|
Captain Gordon posted:Any tips and tricks to beating legendary? I am getting my poo poo kicked in pretty hard. I can give you some tips from my runs so far First off, you're not going to just cruise through the first 4-5 missions without some luck and anyone who claims to do so has either only done a couple lucky runs or is completely full of poo poo and wants to feel superior over the internet. That said, there's a couple things I do: 1.) No smoke, no medkit early on, no lovely armor. Go all frag grenades or two flashbangs + some frags. One flashbang I usually end up using to try and prevent a bad situation then I don't have it for the sectoids - take two or none. Smoke just sucks - it's the same defensive bonus except you'll get less targets with it and no other perks. Medkit is a waste - anyone who gets wounded is as good as dead anyway, so if they survive that's great - don't necessarily be reckless with them - but don't sweat having a kit either. 2.) Guerilla Tactics -> AWC -> Power -> Proving -> Whatever. You need the 5 man squad asap and to be able to train rookies into something not worthless. You need AWC asap for the medical bonus. 3.) Do this research path - Weapon mods -> Alien bio -> Officer autopsy -> Trooper (unlocks scanner just in time for first retal mission). Then go straight for mag weapons. Buy the mag weapon research rush from the black market asap, finish that and do your faceless autopsy then go for whatever you want after that.Muton autopsy gives you better nade launcher automatically I believe. 4.) First retal mission can be unwinnable. Don't sweat it, the penalty for losing isn't that bad in terms of civs, try to just get all the alien kills so you get the faceless corpses. You *cannot* lose the first supply train mission - you need the alloys for mag weapons. 5.) Now you have your mimic beacon and your mag weapons and you probably don't need help from here
|
# ? Feb 17, 2016 00:32 |
|
|
# ? Jun 7, 2024 06:32 |
|
I would echo pretty much everything oswald said, though I personally did not do the trooper autopsy and instead had to kind of hope and pray for a good 2nd/3rd retaliation mission before 2nd tier equipment kicked in. Also it might not be a bad idea to make your first ranger a blademaster, I got a lot of use out of the guaranteed damage at 2x movement range early on (ie sectoids). Obviously be super careful not to do it in a way that reveals more pods. dyzzy fucked around with this message at 00:39 on Feb 17, 2016 |
# ? Feb 17, 2016 00:36 |
|
Shoenin posted:Fun fact, if debris falls on the Communications device you're supposed to protect, It despawns and it counts as being destroyed. well if the whole roof fell in on it or something what did you expect
|
# ? Feb 17, 2016 00:38 |
|
Also here's a top tip: poison tick damage doesn't go through shields. Good thing I had my ranger nearby with threat assessment.
|
# ? Feb 17, 2016 00:39 |
|
dyzzy posted:I would echo pretty much everything oswald said, though I personally did not do the trooper autopsy and instead had to kind of hope and pray for a good 2nd/3rd retaliation mission before 2nd tier equipment kicked in. Also don't get an early blademaster on Legendary. Using one is mostly suicide and you REALLY need phantoms ASAP. Sykic posted:If anyone's playing on (preferably unmodded) Legend difficulty right now, could you do me a favour and post how much it costs (in supplies, elerium, etc) to build a facility upgrade. Any facility, any upgrade, it doesn't matter which. I'm starting to think my game is broken and this might help. That mission Beagle was on was hilarious. The Faceless tag...
|
# ? Feb 17, 2016 00:40 |
|
I think the Shredder Cannon is one of the most satisfyingly destructive items in the game. You point, and everything vanishes. Also for a game full of unpleasant surprises, I will say that not knowing that chryssalid poison has infinite duration until you heal or evac was pretty surprising. Equally surprising is how the autopsy item, Hellweave, is so goddamn worthless
|
# ? Feb 17, 2016 00:40 |
|
Wow, it's actually worse for you if the Viper fails to bind because it leaves you completely exposed. I didn't think of that. Also, I didn't know they could double move and bind. This mission is an rear end in a top hat.
|
# ? Feb 17, 2016 00:40 |
|
Damo posted:Anyone else get a pretty much nothing but female soldiers at the start? Right here. In fact my teams are usually female-heavy. Totally not complaining, it's badass.
