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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.
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# ¿ Feb 7, 2016 23:56 |
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# ¿ May 21, 2024 13:26 |
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Dr. Tygan's thirst for ever more knowledge has brought an anime wizard to this realm. Abandon all hope.
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# ¿ Feb 8, 2016 16:02 |
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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.
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# ¿ Feb 8, 2016 18:33 |
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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. 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.
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# ¿ Feb 8, 2016 19:54 |
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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. 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 |
# ¿ Feb 9, 2016 00:24 |
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I agree, Tygan. Chryssalids are .
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# ¿ Feb 9, 2016 01:15 |
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"Dragon Wagon", Bradford? You're calling the supply train raid operation "Dragon Wagon"?
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# ¿ Feb 9, 2016 21:28 |
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Ho Chi Minh Holiday Inn posted:AWC is worth it for cutting healing time down by half. The bonus ability thing is just gravy. 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.
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# ¿ Feb 9, 2016 22:55 |
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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? PSI Lab can take an Engineer, who will reduce training time by 50%. Upgraded PSI Lab can train two wizards at once.
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# ¿ Feb 9, 2016 23:05 |
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Soothing Vapors posted:Maybe this is the solution for that guy whose Jane Kelly never got an AWC skill 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.
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# ¿ Feb 9, 2016 23:16 |
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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 . Don't do me like that, game.
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# ¿ Feb 10, 2016 11:02 |
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Skippy McPants posted:Do Codex clones only get a free action on Legendary? I played on Commander and never saw one do that. 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.
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# ¿ Feb 10, 2016 11:21 |
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Reverence posted:ARE YOU loving MOCKING ME? 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. 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.
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# ¿ Feb 10, 2016 12:42 |
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BlazetheInferno posted:So uhh, question before I head into what I assume is the second-last mission. Wizard Styles fucked around with this message at 13:14 on Feb 10, 2016 |
# ¿ Feb 10, 2016 13:12 |
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Pomp posted:this omen bodes ill
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# ¿ Feb 10, 2016 13:13 |
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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.
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# ¿ Feb 10, 2016 13:17 |
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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 |
# ¿ Feb 10, 2016 14:17 |
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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: 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
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# ¿ Feb 10, 2016 17:57 |
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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. 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? 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.
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# ¿ Feb 10, 2016 18:32 |
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Ilustforponydeath posted:No need. Scope + tracer rounds 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.
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# ¿ Feb 10, 2016 18:37 |
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Ciaphas posted:Retroactive AWC Really only saying this because people are scared of mods bricking their saves.
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# ¿ Feb 10, 2016 19:13 |
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sighnoceros posted:This did not work for me, so ymmv.
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# ¿ Feb 10, 2016 19:25 |
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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? There are probably mods that make hidden abilities guaranteed, though.
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# ¿ Feb 10, 2016 19:29 |
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StringOfLetters posted:A hugely disproportionate number of men have been killed in the last 20 years of war & resistance fighting against aliens.
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# ¿ Feb 10, 2016 19:36 |
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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. 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.
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# ¿ Feb 10, 2016 20:05 |
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Harrow posted:I think the only one I wouldn't really want is a blademaster Ranger, but that's maybe personal preference for me. As it is melee Rangers are a lot of risk for not much of a reward imo. Edit: Kind of like hacking. Wizard Styles fucked around with this message at 20:12 on Feb 10, 2016 |
# ¿ Feb 10, 2016 20:10 |
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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? 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.
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# ¿ Feb 10, 2016 20:14 |
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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. 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.
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# ¿ Feb 10, 2016 21:14 |
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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? 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.
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# ¿ Feb 10, 2016 22:48 |
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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 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 |
# ¿ Feb 11, 2016 00:48 |
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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 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).
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# ¿ Feb 11, 2016 01:10 |
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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?
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# ¿ Feb 11, 2016 13:32 |
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victrix posted:gently caress hacking, gently caress hacking, gently caress hacking, gently caress hacking. At this point you're pretty much in an abusive relationship. With a game mechanic.
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# ¿ Feb 11, 2016 13:47 |
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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?
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# ¿ Feb 11, 2016 13:55 |
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Musluk posted:i)Okay, but it's a bit broken. +10 maybe. 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). 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.
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# ¿ Feb 11, 2016 14:13 |
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Musluk posted:I'll see in the future if the +5 from hacking stuff reddit spewed out is right.
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# ¿ Feb 11, 2016 14:44 |
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victrix posted:Fixed for hacking accuracy Fangz posted:It's still a bullshit comparison. 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.
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# ¿ Feb 11, 2016 17:39 |
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Harrow posted:Yeah, that would work pretty well. Or have a lesser feedback effect for failing the lower hack.
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# ¿ Feb 11, 2016 17:44 |
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StringOfLetters posted:I have verified that mind controlled chrysalids can make more chrysalids, but they are not friendly. 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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# ¿ Feb 11, 2016 18:07 |
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# ¿ May 21, 2024 13:26 |
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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. 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 It's not a hardware problem.
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# ¿ Feb 11, 2016 18:46 |