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sean10mm posted:E: whoops, nm Theres a bug where sometimes weapon upgrades dont update the weapon name, but if you look at the stats the masterwork upgrade is still there.
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# ? May 2, 2020 15:04 |
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# ? Jun 2, 2024 14:18 |
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What is the bonus to masterwork weapons? I played my whole game with unique weapons so didn't bother with the final upgrade at that point as I figured it wouldn't apply.
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# ? May 2, 2020 15:05 |
Ragnar Gunvald posted:What is the bonus to masterwork weapons? I played my whole game with unique weapons so didn't bother with the final upgrade at that point as I figured it wouldn't apply. extra +1 damage iirc and they do apply to unique weapons
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# ? May 2, 2020 15:08 |
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Yes it's one more damage, so it's worth it. It's been said already but the "rescue then extract a VP" missions are a bit weird right now. You don't get shown the evac point and as soon as you extract the VP reinforcements come. So it's better to just leave the VP untouched and kill as many enemies as you can first, and you can't really guess where to put your units either. It's not terrible or anything, just strange design. It punishes you for rescuing the VP almost.
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# ? May 2, 2020 15:25 |
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Taear posted:So it's better to just leave the VP untouched and kill as many enemies as you can first, and you can't really guess where to put your units either. You can kind of tell where the enemy entrance points probably are, but killing everyone on the map before approaching the VIP is usually prudent.
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# ? May 2, 2020 15:27 |
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Megazver posted:You can kind of tell where the enemy entrance points probably are, but killing everyone on the map before approaching the VIP is usually prudent. I mean more you can't guess where to put your units so you can escape before the reinforcements come. Often it's where you came in, but not always!
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# ? May 2, 2020 15:31 |
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bitterandtwisted posted:extra +1 damage iirc and they do apply to unique weapons It's an extra +1 damage and shredder. I think all weapons count as tier 1 for the purposes of shredder and only remove 1 armor per shot though. Either way, it's handy.
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# ? May 2, 2020 16:32 |
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I absolutely beefed it on one mission so I sent my B squad to the next one. There's a chance I am in an unwinnable mission. It's a 3-stage one where you have to prevent people from escaping. First encounter is no problem but the second room has three Sorcerers, a bomber, two Cobras, a Necro, a bunch of thralls and a couple of troopers. I've tried and tried but I cannot make it with my team comp of Terminal, Cherub, Torque and Axiom.
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# ? May 2, 2020 16:42 |
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Started second playthrough to use the agents I didn't get the first time around. Got motile inducer in the first investigation instead of the last Does Claymore's 'one grenade per encounter' talent also affect utility throwables like the inducer?
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# ? May 2, 2020 17:02 |
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Forgive me if this is obvious, but I can't figure it out. In Chimera Squad, I keep seeing the enemy's whole lifebar blinking away to indicate that I should be killing them, only to be thwarted by armor that leaves them with 1 health. I think there are little yellow symbols next to the health bar that indicate armor, but I am trying to put it together into something cogent so I can easily digest if someone is going to get dead if my attack is successful. Is there a way?
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# ? May 2, 2020 18:07 |
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Psykmoe posted:Started second playthrough to use the agents I didn't get the first time around. Got motile inducer in the first investigation instead of the last No, just grenades. His final perk totally works on them, though.
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# ? May 2, 2020 18:12 |
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Magnetic North posted:Forgive me if this is obvious, but I can't figure it out. In Chimera Squad, I keep seeing the enemy's whole lifebar blinking away to indicate that I should be killing them, only to be thwarted by armor that leaves them with 1 health. I think there are little yellow symbols next to the health bar that indicate armor, but I am trying to put it together into something cogent so I can easily digest if someone is going to get dead if my attack is successful. Is there a way? Check the damage range on your gun. Each gun can hit for 3 different damage values at any point, so if all the health bars are flashing it could only be a 33% kill chance. (Assuming its weighted evenly. I think xcom 2 was 25/50/25?)
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# ? May 2, 2020 18:15 |
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Magnetic North posted:Forgive me if this is obvious, but I can't figure it out. In Chimera Squad, I keep seeing the enemy's whole lifebar blinking away to indicate that I should be killing them, only to be thwarted by armor that leaves them with 1 health. I think there are little yellow symbols next to the health bar that indicate armor, but I am trying to put it together into something cogent so I can easily digest if someone is going to get dead if my attack is successful. Is there a way? Not really. Guns have a damage range and the bar will flash for what the max non-crit damage will be for a shot. The flashing does already take armor into account for what it's worth, each pip negates 1 damage. And since crits are only +1 damage by default if you're only just killing something with a max roll (say a 6 hp enemy at the beginning of the game with a shotgun) you can actually crit for 5 and not kill it.