|
# ? Feb 17, 2016 00:44 |
|
I really don't get how you're supposed to reliably clear the first retaliation mission on legend. It just feels like there's way to much RNG involved. You can't move fast enough to rescue all the civs if they are on the other side of the map.
|
# ? Feb 17, 2016 00:47 |
|
There's no genuine flying units and it kinda sucks, I miss my jet-pack troops Seriously all the flying guys are just hovering guys who can 3d move through cover and such.
|
# ? Feb 17, 2016 00:47 |
|
Psi-power that creates an aura around the soldier that completely removes any negative mental effects, including mind control, from any allies that enter the field is pretty awesome, near overpowered. Also, seeing people come up with weapon names make me feel terminally uncreative. Many an alien met their end with my fearsome rifles Shootbangs and Ratatat, my shotguns Kerpow and Blammo.
|
# ? Feb 17, 2016 00:48 |
|
Exodee posted:Like Oswald I've been going for early battle scanners for the first retaliation mission. (which is the hardest one, imo) Being able to safely move around civies makes a huge difference. Won't argue with that, I had two rangers one with phantom and by this point in my campaign I've ditched swords completely. The one who got blademaster has conceal so I can go longer with a concealed element. He undeniably saved the squad a few times in the beginning though. dyzzy fucked around with this message at 00:53 on Feb 17, 2016 |
# ? Feb 17, 2016 00:48 |
|
Mimic beacons absolutely cause ADVENT forces to home in on them even if they could flank flesh and blood XCOM soldiers What the gently caress are these beacons made of if they use Faceless meat, and why do they work so well ?? Seriously, a Viper basically ignored two soldiers she'd flank and parked her tail next to to flank and shoot a hologram that'd be in heavy cover otherwise. Who-ever suggested me to take these on Demolitionists for back-up, thanks. You saved Ronaldo and Elliot.
|
# ? Feb 17, 2016 00:50 |
|
Melee units will even dash over to the beacon's location after their friends have destroyed it and waste their turn, it's absurd.
|
# ? Feb 17, 2016 00:52 |
|
PiCroft posted:Also, seeing people come up with weapon names make me feel terminally uncreative. Many an alien met their end with my fearsome rifles Shootbangs and Ratatat, my shotguns Kerpow and Blammo. Sniper rifles got sword-themed names. Shotguns got things based around luck (Nine Lives, Second Chance, etc) since the rangers were in so close. Miniguns got heavy female names like Big Bertha or Fat Lady But once I found out that weapon names got reset once you upgraded to the next tier I stopped bothering.
|
# ? Feb 17, 2016 00:52 |
|
Exodee posted:Like Oswald I've been going for early battle scanners for the first retaliation mission. (which is the hardest one, imo) Being able to safely move around civies makes a huge difference. I'm torn on phantom over blademaster I agree that ultimately phantom is the better choice because it gets CRAZY good when you're in a mission that you don't start w/ concealment - but blademaster really doesn't suck at all. That +2 damage is often the difference between a threat staying alive or being killed, and you're not always looking at horrible positioning on the sword attacks either. It's just that....Phantom is too loving good. I really think that tier choice should be Run and Gun vs Phantom.
|
# ? Feb 17, 2016 00:54 |
|
dyzzy posted:Melee units will even dash over to the beacon's location after their friends have destroyed it and waste their turn, it's absurd. After spending a large chunk of the weekend immersed in modding, I can tell you that the scripting language is such a mess that it isn't surprising that they've got some very strange bugs like that. I hope for XCOM 3 they nuke everything and completely start over, because as valiant of an effort as their SDK is, I look at how they're doing some things and
|
# ? Feb 17, 2016 00:55 |
|
Also I'm pretty sure haywire protocol breaks concealment (in my case, via AWC phantom) but doesn't show it, I stunned a MEC in one pod while concealed and the next pod I encountered activated when that specialist saw them. He still had the conceal overlay and everything.
|
# ? Feb 17, 2016 00:58 |
|
Is there a mod that after taking control of an enemy, it does not activate it's cohorts until you do something aggressive towards them?
