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Anyone play this game with the Steam controller? How does it play?
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# ? Feb 8, 2016 16:07 |
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# ? Jun 9, 2024 02:01 |
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Everyone's in agreement that the Speaker is a thin man right?
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# ? Feb 8, 2016 16:07 |
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Elliotw2 posted:Aliens become more likely to miss if they hit, they don't have aiming angles or weapon range benefits (but do have the downsides of both), you're more likely to hit from good angles/height/distance. Is this documented anywhere? And besides, the high tier aliens still get the "armor" modificiation which is just a flat reduction to hit percentage against them, I'm pretty sure there's no way for operatives to get that. RBA Starblade posted:Everyone's in agreement that the Speaker is a thin man right?
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# ? Feb 8, 2016 16:08 |
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Elliotw2 posted:Aliens become more likely to miss if they hit, they don't have aiming angles or weapon range benefits (but do have the downsides of both), you're more likely to hit from good angles/height/distance. Yeah, I've noticed the aliens that I've hacked/Mind controlled don't get range bonuses when I run them right up to a dude.
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# ? Feb 8, 2016 16:10 |
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Broken Cog posted:Elaborate? Or are you just thinking of the pseudo RNG that makes you more likely to score a hit the more misses in a row you get? Because I'm pretty sure that swings both ways. Aliens are more likely to miss after scoring a hit. The player is more likely to hit after missing. quote:Okay, so it looks lik the baseline aim assist values are: from https://steamcommunity.com/sharedfiles/filedetails/?id=617993180 Funny how the game cheats more in you favor on commander than rookie or veteran in some of these. barkbell fucked around with this message at 16:12 on Feb 8, 2016 |
# ? Feb 8, 2016 16:10 |
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Skippy McPants posted:The late-game Gunslinger is my favorite thing ever. The damage they can output is just stupefying. They can singlehandedly kill a sectopod or gatekeeper with ap rounds they are nuttty
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# ? Feb 8, 2016 16:11 |
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KyloWinter posted:Aliens are more likely to miss after scoring a hit. The player is more likely to hit after missing. If I'm reading this right, you get a better accuracy bonus on Commander than you do the two previous difficulties on a miss streak?
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# ? Feb 8, 2016 16:12 |
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64bitrobot posted:If I'm reading this right, you get a better accuracy bonus on Commander than you do the two previous difficulties on a miss streak? That seems like a bug
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# ? Feb 8, 2016 16:13 |
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64bitrobot posted:If I'm reading this right, you get a better accuracy bonus on Commander than you do the two previous difficulties on a miss streak? Unless the person who posted this made a typo, yes you are correct.
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# ? Feb 8, 2016 16:13 |
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I haven't been able to get any multiplayer games, quick game doesn't seem to go anywhere after I click the ready button. It's also a shame it doesn't have the cool ammo types but I'm pretty sure I'll put an AP Gunslinger in every team because it's just so stupid.
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# ? Feb 8, 2016 16:13 |
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So, let's assume I have a save from before my Pyrrhic victory at the Blacksite. It would look like this:
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# ? Feb 8, 2016 16:16 |
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Harrow posted:(This game is like the opposite of Darkest Dungeon. In DD, the best advice is "never start over, you can always recover," whereas it seems like XCOM 2 wants you to recognize when a loss is a loss and when it's time to pull the plug.) I'm don't get how people can say this with a straight face as my experience with DD is a straight up despair spiral, while XCOM2 has the most gameable doom timer I've ever seen. I mean, unless you don't know about the big reset button.
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# ? Feb 8, 2016 16:16 |
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Ap gunslingers should be able to change ammo types mid mission Also is there any way to change the leader mod so that it uses the psi ops way of training rather than removing your character from the field?
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# ? Feb 8, 2016 16:16 |
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Harrow posted:
Speaking of, what's a good build order?
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# ? Feb 8, 2016 16:16 |
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Harrow posted:So, let's assume I have a save from before my Pyrrhic victory at the Blacksite. It would look like this: There is no shame on defeat in xcom. Cut your losses and use what you learned for the next play through.
