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raverrn posted:All of my runs are suicide runs. BRANNAGAN!!!
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# ? Jul 14, 2019 18:39 |
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# ? May 25, 2024 14:50 |
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Quick question from someone playing the base version of this on PS4 for the first time. I don't want any spoilers, but are there any skills from levelling up my soldiers that I should absolutely avoid or are must-gets? I don't need to be a min-maxer, but I want to avoid picking something that really makes my man useless later.
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# ? Jul 17, 2019 15:52 |
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kaesarsosei posted:Quick question from someone playing the base version of this on PS4 for the first time. I don't want any spoilers, but are there any skills from levelling up my soldiers that I should absolutely avoid or are must-gets? I don't need to be a min-maxer, but I want to avoid picking something that really makes my man useless later. There really aren't many trap skills tbh. Most of the stuff is pretty obvious. The only things I would say for sure are Shredder over Blast Padding always on your Grenadiers and just commit to either Pistol Sharpshooter or Rifle Sharpshooter early. Chain Shot and Rapid Fire I also find to be more useful than the other perks at their tier, but the other ones are hardly bad.
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# ? Jul 17, 2019 16:01 |
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Icon Of Sin posted:Best thing I’ve run into so far: if the Assassin is weak to Reapers, that also extends to explosions that are caused by Reapers, and it also picks up the bonus damage from Remote Start (a Reaper skill that you should get as soon as possible). I did ~20 damage to the Assassin one day with a well-placed claymore and a secondary explosion, via that combo I didn't realize how much damage remote start did until my last playthrough
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# ? Jul 17, 2019 16:18 |
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kaesarsosei posted:Quick question from someone playing the base version of this on PS4 for the first time. I don't want any spoilers, but are there any skills from levelling up my soldiers that I should absolutely avoid or are must-gets? I don't need to be a min-maxer, but I want to avoid picking something that really makes my man useless later. I made a bunch of ‘sub-optimal’ build choices on my first play through and coped just fine - unless you’re playing on legendary and/or Ironman there’s no need to sweat it too much. (I’m assuming here you’re playing without the Alien Hunters DLC - that one was designed to give minmaxers a challenge and loves to drop some real on you )
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# ? Jul 17, 2019 16:33 |
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Gave up on my first WotC game when I completely hosed up the Assassin stronghold and got all my dudes killed. Started a new campaign, and it's amazing how much easier that mission is once you know how things work. This time I waited until I had beam weapons and two rangers with rapid fire, which I saved for that drat sarcophagus. Sharpshooter + Specialist both with Guardian did a number on the respawns that come in while you're busy shooting that brick of HP, so when the Assassin respawned again I was able to just unload on it as soon as my Reaper spotted it. I really like the addition of the Chosen to the game, they make some of the missions far more interesting. The Avenger defense is a pain in the goddamn rear end now though, especially since those machine gun APCs are kind of weird as far as damage goes. Got lucky as hell on that one actually, since the Warlock and a Sectopod were standing next to the giant fuel truck, so when I blew it up the Warlock and Sectopod both died, and the Sectopod blowing up killed the rest of his pod. Having the Alien Rulers hanging out at the various facilities was a surprise. It said something about a dangerous enemy there, and I figured it would be an early Gatekeeper or something. Nope, it was a million HP Berserker Queen. Thankfully they keep burning every time they move, so she got worn down pretty fast while rushing towards my squad, and I was able to not lose anyone before she ran away.
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# ? Jul 17, 2019 17:59 |
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How is this 3 year old game still full price on steam?
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# ? Jul 17, 2019 20:33 |
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idk
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# ? Jul 17, 2019 20:41 |
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EduardoEspecial posted:How is this 3 year old game still full price on steam? game good
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# ? Jul 17, 2019 20:42 |
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wait for sale
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# ? Jul 17, 2019 21:14 |
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Node posted:game good
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# ? Jul 17, 2019 21:36 |
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Zore posted:There really aren't many trap skills tbh. Most of the stuff is pretty obvious. Seriously though, why does blast padding not scale with armor tier?
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# ? Jul 17, 2019 21:58 |
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Extra HP, armor, and dodge are less appealing than they would be in EU/EW since troops no longer get to forgo recovery time if damage that doesn't go beyond added HP.
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# ? Jul 17, 2019 23:20 |
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Dr Christmas posted:Extra HP, armor, and dodge are less appealing than they would be in EU/EW since troops no longer get to forgo recovery time if damage that doesn't go beyond added HP. Well yeah, but 1 armor for blast padding. 1. Forever. Super useful against 13 damage attacks. Meanwhile shredder keeps is super awesome status all game.
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# ? Jul 18, 2019 01:18 |
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FoolyCharged posted:Well yeah, but 1 armor for blast padding. 1. Adding the ability to train extra abilities actually makes me take blast padding a few times. 1 armor early on helps a lot with recovery times and you won't run into too many armored enemies that can't be handled by grenades or combat protocol Any way.
