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Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


wuffles posted:

So maybe stow the smarm. I also haven’t disabled the lost.

the smarm was funny and funny banter is behind only daddy bradford in XCom importance

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Slashrat
Jun 6, 2011

YOSPOS

Node posted:

That's what every city map looked like in the original X-COM anyway.

Time to break this thing out again:

https://gfycat.com/vaguealarmingafricanclawedfrog

Ravenfood
Nov 4, 2011

wuffles posted:

I’m actually on my 6th month of a “no deaths” “no mission failures” dark horizons legend ironman run starting with skirmishers and rushing sparks...and I’m about at the point where I can’t lose.

Until a sectopod paths through the objective, anyway.

wuffles
Apr 10, 2004

Ravenfood posted:

Until a sectopod paths through the objective, anyway.

Haha, yeah. Point taken. There’s still a lot of bullshit that could happen. I guess what I should have said was “I’m almost at the point where I can’t gently caress it up”.

Danaru
Jun 5, 2012

何 ??
The most bullshit I've faced lately was a Surgical "defend the relay" mission where every goddamn pod spawned in the same building as the relay and immediately unloaded on it :mad: I still nearly made it

moist turtleneck
Jul 17, 2003

Represent.



Dinosaur Gum
Should have used reaper and banish every single enemy in one turn

Backhand
Sep 25, 2008

Danaru posted:

The most bullshit I've faced lately was a Surgical "defend the relay" mission where every goddamn pod spawned in the same building as the relay and immediately unloaded on it :mad: I still nearly made it

My personal favorite - the one I still to this day cannot believe happened - was running a soldier through reaction fire, having the advent officer shoot at him and miss.... and the missed shot connecting with and destroying the mission objective. I seriously would not even have believed it was possible if I hadn't seen it.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Danaru posted:

The most bullshit I've faced lately was a Surgical "defend the relay" mission where every goddamn pod spawned in the same building as the relay and immediately unloaded on it :mad: I still nearly made it

I never take protect the device missions once the aliens have sectopods and gatekeepers. It's bullshit. All the pods converge on the device and you have like, four turns to wipe out 3-4 pods simultaneously.

Iron Crowned
May 6, 2003

by Hand Knit

Backhand posted:

My personal favorite - the one I still to this day cannot believe happened - was running a soldier through reaction fire, having the advent officer shoot at him and miss.... and the missed shot connecting with and destroying the mission objective. I seriously would not even have believed it was possible if I hadn't seen it.

I've had that happen and cause the truck containing a VIP to explode, killing the VIP and making Bradford very disappointed in me.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Node posted:

I never take protect the device missions once the aliens have sectopods and gatekeepers. It's bullshit. All the pods converge on the device and you have like, four turns to wipe out 3-4 pods simultaneously.

https://www.youtube.com/watch?v=999RqGZatPs

Angrymantium
Jul 19, 2007
Resistant to everything

wuffles posted:

Thanks! I really only attempted this for my personal amusement, but I'm glad to share my experience for those that might be interested. I was intrigued by the gauntlet that had been "thrown down" wrt to a reliance on power-leveling reapers and thought there was probably at least one other way.

I don't have a ton to say about it, only that I decided to leverage skirmishers' strategic advantages as opposed to reapers' tactical advantages. I started by skipping a lot of scanned rumors to use the scanning bonus at skirmisher HQ to quickly acquire the resources gained by excavation and to rush Sparks. The central gambit is that Sparks offer the following advantages:

1. no fatigue or real downside to entering combat injured
2. not susceptible to the incapacitating effects of the chosen which is what makes them most dangerous early on
3. more durable than humans at the most critical phases where trooper death is most likely
4. shredding attack and heavy weapons from the get-go

I think my first spark rolled off the assembly line on like 4/15, but the first mission available to use it on was easy to remember as it was on 4/20 :350: I feel like that was pretty quick, all things considered. Funny enough, I actually completed the GTS early enough and got Mox to Sargent without really trying before the first retaliation...only to gently caress it up by starting construction on the proving grounds and leaving myself without the cash to buy squad size 1. :signings:

