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Sometimes I miss that old sweater vest.
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# ¿ Oct 25, 2018 13:08 |
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# ¿ May 10, 2024 02:38 |
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Why would I use mindshields when I can smother my squad in experimental ammo?
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# ¿ Oct 25, 2018 21:21 |
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Hunt11 posted:The true magic of banish is having the instant death upgrade and using it on a ruler. And +3 ammo. I remember running the math and 6 shots with a superior repeater was something like 50/50 odds of just instantly ending whatever was getting shot at before you even considered damage.
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# ¿ Oct 25, 2018 23:01 |
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Baseline. With that upgrade superior/superior reaches a comical 79.1% chance of instant death to the target. E:I didn't consider it in my math when I did it because that upgrade isn't reliable find.
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# ¿ Oct 26, 2018 00:02 |
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So weird but I've been having. The blacksite mission doesn't actually generate the blacksite mission. It keeps spawning in as a landed UFO or some other mission. The objectives are all there and the evac point is in the rear as intended, but none of the objectives trigger (possibly related to the lack of needed cutscene props)
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# ¿ Oct 26, 2018 04:35 |
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Nordick posted:Well, the cannon thing is also fixed by the trick above. The LMGs from Resistance Firearms are cooler anyways. Nah, it's boring and replaced something unique with even more crit stacking because talon rounds+laser sight wasn't enough apparently.
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# ¿ Oct 27, 2018 13:44 |
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Backhand posted:It's one thing to lose when you made mistakes; when you feel like you did everything right and STILL lose... Your mistake was activating all the pods. Every unactivated pod shares a single units attack on the objective in applicable missions. So by activating both pods instead of bumrushing just one down you made it possible for it to take 6 hits instead of a guaranteed 1.
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# ¿ Oct 28, 2018 01:52 |
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Wotc really took the difficult early game, easy late game curve and exaggerated the extremes. You can also hand the hunter's pistol to a gunslinger sniper with blue screen rounds and watch them reliably 1 action sectopods and gatekeepers.
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# ¿ Oct 29, 2018 18:30 |
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Basic Chunnel posted:In any turn-based system, abilities that affect action economy are going to break balance, that’s just a fundamental law of game design physics. Free actions, extra actions, are absurdly powerful. Yeah, but what I described didn't even GET to using those. A single fan fire with that set up will eliminate the toughest enemies in the game without a thought required. And it can be done multiple times in a single map.
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# ¿ Oct 29, 2018 19:00 |
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Man, I just finished my first I/I campaign on the android port and have 1 thing to say. Six punch-mech troopers is still comically busted.
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# ¿ Oct 29, 2018 21:38 |
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I dont even understand why faction even plays a part in their targeting. Maybe it's a difficulty balance thing or something, but its hella frustrating to watch them dash to stand next to my guys when they started out in attack range on advent dudes.
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# ¿ Oct 30, 2018 17:31 |
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Coolguye posted:there's a cap to how much one soldier can earn per mission though so you're never going to go squaddie to colonel in one go or something. You're capped on 1 promotion per mission but the exp is uncapped. Source: I farmed the lost swarms in the wotc tutorial once and the specialist involved leveled every mission they ran up to captain.
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# ¿ Oct 30, 2018 22:39 |
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EmmyOk posted:One reallly nice addition also is that you can press a button or evac even after a dash. I could do this in xcom on pc by clicking on a soldier directly but console never allowed it. Allows for much more high paced charges on a timer They actually patched that exploit on PC with enemy within. But they did leave the one where deactivated soldiers could swap weapons so that snipers could move then rifle overwatch. Its honestly really impressive that these games are so good given how broken they are.
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# ¿ Nov 2, 2018 13:49 |
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reminds me of either my first or second ironman run in enemy within. Turned out that if your experienced guys died early and if mutons showed up before you had carapace armor, they could just instantly kill your rookies with a single alien grenade. It also turned out that if your tech stayed current a bunch of rookies could reliably win the day, it would just be an absolute blood bath and only one or two of them would come home. I think I had 50 something deaths at the end. It's really amazing how good ew was at convincing the player they're on the cusp of losing while actually being almost impossible to lose on anything other than impossible.