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# ? Jul 18, 2019 02:13 |
Ravenfood posted:Adding the ability to train extra abilities actually makes me take blast padding a few times. 1 armor early on helps a lot with recovery times and you won't run into too many armored enemies that can't be handled by grenades or combat protocol Any way. I’ve always played with the intention that if people get blasted you’re doing something wrong. Loading up on damage dealing skills has always seemed like a better choice than health with the exception of going back and doing the specialist medic tree to get revival protocol and some extra medpacks.
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# ? Jul 18, 2019 03:39 |
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Unless you plan on savescumming any time anything unexpected happens, you should be prepared to take a hit and not be totally screwed. There's a reason you spend the insane amount of resources on warden armour even though it doesn't improve your offensive abilities in any way. There is zero need for shredder in the early game - the real "penalty" is being forced to build the training center pretty early so you can get it when it starts being meaningful.
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# ? Jul 18, 2019 03:51 |
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Jabor posted:Unless you plan on savescumming any time anything unexpected happens, you should be prepared to take a hit and not be totally screwed. There's a reason you spend the insane amount of resources on warden armour even though it doesn't improve your offensive abilities in any way. There's also opportunity cost because Specialists, Reapers, Templar and arguably Rangers and Skirmishers all have better lower rank perks to grab and you have a limited amount of xcom AP. So unless your Grenadier is a Genius or Savant its still usually better to hold out. And even if they are grabbing Volatile Mix and Chain shot is a way better investment.
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# ? Jul 18, 2019 04:23 |
I guess I don’t see the value in an extra point or armor because I’m not going to send my grenadier in to tank something and get killed. Taking off some armor on enemies each turn they land a shot is way more useful since it allows the rest of the fire team to do more damage each turn. And there’s not a whole lot of non-limited use skills/explosives to remove that armor.
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# ? Jul 18, 2019 04:37 |
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I don't know why you're trying to convince me that shredder is useful. I already know that it's useful. Every one of my grenadiers gets shredder at some point. Its usefulness in the mid and late game has absolutely nothing to do with the argument for blast padding.
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# ? Jul 18, 2019 04:44 |
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It comes down to proactive versus reactive. Shredder is a proactive ability. Shoot an armored guy, the armor goes down, you can shoot him and stop him from being a threat. Blast padding is a reactive ability. The guy you shot in scenario 1 is still up and shoots your grenadier, and he takes less damage.
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# ? Jul 18, 2019 04:48 |
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i feel like it’s a point well made that shredder actually isn’t very good. it isn’t. it’s just that blast padding is exactly that much worse.
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# ? Jul 18, 2019 08:49 |
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When a chosen decides to drop in on a mission to say hello, the only option is to hurt it down to 0 HP at which point it runs away, right? (Freeze bombs help a little there) The voiddemon’s been causing me a few difficulties - had to savescum to save the last couple of missions.
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# ? Jul 18, 2019 09:25 |
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DoctorTristan posted:When a chosen decides to drop in on a mission to say hello, the only option is to hurt it down to 0 HP at which point it runs away, right? (Freeze bombs help a little there) The voiddemon’s been causing me a few difficulties - had to savescum to save the last couple of missions. they will also leave a fight after extracting knowledge from stunned soldiers. they'll usually try to stun one or more of your troops after they're properly activated
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# ? Jul 18, 2019 09:38 |
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No they'll run away if you get them low enough, if you get them to 0hp they 'die' and you get a bonus, but they'll come back later anyway. There's no other way to force them to leave (other than sacrificing one of your soldiers for them to capture). Each of them will be weak to one of the hero factions, so if you're doing a mission in one of the areas where the chosen might drop in, bring one of the reapers / skirmishers / templars with you. If they're weak to explosions, bring a grenadier, weak to melee, bring a ranger etc. iirc the void demon is the assassin, the best strategy I found for her was to keep on her at all times. Don't let her run away and vanish. Always chase after her and keep eyes on her (provided you're not running into an area of the map where you might trigger other enemies.) I think the first time I killed her Jane Kelly and her ninja ranger squad just Benny Hilled her and smacked her with swords for three straight rounds. e: the second time I killed her she was weak to reapers and explosions, and my cloaked reaper stumbled across her hiding behind one of the power generators at the alien facility remote start one shot Eau de MacGowan fucked around with this message at 10:29 on Jul 18, 2019 |
# ? Jul 18, 2019 09:46 |
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Yes, I’ve tried to take the reaper along whenever I can, savescumming hilarity happened on a mission where I’d let her rest. I’ve been lucky so far in that I’ve managed to get eyes on her in time to deliver a beating (she’s immune to explosions and weak to getting hit a lot) - she likes hiding behind indestructible cover a lot and getting LOS is tricky with how fast she can move. Hopefully I should unlock squad size 2 and magnetic weapons after the next mission so things should get a bit easier. Am I right in assuming that the rulers and chosen can’t both appear in a mission?
