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1. Rocket launchers - still the best 2. Holy poo poo skulljacking is brutal 3. I foresee some serious bullshit with Codexes - I got lucky though 4. My sniper aimed at a fusion core to kill an enemy vip lmao
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# ? Feb 11, 2016 04:41 |
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# ? Jun 4, 2024 16:38 |
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Panderfringe posted:Well then maybe I'm just an idiot and lose track of them. I'll start a new campaign and see what happens. There's two types of supply mission, the pseudo-monthly drops that give you your income and will divvy it out over the 3 days you scan, and the other kinds of drops that don't tell you how much they're worth till you do them, and give it all out at the end. The latter ones can totally disappear on you, but the former ones won't.
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# ? Feb 11, 2016 04:43 |
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Is hail of bullets the dumbest skill in the game right now? Saturation fire at the next rank is better in pretty much every way as it does what hail of bullets does but in a cone and destroys cover. It also competes with salvo which is probably grenadier's best skill even if you are going a gunner build.
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# ? Feb 11, 2016 04:44 |
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Internet Kraken posted:If you abuse mimic beacons you didn't really beat the game IMO I didn't use stasis or mimics in my first campaign win, but that was on veteran. I started my second campaign on commander, derped around for the first month, then I made one for oh poo poo moments. I made another because why not, right? Surprise chrissies in retal missions, poo poo can go south with extra pod activations, and after getting somewhere with the new campaign, I wanted to keep going. Then I made a third one
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# ? Feb 11, 2016 04:46 |
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Hey does anyone know what happens to an evac site if you grenade it if it's on a rooftop?
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# ? Feb 11, 2016 04:46 |
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SynthOrange posted:Hey does anyone know what happens to an evac site if you grenade it if it's on a rooftop? Yes - Bradford tells you the evac point has been compromised and the game rolls you up a new one.
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# ? Feb 11, 2016 04:48 |
I just had a mission where 3 of my 4 operatives were knocked unconscious. Those stun batons seem ridiculous early game.
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# ? Feb 11, 2016 04:50 |
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My grenadier just got shadowstep. RIP cover.
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# ? Feb 11, 2016 04:54 |
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Kin33 posted:Is hail of bullets the dumbest skill in the game right now? Saturation fire at the next rank is better in pretty much every way as it does what hail of bullets does but in a cone and destroys cover. It also competes with salvo which is probably grenadier's best skill even if you are going a gunner build. Saturation fire tends to light the ground underneath you on fire for some reason
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# ? Feb 11, 2016 04:56 |
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Henry Scorpio posted:Yes - Bradford tells you the evac point has been compromised and the game rolls you up a new one. Sweet.
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# ? Feb 11, 2016 05:01 |
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Saturation Fire never destroyed cover for me. Also it isn't guaranteed as I've had it miss. It was on my explosives grenadier so he wasn't jacked up on aim like my gunner. Also even with a gunner, Hail of Bullets is a good skill. There are times where you do NOT want to gently caress around with rng and need the Shred. Also don't forget about times before you get the scopes/aim pcs/tracer rounds you need. Granted I ran my gunner with only the WAR suit explosive and a proxy mine, so those were usually used up fairly often. I really hate the rng aspect to experimental [thing]. Someone suggested it earlier, but I'd love a mod where once you made one of them, it'd be removed from the random pool and you'd get the option to make it. Maybe add a cost to balance this? I don't feel you need one since Elerium cores are still a drop only resource.
