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I'm sort of hoping the final mission is in fact a series of consecutive missions, where injured squad members have no time to heal so you have to either play a perfect game or be training a B-Team just in case. Mainly because I don't want to steamroll the game with a single super-elite squad.
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# ¿ Jan 29, 2016 12:43 |
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# ¿ May 6, 2024 12:44 |
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fspades posted:However, according to Jake they are very hard to get and you'll be lucky if you have more than one in your roster. I thought he said they were expensive to train, not hard to get?
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# ¿ Jan 31, 2016 03:36 |
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Gonna mod it so the game remembers where you left the Doom Count at 10 pips, and resumes it there next time you reach 10.
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# ¿ Feb 2, 2016 03:49 |
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Malachite_Dragon posted:So I'm gonna guess I'm in the minority who admits he's a scared small child and appreciates that the timer resets when the pips get removed I know that if the game doesn't have a way to kick me in the arse and get me moving, I'll stall forever.
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# ¿ Feb 2, 2016 03:54 |
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Okay so do we have a list of Things You Should Know? Because there are a few, things like; -You can use the Evac option after a dash. - You can hover over the red down/green up arrows on a soldier's name to see the status effects currently in play on that unit. - Activating a Battle Scanner/Scanning Protocol on a Retaliation Mission will immediately uncover and activate every hidden unit (Faceless and buried Chryssalid) around. - In that vein, as well as the Faceless activating when all enemies are dead, they will ALSO activate if the only enemies left alive are Shutdown mechanical enemies. I found this out to my cost when Haywire Protocoling a Heavy MEC as my last action of the turn. - ADVENT Trooper Corpses are not to be sold because they're necessary for upgrades. - You need to research the Skullmining project in the Proving Grounds before you can use the Skulljack on non-Objective enemies. - Disorientation, from any source (Flashbangs, Insanity, Capacitor Discharge) interrupts any ongoing psychic effects like zombies or mind control. Jury's out on Codex rifts because I haven't tried it. - Setting fire to an Archon after Blazing Pinions has been fired but before the attack lands will stop it ever landing. - There's no warning for when Hacked units will revert to the enemy side. And they get a turn as soon as they do. Keep your pet robots at a distance. - Things that reduce the Avatar Count (except assaulting Avatar facilities), in story order: Retreiving the Blacksite Vial, Skulljacking an ADVENT Officer for the first time, Codex Site Mission, ADVENT Forge Mission, Skulljacking a Codex. - Andromedons killed for the first time during the Enemy Turn will still get back up and punch you that same turn. - It's entirely possible to fire off Killzone twice if you're using it to ambush a pod. Once on your turn when activating the pod, and again on their turn if they move. - Spamming the Overwatch key too fast can somehow disable the Overwatch button for the rest of the turn. Jake, game, fix. In addition I'd also like to know what actions are unavailable under Mind Control because I was most displeased at not being able to use Mark Target with my pet ADVENT Officer.
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# ¿ Feb 7, 2016 04:22 |
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The AWC is great. I have a Ranger with Kill Zone from the AWC and Bladestorm, and she single-handedly mops up entire Chryssalid packs. Shotgun blast on approach, any that survive that meet the sword. She has a Superior Scope and an +Aim PCS (which also seems to affect the sword?), so she is a goddamn surgeon with that shotgun. And a Superior Expanded Mag for even more Kill Zone. Also carries AP ammo and Rapid Fire to serve as the designated Sectopod fucker-upper.
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# ¿ Feb 7, 2016 04:49 |
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Neddy Seagoon posted:So after the Forge Mission This dude in the suit is the template for an Ethereal, isn't it? Not quite.
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# ¿ Feb 7, 2016 04:54 |
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One thing I would like to see is the Black Market selling Experimental Ammo/Grenades/Heavy Weapons for intel. Say, 2 random ammo, 1 grenade and 1 HW per month. I'm sick of trying to get Tracer rounds for my sniper only to end up with a hundred of those crit+ rounds I have no interest in using. I have genuinely considered savescumming the proving grounds. Also yes, Random PCS and Random Loot projects would be good. And let me upgrade the Proving Grounds to manufacture 2 things at once (or halve the time again, I don't care.)
