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I am sad that the game will be released the same week my classes start.
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# ¿ Jan 28, 2016 19:01 |
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# ¿ May 3, 2024 00:04 |
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There was an explosion nearby during the night, I was half-asleep and dreamed that there was an actual alien invasion going on and thought to myself "Firaxis did it again, just like the Paris attacks", then I woke up and remembered that there is a civil war going on. That's my "XCOM 2 gave me a moment of respite from terror" story, thank you, Jake 'Hot Shot' Solomon.
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# ¿ Feb 3, 2016 15:15 |
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When I first played XCOM: EU I played on Classic Ironman and restarted the game like five times before accepting I'd have to play Normal, then I found it too easy and went back to Classic and the game flowed from there, so I'll probably do the same. Not doing Ironman on a new release though, I'd hate if some bug came in and broke my save or whatever, so Bronzeman it is.
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# ¿ Feb 4, 2016 14:57 |
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Apparently the goal of my Commander playthrough is to see if there is a limit to the number of portraits that show up in the Memorial/Bar.
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# ¿ Feb 6, 2016 00:40 |
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Josef bugman posted:Does anyone know anything about potential fix patches? I am stuck staring at a blank screen after a good deal of time trying to get this game to work. I got this issue first time I booted because it turns out the game defaulted to my onboard videocard instead of the dedicated one, so try that if you're on a laptop.
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# ¿ Feb 6, 2016 02:09 |
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Josef bugman posted:I am, how do I do that? Try to find the software for your card (I don't know, look for AMD or NVIDIA between your programs), that will usually have power options for certain programs, setting XCOM 2 for high power or something like that should do it if there is a dedicated card in the machine.
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# ¿ Feb 6, 2016 02:23 |
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Jim DiGriz posted:So, it's a small change (or at least I don't remember it from EU/EW), but apparently civs can move freely during turns. Civilians don't follow rules of engament.
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# ¿ Feb 6, 2016 15:12 |
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redreader posted:The avatar installations have pips next to them. What do they represent? The amount I'd set back the avatar project by, or something else? I can see what enemies are at each and some seem a little easier than others. One I can assault has 1 pip and one has 5. It is the amount of pips of the avatar project the facility's worth.
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# ¿ Feb 8, 2016 18:52 |
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Zaphod42 posted:There's no option for that right? I didn't see one. Should be under gameplay options.
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# ¿ Feb 8, 2016 23:45 |
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Speaking of hacking, I love how my first encounter with a Sectopod was doing a hack to seize control of all robots for one turn and lo and behold, there it was. Then I checked out all its abilities and killed two ADVENT with my testdrive. Would do it again. Have to say, domination and haywire protocol are huge force multipliers when you've got the stats to make them work. [Edit]By the way, if you have two Psykers with Domination can you have more than one Dominated alien at a time or is it only one per mission?
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# ¿ Feb 8, 2016 23:52 |
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BigRed0427 posted:So what happens to the troops that get captured? Are they as good as dead or can I get them back somehow? You get a mission later to rescue them eventually, rewards you with a bit of intel too.
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# ¿ Feb 9, 2016 03:36 |
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FuriousGeorge posted:OK I have a little dilemma here. What Vengarr said about mind control. I also got this bug because for some reason my GREMLIN was still out in the field after being used for haywire protocol, sending it to aid someone removed the message.
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# ¿ Feb 9, 2016 05:08 |
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Fintilgin posted:EDIT: I hope the complaints about the difficulty uptick and timers don't impact sales. This was Firaxis' biggest launch weekend for any of their games by a huge margin if players are anything to go by, so things are looking good on that front.
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# ¿ Feb 9, 2016 21:25 |
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SniperWoreConverse posted:Also, questions about engineers and workshops: you staff an actual guy there and that guy operates 2 drones who can go to whatever building you pick next door, right? Then maybe upgrade it so two engineers operate 4 gremlins altogether? How many engineers can be jammed into a com relay, two or one? It's correct to guess that psi lab only takes one soldier at a time and nothing else? Don't know about the workshop, but you can train two soldiers in the Psi Lab by upgrading the facility at a hefty cost.
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# ¿ Feb 9, 2016 22:59 |
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Fangz posted:If you think you can replace specialists with Psi troopers because Psi troopers are better, then go ahead and try, I guess. But saying every perk needs to be as good as Dominate is *rather* silly. Now, if every perk was as good as Stasis, well, then it would be game over man, game over, for every alien pod.
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# ¿ Feb 11, 2016 15:41 |
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Bistromatic posted:I've been avoiding this thread due to fear of spoiler but i got to the power armor tier today and i feel they really dropped the ball there art direction wise. Especially after how great the predator armor and the gauss weapons look the power armor is just way too sleek, curvy and shiny. I really would have preferred something that looks like it has actual armor plates and actuators. Yeah, I didn't like them either. There is an >| icon on the right side of the action description when that action would end your turn.
