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PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

TheSpiritFox posted:

Can I just say that I adore the poo poo out of Stop Wasting My Time now. I just set my entire squad on overwatch to welcome a dropship pod and instead of slowly firing one after another there were a rapid fire barrage of weapons fire with the camera flitting back and forth like a coked out cicada and it was glorious.

Same, but mostly because it makes the Gremlin move at a decent clip instead of slooooooooowly bumbling across the map.

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toasterwarrior
Nov 11, 2011

peak debt posted:

It goes on multiple enemies. I think it's simply coded as a 50% chance to not spend your Overwatch while shooting. I also believe that you cannot get two overwatch shots from Guardian on an enemy that only moves a single square in your vision area.

Thanks! Yeah, I remember the single square thing from XCOM:EU too; aliens moving into LoS from the fog and not a step further wouldn't proc Overwatch too.

Magni
Apr 29, 2009
And something with my mods broke the save for the latest Commander+ Ironman with increased squad and pod sizes. :suicide.

Welp, here we go again.

Oh hey, look who's on the starting team:



Welp, at least I nailed the Advent Officer with a perfect 7-damage flanking crit and managed not to get hit. Also, walking away from Gatecrasher with two wounded against 12 enemies? I'll take it. And I love how I consistently get one guy from my allstars pool into Gatecrasher - and how Gabe Newell of all people decided to become a Ranger. Guess he takes after his VGCW role.:v:

Magni fucked around with this message at 17:00 on Feb 23, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I just realized that Jane Kelly is my only Ranger above squaddie, and that I only have two other Rangers. I do not have a very large pool of soldiers. :v:

Erata
May 11, 2009
Lipstick Apathy

Magni posted:

And something with my mods broke the save for the latest Commander+ Ironman with increased squad and pod sizes. :suicide.

Welp, here we go again.

Oh hey, look who's on the starting team:



Welp, at least I nailed the Advent Officer with a perfect 7-damage flanking crit and managed not to get hit. Also, walking away from Gatecrasher with two wounded against 12 enemies? I'll take it. Ad I love how I consistently get one guy from my allstars pool into Gatecrasher - and how Gabe Newell of all people decided to become a Ranger. Guess he takes after his VGCW role.:v:

Ranger Newell is canon. That dude loves collecting all kinds of knives.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
So if you're using the choose able awc perks mod, what are the "best" abilities to pick for each class?

Edit: does covering fire work with long watch overwatch?

Hieronymous Alloy fucked around with this message at 16:53 on Feb 23, 2016

FraudulentEconomics
Oct 14, 2007

Pst...

Hieronymous Alloy posted:

So if you're using the choose able awc perks mod, what are the "best" abilities to pick for each class?

Death From Above is absolute murderstorm on a Ranger with a grappling hook, probably just as good with an AR. Guardian on a gunslinger can be hilarious with lucky procs. Salvo is great on anyone with a heavy weapon. Ever Vigilant can be hilariously useful while scouting but it's not ball breakingly amazing. Rupture on a sharpshooter can be bonkers (no squadsight though).

Harrow
Jun 30, 2012

You can't beat Serial on a Ranger. Shredder on a gunslinger Sharpshooter would be hilarious, if that's an option (I'm actually not sure what the allowed AWC perks are). Rupture on a non-Grenadier can be pretty fun.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Does Death From Above trigger when firing the pistol? I gave my sniper lightning hands because other perk seemed like garbage.

toasterwarrior
Nov 11, 2011

Hieronymous Alloy posted:

So if you're using the choose able awc perks mod, what are the "best" abilities to pick for each class?

The Colonel level perks probably rule the roost here, along with any other "shoot hella good/more than once" skill. Serial/Kill Zone goes well with Rangers and Grenadiers specced and equipped for shooting, I imagine. Rupture/Chain Shot Sharpshooters when a motherfucker got to die. Death from Above on Rangers and Grenadiers, etc.

I got that mod, but I deliberately pick "lesser" perks like, say, Deep Cover on Overwatch Specialists. Sometimes I take stuff like Untouchable on Gunner Grenadiers or whatever, just to give me a bit of an edge. Perk combos like the above are nearly game-breaking, see, and I imagine a squad of them would make even Legendary missions a cinch.

Harrow
Jun 30, 2012

RBA Starblade posted:

Does Death From Above trigger when firing the pistol? I gave my sniper lightning hands because other perk seemed like garbage.

