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Wizard Styles
Aug 6, 2014

level 15 disillusionist

Olive Branch posted:

Of course the next mission I have a VIP extraction and a grenade blew up the only access to the EVAC roof. loving hell. I wish the game recognized when your goal is unreachable and moves it or drops to ground floor or something.
You can blow up the roof when that happens, destroying any tile covered by the EVAC point will make a new one appear.

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Wizard Styles
Aug 6, 2014

level 15 disillusionist
Dr. Tygan's thirst for ever more knowledge has brought an anime wizard to this realm.

Abandon all hope.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
There's no way to get guaranteed Elerium Cores, is there?

It's been a while since I've gotten something that isn't a stock or repeater from regular drops.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Kenshin posted:

There isn't. I highly recommend picking up the Vulture perk as soon as possible to at least maximize your chances to picking them up as loot, it's well worth the 75 supplies early in the game to have plenty of cores to play around with for experimental projects throughout the campaign.
I got Vulture right after the Squad Size upgrade, yeah. It's been good, I'm drowning in weapon mods, I just feel like I'm having poo poo luck when it comes to Elerium Cores.

LordNat posted:

Elerium Cores are my biggest complaint about the game really. I wish they showed up on the Black Market. It just feels bad sitting there not being able to build anything in the Proving Ground.
Yeah, I want to play around with random experimental research, but the few Cores I did get have gone straight into the Skulljack upgrade, which feels pretty much required, and special armors, which are just guaranteed to be good and hard to pass up.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Neddy Seagoon posted:

I got lucky with my UFO mission. I had a plateau with a lower level around the sides and far back, so snipers just murdered anything trying to climb up the cliffs.
I think that's always the layout, at least I've done two Avenger defence missions so far and it's pretty much been the same map, just with the objective in another place.

Early Avenger defence was brutal for me. I only lost a Rookie but the way back to the Avenger was a really tense fighting retreat. In the end almost everyone was injured. Early on it can just be tough to keep up with the reinforcements since low level people just don't kill fast enough.

Midgame Avenger defence on the other hand was a ridiculous slaughter. I killed over 90 enemies and only stopped piling up bodies because at some point it started causing the game to slow down.

Wizard Styles fucked around with this message at 00:51 on Feb 9, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist


I agree, Tygan. Chryssalids are :whitewater:.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
"Dragon Wagon", Bradford? You're calling the supply train raid operation "Dragon Wagon"?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Ho Chi Minh Holiday Inn posted:

AWC is worth it for cutting healing time down by half. The bonus ability thing is just gravy.
I love my Shredder Sharpshooter and Untouchable Specialist.

The Sharpshooter especially, she was easily MVP anyway and hit Colonel long before I even built the AWC. Then I sent her in there because I wondered if retraining could retroactively reveal hidden abilities and, yeah, Shredder.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

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?

I've got a workshop coming online in the middle second row. Above is the hospital, to the right is skunkworks or whatever, left is alien machinery, bottom is alien power cores. If I put a relay to the left and a psi underneath I'm not going to be wasting a gremlin, right?
Resistance Comms takes 1 Engineer, can and probably always will be upgraded to 2.

PSI Lab can take an Engineer, who will reduce training time by 50%. Upgraded PSI Lab can train two wizards at once.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Soothing Vapors posted:

Maybe this is the solution for that guy whose Jane Kelly never got an AWC skill
Mine didn't either, even with retraining.

Kind of sad about that, actually, but I've gotten enough good stuff out of the AWC. I mean, even if it was just the Shredder sniper I couldn't really complain.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Shiiit I think I just got hit hard by the anti-Beaglerush maneuver.

I'm infiltrating the broadcasting tower, overwatch creeping forward cautiously. My team consists of a Grenadier, a Wizard and Kelly. Kelly with her individual concealment, of course. Few turns in, an Andromedan and a Codex walk into view. Wizard and Grenadier take their Overwatch shots targeting the Codex. I'm already thinking "Why would you do that, you idiots? You know what's gonna happen.". Anyway, one misses, one hits, Codex is left alive and clones itself.