My opening build went gts > rr > proving grounds. Its 7/22 and I have 2 sparks, mag rifles and shotguns (and mag weapons +1 damage), frost grenade, and next retaliation I'll have enough corpses for a mimic beacon. I have squad size 6 and the training center. I figured I'd be a little starved for resources for weapons upgrades so I've been training extra specialists and rangers. I only have 2 grenadiers, but all 3 faction soldiers. I have way too many sharpshooters because :xcom:

Similarly, the first 2 permanent dark events are "chance for lost on every mission" and "advent troops can re-animate as psi-zombies". I also have the warlock first but he's a bit of a bitch when you have robots and mind-shields. Its not quite "in the bag" yet and there's a lot that could still happen--but I'm at the point where I feel I've "passed through the breach" and the things that could kill this run could affect any attempt equally.

Holy poo poo, I've always raged when I got the warlock first because I would always run I to scenarios where he had half my team mind controlled because I didn't have the cash to mindshield everyone. I can't believe I never thought to beeline SPARKS to get around that.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Sparks go from a neat little side thing on Commander to amazing godsend on Legendary. Their punch still sucks though.

Angrymantium
Jul 19, 2007
Resistant to everything

RBA Starblade posted:

Sparks go from a neat little side thing on Commander to amazing godsend on Legendary. Their punch still sucks though.

I've only beat the campaign on Commander so far, but I'm going to start a legendary campaign later this week, so that's good to know. I'm assuming the lack of fatigue makes them absolutely necessary for when your hunans take 30 days before they can safely go back into combat.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Angrymantium posted:

I've only beat the campaign on Commander so far, but I'm going to start a legendary campaign later this week, so that's good to know. I'm assuming the lack of fatigue makes them absolutely necessary for when your hunans take 30 days before they can safely go back into combat.

The lack of fatigue, shredder, and the rocket launcher yeah. Get two if you can so they can repair each other and go out regularly. I lucked out really hard and got a lot of orders that decreased the cost of them to almost cheap as free though.

Iron Crowned
May 6, 2003

by Hand Knit
I love SPARKS but it seems like the aliens always prioritize attacking them so they get blowed up too fast.

Backhand
Sep 25, 2008
I could never tolerate their repair times. SPARKs are great on Legacy Ops but my God, when they need to sit in the engineering bay for weeks on end...

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Backhand posted:

I could never tolerate their repair times. SPARKs are great on Legacy Ops but my God, when they need to sit in the engineering bay for weeks on end...

Send them out anyway and field repair. It cuts a bit of time off the engineering bay (iirc) and you can usually top up before you encounter any aliens.

reignofevil
Nov 7, 2008

Iron Crowned posted:

I love SPARKS but it seems like the aliens always prioritize attacking them so they get blowed up too fast.

No no no you are saying this all wrong, when the aliens shoot past your specialist directly at the spark you say it like

Iron Crowned posted:

I love SPARKS .... it seems like the aliens always prioritize attacking them! so they get blowed up too fast :( .

Danaru
Jun 5, 2012

何 ??

RBA Starblade posted:

Their punch still sucks though.

<:mad:>

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester


It doesn't even make an explosion!

Iron Crowned
May 6, 2003

by Hand Knit
The biggest disappointment when it comes to SPARKS is that they can't form soldier bonds :smith:

Coolguye
Jul 6, 2011

Required by his programming!

RBA Starblade posted:

Their punch still sucks though.
this is killing

odiv
Jan 12, 2003

Everyone has probably heard elsewhere by now, but just in case you don't follow StarCraft, or other eSports stuff, iNcontroL (Geoff Robinson) passed away suddenly and unexpectedly on Saturday.

https://twitter.com/iNcontroLTV

I used to watch him stream XCOM 2 quite a bit.

:smith:

Coolguye
Jul 6, 2011

Required by his programming!
yeah that dude was fantastic at his job, told great stories with what was happening on screen

ultraRIP

wuffles
Apr 10, 2004

Angrymantium posted:

I've only beat the campaign on Commander so far, but I'm going to start a legendary campaign later this week, so that's good to know. I'm assuming the lack of fatigue makes them absolutely necessary for when your hunans take 30 days before they can safely go back into combat.