Death From Above mentions the sniper rifle explicitly, so I don't think it works with the pistol.

Good call on Lightning Hands, though. Deadeye can be good in the very late game, when your sniper is swimming in aim bonuses, but even then I prefer Lightning Hands for its sheer versatility. Long Watch and Lightning Hands are my picks for both kinds of Sharpshooter.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

RBA Starblade posted:

Does Death From Above trigger when firing the pistol? I gave my sniper lightning hands because other perk seemed like garbage.

Lightning hands is good but deadshot isn't bad either. It's nice for when you need to one shot a codex and aren't far enough in to have other classes that can do that.

toasterwarrior
Nov 11, 2011

Harrow posted:

Good call on Lightning Hands, though. Deadeye can be good in the very late game, when your sniper is swimming in aim bonuses, but even then I prefer Lightning Hands for its sheer versatility. Long Watch and Lightning Hands are my picks for both kinds of Sharpshooter.

I did the same, but apparently Deadeye ignores dodge? Can anyone substantiate that, because if so, that makes it very competitive against Lightning Hands.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Ehhh.... Deadshot would be a lot more competitive if accuracy hadn't been lowered baseline, if you ask me. If you ask me, the accuracy penalty on it is just too large.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

Death From Above mentions the sniper rifle explicitly, so I don't think it works with the pistol.

Good call on Lightning Hands, though. Deadeye can be good in the very late game, when your sniper is swimming in aim bonuses, but even then I prefer Lightning Hands for its sheer versatility. Long Watch and Lightning Hands are my picks for both kinds of Sharpshooter.

Yeah, my sniper woes are entirely rng based at this point (why is it possible to miss so many 95%s), but being able to grapple, fire a shot with the pistol, fire the sniper rifle, then fire another shot with the pistol is really nice.

Also I was watching Beagle and when you're setting up killzone it does in fact show that your magazine is losing a bullet, so that explains that too. I need an expanded mag now.


At this point my loadout is two grenadiers, two specialists, a psi-op, and rotating in and out the sniper and a blademaster. I could rotate in and out a grenadier and the blademaster too (seriously how did I not notice I only have one ranger), with exo suits' heavy weapons, but the hacker specialist is almost mandatory, and the medic is there for when things go to poo poo, like fighting the avatar when the shadow chamber lied about the number of aliens on the map.

quote:

Lightning hands is good but deadshot isn't bad either. It's nice for when you need to one shot a codex and aren't far enough in to have other classes that can do that.

Codices have only been an issue for me once and even then I had so many explosives and pistols that it didn't much matter. How much of a damage increase does it give?

FraudulentEconomics
Oct 14, 2007

Pst...

Harrow posted:

Death From Above mentions the sniper rifle explicitly, so I don't think it works with the pistol.

Good call on Lightning Hands, though. Deadeye can be good in the very late game, when your sniper is swimming in aim bonuses, but even then I prefer Lightning Hands for its sheer versatility. Long Watch and Lightning Hands are my picks for both kinds of Sharpshooter.

Just wanted to piggyback and say that nearly ALL cross class perks benefit only from the primary weapon unless explicitly mentioned. You do get some entertaining interplay though, Snipers can kill someone from squadsight and proc death from above, then take a rain of bullets/rupture/other active shooting ability shot from sight distance with the remaining 1 action point.

This is why serial/death from above are so amazing on classes that can move and shoot. Rangers with serial are absolute murderbuses because it's essentially Reaper but with a shotgun (combine with an auto loader and you could probably kill 2-3 pods solo with the right softening). Specialists with Kill Zone have a special place in hell due to their overwatch shots having the ability to crit. Grenadiers really don't benefit as much from some of the other classes, but that's because they're already loaded out with nearly anything they could ever want (explosives, salvo, rupture, holo-targeting). Untouchable on a grenadier would be pretty drat good I think, but that's honestly good on anything that kills on the reg.

Harrow
Jun 30, 2012

RBA Starblade posted:

Yeah, my sniper woes are entirely rng based at this point (why is it possible to miss so many 95%s), but being able to grapple, fire a shot with the pistol, fire the sniper rifle, then fire another shot with the pistol is really nice.

Also I was watching Beagle and when you're setting up killzone it does in fact show that your magazine is losing a bullet, so that explains that too. I need an expanded mag now.