The clone appears in a flanking position, pretty much right next to Kelly, revealing her.

Kelly for some reason doesn't even take an Overwatch shot, which is kind of an issue I've had with individual concealment in general.

Now the Codex clone immediately gets an action and does the AoE thing, catching all three of my guys and I'm sitting here all :eek:.

Don't do me like that, game.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Skippy McPants posted:

Do Codex clones only get a free action on Legendary? I played on Commander and never saw one do that.
I'm playing on Commander.

When Beaglerush was streaming the review build, he would activate pods by letting them walk into detection range on their turn instead of initiating combat on his own. This pretty much generates a free turn of Overwatch fire. For the release version, Firaxis gave enemies a 50% chance to get a free action when concealment is broken on their own turn (which even the game internally calls anti-Beaglerush maneuver or something like that).

And that is what happened when the Codex teleported next to Kelly.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Reverence posted:

ARE YOU loving MOCKING ME?
:allears:

Skippy McPants posted:

Ahh okay, I gotcha. I know about the 50% chance for enemy action when breaking concealment, so I adopted a tactic of using a forward concealment Ranger backed by an unconcealed squad to set my overwatch traps. Explains why I never ran into that.
It happened to me once before when I accidentally triggered a pod and a random ADVENT soldier after seeing a MEC shot to poo poo in front of him calmly proceeded to shoot my sniper in the face, which I think was the only time she got hit with a serious injury.

I just wasn't prepared for the string of events that would lead to Kelly getting revealed by a clone at close range, really. At least this way I got some use out of the sword in a late-game mission, because when you lock Kelly's gun she gets to slicing.

And the Andromedan that was in the pod with the Codex became my new best friend.



That whole mission was a cascade of hilarious poo poo happening anyway.


This Andromedan here just bumbled through some apparently destructible and flammable terrain features. I have not taken a single shot at him or the Archon, that' all his own doing.


Later, another Andromedan + Archon pod. My Psi Wizard took a shot at two Archons with Void Rift, which killed one and put some damage on the remaining one. It also, for the first time, procced panic on the remaining Archon. That Archon then got his panic action and double-moved, ending up...



..right in front of Kelly. :getin:

Wizard Styles
Aug 6, 2014

level 15 disillusionist

BlazetheInferno posted:

So uhh, question before I head into what I assume is the second-last mission.

Seeing as I'm only allowed to take three soldiers... these three don't get locked out of the final mission, do they? Because if so, I'm not bringing members of my A-team >:(
Don't worry, it's fine. Don't get them injured, though. You can bring wounded on the final mission, but they'll still be down health.

Wizard Styles fucked around with this message at 13:14 on Feb 10, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Pomp posted:

this omen bodes ill


Just imagine having Bone Wheels in this.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
After going through the early game twice I think my early game research priorities in the future are going to be body armor, then mag weapons, then Faceless autopsy as soon as I have three Faceless corpses around.

I'd prioritize armor over weapons simply because the health boost is huge considering every random ADVENT rear end in a top hat can one-shot a rookie and upgrading all weapons takes a lot of supplies, which early on are in short, well, supply.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Final mission:

So the Mind Control you get isn't permanent, huh? Well, that's a reload. I guess at least I finally saw a Gatekeeper outside of its pokéball.

Wizard Styles fucked around with this message at 14:21 on Feb 10, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist
And courtesy of Iron Rose's 100% accurate swords mod, the final kill of the game goes to Jane Kelly. Thanks for teleporting into her murder zone, third Avatar.



Also, some people in this thread seem to be under the misconception that Snipers are somehow not great, which confuses me.



This is where she got nine kills in a turn in the final mission:

:wave: Sectoids and Codex clones, and a nice final Shredder shot at Avatar 2.


