylon. That was difficult. I got it done but the fighting retreat ended up with a good amount of wounds. Felt pretty cool tho.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.

Backhand posted:

Okay, I really don't know how I've never heard that quote from the Assassin before, but that was oddly adorable. Ranger runs up and slices down a sectoid with a single sword slash?

"You could have learned from me, were we not destined to be enemies."

Translation from Bitchy Alien to English: "Dude, that was frickin' AWESOME! Fellow sword user, represent!"

I do love that you're outright encouraged to take out one of the most annoying and dangerous early game enemies with brutal sword attacks. If only they showed the Sectoid body being bisected head to featureless groin too.

Lagomorphic
Apr 21, 2008

AKA: Orthonormal

TK-42-1 posted:

I’ve had OG defense missions where it was near impossible to get good LOS on the pylon. That was difficult. I got it done but the fighting retreat ended up with a good amount of wounds. Felt pretty cool tho.

Yeah I had that once but fortunately it was real late game so I just blaster-bombed the gently caress out of it and called it a day.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Small fun thing that happened on the dam mission in the first legacy campaign: I kill the first Avatar and Andomedon and heavily damage the latter's shell before the turn ends. It makes a run for it. Soon after, I get a message saying that an Avatar and Sectopod are affected by acid. It tracked acid to them, and it they took a few points of damage by the time they were activated.

double nine
Aug 8, 2013

how do radiotowers work, do you need one in every territory?

Fangz
Jul 5, 2007

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

double nine posted:

how do radiotowers work, do you need one in every territory?

Certainly not.

Radiotowers reset the 'distance to nearest radio tower' intel cost penalty. They also satisfy requirements for continent bonuses and give you a (small) income boost. You generally want to build enough for the continent bonus and no more, and also build them in places adjacent to lots of uncontacted regions to get the maximum intel discount.

Adar
Jul 27, 2001

bpACH posted:

You're thinking of the vanilla Avenger Defense mission.

In the Chosen Avenger Defense mission, there are a fixed number of enemies (+ whichever chosen decided to show up) and you have to kill them all. There are generally 2 pods that will hang around at the back of map well out of any reasonable squad sight range.

In that mission, the squad sight turrets are great for destroying the artillery trucks and wrecking any pods hanging around near them, saving your soldiers for mopping up the enemies.

TIL. I've beaten the WOTC campaign on ironman 4-5 times and somehow still haven't gotten this.

Fangz posted:

Certainly not.

Radiotowers reset the 'distance to nearest radio tower' intel cost penalty. They also satisfy requirements for continent bonuses and give you a (small) income boost. You generally want to build enough for the continent bonus and no more, and also build them in places adjacent to lots of uncontacted regions to get the maximum intel discount.

Each one costs 50 supplies more than the previous one so you do have to think about placement more than a little.

Nordick
Sep 3, 2011

Yes.

Adar posted:

TIL. I've beaten the WOTC campaign on ironman 4-5 times and somehow still haven't gotten this.

AFAIK It requires the Chosen's "Knowledge of XCOM" bar to reach the last section before it can happen, and gently caress me with a spade if I can be bothered to keep them around for that long.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

On my Legendary run each of them assaulted me at least once. I went pretty slowly though and they're really fun missions anyway. :v:

Bakalakadaka
Sep 18, 2004

You can speed up the chosen assault by letting them extract info from a soldier after stunning them too.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Yeah they gain a big fat chunk of intel if they mind-hack one of your dudes.

Nordick
Sep 3, 2011

Yes.
That would require giving those smug cunts an amount of leeway and I find that idea repugnant on a deeply spiritual level

Bakalakadaka
Sep 18, 2004

Does that shadow ops pack affect the resistance faction classes and sparks at all or just the base 4 classes?

Icon Of Sin
Dec 26, 2008



Having a Reaper sneaking through to get LoS on the generator and seeing 3-4 pods of enemies charging towards the Avenger’s ramp (on top of whatever Chosen is there) is a touch unnerving, especially when your A-team is mostly wounded and you’ve got 6 squaddies or below on the mission. My vets survived, with ~10hp between the 3 of them.

My iPad tried to correct “squaddies” to “squad died”, it knows how XCOM is played.

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

Bakalakadaka posted:

Does that shadow ops pack affect the resistance faction classes and sparks at all or just the base 4 classes?

Just the base classes, replacing them with the new classes. It technically also affects SPARKs since it requires the Long War Perk Pack which includes a SPARK update (which is kinda bad)

There's very few things that affect the resistance factions at all and the ones that do tend to be solo things. The only overhaul that gives them Brigadier rank is Richard's Hero Class overhaul which includes a bunch of poo poo I'm not fond of (like random stat growth).

The faction classes are tricky and way more liable to break if you gently caress around via ini modding too compared to normal classes.

Zore fucked around with this message at 16:54 on Nov 6, 2018

Bakalakadaka
Sep 18, 2004

That's fine, I like the faction classes as they are (except for when they don't roll the bonus abilities that I want)

The Rat
Aug 29, 2004

You will find no one to help you here. Beth DuClare has been dissected and placed in cryonic storage.

Same. I have a Templar with no reaper and no bladestorm and he feels about as useless as tits on a fish.

By comparison I somehow ended up with 3 skirmishers and boy howdy it's funny to take them all on the same mission. Zip lines running everywhere.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Templars should be guaranteed to get Bladestorm imo. It synergizes so perfectly with their "the best defense" playstyle that it feels like it's an intended part of their lategame design.

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Backhand
Sep 25, 2008
Man, for as much as I usually complained about templars, this one has been saving my rear end thus far on this campaign. Instantly killing Advent Troopers and Sectoids in the beginning is good enough, but my first retaliation mission wound up going fairly poorly thanks to some bad rolls on my part and great abilities on the Assassin - immune to explosives is bad enough, but Regen is a real problem on an enemy who loves to do hit-and-run and has incredibly long movement range.

The templar held the whole thing together, though; one of the assassin's traits was Weak to Templars, and I'd gotten Parry by this point as well. The ability to just say "nope" to a single attack once per turn is always amazing, and I managed to bait no fewer than three shots into bouncing right off her shield.

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