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# ? May 2, 2020 18:26 |
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Magnetic North posted:Forgive me if this is obvious, but I can't figure it out. In Chimera Squad, I keep seeing the enemy's whole lifebar blinking away to indicate that I should be killing them, only to be thwarted by armor that leaves them with 1 health. I think there are little yellow symbols next to the health bar that indicate armor, but I am trying to put it together into something cogent so I can easily digest if someone is going to get dead if my attack is successful. Is there a way? Similar to what I said before that it shows the bar flashing for effectively "max damage". It's pretty annoying because I keep leaving enemies with one health. I'm glad that so many of the characters have so many uses, I'm swapping my squad around a lot and still having fun no matter who is with me, although I feel Terminal might be the most indespensible. Quite near the end now and it's got very easy (which I'm down with). I wish the game made clearer earlier on that grenades AREN'T an action point any more. With Claymore you can do some crazy poo poo, especially at max level. I will say Blueblood is probably the strongest by the end though, being able to shoot twice (or shoot at every single enemy you can see) is insane. Oh and reinforcements crash my game so often, it's really annoying. Taear fucked around with this message at 19:04 on May 2, 2020 |
# ? May 2, 2020 18:58 |
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Overwatching the reinforcement position is a pretty consistent cause of crashing. Sometimes you can get away with it and get your free shots, but half the time it's a crash and I needed to load an older save to issue a different order.
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# ? May 2, 2020 19:17 |
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Taear posted:I will say Blueblood is probably the strongest by the end though, being able to shoot twice (or shoot at every single enemy you can see) is insane. During the breach, I send Terminal first, and Blueblood last. Then: 1. Terminal: Cooperation on Blueblood 2. Blueblood: Team Up on self 3. Blueblood: Faceoff (damages/kills up to 5 enemies) 4. Terminal: Motile Inducer on Blueblood 5. Blueblood: Free Reload 6. Blueblood: Lightning Hands (finish off an enemy) 7. Blueblood: Regular Shot (finish off another one) oh, look, now it's Blueblood's turn! 8. Blueblood: Deadeye (finish off another one) 9. Blueblood: Regular Shot or Phase Strike or honestly whatever because most things he can see should be dead or dying by now 10. Terminal: Chain Shot if anything survived ...not to mention throwing two grenades. I usually have a Shock Grenade and a Flashbang on these two, just in case I spot anything that they won't kill. I really don't like enemies getting a turn. I also have Claymore and Zephyr in my party, because they're both very good at cleaning up weakened enemies. But really, any two agents would work fine with this duo.
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# ? May 2, 2020 19:28 |
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Why not just use the damage grenades? Frag/plasma really do outstrip everything else for much the same reason BlueBlood is so OP; it's a free action to put out guaranteed dmg. Not to mention the cover removal and shred.
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# ? May 2, 2020 19:35 |
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Yea I do similar with Blueblood and Terminal. Terminal is the only one who I feel like I specifically miss if she's out of the team though because nobody else really functions as a healer in the same way as she does. When it's late game (and quite easy) I don't need her as much but I still think she's always worth having along regardless. I do wish there were more choices when levelling, it's a shame most levels are just a single choice.
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# ? May 2, 2020 20:00 |
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Taear posted:Yea I do similar with Blueblood and Terminal. If each level had an option, that definitely might be better. Maybe another tier or two also, but otherwise it's fine. It'd make some of the weaker character feel a little less muddled if there was more room to give them more choice. Some skills also need tweaking and better tuning. Edit: More trainings too or an exclusive choice of basic trainings as while +2 health is generally good, getting Aim, Dodge or Cit training where they might not otherwise get any might also be good. Xelkelvos fucked around with this message at 20:28 on May 2, 2020 |
# ? May 2, 2020 20:24 |
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I gave Patchwork an assault rifle with serial and a superior stock and she murdered five people without trying Serial's p broken in this lol e: I got a motile from a mission reward and the game didn't actually give it to me, how do I use the console to add it?
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# ? May 2, 2020 20:42 |
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RBA Starblade posted:I gave Patchwork an assault rifle with serial and a superior stock and she murdered five people without trying I gave mine the other AR with Banish, put on a superior exmag and she deleted the Sacred Coil boss in one go, it was pretty funny. Although Serial is probably more often useful. I gave that AR to Verge because I figured all the +Aim from neural network would let me take some dumb shots when using it.
