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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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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Steelion
Aug 2, 2009

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.

Kin33
Jul 3, 2007

Where is your god now?
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.

Musluk
May 23, 2011



Internet Kraken posted:

If you abuse mimic beacons you didn't really beat the game IMO

...but then again stasis is arguably even more broken and I couldn't help but abuse that.

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 :getin:

Synthbuttrange
May 6, 2007

Hey does anyone know what happens to an evac site if you grenade it if it's on a rooftop?

Henry Scorpio
Mar 20, 2006

Maybe it just collapsed on its own?

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.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I just had a mission where 3 of my 4 operatives were knocked unconscious. Those stun batons seem ridiculous early game.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

My grenadier just got shadowstep. RIP cover.

Bolow
Feb 27, 2007

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 :psyduck:

Synthbuttrange
May 6, 2007

Henry Scorpio posted:

Yes - Bradford tells you the evac point has been compromised and the game rolls you up a new one.

Sweet.

Eimi
Nov 23, 2013

I will never log offshut up.


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.

POLICE CAR AUCTION
Dec 1, 2003

I'm not a princess



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 :psyduck:

Oh poo poo, I wondered why grenadiers got lit on fire for no drat reason a few times so far :kingsley:

POLICE CAR AUCTION fucked around with this message at 05:06 on Feb 11, 2016

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

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 :mediocre: 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.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

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.

The Duchess Smackarse
May 8, 2012

by Lowtax

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.

Seriously, though, that final fight was a piece of horseshit. I looked at it and I was like "Welp, okay then, looks like I'll be savescumming every single round to optimize damage output", and I still barely survived.

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 :psyduck:

I had to gear both of my grenadiers with hazmat suits for this exact reason.

Eimi
Nov 23, 2013

I will never log offshut up.


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.

Kin33
Jul 3, 2007

Where is your god now?

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Can you skulljack anything or just officers?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

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.

Broken Cog
Dec 29, 2009

We're all friends here

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.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

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.

Kin33
Jul 3, 2007

Where is your god now?

Broken Cog posted:

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.

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.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
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.

Internet Kraken
Apr 24, 2010

slightly amused
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.

Broken Cog
Dec 29, 2009

We're all friends here
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.

Kin33
Jul 3, 2007

Where is your god now?

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.

I mean I'd still never take Hail of Bullets over Salvo under any circumstances, but I wouldn't take Saturation Fire either.

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Zore posted:

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.

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.

mystic pimp
Jul 25, 2014

Formerly-rampant human-coded AI with a sense of humor seeks bipedal oxygen-breathing cyborg for serious relationship in the galactic core. I've got cool guns if you like to break stuff. No yuppies.
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.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Broken Cog posted:

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.

I've been considering adding the +hack skill to that pool.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

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.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Internet Kraken posted:

lmao I can't get the Xcom multiplayer achievement because my opponents keep rage quitting before I can win.


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.

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.

Harrow
Jun 30, 2012

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.

Bolow
Feb 27, 2007

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

Nix Panicus
Feb 25, 2007

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.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

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.

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.
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.

(If you missed my post here's mine btw http://steamcommunity.com/sharedfiles/filedetails/?id=621229846)

LibbyM
Dec 7, 2011

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.

mystic pimp
Jul 25, 2014

Formerly-rampant human-coded AI with a sense of humor seeks bipedal oxygen-breathing cyborg for serious relationship in the galactic core. I've got cool guns if you like to break stuff. No yuppies.

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.

(If you missed my post here's mine btw http://steamcommunity.com/sharedfiles/filedetails/?id=621229846)
Hahaha you actually did the thing I was trying to do but kept loving up so I decided not to. People should go use this one instead lmao.

CardTech
Nov 11, 2009

Baseball bro'ing at a super-high level
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.

Bolow
Feb 27, 2007

The beret mod is cool and good

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Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
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. :downs: So if you're running the game make sure to close it and get the updated version.

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