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Wizard Styles
Aug 6, 2014

level 15 disillusionist

Moola posted:

I wish there was a mod that made Shieldwall an actual good ability you would ever want to use in any situation
Maybe if it gave the user extra armor (if there actually is another soldier adjacent to them)?


Maluco Marinero posted:

That said though, it is a way you could make a piece of high cover support WAR suits + 1, it's highly situational but could help if you haven't got enough high cover to go around.
A conga line behind a tree, the king of defensive formations.

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Wizard Styles
Aug 6, 2014

level 15 disillusionist

dogstile posted:

I did. On commander
Same. I mean, I had Solace, but the only psionic enemies I ever allowed to take a turn were a Sectoid that raised a zombie and the second Avatar, who shot a Mimic Beacon (and missed).

Wizard Styles
Aug 6, 2014

level 15 disillusionist
The first time I saw a Gatekeeper leave its pokéball was when I Mind Controlled one in the final mission. The only time I had one take a turn against me was when I found out that unlike Dominate, Mind Control isn't permanent.

Andromedons, Sectopods and Gatekeepers all start showing up when you should have enough gear and abilities to brute force at least one pod down in a single turn (Commander and below) or at least past the really hard parts (Legend); they're all not that tough.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Sloober posted:

Otherwise i'd say buffing base sword damage and removing blademaster and replacing it with something else to help with using swords.
This is what I feel would be best. Blademaster really shouldn't even exist; shotguns don't need an ability investment just to keep up damage-wise, and neither should swords.

RBA Starblade posted:

Seriously guys tossing a grenade then double move slashing all day is great, try it.
If you tossed a grenade the target is no longer in cover and you can just shoot, though.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Before I read the post accompanying that screenshot I thought you were making an eyeball color mod.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Farg posted:

I got bit by the xcom bug hard when I realized I owned enemy unknown a few weeks ago. I've done two separate campaigns, one normal and one ironman normal. Should I spend 60 bucks on xcom 2 or thirty on the expansion so I can play long war? Which would get me more bang for my buck as a new xcom fan
XCOM2.

Enemy Within is really cool and Long War is, uhhh. It's long. But they don't switch things up to a huge degree, so you might as well wait until EW goes on sale and avoid possibly paying full price for an old expansion just to realize playing through mostly the same stuff shortly after your first campaign just makes for a pretty stale experience.
XCOM2 on the other hand just changes a lot of things, the basic systems are largely the same but it encourages a different playstyle, the geoscape is different, and so on. And there are endless mods, of course.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
First time playing WotC, I managed to get an upgraded Psi Lab up and running in the first week of May. So far so good.
One of the two recruits currently in wizard school decided to take the short route to absolute power and rolled Stasis as her first ability, then followed that up with Null Lance and Domination.
Acolyte Abebi Mabaso will soon go forth to rule the world.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
"The most dangerous game? Hardly." says the Chosen Hunter as he takes aim at a mind controlled Berserker.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Heaven Spacey posted:

Mox just soloed a Zerker/Chryssalid pod because Retribution with the Ionic Ripjack stunned every ayy as they ran in to punch him :downs:
Meanwhile, in my game, Major Mox just steadfastly refused to interrupt his bonding time with Captain Rodriguez for a matter as trivial as an Avenger defense.

He wasn't even wrong, Dragunova and two Sharpshooters made that a non-issue.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Zomborgon posted:

I don't mind that so much as it still applying to Templar's massive Psi blades that are specifically noted to never miss.
Oh, it does? My Templar's a pretty lucky guy, then. :v:


Also, another entry to the long list of "I don't really think we even need to plant X4 anymore.":



That's the result of a single use of Remote Start triggering a chain reaction of exploding trucks and whatever else was in there, wiping out two and a half pods in the process.
It also made the Chosen Warlock suffer the ignominy of falling damage and being set on fire before I found him. When I got to him he had no armor and around 75% health.