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# ? Feb 8, 2016 16:17 |
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Mordaedil posted:I'm don't get how people can say this with a straight face as my experience with DD is a straight up despair spiral, while XCOM2 has the most gameable doom timer I've ever seen. I mean, unless you don't know about the big reset button. It's weird, because I haven't felt that despair spiral in Darkest Dungeon at all. Maybe I've been super lucky or I'm just better at turn-based RPG combat than I am at turn-based strategy. Part of it might be that Darkest Dungeon has no doom timer (unless you're on NG+), so you can always, always recover, no matter how bad things get. Plus, there's no real-time element in Darkest Dungeon: upgrading your town only requires resources, not time, and nothing urgent ever pops up that punishes you if you don't address it. It's so much more manageable, at least for someone like me.
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# ? Feb 8, 2016 16:19 |
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CrusherEAGLE posted:Speaking of, what's a good build order?
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# ? Feb 8, 2016 16:20 |
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I now have four custom weapons, all on wounded soldiers who won't give them back.
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# ? Feb 8, 2016 16:20 |
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Harrow posted:After drowning in salt yesterday I might give this another shot tonight. I can't decide yet if I'm going to hope I have a recent save from before the disastrous Blacksite mission or if I'm just going to start over. If I load before the Blacksite and I can get through that mission without all six soldiers being either dead or out of commission for a month, I can probably salvage this run. You should probably just restart because you already got really stressed out on your current campaign, as soon as something lovely happens you will probably flip out. Use your knowledge of what you did wrong on base/geoscape mode to have a smoother experience
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# ? Feb 8, 2016 16:21 |
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DD and this game are completely different games idgi
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# ? Feb 8, 2016 16:21 |
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Mordaedil posted:I'm don't get how people can say this with a straight face as my experience with DD is a straight up despair spiral, while XCOM2 has the most gameable doom timer I've ever seen. I mean, unless you don't know about the big reset button. DD doesn't actually have a fail state. You'll never outright "lose" the game.
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# ? Feb 8, 2016 16:21 |
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Harrow posted:Yeah, for some reason I thought that would be a great move and make my research a lot faster, but no, the research would've been plenty fast without it and my ability to research far outran my ability to produce things I'd researched. Tough it out. I'm scraping through a commander play through right now. Ran through like 20 rookies, and a few squadies. No Engineers, but... if I can pull off the next mission, I will have Mag weapons for all of these rookies, and in a few more days, Predator armor. So even if I can't keep any vets, all these little babbies are going to hit pretty hard, and can (probably) take a hit in the second month.... if I can clear this mission.
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# ? Feb 8, 2016 16:21 |
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CrusherEAGLE posted:Speaking of, what's a good build order? Probably GTS, a workshop/comms, power 1, AWC, psi lab
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# ? Feb 8, 2016 16:22 |
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Hakkesshu posted:That's uh, huh... maybe a bit of a counter-intuitive mechanic? It's not necessary unless you're playing on Legend, and probably not even then. BeaglestratsTM are all about getting every edge possible
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# ? Feb 8, 2016 16:22 |
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Would you guys suggest I go for Psionics or tier 3 equipment once I have exo-suits unlocked? I play on Commander but all three campaigns so far have started to sputter when Mutons start coming in groups. I'm not sure if I should be charging straight for plasma guns, or trying to broaden my toolkit considerably.
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# ? Feb 8, 2016 16:22 |
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Okay, so, build order for next time (assuming I restart): 1. Guerilla Tactics School 2. AWC 3. Power Relay 4. Resistance Comms 5. Psi Lab Also I will never, ever sell a corpse, no corpses, none. Even if someone's like "you're never going to need that type of corpse" I am now paranoid and will not believe them. ProZocK posted:You should probably just restart because you already got really stressed out on your current campaign, as soon as something lovely happens you will probably flip out. Use your knowledge of what you did wrong on base/geoscape mode to have a smoother experience Y'know, that's actually pretty likely. Somehow this game's pushing my buttons way more than EU/EW ever did.
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# ? Feb 8, 2016 16:23 |
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I want true training roulette.
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# ? Feb 8, 2016 16:23 |
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poptart_fairy posted:Would you guys suggest I go for Psionics or tier 3 equipment once I have exo-suits unlocked? I play on Commander but all three campaigns so far have started to sputter when Mutons start coming in groups. I'm not sure if I should be charging straight for plasma guns, or trying to broaden my toolkit considerably. Do you have exo suits? Exo suits and nuke groups works well for the mid game.