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# ? Feb 11, 2016 05:01 |
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Kin33 posted:Is hail of bullets the dumbest skill in the game right now? Saturation fire at the next rank is better in pretty much every way as it does what hail of bullets does but in a cone and destroys cover. It also competes with salvo which is probably grenadier's best skill even if you are going a gunner build. Saturation Fire is great since it destroys cover, but doesn't guarantee a hit on anything (tooltip says it takes a standard shot at everything in the cone). I got Hail of Bullets on several soldiers through the AWC and it's really goddamn nice with an extended magazine. e: Bolow posted:Saturation fire tends to light the ground underneath you on fire for some reason Oh poo poo, I wondered why grenadiers got lit on fire for no drat reason a few times so far POLICE CAR AUCTION fucked around with this message at 05:06 on Feb 11, 2016 |
# ? Feb 11, 2016 05:02 |
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Eimi posted:Also I saw some people asking about the LW mods and they were a big meh for me. Muton Centurion are a bit tougher, but I think I fought a grand total of 3? SMGs are and I never used officers because of the opportunity cost and the fact that the added abilities were themselves not that exciting, at least the first three tiers. I'm finding SMGs to be touch-and-go but they add variety which I like. The officer mod is again cool and very Long War-y but unlike LW itself where you needed officers this just gives a extra few bonus's in exchange for training time. That's a fair trade but you aren't punished for not having them so it's not really a big deal if you have the mod but don't fully use it. The only really big factor is if you wanna use it you have to manage your teams a bit more carefully because you can't send 2 Officers on one mission.
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# ? Feb 11, 2016 05:02 |
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SynthOrange posted:Sweet. It needs to be completely destroyed though. If there's a tile or two hanging in midair that's unreachable without the grappling hook you're poo poo out of luck unless you blow it up yourself.
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# ? Feb 11, 2016 05:03 |
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Mukaikubo posted:I have an alternate opinion. The final mission was really loving easy, until the final battle, at which point it hit Peak Bullshit. And I was playing on easy. I beat it, and I'm so irritated at the way they made the game tougher in what is, for me, a stressful and un-fun way instead of harder in a fun way like the first XCom was, that I don't think I'm going to play it on default for a long rear end time. And when I do, it'll probably be modded to hell so I don't snap and delete all of Bradford's voice acting files from the game so I don't have to hear him badgering me during retaliation missions and during the geoscape. The final fight isn't nearly as bad as it seems at first look: rather than trying to clear all the enemies, just work on putting distance between them and yourself while focusing down important targets, such as the Avatars, codices and vipers. Most of the other enemies just don't have the stats or weaponry to do damage to your maxed out dudes. Bolow posted:Saturation fire tends to light the ground underneath you on fire for some reason I had to gear both of my grenadiers with hazmat suits for this exact reason.
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# ? Feb 11, 2016 05:04 |
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Gridlocked posted:I'm finding SMGs to be touch-and-go but they add variety which I like. The officer mod is again cool and very Long War-y but unlike LW itself where you needed officers this just gives a extra few bonus's in exchange for training time. That's a fair trade but you aren't punished for not having them so it's not really a big deal if you have the mod but don't fully use it. The only really big factor is if you wanna use it you have to manage your teams a bit more carefully because you can't send 2 Officers on one mission. What were the last two tiers of choices for officer training by the way? I got to the third tier, saw it was boring as gently caress and ended the game. I mean it took me AGES to actually upgrade the drat thing because I was so strapped for supplies I never did it til the victory lap portion of the game.
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# ? Feb 11, 2016 05:07 |
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gannyGrabber posted:I had to gear both of my grenadiers with hazmat suits for this exact reason. Yikes. Giving up a grenade slot for that seems awful. I never used saturation fire much since my grenadiers kept dieing and I didn't get a colonel till really late but I've NEVER had it miss or catch the ground on fire. I guess just low sample size.
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# ? Feb 11, 2016 05:08 |
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Can you skulljack anything or just officers?
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# ? Feb 11, 2016 05:08 |
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gannyGrabber posted:The final fight isn't nearly as bad as it seems at first look: rather than trying to clear all the enemies, just work on putting distance between them and yourself while focusing down important targets, such as the Avatars, codices and vipers. Most of the other enemies just don't have the stats or weaponry to do damage to your maxed out dudes. As a note, that dude went in with only Plasma rifles and tier 2 armor. Most of which was just Predator. Also only 2 Colonels, and the Psi only had 4 powers.
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# ? Feb 11, 2016 05:09 |
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RBA Starblade posted:Can you skulljack anything or just officers? When you research skullmining you can skulljack anything humanoid, most will just give you small intel or supply rewards though. It's still a 70% chance for an instakill in any case.