Remote Start comes up maybe once in four missions, but I would never go without it. :allears:

Wizard Styles fucked around with this message at 01:10 on Sep 19, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Ha, I just found out you can trap the Berserker Queen by surrounding her with dudes and terrain. When she's in flight mode her AI will just lock up and keep using the Summon Gate ability over and over while the firing squad whittles her down. I assume that would work on the Viper King, too, although I don't know how I'd bait him into a place he can't escape from.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

babypolis posted:

A grenadier with good aim is absolutely ridiculous though. Just Chain Shotting Sectopods and Gatekeepers for life
It takes a while to get there, but Tracer Rounds and extra Aim from Covert Ops are not that hard to come by; so you can easily have a Grenadier with Aim somewhere in the 90s later on.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

misguided rage posted:

I rolled +1 damage to cannons early and lucked into a few scopes and aim pcs, I had a pair of grenadiers who had sniper level accuracy with double the damage :getin:

Unfortunately I lost that game anyway
I don't think I've ever seen a Superior Aim PCS, but either way you'll get some usable Aim boosters eventually. I've had Tracer Rounds forever in my current game - first experimental ammo project iirc and I've been drowning in Cores all game - and got a few leveled Grenadiers from missions in addition to the ones I leveled myself, so my best one can to go on Covert Ops that give Aim rewards.

And, I mean, as much as I agree with "play to the strengths of each class", Chain Shot is decent and Grenadier weapons do good damage, it's really just their base Aim that holds them back.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
The Assassin is easily the most dangerous Chosen even if you can reveal her, just because she can never be ignored. The Warlock is fine hanging back sending lovely Zombies your way for a few turns or until you get LOS to him, the Hunter wastes his first turns trying to get a Tracking Shot off that will never happen. The Assassin just goes straight for the jugular.

I'm sure there are absolutely catastrophic combinations of Chosen traits that can make the other two just as obnoxious, but looking at their respective abilities and AI the Assassin is the only one that actually scares me.
I had to look up what the Warlock even does when he survives a turn because he has always allowed me to engage him on my own terms.

MacheteZombie posted:

On retaliation missions when you save more than 6 civilians do you still get the regional income increase or is capped at the 6 civilians?
No cap or diminishing returns, straight 3 income increase for each civilian.

Wizard Styles fucked around with this message at 18:54 on Sep 20, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist
One of the things I like most about posters is that they allow you to immortalize silly ragdolls.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Terror from the Deep's style, Apocalypse's focus on faction relations and absolute destruction of every terrain feature. That's basically what I hope XCOM3 will be.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Operant posted:

Just lol if you've never put a blaster bomb on a rainmaker SPARK, they're worth it for that alone.
Rainmaker and Overdrive are what makes a SPARK kind of a defensible choice to me, but ultimately they just have so many downsides.

Their upgrades are very expensive considering you'll probably at most have two of them. I mean, just compare them to the cost of the new faction units, who only need to upgrade their weapons and get those upgrades for a pretty low price. Of course, they're in even more limited supply than SPARKs, but still, they're so much cheaper.

And SPARKs can't get extra abilities or gain stats from the Resistance Ring, so eventually regular soldiers will leave them in the dust.

I like how they play but it's hard for me to justify the investment.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Before mission: Okay, Chosen Hunter down, so that facility in his region should be easily doable for the C squad guys while my good soldiers rest after putting the edgelord down/raise their stats via covert ops/have bonding time.



Two turns in: Oh yeah, the Archon King is still running loose. :downs:


e: Never mind, he got executed when he flew into an Overwatch trap, gg dude.

Wizard Styles fucked around with this message at 03:28 on Sep 22, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I have both of those installed, and I have to say always having a Reaper available for a facility mission is pretty nice.

I also wonder what bringing 3 Reapers on the final mission would be like.