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# ¿ Feb 7, 2016 18:41 |
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Thyrork posted:I'm in the same camp Eimi, having it be random doesn't feel as good, but the amount of other items In I ignore and never give a chance is pretty impressive already. Maybe even just let you manufacture it normally after you've gotten it once, then remove it from the randomised pool. So it'd take 25 days with an engineer to unlock all the ammo types in a random order, then you could buy them for 50 supplies a shot in the "Build Item" part of engineering. 15 days to unlock all grenades, and buy them for 75 a shot. And so on and so forth. That was how I thought it'd work before release. As it stands I made a grand total of 1 powered weapon, 2 grenades, 0 armours, and spent the rest of my time spamming ammo types because tracer rounds. I did eventually end up with a Sniper spec sharpshooter with 15% Aim from a Superior Scope, 10% from Tracer Rounds, and 21% from a PCS. Slapped a Superior Autoloader onto him and got a chain of 7 Serial kills. MarquiseMindfang fucked around with this message at 18:56 on Feb 7, 2016 |
# ¿ Feb 7, 2016 18:53 |
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LotsBread posted:Don't get me wrong, the game is a loving blast, but it felt kinda short in terms of things you can research and poo poo. It's because half the poo poo you would normally research in the labs is now in the Proving Grounds. Plasma grenades, EXO/WAR suits, Spider/Wraith suits, bluescreen rounds, the skulljack and its upgrade... I think most of that stuff's equivalents was lab research in EU/EW. Also there's no interrogations, and no MELD/MECs/SHIVs. Rubicon posted:I managed to hack it and was in control of it when all the other enemies were killed. It ended the map with it still up. In the mission before the final one, I mind controlled the first enemy I saw, an Andromedon. He was still with me when the map ended, but he didn't come home with the skyranger... what did they do to my robot buddy?!
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# ¿ Feb 7, 2016 20:45 |
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splifyphus posted:Welp, just skulljacked a codex. I managed to win with a squad of 8, including my pet sectoid and his pet advent. I sort of knew something was coming but not what, and ended off being underprepared. It mind controlled my elite heavy and then teleported away, then I had to distract the heavy with 2 mimetic beacons while I chased it down. My gunslinger got the kill with face off, on the last move of the last turn with a 50% chance on each shot. I seriously never got a chance to see what those things can do, because I just hit them with overwhelming force every time I encountered one. I think my first one actually decided to spawn in next to my sword Ranger and got Bladestormed for the trouble. Then I shoved a Rapid Fire down its throat.
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# ¿ Feb 7, 2016 22:10 |
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Poking around in AI files, it appears the internal name for the Viper's grab, is indeed "GetOverHere".
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# ¿ Feb 8, 2016 04:59 |
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Alkydere posted:I think the Cyberus is an old name for the Codex, and the Psi-Witch is maybe the Avatar? This is correct. The assigned abilities match the capabilities of those enemies. Psi Bomb is the weapon disable thing, and interestingly they differentiate between offensive teleportation and defensive teleportation. Offensive teleports will attempt to place as many enemies in view as possible, while defensive ones attempt to flank someone. Psi Witch is the only enemy with straight-up Mind Control as an ability (rather than Mindspin). It looks like they'll always attempt to use it first, but won't bother checking if they target is Mindshielded or under the effect of Solace. Matches what I saw on the final mission. Speaking of the final mission, I decided not to engage with the final room at all and Dominated a Gatekeeper, which then rustled me up some zombies. I sent one zombie into the room to activate the boss pod, and camped everyone else out in the prior room with overwatches. Since the pod leader moves first, once the zombie died it was always the first thing to come charging into the room where all my overwatches were waiting.
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# ¿ Feb 8, 2016 05:17 |
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We need a mod to replace Bradford with the player's mother. God dammit, I know people are dying mum! I'M WORKING ON IT OKAY.
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# ¿ Feb 8, 2016 05:38 |
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Still poking around in files. In case anyone was wondering, the base damage reduction every time Reaper activates is 1. You could change it to 0 if you felt like it. You can also make mimic beacons last 100 turns. Andromedon melee attacks are referred to as "Big_Damn_Punch" Looks like hacking robots lasts 3 turns exactly, all the time, which is what I was in here looking for. ...Faceless regen 2 HP per turn?
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# ¿ Feb 8, 2016 05:51 |
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Exposure posted:Is it just me or does it feel like all the lategame enemies have gently caress yous towards sword rangers with their innate defence? The answer is terror missions, because swordies can gently caress up Chryssalids forever. Also the like 7 Chryssalids around the objective in the Codex Origin mission. Or was it just me that got those?
