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LordNat
May 16, 2009
Do we know the release time yet? Need to know if it is worth cashing in sick time.

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LordNat
May 16, 2009

LightWarden posted:

Big thing is that chrysallids can charge into a melee attack on their dash move like every other melee unit including XCOM rangers. On Legendary they have something like 12 health and 1 armor, and the new dash rules means that they can come barreling out of the fog of war and still get a melee attack off. Melee attacks still poison and can also score critical hits. They have some degree of dodge like Vipers do, so half damage hits aren't uncommon on legendary. They can burrow somewhere and if you discover them on your turn they unburrow and get one action which they can use to charge in and melee your soldiers. If they kill a unit (including a civilian) it turns into a cocoon with a ridiculous amount of health on Legendary difficulty that pops out one baby chrysallid per turn for the next three turns unless destroyed, though baby chrysallids only have half the health of the adults (and might have some other reduced stats, I'm not sure).

Basically they're a lot scarier this time around, though a bladestorm ranger might stand a little bit more of a chance provided the ranger doesn't miss.

That sounds scary as gently caress. I think I might just play my first game on normal...

LordNat
May 16, 2009
Since our base in XCOM 2 is going to be a refitted space ship what are the odds that the Expansion Pack is going to be sending us into space after we retake the surface?

LordNat
May 16, 2009
Got to love the insane level of corruption that we live under in the USA.

LordNat
May 16, 2009

CrazyLoon posted:

^ lol...what have I started?


I suppose we could just revert to the staple hype posting, but yea...might as well go on GameFAQs for just that.

So as to the subject mentioned above, I can't wait to meet snake tits in the game so that I can chop 'em all up and feed 'em to the non-announced 6th class of Shen's gift, that will no doubt be the much-anticipated dog class.

I expect it to go down something like this:
https://www.youtube.com/watch?v=uJJOvrBHPSQ

LordNat
May 16, 2009

Zaphod42 posted:

What the heck is this and why are they microwaving dogs?!

Metal Saga. It is part of a really strange line of JRPGs focused on driving tanks around a post apocalyptic world. Really great but really strange game. Worth checking out if you like games where you hunt wild buses around the desert to capture and strap rocket pods to.

LordNat
May 16, 2009

Zaphod42 posted:

Why would you name a game "metal saga" when there's things like "metal gear solid", "metal slug", "full metal jacket","full metal alchemist"... it just seems confusing. Games have terrible names.

XCOM is a very unique and good name though :colbert:

But how can they be a Extraterrestrial Combat Unit if they are all humans?

LordNat
May 16, 2009

Fangz posted:

I kinda wonder whether victory will really mean victory here. Like I can see an ending where you've ended Project Avatar or whatever and there's widespread revolts throughout the world, and the Advent leadership is dead... but there's still millions upon millions of aliens still occupying the globe, and you've only dealt a temporary setback to their plans.

Then we repair the warp drive of our ship and travel to the home world to fight the leaders. XCom 2: Right Back at You coming Winter 2016!

LordNat
May 16, 2009

Colapops posted:

I kind of hope to see the reveal from the ending of Enemy Unknown come back - the idea that the invasion was meant to be a test of humanity to prepare us/use us against a much greater threat looming on the horizon that even the Ethereals feared.

My theory is that the ending from Enemy Unknown did happen and The Volunteer returned to earth (teleporting away at the last moment) and is new leader of the Advent/Alien forces. He saw into the future and knows what is coming and figured the mixing of Human and Alien DNA was the only way to survive it. The first thing he did was take out XCom since he knew they'd stand in his way and that is why we have the "XCom lost" aspect of the story.

LordNat
May 16, 2009

AnonSpore posted:

Replace gremlins with dogs, change absolutely nothing else.

I want my dogs to hack things.

Day 1 DLC.

LordNat
May 16, 2009
Just got done listening to a summery of Xcom 2: Resurrection. My theory was wrong. Xcom failed in the first 2-3 months. Only ever downed 2 UFOs (one of them being the Avenger). They did not even get attacked and wiped out, they just got shutdown and disbanded.

Also the book is awful and a massive waste of time to even listen to a summary.

LordNat
May 16, 2009

BenRGamer posted:

Personally, I'd kinda like to see XCOM2 modded into something for Shadowrun, I know that has it's own games now, but I think it would be better in this engine

I'd love for someone to do something from the view point of a Mr. Johnson. Handling a list of contracted Shadowrunners, sending them on Runs for corps, managing your contracts, status, rep, etc. Research bay is replaced with a contact network expanding what you can get your hands on. Engineering is replaced with Fixers you send out to get you whatever your Runners need.

