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I am so ready to
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# ¿ Jan 28, 2016 18:43 |
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# ¿ May 2, 2024 23:41 |
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I too witnessed the one magical moment when everyone was banned.
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# ¿ Jan 28, 2016 21:16 |
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Moral of the story: don't try to ghost all the way to the objective. You've fallen into this trap before, Beagle!
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# ¿ Feb 1, 2016 17:01 |
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RBA Starblade posted:By the way I know rockets are out; do grenade launchers have that same margin of error? I love that. No, grenade launchers work the same way as normal grenades do, but with larger AOE and longer range. By the way, rockets are back as heavy weapons on the exosuits.
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# ¿ Feb 1, 2016 20:33 |
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nessin posted:Has anyone (streamer/youtuber wise) tried to actually use concealment beyond finding the first pod and popping it? I'd like to see if it's possible to play XCOM2 in a more stealthy (to the extent that concealment allows when missions generally require killing all aliens) manner, or at the very least playing a more standard game of cat and mouse versus the rare attempt to do anything more than setup the first available kill. Yes, and it's a really bad idea to try to sneak past everyone to get to the objective. There's almost always a pod at the objective itself, and attempting to get behind the first pod usually results in getting your team sandwiched between two or more pods, which is disastrous.
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# ¿ Feb 3, 2016 05:33 |
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Alehkhs posted:I've been really impressed with the procGen'd maps - watching Beagle, I keep forgetting that the entire map isn't handmade but instead pieced together from sections. Except for the one time someone parked a car halfway into a café.
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# ¿ Feb 3, 2016 06:30 |
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Speedball posted:One is heavy armor that lets you carry a rocket launcher or similar giant single-shot weapon. One's medium armor that lets you carry two different utility items. And one's light armor that only lets you carry a grenade or a utility item, but also lets you dodge and use a grapple, like Skeleton armor. That's the midgame armor. Later on you can get armors that let your troops transform into high cover or walk through walls.
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# ¿ Feb 4, 2016 06:44 |
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Just got home and got the VPN started.
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# ¿ Feb 4, 2016 23:40 |
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SinineSiil posted:What does Hunt XCOM dark event really do? Avenger defense. Your troops defend the loading ramp of the Avenger and have to push back the enemy far enough to destroy a transmitter, then retreat.
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# ¿ Feb 4, 2016 23:52 |
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I'm in.
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# ¿ Feb 4, 2016 23:58 |
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Anyone know how to assign waypoints when moving soldiers?
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# ¿ Feb 5, 2016 01:22 |
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Pharmaskittle posted:Just played the tutorial mission. Is it scripted that both those rookies die, or did I just get unlucky? Everything in the first mission is scripted.
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# ¿ Feb 5, 2016 01:30 |
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A Lamer posted:
It doesn't get used up, if that's what you're thinking. It's a permanent upgrade to a particular weapon; you just can't transfer it to other guns. Zoran fucked around with this message at 01:47 on Feb 5, 2016 |
# ¿ Feb 5, 2016 01:43 |
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splifyphus posted:Can anyone explain how waypoint mode is supposed to work? Like, as if to a five year old. It's control-click, as I just discovered. Set waypoints by control-clicking on the map. You can do this a lot.
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# ¿ Feb 5, 2016 02:00 |
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Overwatch Specialists (Guardian/Covering Fire/Cool Under Pressure) with Scope + Repeater + Aim PCS + Venom Rounds are loving glorious. The second coming of Long War's overwatch infantry is once again clutch as all hell.
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# ¿ Feb 6, 2016 07:12 |
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Just did the final mission. The highlight was definitely the second-to-last turn, when my Sniper equipped with Scope, Auto-Loader, and Extended Mags fired up Serial, killed eight enemies, then grappled to another platform for a different angle and killed three more. That's right: ELEVEN kills in one turn by herself. That's loving XCOM, baby. Zoran fucked around with this message at 08:45 on Feb 8, 2016 |
# ¿ Feb 8, 2016 08:35 |
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Ravenfood posted:For an entirely hacking-devoted specialist, I can't decide between the Col skills. Since I basically cannot live without two grenadiers, I don't think I can get away two specialists, which leads me towards the healing variant. Anyone found either one particularly underwhelming or game changing? I used dual Specialists in my first run, and in retrospect I think dual grenadiers are better. I'd pick the following set for a solo Specialist: Aid Protocol Haywire Protocol Field Medic Covering Fire Guardian Restoration I'd pick Restoration over Capacitor Discharge because it's one of the few ways to revive unconscious soldiers. Equip Medikit + Skulljack, a Perception PCS, and a rifle with Scope + Repeater. Repeater combines really well with Aim stacking and Guardian—you'll get a great medic who also has amazing Overwatch abilities. Just hope that the AWC doesn't give you Phantom.
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# ¿ Feb 10, 2016 04:58 |
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Khisanth Magus posted:My sniper got the automatically hunker down if you don't shoot...which is less than useful, given that snipers are either never idle or are sprinting where there are no enemies to either find a new sniping position or start booking towards evac. Then you have the one Sharpshooter who might actually want to take the Aim perk.