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# ? Feb 11, 2016 05:09 |
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RBA Starblade posted:Can you skulljack anything or just officers? You can only skulljack twice, period, for two mandatory plot beats. You can upgrade skulljacks to 'skullmine' which lets you use it on any Advent troop and makes skulljacks give +25 tech power. As a note, you can use both the Skulljack and Skullmine abilities once per mission, but after you've jacked the one Advent officer and the other plot one it'll just be greyed out forever.
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# ? Feb 11, 2016 05:10 |
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Broken Cog posted:When you research skullmining you can skulljack anything humanoid, most will just give you small intel or supply rewards though. Yeah but small intel rewards are by far worth it. 30 intel is like 180 supploy, 30 alloys, or a decent weapon mod on the black market.
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# ? Feb 11, 2016 05:10 |
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Saturation Fire also competes with Rupture, which is an automatic crit from the titanic damage output of a cannon coupled with a rupture debuff that ensures that if whatever you just shot somehow survived they're going to keel over the moment anyone else sneezes on them. I mean I'd still never take Hail of Bullets over Salvo under any circumstances, but I wouldn't take Saturation Fire either.
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# ? Feb 11, 2016 05:12 |
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lmao I can't get the Xcom multiplayer achievement because my opponents keep rage quitting before I can win.Kanos posted:I mean I'd still never take Hail of Bullets over Salvo under any circumstances, but I wouldn't take Saturation Fire either. I'd never take salvo on the other hand. A guaranteed shot is way to useful for shredding enemies like gatekeepers. Being able to fire two explosives in one turn is nice but you can only do that what, once per mission since you'll be out of grenades anyways.
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# ? Feb 11, 2016 05:15 |
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Hail of bullets is really useful if you get it as a random skill (especially on a sniper), but I wouldn't take it over salvo ever.
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# ? Feb 11, 2016 05:16 |
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Kanos posted:Saturation Fire also competes with Rupture, which is an automatic crit from the titanic damage output of a cannon coupled with a rupture debuff that ensures that if whatever you just shot somehow survived they're going to keel over the moment anyone else sneezes on them. Yeah, I'm not saying saturation fire was godly. I just thought it auto-hit making Hail of Bullets look REALLY bad. You are probably right about rupture being the "correct" choice but saturation fire's cover destroying part can do wonders. Shredstorm + salvo + saturation = no cover left for anyone.
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# ? Feb 11, 2016 05:17 |
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Zore posted:You can only skulljack twice, period, for two mandatory plot beats. Thanks! It's surprisingly safe with mimic beacons and dodge pcs so I'll fiddle with it. I've made my combat specialist the hacker.
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# ? Feb 11, 2016 05:17 |
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I finally finished another mod people on the Workshop had been asking me to make. This adds an alternate upgrade path where you can build Mk. II (mag weapon equivalent) and Mk. III (plasma weapon equivalent) versions of the default conventional weapons instead of the vanilla spaceguns. The assumption is that you will either decide to go with one or the other. It kinda sucks if you're in the middle of a game and already have plasma weapons, but I wasn't really sure how to implement it better. If you've got any ideas, let me know.
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# ? Feb 11, 2016 05:19 |
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Broken Cog posted:When you research skullmining you can skulljack anything humanoid, most will just give you small intel or supply rewards though. I've been considering adding the +hack skill to that pool.
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# ? Feb 11, 2016 05:20 |
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Henry Scorpio posted:Yes - Bradford tells you the evac point has been compromised and the game rolls you up a new one. Incidentally this includes incidents where the evac point is on a roof and a ladder gets blown up. Like when I had 2 turns left to evac my squad and some trooper's overwatch fire destroyed the ladder, prompting Bradford to move the evac site to the other side of the map, thus ensuring a total squadwipe.
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# ? Feb 11, 2016 05:20 |
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Internet Kraken posted:lmao I can't get the Xcom multiplayer achievement because my opponents keep rage quitting before I can win. In an Exosuit you have 4 explosives (heavy weapons count for Salvo) and you can do whatever you want with the second action. I usually use it with my Gunner Grenadier to strip some armor off a sectopod before murdering it with chain shot, or opening a hole in the wall to murder things with chain shot, or wiping out a group of enemies while I kill something else with Chain Shot. Aim stacked grenadiers are murder in this game, and Salvo is amazing on any grenadier build. Salvo is amazing, and a fantastic emergency button since it lets you have the option of carpet bombing poo poo with explosives and lets you be more flexible with your turns in general.