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# ? Jul 18, 2019 10:43 |
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No, they can both show up at the same time. It seems redundant but
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# ? Jul 18, 2019 10:53 |
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Eau de MacGowan posted:No, they can both show up at the same time. It seems redundant but Well, gently caress
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# ? Jul 18, 2019 12:18 |
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DoctorTristan posted:Yes, Ive tried to take the reaper along whenever I can, savescumming hilarity happened on a mission where Id let her rest. yes, you are correct. they can't show up on the same mission--its one or the other. here's what helped me against the assassin: figure out her approximate movement range each turn and pay attention to where she spawns. she's going to bee-line to your squad, so position your team such that she ends her turn (still concealed) somewhere right in front of you. now, move a troop forward toward the direction of her spawn and you're likely to flank and reveal her--it can be worth it to double move that soldier to reveal her. if you have battle scanners you can deploy one of those (even preemptively) to reveal her as well. if you have a reaper or conceal ranger, move them slightly outside of that direct line to your squad behind L-shaped low cover and put them way out in front so you can reveal her as she runs past.
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# ? Jul 18, 2019 12:25 |
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wuffles posted:Helpful Thanks, that’s very useful. Her movement rate is 15 per action on commander, right? And she gets 3 actions per turn?
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# ? Jul 18, 2019 13:39 |
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Coolguye posted:i feel like it’s a point well made that shredder actually isn’t very good. it isn’t. Whoa whoa whoa, now this is a sentiment I cannot ever support. In the late game? Chain-shotting, shredding grenadiers are my bread and butter versus sectopods. Watching a guy about two-thirds murder a full health, full armor sectopod in a single action is goddamn beautiful. And it's still very useful against things like shieldbearers and MECs, as well. The ability has insane synergy with Hail of Bullets.
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# ? Jul 18, 2019 13:43 |
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DoctorTristan posted:Thanks, that’s very useful. She double moves and swords attacks, then gets a momentum/implacable style single move action after an attack. Being immune to explosives is probably one of the nastiest immunities to get on the Assassin, good luck. Fangz fucked around with this message at 13:55 on Jul 18, 2019 |
# ? Jul 18, 2019 13:52 |
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Honestly, the assassin can be such a pain early on that I could see a case for just letting her capture one of your dudes just to make her go away. Jailbreaks are extremely easy. Kill her if you can, but if you think it's putting the mission at risk to do so, just don't revive someone that she disorients and she'll nab 'em next turn and then leave.
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# ? Jul 18, 2019 14:11 |
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Shredder owns, a guy with shredder and double/chain shot can shear the armour off everything but a Sectopod, and even that only has one left (on commander anyway, I forget about the other difficulties). Blast Padding is a good thing to spend AP on when you've got a lot, especially if that unit is going to be using heavy armour. You'd be surprised how many hits someone can face tank with three armour points.
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# ? Jul 18, 2019 15:44 |
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That reminds me that I still need to rescue poor Mox before she can interrogate him further. Think I may have hosed up my avenger build order a bit by not building a generator as my third room - now I’m out of power with only a single engineer on staff. Next month is going to be interesting, but hey
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# ? Jul 18, 2019 15:44 |
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FairGame posted:Jailbreaks are extremely easy. Just for the love of God don't let the alert meter go past about 3 before you open the jail cell. I didn't think it would be too bad, and without a lucky heavy mec hack I wouldn't have brought anyone home from that one. Once the meter starts going up the patrols will converge on your location. At 10 you get constant reinforcement respawns every single turn, and it is so drat hard to make any headway. Everyone got injured, but my hacked mec tanked long enough to give me a tiny bit of breathing room so I could finally start pulling back and escape. Lesson learned after that one, sneak around the side even if it means hitting end turn a bunch while you wait for patrols to make space.
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# ? Jul 18, 2019 16:14 |
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That mission can and should be done without engaging in combat, outside of maybe the last 1-2 turns when you're running for the evac with Mox.
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# ? Jul 19, 2019 13:48 |
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On a related note, how exactly does gremlin hacking work, because I thought as long as someone on the team could see the target, the specialist could send out Hackbot but lately I've been having issues where my specialist still cant hack or haywire despite having another troop basically sitting on it
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# ? Jul 19, 2019 14:10 |
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Danaru posted:On a related note, how exactly does gremlin hacking work, because I thought as long as someone on the team could see the target, the specialist could send out Hackbot but lately I've been having issues where my specialist still cant hack or haywire despite having another troop basically sitting on it The short answer is that you can hack anything in your specialist's line of sight. The long analysis is that hacking is relatively pointless because the only way to make it reliable is to spend money researching the skullhack some more to get a kinda insufficient bonus then use that bonus to succeed in some hacks on randomly selected missions with randomly selected hack rewards and then after wrestling with the RNG you get to spend some precious training points giving the specialist haywire mode. If you follow this path you will have your specialist ready for his new role as an actually useful hacker usually just in time for you to complete the final mission and conclude the game.
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# ? Jul 19, 2019 14:16 |
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# ? May 25, 2024 14:50 |
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I've got a couple specialists to the point that they can shut down sectopods 100% of the time it's just the line of sight thing that I cant seem to get a handle on, I could swear theres supposed to be a squadsight-esque factor involved but it seems finicky and I cant tell if it's me or the game
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# ? Jul 19, 2019 14:20 |