I wouldn’t say “absolutely necessary” but they can be a big help. I second everything in RBA Starblade’s response. If you find them getting knocked around a lot taking 2 with the repair perk works wonders. The rocket boots are also a nice built in perk.

They aren’t without their downsides, to be sure, but filling 4 slots consistently with flesh bags is less demanding than 6. Its worth keeping in mind that this also means building a deep bench of high-level soldiers will take longer. I intend to rush through the campaign as much as I can, so I’m not overly concerned about having 2 full squads of colonels.

One other thing worth mentioning about Sparks that I plan to abuse at a critical point: overdrive—specifically on the chosen sarcophagi. As long as you have them in range of it when the chosen falls, that’s 3 big damage shots each on that thing in one turn—you do a lot of damage and you can use your other soldiers to deal with the adds if necessary.

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Iron Crowned posted:

The biggest disappointment when it comes to SPARKS is that they can't form soldier bonds :smith:

there could probably be a mod for that.

steamcommunity.com/sharedfiles/filedetails/?id=1143227500 !!!!!!!!!!!!!!

vorebane fucked around with this message at 22:50 on Jul 23, 2019

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

vorebane posted:

there could probably be a mod for that.

Imagine two SPARKs fistbumping on a propaganda poster

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
https://steamcommunity.com/sharedfiles/filedetails/?id=1143227500 for a clickable link.

I thiiiiink fullrobo fistbumps are actually possible.

Icon Of Sin
Dec 26, 2008



silentsnack posted:

Imagine two SPARKs fistbumping on a propaganda poster

SKYNET XCOM WILL BE VICTORIOUS!

binge crotching
Apr 2, 2010

wuffles posted:

Thanks! I really only attempted this for my personal amusement, but I'm glad to share my experience for those that might be interested. I was intrigued by the gauntlet that had been "thrown down" wrt to a reliance on power-leveling reapers and thought there was probably at least one other way.

I don't have a ton to say about it, only that I decided to leverage skirmishers' strategic advantages as opposed to reapers' tactical advantages. I started by skipping a lot of scanned rumors to use the scanning bonus at skirmisher HQ to quickly acquire the resources gained by excavation and to rush Sparks. The central gambit is that Sparks offer the following advantages:

1. no fatigue or real downside to entering combat injured
2. not susceptible to the incapacitating effects of the chosen which is what makes them most dangerous early on
3. more durable than humans at the most critical phases where trooper death is most likely
4. shredding attack and heavy weapons from the get-go

I think my first spark rolled off the assembly line on like 4/15, but the first mission available to use it on was easy to remember as it was on 4/20 :350: I feel like that was pretty quick, all things considered. Funny enough, I actually completed the GTS early enough and got Mox to Sargent without really trying before the first retaliation...only to gently caress it up by starting construction on the proving grounds and leaving myself without the cash to buy squad size 1. :signings:

My opening build went gts > rr > proving grounds. Its 7/22 and I have 2 sparks, mag rifles and shotguns (and mag weapons +1 damage), frost grenade, and next retaliation I'll have enough corpses for a mimic beacon. I have squad size 6 and the training center. I figured I'd be a little starved for resources for weapons upgrades so I've been training extra specialists and rangers. I only have 2 grenadiers, but all 3 faction soldiers. I have way too many sharpshooters because :xcom:

Similarly, the first 2 permanent dark events are "chance for lost on every mission" and "advent troops can re-animate as psi-zombies". I also have the warlock first but he's a bit of a bitch when you have robots and mind-shields. Its not quite "in the bag" yet and there's a lot that could still happen--but I'm at the point where I feel I've "passed through the breach" and the things that could kill this run could affect any attempt equally.

A couple of days ago I built 6 Sparks, and it's going really well. I'm in the victory lap phase so I'm just grinding out missions with these guys to see if it's even viable to bring 6 of them in the final mission, but so far it's been hilarious.



Expanded Mag + Scope on all of them so they can hit poo poo, either a shredstorm or a blaster launcher, and I'm just throwing them into every mission. When they get damaged I have enough robots to heal them in-mission, and when I reveal a new pod they always get a couple of shots off; it's not uncommon to actually wipe a newly revealed pod if it's just Advent.