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# ¿ Feb 8, 2016 06:12 |
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Alkydere posted:Yup, the swords do need a buff for accuracy and strength when they upgrade. I mean, the machete is pretty baller early on, but late game you often end up with a 70-80% chance to hit and ignite a guy for about 1/2 to 3/4ths of the damage your shotgun will do with the final sword upgrade when the shotgun means you don't have to travel as far to get a an 85-100% shot on the same enemy with a much easier time to stay in cover using it. Swords should honestly just ignore armour. Then they'd be worth using.
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# ¿ Feb 8, 2016 06:22 |
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Kenshin posted:Or shred. Both, even, wouldn't be overpowered.
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# ¿ Feb 8, 2016 06:33 |
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Krazyface posted:There's no achievement for killing a sectopod with a sword, what the gently caress Jake? A while back but seriously. Needs an achievement called "Rules of Nature".
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# ¿ Feb 8, 2016 13:24 |
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Kitchner posted:What's everyone's build orders at the moment? I will drop anything to put up a Psi lab the moment it's available. Other than that, I try to crank out a Workshop before the Comms. GTS top left, AWC top mid, power relay row 2 left, workshop row 2 mid, comms row 2 right, psi lab goes top right as soon as I'm able.
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# ¿ Feb 8, 2016 13:46 |
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Stormgale posted:In case anyone didn't know, you can use killzone to replicate the beaglerush ambush from concealment as the kill zone does not obey the usual "Only overwatch if concealment is broken rule". You can also do it out of concealment with a Long Watch Sharpshooter and a Phantom/Conceal Ranger spotter. Overwatch everyone just out of visual range, with the spotter providing Squadsight eyes on the pod you want to nail. Sniper takes the shot from way out of activation range when the pod patrols, pod activates on enemy turn, probably charges forward straight into more waiting Overwatches.
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# ¿ Feb 8, 2016 14:03 |
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Fat Samurai posted:How long is visual range anyway? I usually have a concealed ranger somewhere, but bumble into sight range while setting up my ambush unless everyone is hidden. Who even knows. I just use the LoS indicator. I heard 17 tiles floated around somewhere, though.
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# ¿ Feb 8, 2016 14:07 |
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Oh thank god, putting a Sectopod in Stasis during charge-up prevents it firing its Wrath Cannon.
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# ¿ Feb 10, 2016 06:46 |
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No, Bradford, I didn't blow up the supplies. An Andromedon stepped on them.
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# ¿ Feb 10, 2016 09:30 |
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Stealth bombing alien facilities with a single Ranger is so much fun. I got to the objective, and on the enemy turn a pod of an Advent Officer, Shieldbearer and Stun Lancer patrolled into me, removing my concealment, and activating a Sectopod, 2 more Advent Troopers, 2 Archons and a Gatekeeper. So in the midst of all that chaos, I had my Ranger blue move to the objective, set the charges, grapple hook up to a ledge in the room (activating yet another pod), drop the extraction volume, and Wraith out through the wall to it with his gold move. Later, fuckers. Enjoy your explosion.
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# ¿ Feb 10, 2016 10:19 |
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Peewi posted:Nice. I just Run-and-Gunned up to it and emptied a Rapid Fire into its face. On a VIP extraction mission. Don't even have to break stride to kill 'em with Rangers. I do want to see if you can make certain enemies immune to the Repeater effect. And if that Sectopod 50% damage reduction trait is still lurking in the game code somewhere. ...And if you can make them Overwatch after defensive teleporting. These super-enemies need to be more of a challenge.
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# ¿ Feb 10, 2016 10:55 |
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I've been thinking about sword Rangers. How hard would it be to mod in a "Double Slash" ability for Rangers that works like Chain Shot, minus the accuracy penalty (so, if you hit with a sword attack and the target is still up, take a second sword attack.)? Cos I'm thinking, remove Deep Cover (seriously, who takes that), bump Implacable up a rank to be opposite Untouchable, bump Conceal up a rank to be opposite Bladestorm, put Shadowstep under Shadowstrike as a Scout ability on 3rd promotion, opposite Run-and-Gun, and have Double Slash be opposite Shadowstrike at second promotion. It would make early game Rangers be pretty ridiculous with double-swording things, but they can only really take out one target a turn and they're risking exposing other pods to do so. Also much like a specialist's Hack skill goes up 5 per promotion, have a Ranger's sword accuracy go up each promotion, 2 then 3, then 2, and so on, for a total of +15 at Colonel.