The basic framework for it are already in Xcom 2, you just need flavoring and a poo poo ton of art.

LordNat
May 16, 2009

Thyrork posted:

:five: Thanks for that.


Watch it again! In short; each map is part that interconnects with other maps. Road A connects to House 13, which is in turn connected at back to Pathway C7.

It helps avoid impossibly nonsensical maps that would lack detail and atmosphere.

Expect mods with 100s of new tiles within the first few months as well.
I might make a Bad City Planning mod that tries and breaks the the system so you get chaotic nonsensical maps.

LordNat
May 16, 2009

Mokinokaro posted:

Be amazing if the prisoners could also be Faceless

If they can't in the base game that will be an easy mod to make.
I am avoiding the stream since he is showing story stuff but I am insanely hyped for Friday. I just hope GMG gives me my key in time for pre-loading.

LordNat
May 16, 2009

AlternateAccount posted:

Fuckin FRIDAY release??? Who the poo poo does that??

Evil people who want those without vacation/sick days to suffer.
At this point I half expect Beaglerush to hit some Dark Event that says "If prevented release game on Thursday, if failed release at 8 AM Monday"

LordNat
May 16, 2009

CharlieFoxtrot posted:

95% chance to hit means a 5% chance to miss.

At least it is not Final Fantasy Tactics where 99% hit chances means you will miss twice and be countered with a hit kill 100% of the time.

LordNat
May 16, 2009

Darkrenown posted:

Each site generates Avatar progress and taking it out removes all that progress, it doesn't have to be 2 pips.

So it is not a hard timer to the game then. As long as you can manage sites and don't get hosed over by dark events you are not in danger of a RNG loss?

LordNat
May 16, 2009

LonsomeSon posted:

:negative: Well I had to encounter an aspect of the game that I found really disappointing at some point!

That is what Mods are for. Give them all that PSI Lance power!

LordNat
May 16, 2009

iGestalt posted:

They made a cool little graph for unlock times.



Welp looks like I am not sleeping before work on Friday.

LordNat
May 16, 2009

OwlFancier posted:

Urrrrrgh so I liked XCOM but I dunno if I should buy this because it's kind of expensive.

URRRRRGGH DIFFICULT DECISION I HATE IT.

Convince me to throw away my money thread so I can blame you.

Preorder it now from GMG before the deal ends is my advice.

LordNat
May 16, 2009

Nordick posted:

Everyone is free to define their own personal ~true xcom experience~. gently caress this ironman elitism.

Losing is literally half the fun of Xcom. What do you reset after a vampire eats half your babies in Dwarven Fortress?

LordNat
May 16, 2009
People who mastered Xcom have already beat the game before I even get to unlock it!? RIP OFF! STEAM BETTER REFUND ME!

LordNat
May 16, 2009
How long till the unofficial bug fix mod?

LordNat
May 16, 2009

Kanos posted:

Use your shotgun and focus on stealth talents and rangers are great. The sword isn't worth the time or effort except for sick early game sectoid kills or whatever.

If you toss on the stun blade the sword is fairly nice to spec into.

LordNat
May 16, 2009

Bloomington posted:

That is hilarious.


Speaking of gamebreaking bugs my scan timers on the geoscape once decided to go into the negatives rather than actually complete. :xcom:

I have had that a few times. You need to pop in and out of the geoscape a few times to break it back into normal time.

LordNat
May 16, 2009
As long as you keep a good range of classes the timed mission thing is fairly fun and breaks up the standard "Overwatch till things die" style.
You can tell if a mission will be timed before you start it so just adjust your team to fit with it.
Don't take Snipers on recovery missions, take Sword Rangers and Grenadiers, always move ahead at least your max blue move and then blow up whatever gets in your way. Always bring a Specialist with a Skulljack on timed missions, the hacking options from the watch posts are insanely overpowered. I have seen "Refund all your squad's AP" a fair bit.
Outside of that abuse Mimic Beacon to get a full dash turn if you need to get to the objective right away.
If you can bring a Rocket Launcher with you on timed missions, it is the best heavy weapon for opening paths for LoS/escaping.

You really have to think about who you want to bring along, have at least 2-3 teams worth of guys ready to go at all times to fit around mission type. You can't just do the EU/EW style of bring 1/2 of each class.