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# ? Feb 8, 2016 16:24 |
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Mordaedil posted:I'm don't get how people can say this with a straight face as my experience with DD is a straight up despair spiral, while XCOM2 has the most gameable doom timer I've ever seen. I mean, unless you don't know about the big reset button. There's no spiraling in DD because there is no doom clock/time pressure. If you lost every single adventurer you own, you could continue playing with four fresh assholes off the stagecoach and go on to beat the game. And you'd still have all your hamlet upgrades.
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# ? Feb 8, 2016 16:24 |
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Broken Cog posted:DD doesn't actually have a fail state. You'll never outright "lose" the game. Incidentally, its NG+ fail state is pretty nasty. The 92-week (I think, it's 90-something) time limit isn't so bad, but you also game over if you get 13 deaths. The worst part? This counts the required deaths in the final boss fight. If you have 11 deaths going into the final mission, you can't win. That means the limit is actually 10 deaths, effectively.
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# ? Feb 8, 2016 16:25 |
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ZenVulgarity posted:I want true training roulette. I want all the things that add random starting stats and random upgrade stats to my soldiers. As well as the long war one where your class skills were random.
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# ? Feb 8, 2016 16:26 |
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Elliotw2 posted:Probably GTS, a workshop/comms, power 1, AWC, psi lab Right now I've got Row 1: Power, GTS, AWC Row 2: Power, comms, psi lab (all upcoming) Placement doesn't seem to be as big a deal but I'm going to put my first workshop in the middle of the third row. Labs don't seem worth it at the moment. I don't have access to the black market yet but since I hear you can gently caress yourself real easily by selling corpses I won't all that much.
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# ? Feb 8, 2016 16:26 |
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Harrow posted:Incidentally, its NG+ fail state is pretty nasty. The 92-week (I think, it's 90-something) time limit isn't so bad, but you also game over if you get 13 deaths. The worst part? This counts the required deaths in the final boss fight. If you have 11 deaths going into the final mission, you can't win. That means the limit is actually 10 deaths, effectively. That's dumb, and seems like an oversight.
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# ? Feb 8, 2016 16:27 |
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RBA Starblade posted:Right now I've got Do not neglect a center workshop
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# ? Feb 8, 2016 16:27 |
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RBA Starblade posted:Right now I've got Yeah, labs aren't worth it at all. Even without a lab I'd probably research things faster than I could afford to produce them. Broken Cog posted:That's dumb, and seems like an oversight. Yeah, I agree, though I'm not sure there's been any official statement about whether it's intended or not.
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# ? Feb 8, 2016 16:28 |
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KyloWinter posted:I want all the things that add random starting stats and random upgrade stats to my soldiers. As well as the long war one where your class skills were random. Look I want a ranger with a hacking gremlin is that so hard
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# ? Feb 8, 2016 16:28 |
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ZenVulgarity posted:Do not neglect a center workshop Power, workshop, comms for the second row then maybe? Save psi lab for three?
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# ? Feb 8, 2016 16:28 |
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KyloWinter posted:Funny how the game cheats more in you favor on commander than rookie or veteran in some of these. The only one that works on Commander is the hit bonus after misses. Its 15 instead of 10 becuase higher difficulty enemies have higher defense scores. Its higher specially to have the same level of impact as the lower difficulties.
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# ? Feb 8, 2016 16:29 |
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Broken Cog posted:That's dumb, and seems like an oversight. Considering they patch that game daily I'm not surprised if that gets fixed at some point
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# ? Feb 8, 2016 16:29 |
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# ? Jun 9, 2024 02:01 |
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poptart_fairy posted:Would you guys suggest I go for Psionics or tier 3 equipment once I have exo-suits unlocked? I play on Commander but all three campaigns so far have started to sputter when Mutons start coming in groups. I'm not sure if I should be charging straight for plasma guns, or trying to broaden my toolkit considerably. A magus Psi op with domination and no upgrades on the Psi amp has a 100% chance to mind control a muton. They are excellent choices for your 7th squad member. Also if you have a psi op with stasis, you can stand still, stasis the biggest threat, domination the muton, and use the other 5 members of your squad with actions left to kill whatever remains. e: base management for me so far in my game GTS, AWC, Power Psi Lab, Workshop, Proving Ground Shadow Chamber, Resistance Coms, Empty Empty, Empty, Empty 64bitrobot fucked around with this message at 16:31 on Feb 8, 2016 |
# ? Feb 8, 2016 16:29 |