Get an extended mag and an autoloader and a Kill Zone sniper is just plain magic. I lucked into getting the extra weapon upgrade continent bonus, which makes me very happy, because now I can have a superior scope, extended mag, and autoloader on my sniper's rifle, plus a +20 aim PCS. Even without tracer rounds, she's an absolute horror.

toasterwarrior
Nov 11, 2011

RBA Starblade posted:

Codices have only been an issue for me once and even then I had so many explosives and pistols that it didn't much matter. How much of a damage increase does it give?

50% baseline, so it has a chance to insta-kill Archons with fully-upgraded gear.

Yami Fenrir posted:

Ehhh.... Deadshot would be a lot more competitive if accuracy hadn't been lowered baseline, if you ask me. If you ask me, the accuracy penalty on it is just too large.

It's definitely a lategame thing, probably good respec fodder. A max-level sniper with superior aim boosts and elevation has a ludicrous amount of accuracy already, so sacrificing some of it for a chance to severely wound or outright kill big units is worth it, IMO.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Harrow posted:

Get an extended mag and an autoloader and a Kill Zone sniper is just plain magic. I lucked into getting the extra weapon upgrade continent bonus, which makes me very happy, because now I can have a superior scope, extended mag, and autoloader on my sniper's rifle, plus a +20 aim PCS. Even without tracer rounds, she's an absolute horror.

My only good continent bonuses are Future Combat and the +1 upgrade one, and they are definitely worth the others being useless. I've actually run out of weapon parts to slap onto things. :v:

quote:

50% baseline, so it has a chance to insta-kill Archons with fully-upgraded gear.

I may respec just to give a big middle finger to archons then, I hate them so much.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Yami Fenrir posted:

Ehhh.... Deadshot would be a lot more competitive if accuracy hadn't been lowered baseline, if you ask me. If you ask me, the accuracy penalty on it is just too large.

Get the Deadshot mod. -10% aim instead of -25%.

-25% is absurd.

Altho personally I'm thinking of modding it to be just +20 aim on a cooldown so that it is more in line with the name of the ability

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:



the modability of this game is so good

this game is so good

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Phobophilia posted:

Buh buh buh if my troops aren't at max or near max hp at all times, the next shot that hits will kill them :ohdear:

The AI will really stupidly prioritize lower health targets sometimes because they think they can kill

Hunker your 3 health guy behind hard cover and he's got 70 defense and 50% chance to dodge and have your other guys move up in low cover - they will usually shoot at the hunkered guy who is hurt

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

FraudulentEconomics posted:

Just wanted to piggyback and say that nearly ALL cross class perks benefit only from the primary weapon unless explicitly mentioned. You do get some entertaining interplay though, Snipers can kill someone from squadsight and proc death from above, then take a rain of bullets/rupture/other active shooting ability shot from sight distance with the remaining 1 action point.

This is why serial/death from above are so amazing on classes that can move and shoot. Rangers with serial are absolute murderbuses because it's essentially Reaper but with a shotgun (combine with an auto loader and you could probably kill 2-3 pods solo with the right softening). Specialists with Kill Zone have a special place in hell due to their overwatch shots having the ability to crit. Grenadiers really don't benefit as much from some of the other classes, but that's because they're already loaded out with nearly anything they could ever want (explosives, salvo, rupture, holo-targeting). Untouchable on a grenadier would be pretty drat good I think, but that's honestly good on anything that kills on the reg.

I am very fond of my Run n' Gun sniper and grenadier along the same general line of reasoning.

Harrow
Jun 30, 2012

RBA Starblade posted:

My only good continent bonuses are Future Combat and the +1 upgrade one, and they are definitely worth the others being useless. I've actually run out of weapon parts to slap onto things. :v:

The best ones are Lock and Load (reuse weapon upgrades and PCSs) and Armed to the Teeth (+1 upgrade slot). Everything else falls under "nice to have" at best, but those two are incredible. Luckily I have them both this time around.

FraudulentEconomics
Oct 14, 2007

Pst...

Zomborgon posted:

I am very fond of my Run n' Gun sniper and grenadier along the same general line of reasoning.

You remind me that I have a run and gun specialist. Being able to yellow move and then pop a grenade or proximity mine sounds DIVINE.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

FraudulentEconomics posted:

You remind me that I have a run and gun specialist. Being able to yellow move and then pop a grenade or proximity mine sounds DIVINE.

Even better, if you're sticking in place:
1. Salvo #1
2. "Run" n' gun
3. Salvo #2!
4. Shoot mans

It's utterly ridiculous and I love it for bad situations, though it's probably classifiable as a bug.