LordNat
May 16, 2009

Insert name here posted:

I know everyone is hoping for MECs with Shen's Last Gift but I'm still holding out hope that it'll be a SHIV class instead

I am starting to think it is going to be some kind of AI thing from how much AI/Network stuff there is going on in the game.

LordNat
May 16, 2009
Really thinking about it I think the game is a little to forgiving on most the timed/recovery missions. I have yet to really feel pressured during them outside of the RNG "That's X-Com" insta kills.
It'd be nice if there was some kind of Sniper type ADVENT that used Squad Sight/Scanning Towers and you had to search for him while it put some pressure on you from range. That way you can't just Wombo-Combo your first pod and take off from there.
Guess I will download the mod tools and see what I can do with them.

LordNat
May 16, 2009

Substandard posted:

Having said that, I think you could EASILY beat the game with nothing but Grenadiers. Explosives are amazing, and the grenadiers they actually get better as the game goes on and you need to shred more and more armor. I generally run 2 of them all the time, but I just tried a mission with 3 colonels (2 mainly explosives and 1 w/ holo targeting, etc.) and it was amazing the destruction I could reign down.

I think if you wanted to be the most ridiculously overpowered party possible you could just run 5 Grenadiers and 1 Ranger (for scouting so you can determine where to throw the explosives).

Once you start getting into special ammo the other classes close the gap. I always bring at least one Combat spec Specialist for the free 2 damage, the insane OPness of hacking, and the improved over-watch.

Snipers are about the only class/spec I founded nearly entirely useless (Pistol spec is just flat better for most missions). I installed a no aim loss from Squadsight mod that made them a little better. But still most missions don't really allow you to plant a Sniper. Late game with a combo of Death From Above and a Spidersuit they can be kind of nasty but it is a large investment from not that great a reward.

LordNat
May 16, 2009

Broken Cog posted:

My 80 kills sniper begs to differ. Slap a superior scope and give them some crit ammo, and they can tear poo poo up from across the map. They are also basically never in any danger of taking damage.
The spidersuit is also one of the first armors you unlock, so it really isn't that much of an investment.

My main problem with them is only a small chunk of the missions really allow for that. Mostly just Retaliation, Defend the Mcguffin, and sometimes supply raids.
Outside of that I always find I have to keep them moving along with the team so they are not left behind when we evac.
For investment I mostly mean taking them on missions where another class is better so they unlock the later tree perks that make them worthwhile.

LordNat
May 16, 2009

Substandard posted:

I also found Sharpshooters to be questionable at best. If you get a mission where they can get to high ground with good sightlines, and you can either kill-zone or serial a bunch of guys with an expanded clip rifle they are amazing, but I only had 2 missions out of 30 or so total where I felt like he was better than just bringing any other class.

Gunslinger + Special ammo is fairly good. Lightning Hands to pop off a weak guy for free, Quickdraw to get 2 shots or a shot and run each turn, Faceoff is like a reusable Grenade with longer range, and Fan Fire can just burn down a fair number of late game guys.

I just see no real reason to head down the Sniper path outside of maybe Steady Hands.

LordNat
May 16, 2009

Dongattack posted:

Flashbangs seem to be almost useless in my experience, need to try to bring them closer to XCOM1:LW flashbangs

Disoriented disables the use of and and active special abilities, that counts clone, teleport, Psi Zombies, Mind Control, that charge attacks Lances can use, etc.

It is amazingly powerful early game and still fairly good late.

LordNat
May 16, 2009

Maluco Marinero posted:

What exactly is the disoriented debuff. in my second commander play through (iron man cause I'm a masochist who wants to git gud) things are going fine til the stun lancers come out, and then cover destruction plus shots starts to get less effective as they can take a real beating. I think next time around I may just need to be way more ready to evacuate for that little period in between stun lancers coming in and magnetic weapons, as they just wreck me when they come in right now and it's setting back otherwise good campaigns.

Maybe a flashbang will help with their move range & hit chance, rather than relying heavy on cover destruction.

DISORIENTED_TURNS=2
DISORIENTED_MOBILITY_ADJUST=-6
DISORIENTED_AIM_ADJUST=-25
DISORIENTED_WILL_ADJUST=-30

Plus it disables abilities but I can't find where that flag is in the INI files.

LordNat
May 16, 2009

Dr Snofeld posted:

Is it better to do the first Black Site early on, do you suppose, before you start seeing Mutons and such?