This put her firmly above 100 kills in the campaign, meaning she alone was responsible for almost 20% of my total kills. I only started training her up when my Gunslinger got hosed up bad enough to be put out of comission for over half a month and never looked back.
That kill count could have been higher, after she got Shredder she started murdering way less. At some point she was at like 4 kills per mission

Wizard Styles
Aug 6, 2014

level 15 disillusionist

CrazyLoon posted:

Me too! Perhaps it's in the game code, that it always does that if you kept Jane Kelly around and didn't change her name? Though in my version, I'll take two shotgun 15-20 rapid fire crits to blow it the hell away, TIA.
I'd be surprised if they coded that in. Probably just that Rangers can get a good shot/slice off against pretty much anything in Dash range. The last Avatar had like 2 or 3 health left at that point, so it was a guaranteed kill as well. I briefly considered letting one of my two mind-controlled Andromedans do the honors with a bomb as a last thank you for the nice suits, but ultimately I had to give it to Kelly.
Not just for being the tutorial survivor, she also was the last one left of the initial squad I had (although the guy that went on to become my Gunslinger is still alive, just benched) and got grievously injured so often she's probably mostly holes and scar tissue by now. She deserved it.

FairGame posted:

How much time do I have before a "Rescue the VIP" mission expires?

I am like 1-2 hours away from finishing a scan for an engineer that's like SUPER far away from anything else on the map I want to do. It'd be a shame to lose like 12-24 hours having to schlep back and forth to scan for the last little bit.
You can put it off once, then you'll get a warning message, at which point you have to take it I think.

MikeC posted:

Funny thing......the character pool doesn't remember if it pulled a guy for a trooper and gets KIA'd. Commie got killed in a debacle of an op and then shows up 2 missions later as an engineer VIP.

edit: holy poo poo nvm this guy is a soldier. Commie got mind controlled and left for dead when I extracted my lone survivor and you can actually rescue them. They come back gravely injured with the same skills you picked. Way to go Firaxis
So, do you have the same guy twice now?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Ilustforponydeath posted:

No need. Scope + tracer rounds
Yeah, I didn't even know +Aim PCS exist. I have never seen one; I kind of just assumed they didn't put them in because +Aim is what scopes are for. My Sniper still usually took 100% chance to hit shots. Pretty much never below 85%.

I gave her +Mobility because it meant I never had to worry too much about her positioning, the next good sniper spot could be halfway across the map and it was still just a Dash + Grappling Hook use away.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Ciaphas posted:

Retroactive AWC
I assume that means it gives you the AWC skill retroactively without retraining, but if you can live without a particular soldier for 5 days while they're retrained you can already get retroactive AWC skills.
Really only saying this because people are scared of mods bricking their saves.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

sighnoceros posted:

This did not work for me, so ymmv.
Well, not everyone gets a hidden ability. Jane Kelly sadly never did, and I permanently benched a Captain Grenadier because he didn't get one even after retraining (his replacement got the one that gives extra aim after hunkering down, which I used precisely once).

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Harrow posted:

Would that retroactive AWC mod make it so everyone gets an ability, or does it just skip the retraining part of rolling for an ability and it's still possible someone won't get one?
If it's this one then no: http://steamcommunity.com/sharedfiles/filedetails/?id=620586407

There are probably mods that make hidden abilities guaranteed, though.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

StringOfLetters posted:

A hugely disproportionate number of men have been killed in the last 20 years of war & resistance fighting against aliens.
The snake tits demand ever more sacrifices.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Internet Kraken posted:

Psi ops in this game are hilariously overpowered. I might have to follow a house rule to not use stasis because that ability is broken as hell.
Psionics are OP as gently caress, but I love mind-controlling so much. Just using the alien's abilities for yourself is great.

Still, I might try a no Mimic Beacon, no/restricted Psi, possibly no heavy weapons playthrough. At least this is a lot more appealing to me than Legendary; I really don't need this game to take twice as long to complete.