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# ¿ Feb 11, 2016 16:49 |
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Peewi posted:I've uploaded the new version of my mod To add to the ideas others posted about shrinking the icons a bit and maybe making the boxes more translucent, I would also suggest fixing the spacing in the shield box—the "3" is too close to the diamond, and there's a lot of empty space to its right.
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# ¿ Feb 12, 2016 21:13 |
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Tenzarin posted:Got guardian on a heavy and holo targeting on a ranger, pretty nice. I just got the vaunted Rupture Sniper.
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# ¿ Feb 13, 2016 06:45 |
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RoboCicero posted:My experience with Mimic Beacons has always been that aliens ignore it once it dies, so the usefulness only lasts about as long as it does. Still great, but only about 1-2 attacks. I don't know how you guys get ultra beacons that vacuum up all the aliens in the map Put it in full cover. Give it an Aid Protocol, even, for the extra defense. Any enemy that can see the mimic will attack it, even if better shots are available, so the way to make your mimic beacon vacuum up every attack is to make it as hard to hit as possible.
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# ¿ Feb 15, 2016 01:57 |
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In my attempt at the Exquisite Timing achievement (beat the game by July 1), it was June 29th and I had one day to go on the Avatar Autopsy research project. I was actually just about ready to write up my strategy for you guys once it finished. While I was passing the last few hours until the research finished, one last council mission popped up—pretty sweet, right? I was getting a shitload of free intel right before I'd spend it all on the penultimate mission. So I complete the VIP capture mission, return to the Avenger… and find that a bug has reset the progress on the Avatar Autopsy. Now it'll finish on July 4th. gently caress that poo poo right to hell. e: givetech AutopsyAdventPsiWitch Zoran fucked around with this message at 22:59 on Feb 16, 2016 |
# ¿ Feb 16, 2016 22:53 |
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Vengarr posted:There really ought to be a repeatable research option that gives you a small amount of intel. Something like "ADVENT Network Analysis", where your eggheads knuckle down and analyze communication intercepts. That way, you could A. have a reliable if inefficient way to get intel in an emergency, and B. give your scientists something to do once you've unlocked everything. They're limited by loot, but that's what the ADVENT Datapad and ADVENT Data Cache techs do.
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# ¿ Feb 16, 2016 22:58 |
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Beef Hardcheese posted:Are certain grenadier abilities supposed to set nearby squares on fire, or is this some weird bug? My Colonel Grenadier in the last game consistently set herself on fire with Saturation Fire. It seems to be a bug—they coded that ability to be able to destroy cover, and apparently that includes setting fire to the grenadier's current location. Happens even when I use it standing in the open, outside of cover.
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# ¿ Feb 17, 2016 03:52 |
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I finished my Exquisite Timing run! Obviously this challenge is won or lost on the geoscape. You have to gather engineers early to build all the essential facilities very quickly, you must complete the Blacksite Vial and Codex Brain Shadow Projects ASAP so that you know where you need to make contact, and you need to collect a good number of scientists so that you can finish the required research plus Plated Armor and Gauss Weapons in time. One of the biggest issues is power requirements: pre:Starting free power: 6 Power Relay: 3 Power Relay 1st engineer: 5 Power Relay upgrade: 2 Power Relay 2nd engineer: 5 Power generated: 21 Guerrilla Tactics School: -3 Proving Grounds: -3 Advanced Warfare Center: -3 Shadow Chamber: -5 Resistance Comms: -3 Psi Lab: -5 Resistance Comms upgrade: -4 Shadow Chamber upgrade: -4 Power consumed: 30 Net power: -9 The GTS is not strictly necessary early on (and neither is the AWC), but I built the GTS first because it's so useful. Proving Grounds come next so you can immediately build a Skulljack and then kill a Codex. At the same time, you should try to start the Power Generator. The Resistance Comms and AWC come next. You need to do the Blacksite mission several days before you excavate your intended Shadow Chamber site so that you can switch research to Alien Encryption and start building the Chamber as soon as it opens. Squeeze in a Psi Lab when possible; early May is about what you need to get a Magus by end of June. Because you have to do all this building really quickly, the Fast Construction HQ bonus is a really big deal. Random scan opportunities that give you Engineers, Scientists, free power or contacts, and sometimes Intel are worthwhile. Other than that, you'll want to be scanning at HQ until all your facilities are up. In my game, I got a middle start. Ordinarily that doesn't matter, because you're not building a Workshop and don't care about any kind of optimal building placement. But I got lucky; both of my exposed power conduits were on row three. Because of this, I was able to put my Psi Lab on a conduit as well, and that gave me enough spare power to spring for a Workshop (and the second Psi Lab cell!). I decided right on March 1 to commit fully to the Workshop gambit, so I made the Workshop my second build. While one engineer helped speed its construction, another dug out the top-left cell. When the Workshop finished, I immediately upgraded it. This converted my two engineers into four, allowing me to put three engineers to work digging out my Shadow Chamber cell and giving me one spare to build and work the Proving Grounds. The downside was that this delayed both the GTS and the Proving Grounds. I chose to wait and put the GTS in the corner because I figured that once all the digging was done, my Workshop wanted to be next to the Resistance Comms, the Power Relay, and the Proving Grounds. Since the Proving Grounds came late, I didn't have a lot of special ammo or other items built, and so my early Plated Armor tech path was also less useful. Speaking of tech, you must exploit the hell out of free autopsies. You have to do ADVENT Officer manually, but you can pick up Sectoid, Faceless, Muton, and ADVENT MEC autopsies (the main useful ones) instantly if you wait long enough. There's simply not enough time to dedicate two weeks for autopsy research. Here was my overall tech path:
My squad was 1 Phantom/Shotgun Ranger, 1 Sniper-build Sharpshooter, 1 Combat Hacker Specialist w/ Medical Protocol & Restoration, 1 Heavy Gunner Grenadier, and 1 Demolitions Grenadier who got replaced by 2 Psi Operatives.
