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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

FoolyCharged posted:

Well yes, that's what I do. Which means I never use them because they're in the tanks for 90% of the game and then when I deem them ready to send out they're random weirdos that want to take the spots of the cool people I'm using.

Nah. I just have an ever increasing list of fully-baked psi guys. The current loadout goes like this:

1. Psi Guy 1 (first not-tired not-wounded fully-baked psi guy).
2. Psi Guy 2 (second not-tired not-wounded fully-baked psi guy).
3. Reaper spotter.
4. Flex spot (max rank somebody, usually the sniper unless I think I need a specialist or they're tired or something).
5. Somebody I want to level.
6. Somebody else I want to level.

Mind you, I've been running ring missions so long the Avatar clock is permanently at 0-1.

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Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
My take on the XCOM2 psi guys is that it's a nice idea, but poorly implemented. The whole alternative-exp thing has a perverse incentive to not use the guys you've been dumping crazy resources into.

IMO, the best way to go about it is to either rush psi asap and start fielding them when they're neophytes, as they'll be roughly equal to everyone else, or just to skip it entirely, never building the chamber. You don't need the lategame boost of 2 magi alongside all your colonels, but the midgame boost to base building from the huge power surplus makes everything else so much easier. Can also put those supplies towards other fun suboptimal stuff like SPARKS or whatnot.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

Unlucky7 posted:

I have currently have 4 Engineers (I think I am like, 2 to 3 months in?), but yeah, there is a ton I could use with Engineers even past putting away all the crap in the rooms. Scientists seem to be nice to have but not as essential, especially since there are finishing returns.

Also, is it better to build the Psi Lab and Shadow Chambers on the power conduit rooms or should I use one for a power generator?

Depends on if you want to have 2 tubes on the psi lab. The math is a little weird because of how the engineer staffing works but basically the power bonus you get for putting a relay on the coil is less than the drain from a psi lab with two tubes or the shadow chamber.

RenegadeStyle1
Jun 7, 2005

Baby Come Back
I use the psi guys a ton once they are fully baked. I could probably complete every mission in the game with two psi guys.

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

RenegadeStyle1 posted:

I use the psi guys a ton once they are fully baked. I could probably complete every mission in the game with two psi guys.

Tip on this one - they fully bake faster if you always choose 5-day options. The ones that immediately present at 9-10 days will come down to 5 days later if you have a higher-ranked psi guy.

RenegadeStyle1
Jun 7, 2005

Baby Come Back
drat that's actually really helpful I didn't know that. Once I get two psi guys fully leveled I pretty much consider the game over because there's no way I can lose at that point.

Best Friends
Nov 4, 2011

I feel like by the time you get a decent psi trooper, you’re at the “basically won” state already. I once rushed psi just to see if I could break that pattern, and the answer was, only barely. They’re fun but not decisive imo just due to the timing. By the time I have a super psi soldier I have a dozen other super soldiers with crazy gear

reignofevil
Nov 7, 2008
Psi soldiers are invaluable for alien ruler hunting though, if your inclination goes that way and like me you wait until the absolute end of the game to actually activate anything scarier than a viper king.

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

reignofevil posted:

Psi soldiers are invaluable for alien ruler hunting though, if your inclination goes that way and like me you wait until the absolute end of the game to actually activate anything scarier than a viper king.

While I don't even like activating the Viper King, let alone the other two dickheads, a Reaper with Banish and a Vektor Rifle (or the upgraded variants) that has a Repeater + Expanded Magazine is just the delete button. Even better if the Reaper rolled Shredder.

Malah
May 18, 2015

If we're talking integrated DLC rulers, then options seem to vary between "fight with honor" (DOTs, Rupture, revival protocol, shred, free actions) or "assassinate" (concealment + snipers, banish, repeaters). Psi only stands out against rulers as a particularly strong response to Devastate coming out, but by the time you're dealing with the Archon King then any other class capstone should be on the table as well. Maximum gently caress off remains to have a spotter sit in concealment while snipers plink the ruler to death; bonus points if they wander into something that a reaper can detonate! If you want to guarantee a single encounter takedown, then keep a rupture application handy with whatever comp to whip out as the ruler portals out while the rest of the squad guns/stabs them down with free actions.

Encountering them as facility guards gives way more preparation than when they're in the wild, and viper king is the only one that may come at a time when there aren't options available at a time when that facility has to be attacked now. Otherwise they're just doubling down on how facilities already work.

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

Malah posted:

viper king is the only one that may come at a time when there aren't options available at a time when that facility has to be attacked now.