Speedball posted:

I'd like a "saboteur" class that excels at turning enemy strengths against themselves. Like, "make all armor on an enemy explode, shredding them and doing damage equal to the amount shredded." We sort of already have that with the Psi Op's "Fuse" ability to explode grenades on guys while they're carrying them. A "Neural Feedback" passive that damages enemies for using psionics on you. And also laying traps. They can throw out a variety of prox mines that entangle enemies, preventing them from moving, stuff like that.
Quoting this for possible later use since my own class idea would need several new assets/animations.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Harrow posted:

I think the only one I wouldn't really want is a blademaster Ranger, but that's maybe personal preference for me.
I don't think that's personal preference. Swords have accuracy issues, and their damage doesn't scale well. I think for Blademaster builds to be viable you'd want the ability to provide a scaling damage bonus, not just a flat +2.

As it is melee Rangers are a lot of risk for not much of a reward imo.
Edit: Kind of like hacking. :v:

Wizard Styles fucked around with this message at 20:12 on Feb 10, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist

khy posted:

This reminds me. I was playing but didn't come across a way to boost hacking. I assume there's things like PCUs that help? Do specialists gain extra hacking stat as they level up? Or how do I make my specialists master hackers?
Upgrade the skulljack.

And when you come across a hacking reward that gives a permanent +20 bonus savescum the poo poo out of that. At least that's what I did. Not even a little bit ashamed.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Segmentation Fault posted:

You don't get corpses or wrecks from missions you evac from, including ones you're forced to evac from, like hostage or avenger defense missions.
I spent over a month delaying the final mission waiting for the game to finally put a Gatekeeper into a mission that lets you retrieve corpses until I could finally upgrade my Psi Ops to be even more broken.

Psykmoe posted:

At this point my Rangers should just hand their swords to the Specialists. I remember a single time this campaign one of the Advent guys dodged out of having his skull impaled. Clearly, my Specialists are the real melee specialists.
I have never seen it fail. At some point I suspected that, while the game tells me it's a 70% chance, that's really a strange UI bug and it's actually 100%.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Harrow posted:

According to Wizard Styles it's retroactive if you retrain your soldiers (but also soldiers aren't guaranteed to get a perk either). Or is that what you meant?
Since there seems to be some conflicting information about this, here's a screenshot I took when my Colonel Sniper got the ability to shoot armor off of anyone anywhere:


As I understand it, when you build the AWC, the game determines for each soldier on your roster if they get a hidden ability, what it is, and at what level they get it. The last part is the issue here since there's no "wait this guy's a Captain maybe he should get his ability at Major or Colonel and not Corporal" kind of check in there. So soldiers can miss out by virtue of having already passed the rank at which they would have gotten their bonus ability. And building the AWC will never give someone who is already at Colonel a hidden ability, because by default it doesn't work retroactively
Retraining gets around that because it lets soldiers go through their level-ups again, though, so they get their hidden ability then if they have one at all.


Kind of dumb but ultimately it's only 5 days per soldier.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

redreader posted:

When do most people here reload their games? I have reloaded mine like, twice, to test stuff like 'how long will this mission remain if I try to heal up first? oh, one day? *reload*', but I never reload on a hosed up mission or a bad shot or anything. Thankfully I haven't had game breaking bugs either. I restarted the campaign a couple of times on a death spiral but on my second or third try, I forgot, I'm going to win it. All fights with 2 magii are total cakewalks.