Wizard Styles
Aug 6, 2014

level 15 disillusionist


:toot:

I guess now I kinda have to start researching the Codex Brain and the Stasis Suit that I always put off because WotC + Alien Hunters adds a million research projects and breakthroughs.

temple posted:

Pods run for the transmitter. Its easy to notice if you have a phantom ranger, battle scanner, or reaper. That way, someone is always there to kill the transmitter in case you defend it. If you get the transmitter early enough, pods will walk into your firing lines. I kinda don't mind protect device missions when I have a bunch of grenades. Otherwise, I double move behind the enemies because that's the only way you will get there in time.
Yeah, by the time I reach the transmitter there are probably two pods camping out next to it. I've started just spamming heavy ordnance on the turn I reveal/activate the pod shooting at the transmitter assuming it will hit at least that one pod, but probably more.




Internet Kraken posted:

So my one of my soldiers has fear of the lost. I brought him on a lost mission anyways since I thought it only had a chance to proc on the first lost sighting, but apparently subsequent horde spawns can trigger it as well. One of the hordes made him panic, so he made the most brilliant move ever. He decided to throw a grenade at my own squad, hurting several soldiers and summoning another loving horde in the process.

:shepface:
This is exactly what I expected would happen after reading the first sentence. :allears:

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Crasical posted:

I never played through Shen's Last Gift or Alien Hunters. If I buy the DLC and start a new game without the War of the Chosen stuff turned on, do I get the improved performance?
No.

quote:

Or should I go ahead and do a vanilla run with SLG and AH and then start again for War of the Chosen?
.
As long as you don't select the Integrated DLC option when you start a WotC campaign you can do the Last Gift and Alien Hunters story missions whenever you feel like it.
And you should wait for a while, because the Rulers are tough and the Last Gift mission is so long everyone that goes on it will be tired for weeks, so you need to have a B team at least.

Wizard Styles fucked around with this message at 10:40 on Sep 23, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I still think Jagged Alliance 2 is the best game in the genre even after all these years. Silent Storm is also good. Xenonauts had a few additions the tactical combat that I liked. You can have people with riot shields that are pretty tanky, but it reduces their offensive output to pitiful levels since they can only use a pistol with the shield out. You get powered armor later on that is fun to use. The enemies are interesting, although the variety ultimately isn't very high. It's a decent game overall, but I also wasn't blown away by it. It's kind of a joke that they still sell it for the original asking price.

Other games:

Darkest Dungeon has both a strategic and a tactical layer, although they're both very different from XCOM. The combat is ultimately pretty shallow, but it's addictive and there's a lot of class and enemy variety. Great presentation and the best narrator in video game history.

Battle Brothers has you take command of a mercenary company. The strategic layer is nearly nonexistent, but you do get to run around in a big sandbox of a game world and possibly see it change pretty dramatically during the late game. The combat is great. There are several enemy factions and they all require different tactics to fight. The writing is good when it goes for humor (thankfully often the case), bad Game of Thrones fan fiction otherwise.

Renowned Explorers: International Society could kinda fit. It's obviously a big departure from the usual thematically, and it's a very condensed experience (it is a roguelike game). But the elements of leveling your crew, unlocking stuff between expeditions and the tactical combat are all still there. I like it a lot, personally, although sometimes it really fucks you over with bad skill rolls during expeditions that leave you circling the drain.


Also, stay away from Hard West. It uses XCOM combat but has no AI, no enemy variety (I guess technically some regenerate), and no balance.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Mystic Stylez posted:

Are there any decent class mods available? As in not ridiculously broken, but useful.

Also, re: Jagged Alliance 2 talk a few pages ago, is there a tutorial/basic tips or something like that to it? I own it for years and always wanted to play it, but it seems impenetrable.
There's a JA2 thread that isn't incredibly active but people do check it, so if you ask there you'll get a couple answers: https://forums.somethingawful.com/showthread.php?threadid=3053233&pagenumber=228#lastpost

Specific advice for a first game:

Don't install the 1.13 mod.

When you make your alter ego merc, I'd prioritize Dexterity, Wisdom and Health and not worry too much about Leadership, Medical, Mechanical and Explosives. You can safely leave Mechanical at 0, it does nothing unless you specialize in it; the rest can be left at 35.