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# ¿ Nov 4, 2018 05:51 |
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Randarkman posted:drat, I never really looked into what that Legacy stuff was. Seems you unlock stuff like the weapons and attitudes by completing the Legacy missions? I take it those don't apply for an existing campaign and I'd have to restart. That's kind of a bummer. Sprite. You don't they just merge in
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# ¿ Nov 7, 2018 20:59 |
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If you clear the campaign the armor/guns will be added to your inventory and the others are all settings in the expected locations
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# ¿ Nov 7, 2018 21:24 |
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Falcorum posted:What else do you think would be worth fighting 3 avatars? Bare handed! While the secret base had a rocking soundtrack blaring in the background!
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# ¿ Nov 8, 2018 20:23 |
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Just do it on nightmare. As long as you don't reset the maps too often nightmare has enough enemy dudes that you can ignore early bird and get a decent chunk of dudes killed without worrying about about score too much. e: to put things in perspective I cleared a gold medal on 3 of them first try on nightmare, and only barely missed it the first one I did working under a massive handicap because I didn't notice the map reset hurt your score on the first map. I am not an xcom savant and my dudes got killed a fair amount. FoolyCharged fucked around with this message at 13:21 on Nov 10, 2018 |
# ¿ Nov 10, 2018 13:18 |
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I uh, just rolled my templar's last special ability. The three he got were shadow step, reaper, and blade storm. He has a lot fewer buttons than most templars, but the one button he does have is labeled 'kill'
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# ¿ Nov 14, 2018 03:29 |
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Eh, I think the bigger cause of that is how many aliens are non issues. Flamethrower dudes, sectoids, and the nano swarm dudes are all completely ignorance while you mop up actually threatening foes.
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# ¿ Nov 15, 2018 02:17 |
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Exactly. They will almost always waste their turn without firing a shot and leave themselves in an easily ruined position for your next turn. I dont think their clones have ever had a single action against me.
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# ¿ Nov 15, 2018 02:51 |
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Prop Wash posted:That depends a lot on the map. Specters get to move after their takeover, so on occasion they’ll bury themselves real deep and make themselves into a much harder target on turn 2. They get a SINGLE move. From a position that is likely right next to the rest of your dudes meaning it is super easy to flank and shoot them. And they're vulnerable to bluescreen rounds.
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# ¿ Nov 15, 2018 14:42 |
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double nine posted:is researching and using the skulljack a good idea to do asap or should I wait until I have a bunch of captains or better before doing this? Haven't played xcom 2/WotC before. let me put things this way. It is super super fun to the point that I won't even spoil what it does for you. Build 2 of the suckers and always be using them. You need a proving ground project after building one to use it for non plot purposes though.
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# ¿ Nov 16, 2018 01:50 |
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Digirat posted:Why do all the enemy guns do this in WOTC lol. Plasma tech was built around Mexican jumping beans.
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# ¿ Nov 18, 2018 00:11 |
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# ¿ Nov 18, 2018 02:32 |
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Nah, I've seen the game generate the exact same soldier from my soldier pool multiple times. It's some kind of hidden ID and not just done on name alone.
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# ¿ Nov 18, 2018 18:37 |
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Wait, you just finished lasers and carapace armor the mission sectopods started appearing? On classic? I'm a bit perplexed what your research path looked like, normally you get laser rifles pretty fast. Were they accompanied by sectoids or drones? In combat it can feel a lot tougher in EW just because your scouting options are a lot worse than in WoTC. Pretty much the only way for you to encounter and enemy squad is to walk face first into them or them patrol into you. The only real way to get the drop on the aliens is to move forward slowly and cautiously with your soldiers following the point man's footsteps and overwatching. You can kind of trace the devs attempt to shift to more aggressive play with meld timers in the expansion and then concealment on top of timer's in the sequel. Overall though, I actually found EW far more forgiving than WoTC because you can lose dudes right and left and as long as your tech research keeps up the only real consequence is a growing pile of corpses. In Xcom2 you need a dependable stable of soldiers to win big missions in order to control the avatar project(Facilities, plot missions, I think covert ops to reduce it usually require rank too?) In EW you can lose tons of missions, but panic is still held in place by merely showing up/attacking the ufo. Actually shooting it down or winning the mission only gets you the loot of the mission, so as long as you win just enough to build up to date weapons and armor for your guys you can win the war with tons of lost missions and soldiers. Serephina posted:The whole "Line of play" and "Upramping/Downramping" really does create consistent fights, but in a very bad way. Insta-wiping a pod in WotC is expected, and double-pod activations are usually perfectly handle-able with only a reasonable amount of return fire. ...Compare it to EU/EW where having multiple pods casually stumble into an ongoing firefight is a big thing. In EW you absolutely should be wiping pods out the turn you get them, as you said getting stuck into a prolonged firefight with 1 pod can easily become a firefight with 2 and get out of hand. The big difference in is heavy weapon quantity/variety. If things go south in EW you pretty much only have a heavy rocket, a mech grenade/zappy field, or a plane old grenade as your tools to clear the screen out right now. Compare that to the wide variety of fun toys xcom 2 has to obliterate the field. e: I guess you can chalk the fully destructible terrain up for xcom2's ease as well. EW had a lot of indestructible load bearing walls so clearing enemy cover was a lot tougher.