I mean, I know people are playing on legendary and commander, but, is everyone on those difficulties actually 'on that difficulty' or are you reloading if you lose too many people? Seeing that other guy who has a not-full-of-majors squad for his final mission, mine looks a little like that. I had 3 majors but one was kidnapped/left behind, now I have maybe 3 still, 2 magii, but tons of weapons and weapon parts, and am on veteran at the final mission. I mean if you play normally you're going to have some top ranked people die.
I gave myself one free reload when a new enemy appears, although I've only used that rarely. When a Muton backhanded my sword Ranger that went in for the kill during the Blacksite and knocked him out, that was a reload. But mostly, by the time enemies with really weird abilities appear, they never get to take an action anyway. I never even got close to losing a high rank soldier, too, pretty much for that reason. The only one that got promoted beyond Captain before I started steamrolling was my Sniper, and Snipers don't die unless things go really incredibly wrong. Most other people were injured so often they rose through the ranks pretty slowly, and of course the Sniper was stealing all the kills.

I also reloaded when things just went wrong and I felt it was because the game didn't give me enough information. For example, during the final mission I didn't realize that unlike Psi Op Domination, the Commander Avatar's Mind Control is not permanent, and as far as I know there is no tool tip telling you that. This led to a Gatekeeper that I thought was my friend dropping a huge AoE attack on my entire squad and killing my Andromedan buddy. At that point I just thought, nope, this is not my fault, that's on the game for not telling me what my ability does. Pretty much the same thing happened when I first used Haywire Protocol.

Oh yeah, and I savescummed the +20 Hacking reward like crazy because gently caress Hacking.

Wizard Styles fucked around with this message at 00:51 on Feb 11, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist

LonsomeSon posted:

I think by the time I gave up on Rookies completely they had a slightly less than 50% chance of surviving their first mission. Of the survivors, I lost every Ranger and most of the Specialists too.
I'm amazed both of my main Rangers and my Gunslinger lived through my game. Those guys got shot up so badly so often. In the end the Gunslinger effectively was dead to me because back to back grievous injuries made him fall very far behind, but surviving those shots was impressive in its own way.

I got a bunch of Specialists killed, though. I had 6 non-Rookie deaths. 4 Specialists, 1 Grenadier, 1 Ranger (the first Kelly substitute brought in to fill her shoes when she was injured, turns out she wasn't up to that).

Wizard Styles
Aug 6, 2014

level 15 disillusionist

dogstile posted:

The commanders avatar doesn't let you keep mind control permanently, but i hear normal PSI trooper domination does. Is this the case?
Yeah, that's true. Commander Mind Control lasts as long as the cooldown time, but the enemy will immediately get a turn after snapping out of it.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

victrix posted:

gently caress hacking, gently caress hacking, gently caress hacking, gently caress hacking.

Someone mod in average hack success rate, because I want to see how many 80-90+% hacks I can fail in a campaign :allears:
I mean, I agree, gently caress hacking, but why do you keep doing this to yourself?
At this point you're pretty much in an abusive relationship. With a game mechanic.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Also, gently caress Hacking: The Mod ideas because my modding efforts have to start somewhere I guess:

Remove the permanent +20 Hacking stat reward, just give all Specialists (or just all soldiers, really) that +20 innately.

Failing to get the lesser reward from a Hacking attempt does not trigger the penalty. Make getting the better reward more likely. So the choice would be between using an action to probably get a small reward with no penalty if it fails, or rolling the dice because you haven't heard the good word about gently caress hacking yet.

Give Specialists a free utility item slot that can only be used for actual utility items (so no grenades, ammo, vests), meaning they can bring a Skulljack and Medikit and still have a spare slot/wear Proving Grounds armor.

Thoughts?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Musluk posted:

i)Okay, but it's a bit broken. +10 maybe.
ii)Bad idea for hacking enemies, good idea for skulljacking
iii)Just make skulljacks give +10 hacking skill. Skullmining research bumps it to 25 by default anyway so it'd be an earlier addition.
i) I don't agree with it being broken, I felt hacking only became viable once I got that +20 on a Specialist.
ii) Oh yeah, I totally forgot about hacking enemies. Then again, you're still using an action and ability use for a stun. How likely is it to get a stun with fully upgraded gear and the +20 bonus? Taking control of a Sectopod should always be a hard thing to achieve, though, certainly.
iii) Frontloading Skulljack bonuses seems like a good idea. I don't see how that relates to the free item slot, but the free item slot for Specialists should probably be its own thing anyway since its not directly related to hacking and afaik you can't make Workshop mods modular.

victrix posted:

I think what bugs me about hacking is the penalties for failing are often really lovely, and the benefits can either be trivial and pointless, so not even worth attempting, or incredibly swingy, so they can make the fight/mission trivial (mind controlling robots is huge).