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# ¿ Feb 14, 2016 15:49 |
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YoungSexualNorton posted:On the terrorist angle, it is pretty interesting that there are zero penalties for blowing up civilians on regular missions. I tried not to for a long time because I figured you'd at least get chewed out by a talking head. Then I accidentally murdered a whole pack with no consequences. After that point I tried to clip as many as I could with heavy weapons and probably got into the triple digits by the end of the game without anyone even commenting. Pretty hardcore, given that Bradford nearly shits himself when you get down into the single digits on survivors in terror missions. I played like that and it got me wondering if it is possible with the engine to tally civilian deaths in XCOM operations to generate a malus for supply from that region, as the group loses public supply. Maybe Firaxis thought about doing it (one of the Dev diaries introducing the slum maps mentioned something along those lines, I think?), but couldn't pull it off with the existing setup.
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# ¿ Feb 26, 2016 00:27 |
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Yardbomb posted:"gently caress you clayface" is a thing I ended up saying a few times early on with Faceless I call Faceless "rotten yoghurt monsters".
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# ¿ Feb 27, 2016 04:23 |
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I was wondering, what happens to characters in the rooster with mod props if that mod gets removed? Do they just show up without the props or do you get a crash/error?
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# ¿ Feb 27, 2016 16:03 |
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Bushiz posted:Update: This is fun as hell. I have 5 people dead after three missions Can you link the exact mods you're using? I'd like to try that out.
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# ¿ Mar 5, 2016 14:40 |
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Okay, getting a bug where sometimes grenades do no damage. Can that be a side-effect of a mod or is something people playing vanilla are also suffering? For reference my mod list is a bunch of cosmetics, Muton Centurion, Advent Snipers/Psikers, Retroactive AWC. Additional Dark Events, Commander's Vest and Mission Time Remaining.
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# ¿ Mar 11, 2016 23:59 |
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WarLocke posted:But playing turns over and over trying to get a 2% +20 Hack Stat hack is kind of bullshit. Reloading to try for it would still be a pain in the rear end, but at least I wouldn't have to try a bunch of variations on 'move everyone else to random places in a random order' to try to get the seed to line up right, which is at least as bullshit IMO. At that point you might as well save yourself the pain and use Cheatengine or whatever to hack the stat to a higher value.
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# ¿ Mar 12, 2016 00:37 |
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My first specialist tends to be a combat one, but I'll usually train up a medic as soon as I get a second because those guys can make a world of difference when things go poorly and you need your experienced soldiers to survive their , usually by midgame I'll be fielding two specialists per team.
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# ¿ Mar 14, 2016 03:59 |
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Sloober posted:I've never found my combat hackers to have something other than shooting all the time - you can only hack one security post per mission and you only get two combat protocols to use, and aid protocol doesn't burn their turn up. My current combat spec guy shoots most of the time. Actually irritated that he rolled up phantom in the AWC instead of something more useful. The flip side of that is my ranger rolled up the guaranteed hit grenadier ability and can now sniper-shotgun guys in full cover at the edge of his view My combat specialist rolled Serial and it was exactly as good as you are imagining it.
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# ¿ Mar 14, 2016 13:47 |
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No, the proud people of the Cyberdisks have defected from the coalition and joined XCOM and we'll get to play as them.
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# ¿ Mar 18, 2016 12:11 |
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WarLocke posted:Also, apparently that Haven Siege mod is pretty loving nuts Operation Death King indeed.
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# ¿ Mar 19, 2016 17:26 |
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Had a great moment earlier. Doing the first Retalion mission, a Sectoid causes panic in one of my rangers. She proceeds to take cover on a car close to a civilian and then promptly throws a grenade on the guy, killing herself. I didn't even know panicked soldiers could throw grenades!
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# ¿ Mar 25, 2016 21:37 |
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Maluco Marinero posted:You can now, screenshots don't really show what it's about so here's a vid. That looks pretty fun, only thing I'd suggest is that it would probably be a good idea to reduce the amount of corpses needed for research/building stuff, as it might be prohibitively expensive/difficult to develop some upgrades, like Predator Armor.
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# ¿ Mar 26, 2016 00:10 |
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What is the story mission that triggers the UFO hunting the Avenger? I've got a pretty decent A team in my current Commander/Ironman run, but not enough force depth to pull of an Avenger defense confidently, so I want to be ready for when that one hits.
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# ¿ Mar 26, 2016 15:57 |
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Exposure posted:Black Site has a 25% chance of spawning a UFO, Forge has a 50% chance of spawning a UFO, and the Psi Gate has a 75% chance of spawning a UFO if I recall my browsing of the SDK correctly. Thanks, exactly what I needed to keep in mind.
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# ¿ Mar 26, 2016 19:18 |
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Why are Pods called Pods instead of groups or squads or whatever? Classic X-Com terminology or programming term for them or....?