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# ¿ Nov 19, 2018 01:26 |
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Rough priority for me was ammo-> war suits -> pccs-> your dudes are gods of war none of this stuff matters. e: Seriously, talon rounds are so good on rangers, even if blue screen rounds should have gone on someone OTHER than the one person who can use that hack defense debuff.
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# ¿ Nov 21, 2018 02:00 |
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Honestly, I really appreciated the weird loadouts. It got me to try a bunch of fun skills that I hadn't given the time of day before.
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# ¿ Nov 22, 2018 01:04 |
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Bakalakadaka posted:Get the Mechatronic Warfare mod if you want good sparks. It basically adds everything you could want that sparks don't come with. A satisfying punch skill?
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# ¿ Nov 24, 2018 18:37 |
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The ragdoll bodies helped it a ton too. Nothing more satisfying than flipping the ethereal prime over a guardrail into the abyss or those beautiful, rare punches where you can fastball a corpse into a car that another alien is taking cover behind.
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# ¿ Nov 24, 2018 19:03 |
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Reapers want so badly to be sneaky, badass assassins, but my character pool demands they actually be goofy things like dudes running around in top hats, a dude in a ww1 type flight cap, and a random person in a baseball hat. Its great.
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# ¿ Nov 27, 2018 04:30 |
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Angry Diplomat posted:Deadeye is kind of meh early on when missing stuff is a real concern, but once you get a good sniper decked out with a scope, aim PCS, and/or tracer rounds it's loving insane. I found it was pretty clutch for those times when a new enemy type pops in just before you upgrade your weapons. The damage boost usually let's you kill then in one round a ton easier. And it gets crazy big with later weapons.
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# ¿ Nov 29, 2018 04:44 |
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At the end of the day both skills really do the same thing. It's a little bit more damage on a moderate cooldown. Lightning hands is more reliable and can be used on the move at the expense of placing your dude where they can get shot and being crippled by enemy armor, but you won't be hurting no matter which you pick. (Both, you should be picking both. No such thing as too many good damage skills.)
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# ¿ Nov 29, 2018 12:05 |
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Speaking of achievements, I was doing the win by July one and things were looking tight, but going to happen. And then I discovered the plot researches are gated by scientist count and gently caress you.
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# ¿ Dec 11, 2018 19:40 |
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Eh, you can send them back in damaged and as long as they dont get creamed too bad I've found they have much better staying power than normal troopers who fatigue out after a few missions. If they get hit bad, boy do they suffer for it though.
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# ¿ Dec 13, 2018 17:41 |
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Generic missions too, for that matter. Most council missions will drop reinforcements after you nab the objective.
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# ¿ Dec 13, 2018 22:02 |
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The other big thing is just learning which dudes to prioritize when you cant kill the whole pod this turn. In darn near every case early game if something must live through the turn, make it the sectoid if you can. They almost always use mind powers over their gun which you can undo the next turn by offing/flash bang grenading it. Meanwhile stun Lancers have a chance to knock out any dude, regardless of hp and should always be the first to go.
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# ¿ Dec 23, 2018 01:54 |
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Fuzz posted:Well gently caress, I did not know that. What else did I miss out on by clicking off that badly labeled option? The only other big change is that sparks used to be unlocked with a mission that plays really poorly with the stamina system. The option you checked is super good and makes stuff flow better, but those missions it kills have some pretty good flavor. Not worth restarting your run, but they unlock early enough that it would be worth it to do a quick run that dips into them just to experience it.
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# ¿ Dec 23, 2018 18:30 |
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# ¿ May 10, 2024 02:38 |
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Carecat posted:Assassin is almost entirely anti-overwatch. Mobility/vision will spoil her day. Hunter is mobility. His dumb long range skill forces you to move, which is something you probably want to do anyway, and he's got a free grapple and high movement to place himself wherever he drat well pleases. If he decides to take a regular rifle shot at your dudes, it will be a flank, guaranteed.
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# ¿ Jan 13, 2019 18:12 |