So you either totally avoid it (boring 2 round bonuses, 2 round bonuses for squad with garbage success %), or you roll guaranteed results only, or you roll the dice on strong results if you're in a situation where you can handle a failure.

Something a bit more graduated so you want to use hacking, but failure changes the tactical situation without completely loving you over, and success helps you but doesn't win the entire battle would be nice.
That's true, but revamping the entire system would take time and I'm not sure I'd trust myself or anyone else to come up with interesting and balanced replacements right now. Reorganizing the bonuses that are already there (I got a 90+% chance intel cost reduction as a lesser reward more than once and even got it that one time, which is pretty insane) and maybe reducing the variance of success chances for each reward could be doable, though. Not that I've looked at the code yet or anything. :v:

Jabor posted:

That would kind of make "fail hacks to get more reinforcements to kill for xp/loot" even better, and it's a bit of a gamey strategy to be encouraging.
It would also mean losing a leveled Specialist puts you back on square 1. That's already kind of an issue with the permanent Hacking bonus, and it's something I'd rather remove than add to.

Wizard Styles
Aug 6, 2014

level 15 disillusionist


:eyepop:

Musluk posted:

I'll see in the future if the +5 from hacking stuff reddit spewed out is right.
I thought that was debunked already?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

victrix posted:

Fixed for hacking accuracy

Ooops I failed, :siren: SECTOPOD ACTIVATED REINFORCEMENTS INBOUND ENEMY UNITS +20 DEFENSE :siren:
Yeah, this is why I'm strongly considering making it so that failing to get the lower reward doesn't set off the penalty. That way hacking and aiming would be more like taking a normal shot, while if you want to gamble you can still try to go big.

Fangz posted:

It's still a bullshit comparison.

If you still use haywire then there is no problem.
It's not bullshit, they're functionally very similar skills.

Psi Ops are one of the things in this game pretty much everyone seems to agree are OP, though, and Domination is one of their two best abilities. So, you know, Haywire Protocol being worse than Domination is not indicative of Haywire Protocol being bad.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Harrow posted:

Yeah, that would work pretty well. Or have a lesser feedback effect for failing the lower hack.
Hm...if it's possible to give the feedback effects something like an if clause checking what reward the player selected that would be interesting. Reeks of :effort:, but could be cool.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

StringOfLetters posted:

I have verified that mind controlled chrysalids can make more chrysalids, but they are not friendly.
:allears:

My Chryssalid moment (mid/late game plot mission spoiler):


Thanks Berserker buddy, you're doing great.
Tanking those hits.
Dying slowly.



...oh.

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Wizard Styles
Aug 6, 2014

level 15 disillusionist

Elliotw2 posted:

The only issue I have with Domination is that a gatekeeper should probably not be so easy to dominate, it should probably be a 60-70% like controlling a sectopod.
Is the Psi stat randomized or something? Even with all upgrades my Psi Op only had a ~60% chance to take over Gatekeepers.

redreader posted:

(no spoilers here). I haven't seen this mentioned anywhere. I'm in the final part of the final battle and my screen is corrupting, like garbage textures. Rainbow colours, etc. I checked my GPU temp and it's fine. It's not a hot day, I don't see this on other games, I haven't seen this on xcom 2 before, and my CPU and GPU are high end and not overclocked, and I'm running on medium graphics. Anyone else seen this? My drivers are up to date. I'm going to try reloading and see if that fixes it :(

cpu: i7-4770k
gpu: nvidia 770
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.

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