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dyzzy
Dec 22, 2009

argh
I am excited to play this game y'all

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dyzzy
Dec 22, 2009

argh
Well whatever it is, I hope it's not broken enough to warrant another response from Firaxis

dyzzy
Dec 22, 2009

argh
Y'all are getting bent out of shape for that guy's 95% comment.

dyzzy
Dec 22, 2009

argh
All cosmetic.

dyzzy
Dec 22, 2009

argh

DreamShipWrecked posted:

I don't really watch other people play so I'm not sure, is it typical to stack up soldiers behind the person furthest into the fog, even if they aren't in cover? I always spread mine out and into cover

It's fine if you know you're guaranteed a turn to react to seeing aliens. It's the same in XCOM:EU/EW. In the original game it mattered when you were pressed for time, eg bomb defuse and meld canisters, I expect in the new game it'll be more relevant with more timed objectives.

dyzzy
Dec 22, 2009

argh
Preloads are live according to the steam group.

dyzzy
Dec 22, 2009

argh
I've never felt compelled to do VPN fuckery so badly. What service do y'all recommend?

dyzzy
Dec 22, 2009

argh
Just stop posting about Junpei's posting ffs

dyzzy
Dec 22, 2009

argh
:dance:

dyzzy
Dec 22, 2009

argh
Hm, is there a trick to make steam re-check? Using freedome and it hasn't begun unlocking yet.

dyzzy
Dec 22, 2009

argh
Took a bunch of restarts but I got it to start unpacking. See you folks in a few days.

dyzzy
Dec 22, 2009

argh
I mind controlled a berserker and punched some chryssalids, who went unconscious.

Then the alien AI stopped working.

Then I couldn't win the mission after killing all the other aliens.

Now my save crashes the game when I try to load it.

RIP. Don't play on ironman, folks.

dyzzy
Dec 22, 2009

argh
The AI broke shortly after knocking out the first chryssalid but I didn't catch on because the unburrow-melee behavior was still working.

I'm kinda mad, that was a lot of time put into that campaign. I'll play more but obviously without ironman.

dyzzy
Dec 22, 2009

argh

dyzzy posted:

I mind controlled a berserker and punched some chryssalids, who went unconscious.

Then the alien AI stopped working.

Then I couldn't win the mission after killing all the other aliens.

Now my save crashes the game when I try to load it.

RIP. Don't play on ironman, folks.

There was a silver lining though: I just looked up what the "David and Goliath" achievement actually is, and it turns out you get this achievement if you MC a berserker and get it killed by a chryssalid reaction attack.
Similarly, you get the achievement for controlling a sectopod if you select the stun option and the dice roll would've given you the control result.

dyzzy
Dec 22, 2009

argh
I failed a terror mission because of a horrendous amalgamation of mutons, sectoids, and a berserker lurking in a big central building. They tied me up long enough for a trooper pod on the other side to kill one too many civilians :(

The look of the squad in the skyranger was heart breaking. Guys I chose you over the civilians, can't you be happy... :smith:

dyzzy
Dec 22, 2009

argh
Nearly caught up to the codex coordinates mission again, yay. This time on commander because I was breezing through veteran.

Boy do chryssalids not mess around. The first time they showed up on retaliations was easily my bloodiest mission yet. As soon as you think you're gonna be seeing them get medikits equipped on your soldiers ASAP.

Also remember, you can call an evac for soldiers that are about to die to chryssalid poison as a last resort and they'll survive.

dyzzy
Dec 22, 2009

argh

khy posted:

For XCom 2 I'm thinking 2xSpec, 1xGren, 1xShottyRanger, 1xSniper, and 1xPsiOps. One spec with gremlin heal and lots of support, the other with Combat Gremlin and lots of offensive talents.

Is this a dumb idea?