I was rather taken aback to learn that viper king can also show up on the tower mission where you get 3 units, though.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
I assume most people in this thread probably already have XCOM2, but Epic Games is offering it up as one of this week's free games (you can add it to your account any time this week, and then it's yours to keep). It's just the base game, but the price is great.

https://store.epicgames.com/en-US/p/xcom-2

RenegadeStyle1
Jun 7, 2005

Baby Come Back
With the boss enemies the best strategy I've come up with is to use a ranger with blade storm to hit them with a sword. Usually by the time they're hit, move and get hit again it's either time for them to run away or you kill them.

Obviously doesn't work against Berserker queen.

RenegadeStyle1 fucked around with this message at 21:37 on Apr 14, 2022

Unlucky7
Jul 11, 2006

Fallen Rib
So I will go ahead and build my Shadow Chamber on a Power Coil. It sounds like that unless I want to go all in on Psi Soldiers, I can just build a power generator on the other? I currently do not even have the Psi Lab available.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
That's basically optimal, so yea go hog wild on the power.

Bogart
Apr 12, 2010

by VideoGames
I always use my power cells on the shadow chamber and psi labs. FuIlly upgrading and staffing a normal power station will usually keep you good for a while.

For a fun treat, use console commands at the start of a new game to start with a psi lab.

boo boo bear
Oct 1, 2009

I'm COMPLETELY OBSESSED with SEXY EGGS
there's also a few mods that pass out psi abilities to random soldiers as opposed to a dedicated class, which is a better way to go about it imho.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
I’ve broadly found that there’s no real need to build a power generator on a coil. I skip the workshop and build two power generators as needed, and it works out just fine and supports every other building.

Unlucky7
Jul 11, 2006

Fallen Rib
Welp, I just built my Shadow Chamber, but then I learn that doing research projects there halts my other research. When should I start on these projects? After all my other research is completed (or at least the major research. I have a Sniper Rifle Improvement breakthrough and Gauss Weapons in the pipeline)? If I am really desperate to lower the Doom Counter (I think I am in a good place with it at the moment, with only 3 pips)?

Speaking of the Avatar Project, I saw that if you take down a facility, it would delay the building of the next one. There is another one that I am spreading my network towards and I am presuming the same would happen once I take that one down. My question is if there is an upper limit on how much the next facility can be delayed, and if I should wait out a bit to take it out to maximize the delay.

Bogart
Apr 12, 2010

by VideoGames
The Shadow Chamber primarily unlocks story-critical missions, which do themselves often lower the Avatar Project bar. Passively, it lets you see what enemy types will be on the upcoming mission (i.e. so you can skip bringing an EMP bomb if there's no Mecs or Andromedons). Personally, I'd ignore it until I have basic Plasma weapons online. I'm not sure about avatar facility progress delay, but I wouldn't worry too too much about it. Maybe try to get one done per month, per two months?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Unlucky7 posted:

Speaking of the Avatar Project, I saw that if you take down a facility, it would delay the building of the next one. There is another one that I am spreading my network towards and I am presuming the same would happen once I take that one down. My question is if there is an upper limit on how much the next facility can be delayed, and if I should wait out a bit to take it out to maximize the delay.

No idea, and I'd say your overthinking it a bit. As long as you're always working towards a base mission or have one ready to go you'll have done enough on that front. I also found base missions good for the under-leveled "B" team, as you can be extremely patient and abuse snipers etc. As in, there's no need to stall the mission until your elite team is free, so pocketing them serves little purpose.

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

Unlucky7 posted:

Speaking of the Avatar Project, I saw that if you take down a facility, it would delay the building of the next one. There is another one that I am spreading my network towards and I am presuming the same would happen once I take that one down. My question is if there is an upper limit on how much the next facility can be delayed, and if I should wait out a bit to take it out to maximize the delay.

It doesn't matter. If you have a facility you can hit if necessary, that's all you need. In my current game, which is at the "whenever you're ready, do the last 2 missions" stage, the doom counter is at 0-2 each month and I can keep it 100% contained with a couple of covert ops and the sabotage resistance order.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Unlucky7 posted:

Welp, I just built my Shadow Chamber, but then I learn that doing research projects there halts my other research. When should I start on these projects? After all my other research is completed (or at least the major research. I have a Sniper Rifle Improvement breakthrough and Gauss Weapons in the pipeline)? If I am really desperate to lower the Doom Counter (I think I am in a good place with it at the moment, with only 3 pips)?

Speaking of the Avatar Project, I saw that if you take down a facility, it would delay the building of the next one. There is another one that I am spreading my network towards and I am presuming the same would happen once I take that one down. My question is if there is an upper limit on how much the next facility can be delayed, and if I should wait out a bit to take it out to maximize the delay.