Matters the style of handling the Avatar Project you are going for. If you want to keep it constantly low then pop it early, likely before moving to T2 weapons/armor even. If you are going to ride the timer then leave it as a easy reset for late game.

Same goes for the rest of the sites too. You want to be popping them right away or letting them slow burn, mixing the styles does not seem to work well.

LordNat
May 16, 2009

fspades posted:

Well, the problem is you need a phantom ranger scout during the early game. Blade rangers can't fulfill that role until Lieutenant.

I have yet to used a Phantom Ranger at all. Why do you need them?

LordNat
May 16, 2009

Substandard posted:

I largely just use it because I don't use the sword really ever so +2 sword damage is worthless. But by not getting revealed when the rest of the squad attacks, it allows you to scout out extra pod or so in every mission, which you can then overwatch trap / chuck grenades on to / etc. I generally just reveal the ranger on pod 2 the first time I know I can kill a guy.

I just like to open up my ambushes with a Sword attack to a Lancer or Sectoid. I find Sword attacks to fix way too many problems for me to not spec into. Most the time I am able to place myself in fairly decent cover with them as well, you just have to fiddle your waypoints a little.

LordNat
May 16, 2009

Crosspeice posted:

Also finally got a recoverable Advent Turret wreck and it actually unlocks a facility! The Defense Matrix, which lets you staff your recovered turrets for use in Avenger defense missions. I probably won't be able to use the turret I autopsied and I'll be surprised if I get into another base defense, as well as actually recovering another turret, so the facility is probably gonna be useless, but hey it's something new to build.

The Defense Matrix is almost entirely pointless really. By the time you build one the odds of getting a defense mission are never going to happen. You'd have to ignore a UFO Hunt dark event then fail the evasion.
It'd be nice if it was something that'd happen randomly while scanning somewhere late game. Just have them drop a pulse tower and come after you.

On a story note does anything ever come up about the infection stuff from the book? I don't remember even seeing random NPC chatter about it or anything at all during the game.

LordNat
May 16, 2009

Harrow posted:

It is way too easy to fall behind the curve and just lose the campaign in this.

I'm two pips away from the Avatar project being done and every single mission I can do to slow it down is outside of my comms range. I don't have enough supplies or engineers to boost my comms any more than I have and I don't think I will in time. I'm pretty sure I lost this campaign and I have no idea what I could've done differently except to just... never buy anything with supplies just in case, I guess?

I really dislike the feeling of helplessness this game clearly wants to engender.

If you have this happening you need to build the radio room faster. Also remember to upgrade it and toss a 2nt dude in there, the 2nt guy massively (I think +5) extends your limit. More contacted areas leads into more supplies and unlocked regional bonuses that save you a massive amount of supplies and intel.

Expanding your network comes before any other goal if you want to avoid a death spiral mid game.

LordNat
May 16, 2009

Harrow posted:

I can't. They're all outside my network and I can't build the radio room in time.


There are so many different things to research that seem like the most important thing to get to that I had no idea I would be completely screwed if I delayed on the radio room. And now I am.

My mood isn't helped by the fact that my best Grenadier got killed in a single shot by the last enemy on the field that had 1 HP left (that blew up a car next to him) in my most recent mission, after I'd managed to get through it without taking a single point of damage.

:xcom:

But really you can't go into your first game of Xcom expecting to win. It is kind of like a Roguelike in that way. Xcom games are about the experience and learning ways to do better next time.
Some times you are just going to get RNG hosed so far that your entire game spirals into a black hole of despair.

If that is not for you then download some of the mods that give you bonus starting resources and such.

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LordNat
May 16, 2009

SniperWoreConverse posted:

1: i'm pissed fuckin power conduits are staffable and it never told me. I would have prob tried to put it next to a workshop (not that I can afford one)
2: what's the deal with advanced war center, it just increases healing rate or lets you change what perks you picked, that's it? kind of a rip off imo seeing as you don't get extra heals unless it's staffed

trying to max out my ability to use a workshop because I have no fuckin engeneers. I would have reversed the locations of the advanced war and power conduits if I knew

It can also make it so classes gain perks from other classes when leveling up. It is retro active (kind of, you need to clear a mission with the person for it to trigger) so it is not a must buy ASAP. It is nice later game so you can keep some of your key players on the field longer.

Also not sure if this was posted in here but the 25% bonus from kills thing from the GTS is also retro active so if you but it mid/late game you will likely get some free levels.

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