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# ? Feb 11, 2016 05:22 |
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Broken Cog posted:Hail of bullets is really useful if you get it as a random skill (especially on a sniper), but I wouldn't take it over salvo ever. Yeah, I'm loving it on my Phantom Ranger. It lets him shotgun-snipe and it's amazing. With the amount of damage he can do and his insane crit chance, it's basically an on-demand kill for 3 ammo.
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# ? Feb 11, 2016 05:22 |
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How difficult is the SDK to work with? I kind of want to add an item that replaces the heavy weapon on the EXO/WAR suit with boosted servos or something like that. It would boost sword damage by +1 and add +1 armor penetration for each tier of suit, coupled with a minor mobility bonus. Combine this with buffing sword tiers to +2 for each tier, keeping in line with the projectile weapons, and buffing blademaster to +3. It would probably help a ton for late game viability of the assault branch skills
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# ? Feb 11, 2016 05:25 |
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Anyone know how the timing on Dark Events work? When do they finally pop? I'm trying to game the Avatar timer but I have an Avatar progress Dark Event just waiting. I don't want to clear the timer only to have it start up again, especially since I don't have the resources to sprint to the next facility site on my map just yet. Also sniper sharpshooters own. With expanded magazines and superior autoloaders you can chain Serial into Kill Zone and salvage even the worst situations. My standard squad is 2 grenadiers (demolitions), 2 sharpshooters (1x sniper, 1x gunslinger), a ranger (phantom) and a specialist (combat hacker). The phantom scouts, the gunners remove cover and break armor, the sharpshooters clean up and the specialist handles robots and low hp enemies. I upped pod sizes and made some other difficulty tweaks, but I still frequently come back from missions with Most Under Fire: -- because its an insult to allow enemies to shoot. Ive got some psis training up and some understudies in the pipe for when everything inevitably goes south, but my main squad is pretty great.
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# ? Feb 11, 2016 05:29 |
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gullah jack posted:I finally finished another mod people on the Workshop had been asking me to make. This adds an alternate upgrade path where you can build Mk. II (mag weapon equivalent) and Mk. III (plasma weapon equivalent) versions of the default conventional weapons instead of the vanilla spaceguns. The assumption is that you will either decide to go with one or the other. (If you missed my post here's mine btw http://steamcommunity.com/sharedfiles/filedetails/?id=621229846)
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# ? Feb 11, 2016 05:32 |
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Internet Kraken posted:I'd never take salvo on the other hand. A guaranteed shot is way to useful for shredding enemies like gatekeepers. Being able to fire two explosives in one turn is nice but you can only do that what, once per mission since you'll be out of grenades anyways. Salvo can also let you grenade and then shoot 3 times a mission. That's a lot of potential armor shredding.
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# ? Feb 11, 2016 05:37 |
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Insert name here posted:Haha I like how people have been asking for something like this for a while and then both yours and mine drop at pretty much the same time. How I did mine was that instead of making it a separate upgrade path, the upgraded versions of the conventional (and mag) weapons are given to you at the same time as buying mag/plasma weapon upgrades. So buying Storm Cannons would give you the upgraded Shotgun and and upgraded Shard Cannon as well.
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# ? Feb 11, 2016 05:39 |
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Haven't seen this asked recently, but is the Character Pool bugged? I just finished my first run, and saved some of my favorite guys to possibly show up in future runs. But as I go into their profile in the saved Character Pool, I notice their appearances start shifting around.
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# ? Feb 11, 2016 05:59 |
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The beret mod is cool and good
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# ? Feb 11, 2016 05:59 |
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# ? Jun 4, 2024 16:38 |
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Oh by the way if anyone here is currently using my weapon mod I just pushed a hotfix out because I zeroed the costs and removed the requirements to build plasma/mag weapons for easier testing and forgot to change them back before publishing it on the workshop. So if you're running the game make sure to close it and get the updated version.
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# ? Feb 11, 2016 06:00 |