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# ¿ Feb 17, 2016 20:35 |
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Someone made a fix for Saturation Fire's interesting tendency to saturate your own soldiers with fire.
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# ¿ Feb 19, 2016 16:46 |
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Speedball posted:In other, OTHER grenadier tips: Which do you guys like more, holo-targeting or a third grenade? They're both good... Take two grenadiers, one of each type, until late in the game when you have two psions and a collection of scopes and aim PCSs. That's when the explosives fall off in usefulness.
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# ¿ Feb 20, 2016 05:45 |
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Verviticus posted:has anyone gone for the achievement to beat the game before july (i think) on commander+? any tips? Yep!
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# ¿ Feb 20, 2016 15:40 |
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The Bramble posted:Can i force a soldier with Implacable to end their turn without moving? My ranger is bugged out on the Tower mission and can't move, and I can't try to finish the mission with the rest of the squad because Implacable isn't letting me end my turn. Hit Delete to manually end your turn.
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# ¿ Feb 21, 2016 16:09 |
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Deutsch Nozzle posted:does the lamp-host hack which gives control of a random enemy break squad concealment? Yes.
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# ¿ Feb 22, 2016 01:04 |
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SirDan3k posted:And Specialists get nothing. A med-kit and a specialty grenade/skulljack is worth more then their safety. I kinda wish Specialists got an extra utility item slot in the same way the Grenadiers got an extra grenade slot, simply so you could run medikit+skulljack+something else.
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# ¿ Feb 22, 2016 06:40 |
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FraudulentEconomics posted:Backspace ends your turn. It's Delete by default.
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# ¿ Feb 26, 2016 17:50 |
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Cythereal posted:Question for the vets - is it worth it to build radio towers in every sector? I towered all of South America and Europe for the useful continent bonuses (I started in Africa) and am looking to expand into Asia but the supplies cost is getting a bit much when I've just researched plasma rifles and want those more but they're expensive and it looks like the other plasma guns will be, too. You should only ever put one radio tower in the two-sector continents and two towers in the larger continents—exactly enough to get the continent bonus. You don't need a tower in every sector on a continent.
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# ¿ Aug 15, 2016 19:14 |
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Bogart posted:e: One of the things I dislike the most about Long War's classes is that getting shred on any weapons is fuckin impossible. Let my cannons shoot armor. Shredder is a first-tier perk choice for Gunners.
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# ¿ Aug 22, 2016 21:19 |
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Experiment results: giving Light 'Em Up to a Sharpshooter with Death From Above is exactly as silly as I dreamed it would be.
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# ¿ Aug 23, 2016 01:55 |
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Bogart posted:Just run Quick Start and skip Gatecrasher. Or enable console and use PowerUp on the first mission. Then you get the experience too.
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# ¿ Aug 23, 2016 18:28 |
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Backhand posted:Yeah, I just noticed the same. It crashes on the opening cinematic now. Set -enableconsole in launch options, open console with the ` key or the \ key, and use the command PowerUp on the first mission.
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# ¿ Sep 6, 2016 05:04 |
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Malek Deneith posted:Could someone clarify for me: If a soldier doesn't get his "hidden" AWC perk by the time they get Colonel (because they were too high rank when AWC got built), does retraining them in AWC allow for getting the hidden perk or not? The internet seems to be confused on the matter. In vanilla, it does not.
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# ¿ Oct 8, 2016 20:46 |
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veni veni veni posted:I'm totally confused as to what gives an enemy a full turn after being revealed or not. Sometimes the just get to scurry and take cover but sometimes they get full turns and can shoot. What am I missing here? Are you encountering them with the last move of your turn? Don't do that.
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# ¿ Oct 8, 2016 21:09 |
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# ¿ May 2, 2024 23:41 |
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After the first two or three missions, you will quickly have tools for alpha striking a pod that are far more reliable than concealed overwatch traps. They won't regain much usefulness until you reach late-game skills like Kill Zone and Guardian.
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# ¿ Oct 8, 2016 22:16 |