This is how my squad is kitting up to nowadays. Sub another ranger for the psiops when I didn't have one ready to go. 2x specialists with threat assessment, haywire, and combat protocol are just to generally helpful it's easy to justify having two. Ditto for rangers, having two lets me have at least one person in concealment for the majority of a mission.

dyzzy
Dec 22, 2009

argh

Soothing Vapors posted:

1.) you get +5 hacking for every successful hack, so hack a lot

Oh holy poo poo.

dyzzy
Dec 22, 2009

argh
Oh okay. I guess if it were once per you'd have hacking stats through the roof. Still, I'd try to hack scanner posts at the very end of a mission just for the shot at it.

Also my kokoro mod wish is for the skulljack accuracy and subsequent hacking difficulty improve as the enemy's hp approaches 0.

dyzzy
Dec 22, 2009

argh
^^^ Aw.

By the way, having done the defense twice now, once with and once without a staffed engineer in the defense room, the turrets you get are substantially better when you have them upgraded. Not to the point that it'd be worth it to tie up an engineer/gremlin in the slot at all times but it's a nice perk to weather the initial storm. They're good for maybe the first three turns or so but once you deal with the nearby aliens they'll never have LOS on anything again.

dyzzy
Dec 22, 2009

argh
ADVENT turrent breakdown research lets you build the room IIRC.

dyzzy
Dec 22, 2009

argh
Along those lines it'd be nice to be able to see how long you have until something stops being hacked. Something like "ADVENT Turret is still hacked. (2 turns remaining)"

dyzzy
Dec 22, 2009

argh
Beat the game, commander difficulty. Without ironman, jfc. I ran into a crash again on a retaliation mission (a civilian ran from an ADVENT officer into an overwatched MEC, but it was actually a faceless so it took damage and transformed and the enemy turn didn't end) and got the save corruption bug.

Final mission talk: it's certainly not the cakewalk the temple mission was, holy crap. I thought the commander's avatar would make the mission a breeze when I saw the abilities it has.

I got through it by being a huge cowardly bitch and staying back near the entrance to the final area. Used a mind controlled lancer to draw out the first avatar, then spent a few turns on overwatch before tentatively poking out with a concealed ranger. Turns out if you don't come out to meet them the aliens will congregate at the middle pillar... just within range for the dimensional rift if you sit on the other side of the big wall. Even with that I had to avoid a fuckton of aliens to burn down the last two avatars in one turn.


Very much looking forward to crushing my balls in legendary.

dyzzy
Dec 22, 2009

argh

Tiler Kiwi posted:

the best thing to dominate in the final mission isn't the gatekeeper, though it is useful.

(spoiler)
http://images.akamai.steamusercontent.com/ugc/496888905831184666/F513378E3D96FB7F388E883ABBE7D97BC3562D12/

Nice, does that prevent the teleport on taking damage?

dyzzy
Dec 22, 2009

argh

Zephro posted:

Has anyone run into a bug where you load a savegame in the battlescape, get about half a second of sound, and then it freezes with a black screen? When you force-quit Xcom you get "Error 41: The Steam servers are too busy to handle your request". I've tried loading earlier saves from the same mission but nothing seems to fix it, so I don't think it can be a single corrupt save.

Yes, this is what blew up my first campaign (ironman). Don't think there's a known solution as of yet.

e: yeah if you dominate the andromedon while it's still alive you get a 2-turn cooldown acid bomb, it's nuts

e2: VVV yuuuuup

dyzzy
Dec 22, 2009

argh

Wizard Styles posted:

I had some environmental graphics in that level flicker constantly especially once the environments were damaged. I think another poster (LibbyM?) had similar problems.
It's not a hardware problem.

In the opening cutscene where your avatar walks in and sees the big projector screen thing my game didn't render that part at all. I had to look it up later on youtube to see what was supposed to be going on there

Wizard Styles posted:

Holy poo poo don't get me started on Elerium Cores/loot drops.
No, game, I don't need a tenth laser sight, but you know what, I'd really love to maybe build a W.A.R. or Wraith suit before I finish the campaign.