I'd say run them sooner than later. They give you a chance to take on some tougher enemies early, and the impact of the missions is destroyed if your dudes are already fighting those enemies every mission.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters




Just completed possibly the world's both worst and luckiest Gatecrasher attempt in which I had the brilliant idea to grenade a car I had one soldier standing on and another hiding behind. Finished the mission with 3 soldiers bleeding out and one barely alive, and two of those soldiers would have died if the last remaining one hadn't won with a 65% accurate shot. As I the commander was unconcious in a giant spacesuit the entire time I refuse to take responsibility for this mess.

Phetz
Nov 7, 2008

Daddy like...
Fun Shoe
Missions like that are the reason they needed to bust you out in the first place! Those troops should be glad they survived, now they’ll get to experience all the flawless missions you’ll no doubt be taking them on in the future :downs:

reignofevil
Nov 7, 2008
With missions to take down a facility always remember that you don't have to do anything more than get a soldier to that tiny green square, plant the bomb, and run. You might not even have to kill a single enemy (though unless you're using a reaper this can be tricky.)

Also the walls keeping you out of the facility, like many walls I'm xcom 2, are destructible. So you can probably get yourself within one turns movement of a viable evac location.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

My favorite is running a facility solo with a reaper, and using the claymore mine to bust through a wall without breaking stealth. (But setting the bomb breaks your cover so have an exit plan!)

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Just failed a mission to rescue a scientist from the lost because my sniper tried to shoot a lost, missed, hit the car the automated turret was attached to, and then the car exploded killing the scientist in a single hit. I'm sure when I've stopped being mad this will be very funny to me.

LashLightning
Feb 20, 2010

You know you didn't have to go post that, right?
But it's fine, I guess...

You just keep being you!

midnight lasagna posted:

my sniper tried to shoot a lost, missed, hit the car the automated turret was attached to, and then the car exploded killing the scientist in a single hit.

Snipers never miss, they just don't always hit what they want to hit.

Chamale
Jul 11, 2010

I'm helping!



On my 87th campaign, I have successfully beaten Ironman Commander before June 30th. (About half of those were resets when I didn't get a scientist or engineer in the first week.) I always start by building a Guerilla Tactics School, and this time I made a Laboratory as soon as I could afford it. I realized that I don't need to actually do the Blacksite mission until I have an empty room, and enough power to build the Shadow Chamber. I got somewhat lucky by hacking Satellite Data, but the key to this speed was having a Laboratory right away.





33 days to magnetic weapons, 47 days to plated armour, 52 days to alien encryption, 96 days to powered armour. I never made Psionic soldiers - I figured it would take too long to pay off.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

drat, nice job

TyrantWD
Nov 6, 2010
Ignore my doomerism, I don't think better things are possible
Has anyone tried out King Arthur: Knight's Tale?

It looks like XCom: Medieval Fantasy edition.

Dr Kool-AIDS
Mar 26, 2004

I just got a completely absurd deal on the complete collection on Steam, so it might be worth taking a look (before they fix it?)if you don't have DLC or Chimera Squad like I didn't.

moist turtleneck
Jul 17, 2003

Represent.



Dinosaur Gum
https://twitter.com/jon_bois/status/1520172182432849920?t=ilJheF4gaInu6vPtlPu7jg&s=19

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter




XCOM 22022 WHEN

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

TK-42-1 posted:

XCOM 22022 WHEN

Filthy Lucre
Feb 27, 2006

TyrantWD posted:

Has anyone tried out King Arthur: Knight's Tale?

It looks like XCom: Medieval Fantasy edition.

I spent the weekend getting my rear end kicked by it. It death spirals pretty easy in the early game, but it's not a bad game.

Dr Kool-AIDS
Mar 26, 2004

I just found out about challenge mode in Xcom 2 today, and then a few hours later found out it was discontinued. I still have a lot of game to play before it would make sense to worry about that, and then Chimera Squad too, but feeling disappointed about losing something I didn't know existed until a few hours ago sucks.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Dr Kool-AIDS posted:

I just found out about challenge mode in Xcom 2 today, and then a few hours later found out it was discontinued. I still have a lot of game to play before it would make sense to worry about that, and then Chimera Squad too, but feeling disappointed about losing something I didn't know existed until a few hours ago sucks.

The leader boards are down, but you should be able to access a list of all the ones they ran and play through them offline.

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Dr Kool-AIDS
Mar 26, 2004

FoolyCharged posted:

The leader boards are down, but you should be able to access a list of all the ones they ran and play through them offline.

Oh cool, that's rad then. I just beat Enemy Within earlier today and am downloading 2 now so that's why I didn't see that yet. Thanks

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