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# ? May 2, 2020 20:47 |
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I figured out how to give myself a motile but it's still not actually available as a loadout option so welp guess I'm just not using one! e: Lol the game removed my ap rounds when I added a smg so I could take it off Torque since she's in training and also barfed redscreen errors at me RBA Starblade fucked around with this message at 21:04 on May 2, 2020 |
# ? May 2, 2020 20:57 |
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WhiteHowler posted:Toward the last third of the game, Blueblood (especially with the Lightning Hands pistol) along with Terminal and a Motile Inducer basically trivializes any one encounter. this + character with serial and bluescreen rounds
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# ? May 2, 2020 21:05 |
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So I just tried to do Up Close and Personal achievement which is to eliminate everyone via melee but I didn't get it. I'm guessing you can't hit anyone during the Breach period as well?
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# ? May 2, 2020 21:12 |
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Second playthrough so far: Just finished second investigation. First mission on third (Progeny), 21 captures out of 24 enemies total. I love tranq rounds. The captured:killed ratio for this cmapaign is going to look pretty funny.
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# ? May 2, 2020 21:14 |
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Strong Sauce posted:So I just tried to do Up Close and Personal achievement which is to eliminate everyone via melee but I didn't get it. I'm guessing you can't hit anyone during the Breach period as well? Correct, just rush everyone to cover except Zephyr if you have her
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# ? May 2, 2020 21:15 |
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Well, GiveAllItems got me the item and unbroke my characters, but also I have, well, all items. I'll just pretend the epic weapons aren't there lol
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# ? May 2, 2020 21:20 |
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Psykmoe posted:Does Claymore's 'one grenade per encounter' talent also affect utility throwables like the inducer? Yes Claymore gets 2 uses of Motile and any other utility grenade. And if you don't use a regular grenade type it will refresh use between encounters. I love feeding my Run n Gun Godmother actions to delete a room round 1.
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# ? May 2, 2020 21:24 |
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I think I just permanently hosed Torque, God drat it
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# ? May 2, 2020 21:26 |
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Psykmoe posted:Started second playthrough to use the agents I didn't get the first time around. Got motile inducer in the first investigation instead of the last Refreshing grenades per encounter only applies to Grenades. His capstone that gives all items an extra charge applies to everything though
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# ? May 2, 2020 21:26 |
RBA Starblade posted:I think I just permanently hosed Torque, God drat it I had a bug with her where she lost her venom spit abilities. It was weird. Still one of the best $10 games I ever bought. Loved it. Sequel/expansion now please
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# ? May 2, 2020 21:28 |
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Just so everyone knows Motile Inducer IS A GRENADE and all grenade abilities apply to it.
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# ? May 2, 2020 21:28 |
xlol from cspam
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# ? May 2, 2020 21:34 |
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ccubed posted:Just so everyone knows Motile Inducer IS A GRENADE and all grenade abilities apply to it. rooted turned burning shredded disoriented fragged sticked grenade. AND lets put a silencer on it as a finishing touch.
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# ? May 2, 2020 21:39 |
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ccubed posted:Just so everyone knows Motile Inducer IS A GRENADE and all grenade abilities apply to it. It's called AidBeacon in the object list too.
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# ? May 2, 2020 21:44 |
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edit: well gently caress, I shoulda been using Claymore more apparently.
Serephina fucked around with this message at 21:47 on May 2, 2020 |
# ? May 2, 2020 21:44 |
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RBA Starblade posted:I think I just permanently hosed Torque, God drat it Good Soldier Svejk posted:I had a bug with her where she lost her venom spit abilities. It was weird. There is a mod that fixes all the missing item bugs, I have linked it a few times. https://steamcommunity.com/sharedfiles/filedetails/?id=2080261187
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# ? May 2, 2020 22:07 |
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Good Soldier Svejk posted:I had a bug with her where she lost her venom spit abilities. It was weird. Chimera Squad Long War. Imagine.
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# ? May 2, 2020 22:12 |
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Peachfart posted:There is a mod that fixes all the missing item bugs, I have linked it a few times. I have that installed, it didn't help at all unfortunately.
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# ? May 2, 2020 22:13 |
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# ? Jun 2, 2024 14:18 |
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Game is, in hidsight, so easy& short that LW might actually have a point here. Except that they'd have to come to terms with not being allowed to kill the squad, ever.
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# ? May 2, 2020 22:14 |