|
# ? Feb 17, 2016 01:00 |
|
The final area of the final mission is so loving buggy, holy poo poo. The aliens can all launch bombs through solid walls while my guys can barely launch a grenade 10 feet. The funny thing is the game was a complete walk in the park up until the last ten minutes when the aliens started pulling off round after round of physics defying bullshit. I only have 1 avatar left to kill but I kind of doubt I can do it. So I guess my run is ruined. Never play ironman.
|
# ? Feb 17, 2016 01:01 |
|
Orgophlax posted:Is there a mod that after taking control of an enemy, it does not activate it's cohorts until you do something aggressive towards them? Don't know if there is one, but it probably wouldn't be too difficult--that's how it works if you hack a turret, I've found.
|
# ? Feb 17, 2016 01:01 |
|
Doctor Spaceman posted:Sniper rifles got sword-themed names. Shotguns got things based around luck (Nine Lives, Second Chance, etc) since the rangers were in so close. Miniguns got heavy female names like Big Bertha or Fat Lady Those are good ideas actually, but yeah I kind of stopped caring about naming them when the names vanished on upgrades. It would also be nice if the character limit wasn't so restrictive.
|
# ? Feb 17, 2016 01:02 |
|
Oh for god's sake the ranger perk to get a free action after their first kill on a turn doesn't work with heavy weapons. Also, the shredder gun blew up my own cover too.
|
# ? Feb 17, 2016 01:09 |
|
oswald ownenstein posted:I'm torn on phantom over blademaster Right now I got a Ranger who unlocked Serial and I just retrained her to be blade focused, since I don't want her to be in concealment anyway. Edit: Although to be fair, I hardly use her sword anyway, even with the blade spec. She's too busy 100% critting entire enemy squads in between Serial, Implacable and a grapple hook move. I'll probably grab rapid fire over reaper on her as well, but its nice to have bladestorm as a backup at least. Wait poo poo, bladestorm is against implacable... well regardless she mostly has blade tree skills, so even if you disregard the sword the Assault tree has some solid skills. Exodee fucked around with this message at 01:19 on Feb 17, 2016 |
# ? Feb 17, 2016 01:10 |
|
I'm interested in seeing how good a colonel blade ranger can be in the legendary end game, but my hopes are not high after seeing how the arc blade fares vs. mid game enemies with dodge and beefy hp pools.
|
# ? Feb 17, 2016 01:13 |
|
July 4th ingame and I go to attack a blacksite facility on the western US zone to delay the avatar project.
|
# ? Feb 17, 2016 01:16 |
|
dyzzy posted:Also it might not be a bad idea to make your first ranger a blademaster, I got a lot of use out of the guaranteed damage at 2x movement range early on (ie sectoids). Obviously be super careful not to do it in a way that reveals more pods. 'Guaranteed' Not only can you get hosed by LoSing a new pod from the charge, you get the added benefit of whiffing the swing and leaving your Ranger badly out of position! I'm not bitter
|
# ? Feb 17, 2016 01:17 |
|
Exodee posted:I mostly have a bunch of cosmetic mods, but upgrading a Power Relay costs 80, while Resistance Comms is 125. Does that help? Perfectly, thanks!
|
# ? Feb 17, 2016 01:18 |
|
Lol reinforcements arrived and fell through the floor of the building they landed on, allowing me to murder them all without doing anything.
|
# ? Feb 17, 2016 01:22 |
|
I'm already planning out my next campaign on Commander and I can't decide on early build order. Guerrilla Tactics School is obviously the first thing, and Power Relay is obviously the third. But what's second--AWC or Resistance Comms? AWC makes sure that my wound timers will be reasonable, but Resistance Comms makes sure that I'll be able to access a facility assault if I need to. And a Workshop is probably fourth, because it's so helpful to get your builds snowballing early, which means that whichever I don't build second, I'll probably have to put off to fifth. Thoughts?
|
# ? Feb 17, 2016 01:22 |
|
dyzzy posted:Also I'm pretty sure haywire protocol breaks concealment (in my case, via AWC phantom) but doesn't show it, I stunned a MEC in one pod while concealed and the next pod I encountered activated when that specialist saw them. He still had the conceal overlay and everything. Phantom on anything but rangers is pretty broken, actually. As in doesn't work.