Beamed
Nov 26, 2010

Then you have a responsibility that no man has ever faced. You have your fear which could become reality, and you have Godzilla, which is reality.


you're doing god's work :allears:

DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?
Just ran into the Warlock for the first time.

Did I get extremely lucky, or is he supposed to be a complete pussy?

Iron Crowned
May 6, 2003

by Hand Knit

DoctorTristan posted:

Just ran into the Warlock for the first time.

Did I get extremely lucky, or is he supposed to be a complete pussy?

define "pussy"

DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?

Iron Crowned posted:

define "pussy"

Pussy (n):

One who stays at the back during a haven mission, summoning an ineffectual psi-zombie into a 6-man overwatch every other turn while you systematically rip up the Advent pods, before parking himself behind destructible cover right in front of your grenadiers on turn 7.

Iron Crowned
May 6, 2003

by Hand Knit

DoctorTristan posted:

Pussy (n):

One who stays at the back during a haven mission, summoning an ineffectual psi-zombie into a 6-man overwatch every other turn while you systematically rip up the Advent pods, before parking himself behind destructible cover right in front of your grenadiers on turn 7.

Then, yes. Although he sure has a knack for mind controlling my team when I get too close.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Warlock is pretty inconsistent in terms of how dangerous he is. If he's pestering you with zombie summons he's just wasting a turn or so. If he does a mass summon and also uses his mind control (and no, I refuse to use mindshields just to deal with him) he can be pretty dangerous.

Iron Crowned
May 6, 2003

by Hand Knit
The Warlock is very dangerous, both times XCOM crashed so hard my save got deleted, it was when I was about to beat a mission where he showed up.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The one and only time he was ever dangerous was on Legendary where he mind controlled a dude then teleported a VIP out of his truck next to a bunch of stun lancers (a thing he can do to unactivated VIPs with his Teleport Ally I guess). He didn't make it.

The Warlock told me to not feel too bad about that one :v:

Backhand
Sep 25, 2008
Mind control is bad loving news.

The one good thing about the warlock is that he loving HATES his rifle, to the point that you can just bum-rush him - totally out in the open and exposed - if he's the only enemy left. He WILL NOT shoot any enemy he can use psi on instead, even if they are begging for a crit. That saved me once on an early Black Site raid gone bad.

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wuffles
Apr 10, 2004

DoctorTristan posted:

Just ran into the Warlock for the first time.

Did I get extremely lucky, or is he supposed to be a complete pussy?

What makes him dangerous changes, but he’s probably the easiest chosen to fight in general.

Early on, if he’s the first one you face, his ability to incapacitate your soldiers is difficult to counter—you may not have more than 4 troops to begin with and nothing to easily counteract mind scorch. He can wear you down by attrition; you’ll spend so much time reviving dazed soldiers that you’re not putting much damage into him. The two turns of disorientation after clearing the daze by reviving soldiers “manually” compounds your ability to deal damage to him. When you have mind shields, robots, and/or revival protocol (which clears daze remotely, restores both the soldier’s AP as opposed to 1, and removes the disorientation effect) then it becomes much easier to deal with him.

As your ability to damage him increases naturally and you gain some of the aforementioned tools, he’s less able to wage a war of attrition but more capable of turning those strengths against you via an “unbreakable” MC. Mind shields always go on my rangers/templars here and I make sure the grenadiers use up their explosives post haste. It’s really nasty to have those soldiers running loose on your own squad for...I think 3 turns? You can frost grenade, stasis, or a flashbang to mitigate it somewhat. If he’s low enough you can try to force him to cast Spectral Army which breaks the MC.

Speaking of which: the most dangerous thing he did to me recently was during the first encounter with him on the first retaliation mission. I had 4 soldiers and cleared all the pods right before he initiated. I was making easy work of him when he got low enough to cast Spectral Army. He makes a copy of the ranger...but then I hear the sound of faceless transformations coming from the shadows. That’s right—because there were technically no other enemy troops on the battlefield for that split second it triggered the faceless to reveal themselves.

I fought him from his last 1/3hp, the spectral ranger, and 2 faceless all together with 4 low level soldiers with ballistics. Somehow everyone survived and not a single civilian died. The skirmisher was the only one hurt and survived a faceless swipe with 1hp.

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