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!
Updated my mod to include an INI file, so if you want to modify it so that paying for soldier upgrades is more of a groin punch, that is now possible.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So my household has restarted 30 campaigns and played 80 hours :v: I dont think we've even seen the midgame yet. Having too much fun tweaking mods and opening strategies.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
The avatar timer is such a weird mechanic. At first it feels so intimidating and like a noose is closing around your neck but as soon as you build the shadow chamber you can basically just decimate it. I've got it at under half-way now and could easily lower it by another 2-3 pips whenever I want. The concept is interesting in theory but the execution is really awkward.

Reik
Mar 8, 2004

PantsBandit posted:

The avatar timer is such a weird mechanic. At first it feels so intimidating and like a noose is closing around your neck but as soon as you build the shadow chamber you can basically just decimate it. I've got it at under half-way now and could easily lower it by another 2-3 pips whenever I want. The concept is interesting in theory but the execution is really awkward.

Is there a good guide for basic priorities? Like, I had no idea the Shadow Chamber did that and I've been freaking out about the Avatar timer. This is my first non-tutorial play through so I still haven't put together a basic outline.

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀

PantsBandit posted:

The avatar timer is such a weird mechanic. At first it feels so intimidating and like a noose is closing around your neck but as soon as you build the shadow chamber you can basically just decimate it. I've got it at under half-way now and could easily lower it by another 2-3 pips whenever I want. The concept is interesting in theory but the execution is really awkward.

I think it serves the purpose it was designed to serve. It gives you an actual reason to do things in a timely fashion and go on missions.

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

Harrow posted:

Get an extended mag and an autoloader and a Kill Zone sniper is just plain magic. I lucked into getting the extra weapon upgrade continent bonus, which makes me very happy, because now I can have a superior scope, extended mag, and autoloader on my sniper's rifle, plus a +20 aim PCS. Even without tracer rounds, she's an absolute horror.
I went with extended mag, autoloader, and repeater on my KZ sharpshooter because I figure 15% of the time I'll just execute the sucker while I get an elevation bonus or if I don't even have KZ up I'll just wipe an enemy off the map. I actually got 6 repeaters on my squad for the final mission and the number of times Execute procs is pretty frightening. The superior scope is mostly useful for improving odds against enemies that take cover once you've got a Colonel that's got Spider / Wraith suit, but this is what my grenadier tends to nullify either with Demolition or a Grenade. Also, by that point the few enemies that take cover are low defense enough I don't care or they're assholes like Gatekeepers and Archons with high defense and dodge, so an Execution works better for me in practice to mitigate Dodge rather than more chance to hit.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Reik posted:

Is there a good guide for basic priorities? Like, I had no idea the Shadow Chamber did that and I've been freaking out about the Avatar timer. This is my first non-tutorial play through so I still haven't put together a basic outline.

To a certain degree it's based on RNG: what continent bonuses you get, how many engineers you recover as VIPs, etc.

A general guideline that a lot of people seem to agree with is initially prioritizing power, the GTS, and resistance comms. Then move on to a workshop (built in a center square to maximize drone options), then proving ground and psi labs. From there it's up to you and what you need. Building a second lab seems to be a complete waste.

The Shadow Chamber is your Story Mission HQ, once you get it you'll have the option to move the story forward at your leisure with each story mission giving you a couple pips off the timer.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

PantsBandit posted:

The avatar timer is such a weird mechanic. At first it feels so intimidating and like a noose is closing around your neck but as soon as you build the shadow chamber you can basically just decimate it. I've got it at under half-way now and could easily lower it by another 2-3 pips whenever I want. The concept is interesting in theory but the execution is really awkward.

It's been mentioned before that reducing its post-fill grace period, halving each time, would make its pressure more consequential.
I'd propose instead overhauling it entirely. Have it fill up as an inevitability, not a consequence of minor defeats or geoscape missteps. Facility sabotage might stop it from filling for a time, but not reduce it.
Rather than it being a "doom meter," have its filling result in a stark gameplay change- perhaps having avatars themselves start showing up as regular enemies, forcing you to either play really well and smash through the lategame, or lose by simple attrition. Step up base assaults with more and more starting enemies, until you simply cannot hold out no matter what.

I have no idea how I'd balance this or put it together, but I've been looking at the mod tools a bit and might try and work towards it once I get some experience.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Dr. Stab posted:

I think it serves the purpose it was designed to serve. It gives you an actual reason to do things in a timely fashion and go on missions.