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# ¿ Mar 28, 2016 02:23 |
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Moola posted:Because the aliens are space whales Wait, so Dishonored 2 is before or after the Terror from the Deep expansion for XCOM 2?
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# ¿ Mar 28, 2016 04:29 |
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Moogle posted:A pod is a valid group noun, y'know! I don't know why they picked it (and it's possibly some programmer's acronym for something else), but you can have, for example, a pod of whales. Yeah, I know that. I am just curious about where the term originated from in relation to the packs of aliens in XCOM, was it Firaxis or the community? Is it like every group is a little monster egg that cracks open when players approach? This is keeping me awake at night. [Edit] Okay, it is from Firaxis and it is what they've used in programming and the community picked it up from there, from actors within XComAlienPod. I guess I have to scream at Jake on Twitter or something. ZearothK fucked around with this message at 12:25 on Mar 28, 2016 |
# ¿ Mar 28, 2016 12:22 |
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I almost always bring out B team guys along with the A team, usually on a proportion of 4 Top Tier troops with 2 Mid/Low troopers. It works well enough in spreading promotions along with the mandatory benching caused by wounds. Also rushing Psionics and training a secret army of Wizards to deploy in the late game. It is expensive, but absolutely worth it.
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# ¿ Mar 29, 2016 00:32 |
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Maluco Marinero posted:How does that work with Legend, my campaign resources were stretched just getting to Mag & Plated with enough expansion, let alone power & resources to spare for Psi. Yeah, I wouldn't know how that would go with the increased training/build times on Leg. It's been working pretty well on Commander, though!
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# ¿ Mar 29, 2016 02:03 |
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Rolled Rapid Fire on my Grenadier that already has a +15% aim mod on her gun. Should I give her tracer rounds and retrain for holotargetting so she can kill anything in a single turn when combining that with Salvo?
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# ¿ Mar 29, 2016 22:27 |
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64bitrobot posted:I brought two psi-ops. It went most excellently. Brought three. Entirely dominated the first pod of two Andromedons and an Archon. Had a fun time.
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# ¿ Mar 31, 2016 03:33 |
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I am wrapping up my second campaign, first was on Veteran and now I am doing the full Commander/Ironman thingie. One of my Grenadiers rolled Rapid Fire from the AWC, which led to me giving her Superior Perception PCS, Superior Scope and Tracer rounds. Combine that with Salvo and she pretty much had the ability to delete anything from the battlefield. And by late game a Psyker could just Inspire her to Rapid Fire again. Honestly it felt like overkill most of the time. In my first game my A-Team was made from two Specialists - one of whom had rolled Serial, so I gave him all the aim bonuses and he was pretty much the MVP of the team -, a Medic and a Hacker, two Rangers and two Psionics. It worked pretty well in rolling through the game and the Rangers had amazing mobility to get those ridiculously powerful flank shots. Most of my Grenadiers were GrenadeCom in that game and while they were fantastic at the start I felt they were losing in relevance compared to the others as the game went on. In my second game the A-Team was a healing Specialist (because I am playing Ironman and I felt more comfortable with a buffer for poor rolls and mistakes), two Psionics, the Grenadier above, a Sniper-focused Sharpshooter and a Ranger. Have to say the Ranger has felt somewhat lackluster this time, but was an adequate scout when paired with the Sniper. Throwing Threat Assessment on the Sniper or Grenadier was often a better use for the Specialist's second action than shooting. I didn't rely much on dedicated Snipers on my first game due to worrying about mobility, but I gave it a try and they are really amazing! And that becomes even better when you get the Wraith Suit. Killzone, Serial and Deadeye are all fantastic skills. The Sniper ended the game with the most kills per deployment by far. I am glad that the AWC exists, as it can give lead you to mix up your style. I was also glad to find on my second game that Grenadiers and Sharpshooters are a lot more useful than I gave them credit for the first time.
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# ¿ Apr 5, 2016 14:51 |
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Would I be wrong in assuming that the four new weapons are each meant for one of the primary classes?quote:[...]the Bolt Caster, a high damage single-shot weapon; the Hunter’s Axe, a powerful new blade weapon that can be thrown at enemies or used to dispatch foes at close range; the ShadowKeeper pistol, which has the Shadowfall ability that is guaranteed to hit and will place its user in concealment if the enemy is killed; and the Frost Bomb grenade, which is able to temporarily freeze targets. ShadowKeeper and the Hunter's Axe are clearly for Sharpshooters and Rangers, respectively. Frost Bomb is the Grenadier weapon, but might be available for everyone since it is a grenade. That would make the Bow Caster a Specialist weapon, though it sounds better at the hands of a Sharpshooter.
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# ¿ May 5, 2016 13:35 |
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# ¿ May 3, 2024 00:04 |
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Does this mean we can lose Bradford and we will never hear him again during Terror missions?
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# ¿ May 12, 2016 16:09 |