|
# ? Feb 17, 2016 01:23 |
|
Kenshin posted:Phantom on anything but rangers is pretty broken, actually. As in doesn't work. Well it got him close enough the MEC to not get seen until he hacked it, so I guess it kinda does? But yeah eff that
|
# ? Feb 17, 2016 01:24 |
|
I just lost my entire A Team by dominating a Berserker that then activated three (!) more pods at once on a Retaliation mission. I don't think I'm going to use Dominate anymore
|
# ? Feb 17, 2016 01:26 |
|
dyzzy posted:Well it got him close enough the MEC to not get seen until he hacked it, so I guess it kinda does? But yeah eff that From watching Beagle's videos, it seems like the GREMLIN counts as a unit that can be seen, but only if the rest of your squad is revealed. Hick Magnet posted:I just lost my entire A Team by dominating a Berserker that then activated three (!) more pods at once on a Retaliation mission. I don't think I'm going to use Dominate anymore I almost had that happen when I got control of a random enemy from a hack. Dominate shouldn't be that dangerous, though, unless you dominated something way forward.
|
# ? Feb 17, 2016 01:26 |
|
RBA Starblade posted:Wow, it's actually worse for you if the Viper fails to bind because it leaves you completely exposed. I didn't think of that. Also notably, turrets don't ignore bound units, so if you get pulled and bound in range of one you will very shortly be turned into corned beef hash.
|
# ? Feb 17, 2016 01:26 |
|
Tae posted:How and in what way alt tab out, open task manager (ctrl shift esc), find xcom2 under processes, right click on it, and set priority to high. Whatever the gently caress you do, don't set priority to realtime. I've never seen a game not crash when you do that. as for what it does, just generally much less stuttery. Not a perfect framerate by a long shot, but noticably less dips.
|
# ? Feb 17, 2016 01:28 |
|
I think I'm done with XCOM for now (would've liked it last a bit longer). Can't wait for the first DLC that hopefully adds a lot of new toys, but grenadiers are too powerful and boring to ride out to the endgame when everything else catches up and surpasses it.
|
# ? Feb 17, 2016 01:29 |
|
Harrow posted:I almost had that happen when I got control of a random enemy from a hack. Dominate shouldn't be that dangerous, though, unless you dominated something way forward. He was absolutely way too far forward, but I hadn't considered the implications of increasing the amount of fog of war I'm uncovering by adding an additional unit. I guess I just shouldn't use it as a way to remove a threatening enemy from the fight, the better option would be to chain Stasis for a turn or two while I clean up the rest of the enemies, then move up and then Dominate.
|
# ? Feb 17, 2016 01:30 |
|
Hick Magnet posted:He was absolutely way too far forward, but I hadn't considered the implications of increasing the amount of fog of war I'm uncovering by adding an additional unit. I guess I just shouldn't use it as a way to remove a threatening enemy from the fight, the better option would be to chain Stasis for a turn or two while I clean up the rest of the enemies, then move up and then Dominate. I like to use Dominate as a way to add a powerful enemy to my team, usually when they're relatively close to me. I do tend to use dominated enemies to scout ahead because I don't particularly care if they get shot (though be careful if you do that with an Andromedon), but I do so in the same way I'd always move forward, so as to avoid activating too many pods. I'm definitely going to be more wary about the "gain control of a random enemy" hack from now on. I thought it'd be so good--it gave me control of an Archon right next to the objective I had to destroy--but that also tripped every pod on the loving map and lead to the death of my best Grenadier. Wasn't worth it in the least.
|
# ? Feb 17, 2016 01:35 |
|
|
# ? Jun 7, 2024 06:32 |
|
Harrow posted:From watching Beagle's videos, it seems like the GREMLIN counts as a unit that can be seen, but only if the rest of your squad is revealed. In my experience with a specialist who got Phantom, the unit thinks it is stealthed after your squad has broken concealment, but if you move it to within sight range of any enemy the pod will activate (even though the specialist moved into cover avoiding the red squares). Phantom Rangers of course work just fine.
|
# ? Feb 17, 2016 01:40 |