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# ¿ Feb 10, 2016 17:58 |
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sighnoceros posted:So what is everybody's PCS/Weapon Upgrade strategy? Just stack aim on everyone to guarantee hits? I could see a Conceal scout going for like mobility instead since they probably only pop up to flank people at close range then Implacable away anyways, but other than that... Aim on basically everyone, except movement on Psi soldiers and my dedicated Concealment Ranger. No dodge (shouldn't be getting shot), no health (doesn't prevent wounds), no will (mindshields and solace exist). Those get sold to the Black Market (or stockpiled to sell later if the continent bonus that makes the Black Market pay more is on the table.) What we need are Psi+ and Hacking+ PCS.
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# ¿ Feb 10, 2016 18:18 |
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Broken Cog posted:When you research skullmining you can skulljack anything humanoid, most will just give you small intel or supply rewards though. I've been considering adding the +hack skill to that pool.
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# ¿ Feb 11, 2016 05:20 |
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So I added Chain Shot to Rangers, classified it as a sword skill, but it complains my sword doesn't have enough ammo. I'm guessing that's something that needs to be changed in the mod tools and not just the .ini files? Because I'll have to wait til I'm back to my PC to do that, rather than this laptop.
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# ¿ Feb 11, 2016 16:11 |
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So, I can find the values for weapon mod stat increase values, but PCS stats seem to be nowhere to be found. Any idea where I should be looking? I wanted to know the ranges on them.
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# ¿ Feb 11, 2016 18:51 |
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So there's a PrototypeSectopod mentioned in the game files; as far as I can tell the chief difference is that its Wrath Cannon deals 7 damage and not 10. Is that the one on the Forge mission?
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# ¿ Feb 12, 2016 00:32 |
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Kin33 posted:There has to be some down sides compared to a shotgun considering swords can run and gun every turn. I think they need some armor piercing at tier 2 and 3 and MAYBE a small damage bump. Guaranteed damage even at the current levels would be too strong imo. It basically becomes: "free kill on any enemy under x health". Combined with Untouchable and Implacable that's not really high risk The risk is in activating another pod as you dash up. I've edited swords to have +8 Hit at T2, and +15 at T3, as well as +1 damage at those tiers. They also pierce AND shred 1 armour per tier. To compensate, Reaper now lowers your damage by 2 per kill.
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# ¿ Feb 12, 2016 19:43 |
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RBA Starblade posted:Should I save my elerium cores for anything or just go nuts making experimental ammo and grenades? WAR Suits.
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# ¿ Feb 12, 2016 19:51 |
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The only bug I had on the final mission was something related to Berserkers that made the camera wobble around manically until I saved and reloaded. It wasn't even really that slow, even when I dominated a pair of Gatekeepers and brought about 6 psi-zombies with me into the penultimate chamber. (Then I sent the zombies in one by one to activate pods and massacred everything with Overwatch when it came looking for the rest of the squad.)
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# ¿ Sep 28, 2016 14:08 |
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Ceramic Shot posted:My favorite was Hail of Bullets on my sharpshooter, which might be the only way you can move and shoot with a sniper rifle. I got this, and also got Rupture on one of my Rangers. Not an awful lot stands up to one Ranger running up to its face and nailing it with a guaranteed crit from Rupture, and a second armed with a Superior Laser Sight, Talon Rounds and all that fun crap pumping another two guaranteed crits into its back. Is Shredder on a Ranger possible, and is it as good as it sounds?
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# ¿ Oct 1, 2016 11:47 |
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Rapid Fire on a Sniper isn't nearly so awesome as I thought it'd be, as Rapid Fire kills don't trigger Serial. Ugh.
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# ¿ Oct 6, 2016 01:07 |
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Exposure posted:So the ruler redesign seems pretty solid: So they still react to movement? Bollocks.
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# ¿ Jun 13, 2017 22:04 |
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Internet Kraken posted:Wonder how they handle moving in and out of their LOS. I'd imagine they're using the Covering Fire mechanics to trigger it, or something similar. So moving one square inside their vision triggers it like it does Overwatch.
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# ¿ Jun 14, 2017 02:23 |
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# ¿ May 6, 2024 12:44 |
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Zore posted:His voice is amazing on missions too. "STOMP. STOMP. STOMP."
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# ¿ Jun 15, 2017 18:21 |