This

Being able to 'game' the avatar clock isn't a problem. Gaming it requires you to do things you'd rather not do - research poo poo you don't want to research yet, spend intel on poo poo you'd rather not spend intel on, etc. The strategy layer is a supplement to the meat of the game.

This is 100000000000000% better than the old system where you just lost a game because countries panicked and you couldn't do anything about it and you lost that one bomb defuse or w/e

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

oswald ownenstein posted:

This

Being able to 'game' the avatar clock isn't a problem. Gaming it requires you to do things you'd rather not do - research poo poo you don't want to research yet, spend intel on poo poo you'd rather not spend intel on, etc. The strategy layer is a supplement to the meat of the game.

This is 100000000000000% better than the old system where you just lost a game because countries panicked and you couldn't do anything about it and you lost that one bomb defuse or w/e

Yeah but it only requires you to do that for the first half of the game after which it becomes a complete non-issue. I really liked the tension that the avatar timer brought in the early game and would like to see that carry through to the end.

Kennel
May 1, 2008

BAWWW-UNH!

Reik posted:

Is there a good guide for basic priorities? Like, I had no idea the Shadow Chamber did that and I've been freaking out about the Avatar timer. This is my first non-tutorial play through so I still haven't put together a basic outline.

Here's one by Beagle:
http://www.pcgamer.com/xcom-2-base-guide-build-a-better-avenger/

Big Sean
Jan 18, 2010
I got a heavy with rapid fire through AWC. He is "OK" when combined with salvo and holo targeting plus special ammo and a bunch of accuracy boosts.

Honestly it makes me wonder whether it's possible to get a sniper with rapid fire, which would just be nutty, assuming it didn't conflict with squad sight.

I have also gotten serial on a ranger, but I didn't think it was that good. You can't combine it with run&gun, and frequently its hard to position yourself such that you have flanking shots on multiple enemies, particularly without run and gun. And it has a long cool down, etc.

---

For build order, playing L/I I don't think there's much choice / benefit in being creative. I do guerilla first, because you can get enough promotions for squad size I at around the time it will finish without an engineer. Then AWC for healing / perks. Then you are out of power so you build a relay, then proving ground. If you get lucky and get a resistance contact on the strategic map, you may be able to go for a psi lab next (best if build on a coil), otherwise you may need to build a resistance com depending on where the first alien base spawns.

Don't build workshops or labs, unless you are just doing it for fun or for some reason it is impossible to buy enough of the respective workers (it is better to just buy engineers or scientists).

Avater timer is mostly not a big deal if you are good about abusing the grace period and making sure you have an alien base ready to hit in the last week. But the game likes to run up the timer in the early few months to scare the player (which is overall a pretty good game mechanic, but mostly a mirage).

Lunchmeat Larry
Nov 3, 2012

Someone please make Waluigi clothes or at least hats. Thanks

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CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
So my Ironman run just took a nasty setback last night. I was doing so well and people were basically never getting shot, so I decided to be cute about it and skip T2 armor altogether. Which then cost me horribly.

It was a standard data retrieval mission. My A-team Grenadier and Specialist were in the hospital, but I had solid Bs to replace them with, my A sniper and ranger (the awesome motherfucker known as Hanzo), and a sharpshooter I took along because I've been training him to become a gunslinger. And everything went fine, right until in the middle of a perfectly handleable firefight, another pod just wandered in out of nowhere (seriously, they literally walked in out of the fog of war) and turned everything to poo poo. First, one of them took aim at my ranger, which I scoffed at because I was behind full cover and the ADVENT guy was on the edge of sight range. No way he makes that shot.

Crit. From across the map, into full cover. One-hit kill. Goodbye, Hanzo :(. Specialist and Grenadier panic, thus removing any chance I have of salvaging the situation. They get shot down too. Eventually my sniper dashes up to retrieve the data that the specialist had dropped, then I pop smoke and my two sharpshooters get the gently caress out of there, taking the mission fail but at least countering the dark event.

I figured okay, that's what I get for my hubris, I'll build the goddamn armors... except that at that point, Powered Armor was only six days away from being researched. So yeah, in the end I ended up leapfrogging right from Kevlar to Warden Armor.



I'm in the process of researching and rolling out plasma weapons, too.

Oh, and my Proving Grounds will be built in about a week.

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