Man I've never been lacking on those. They're like half of what I pick up

dyzzy
Dec 22, 2009

argh

Tae posted:

AWC RNG

I think he means that ranger ability if you don't attack? Dang that sucks :(

dyzzy
Dec 22, 2009

argh
expanded mag and/or autoloader + serial rampages are so good. It's In the Zone but with even less restrictions.

also I love how kill zone can lead to sick nasty 360 no scope shots.

dyzzy
Dec 22, 2009

argh

UberJew posted:

I only used serial once in my first campaign because Killzone's ability to give you multiple shots on each target (if you activate a pod on your turn, it activates on their scatter move and again when or if they get to act) was just better most of the time

Whynotboth.jpg

dyzzy
Dec 22, 2009

argh

UberJew posted:

Well there's no reason to use serial when all of them are dead already or there is a single survivor :v:

I have an idea to fix this, it involves making civilians targetable...

dyzzy
Dec 22, 2009

argh
Oh hey apparently (confirmed by Amineri) crit chance isn't conditional on a hit, meaning 50% hit and 50% crit means that all hits will be crits.

dyzzy
Dec 22, 2009

argh

RBA Starblade posted:

I can almost see it combining with exosuits to make a really durable soldier but yeah it's a waste and I need to respec.

Even then by that stage in the game lots of enemies have shredding capabilities and/or deal enough damage to make it negligible. It needs a pretty substantial buff to be competitive IMO.

Also the explosives damage reduction is a joke. It's not the grenade that does you in, it's the fact that you no longer have any cover.

dyzzy
Dec 22, 2009

argh
Speaking of psi ops I really wish it didn't play the attack animation for every enemy that gets insanity in a rift.

dyzzy
Dec 22, 2009

argh
Yeah it's something Solomon threw around in the pre-release discussion of the unit. Also, the disorient effect that comes with her attack is great (if you mind control her)

dyzzy
Dec 22, 2009

argh


XCOM, folks

dyzzy
Dec 22, 2009

argh
The start of a campaign on legendary is just so rough, goddamn. I'm doing the same thing as I did in EU/EW and making sure I can get out of gatecrasher with 4 healthy squaddies ready to roll. Furthest I've made it so far is the first retaliation, which I entered with 3 rookies and specialist. It didn't go well.

dyzzy
Dec 22, 2009

argh

Megasabin posted:

Can someone explain alien line of sight to me? When I'm concealed sometimes they see me and get activated on my turn without me stepping on a space with a red square. What's the deal?

Usually this happens when you don't see an enemy unit in the pod and thus aren't shown their red vision tiles, making a move you think is safe turn out to not be.

quote:

Also sometimes areas highlighted with red squares disappear/change without the enemy units moving. Although the one time I stepped in an area that was previously highlighted and now wasn't, I got detected, so I'm guessing this is the game being a buggy mess.

I haven't experience this, personally.

e: beaten twice. Yeah this is a downside to tight urban maps, there is a chance you get hosed by this and it makes scanning protocol very helpful even without stealth enemies.

dyzzy
Dec 22, 2009

argh

Lotish posted:

I don't think I've met stealth enemies yet. :ohdear:

Sorry, was trying to think of a good description to catch faceless and our good friend the 'lid. Nothing else, I swear :wink:

dyzzy
Dec 22, 2009

argh

ADVENT figured out the blademaster counter.

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dyzzy
Dec 22, 2009

argh

Internet Kraken posted:

Did you know there are pillars in the opening mission that can't be destroyed? At least, I threw two grenades at a sectoid in high cover last night and ayy lmao still got it no flank for you :smith:

VVV Honestly its one of the things that frustrates me. Some cover being more durable than others would be fine if there was any sort of indication as to what that cover is. There sure as hell isn't any consistent logic behind it. Walls of alien alloy go down like cardboard but this lamppost is indestructible.

I was rerolling that first mission a lot yesterday and I'm pretty sure those pillars don't highlight red in the grenade template. Could be remembering it wrong though. Those pillars just don't go away, it sucks.

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