You don't need to hire a medic on day one because you'll get a rebel recruit covering that role immediately, but a mechanic or at least someone to pick locks is very useful. Barry is your best option since he starts out cheap but learns very quickly due to high Wisdom and eventually is both a great explosives expert and good mechanic. If you don't like Barry, you don't have that many options, although Wolf and Red aren't bad, just pretty pricey initially. You'll also get two additional mechanic options a few days into the game, and while both of those guys aren't great, they are cheap/free.
Grunty, Igor, Ice and Blood are the best early hires (apart from Barry) that don't clash with a lot of other mercs imo. There are lots of good options among the cheaper guys, though. And hiring a single more expensive merc for a day to get their weapon is a viable choice if you can get a rifle out of it, although I personally never do it.

The pistols you'll be fighting with early on have poo poo range, so when you enter a sector look where the dense cover is. You may need to move from cover to cover to get a good shot. You'll mostly be fighting in town sectors early on, so use buildings and rooftops to your advantage. You'll have to fight some enemies on the road to the first town to take but should be able to ambush them since a couple of them will be on that road out of cover.
e: It can also be worth going for a night ops squad for those first days. Grunty has the Night Ops skill, Igor is Stealthy and Blood is good with throwing knives, so they work well at night. And the guy you make can even be a Night Ops expert.

winterwerefox posted:

Shen's Tower, and sparks are broken for me. Anyone encounter this? At the tower, it no longer starts to play Julian, or the video where Shen dismisses the 'High Tech 20 years ago' first floor of the factory. if i build a spark in the proving grounds, and level eem up, it doesnt cut to shen's 'Im programming upgrades' video.
No problems during the tower mission, but the upgrades video doesn't trigger for me, either.

Wizard Styles fucked around with this message at 05:08 on Sep 24, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist

GB_Sign posted:

On an unrelated note, I really want to kill the person who decided that the Templar pistol will default to '2' and their Pistol Overwatch will be '3', so many accidental shots when trying to Overwatch.
You can use Y to Overwatch, but yeah, I'll never understand why it apparently is so hard for Firaxis to understand that hotkeys should be consistent.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

marshmallow creep posted:

Tygan, maybe when I'm memorializing the dead isn't the time to ask about posing near an Advent Burger.
Where else would a corpse go, though?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

HOOLY BOOLY posted:

Man the way tiredness makes you switch out your dudes constantly, i didn't get squad size 2 until June in my lastest game. Unless there is somthing i'm missing i don't know how i could have done that much faster than that.
I sent a soldier I could do without most of the time (Specialist in this case, Sharpshooter would also be fine) on every covert op I could find that gave a promotion. Contingent on having the Ring and faction contacts and those missions popping up of course, but it works.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Taear posted:

My stats were so much worse than the average, always at least 10 days more for basically everything other than the armours.
I don't even want to know what my stats will be like when I put the ayys out of their misery. Between not remembering the tech tree and being dealt a catastrophic map/connection layout I wasted a lot of time and put a lot of resources that could have gone towards upgrading my poo poo into rushing towards a facility at the other end of the world. I researched all the data pads I had at some point before fully upgrading all my gear to tier 2. I still saw the doomsday clock for a couple days.

Of course, thanks mostly to Betos, the Avatar Project is now at 0 pips and will remain there for the rest of the game.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I mean, Templars have purple blood, and I don't think Berserker Teriyaki is clean eating.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

snoremac posted:

I haven't been in a situation yet where holy warrior wasn't a delightful double kill bonus.
Holy Warrior is a nice buff my sniper sometimes has when one of my wizards shanghais an apprentice.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I love endgame WotC/DLC-powered Sharpshooters.

First turn, Sharpshooter Icarus Jumps into position to gently caress up a pod the team found next turn. Game decides an Archon has line of sight without any prior indication. Squad revealed, two pods activate.
Lightning Hands, Faceoff, Serial. Two pods down after the first turn.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Internet Kraken posted:

I can't believe launching yourself into the sky as a blazing rocket catches the enemies attention.
In my defense, using it doesn't trigger the "This move breaks concealment!" icon you get when you jump through windows etc. to pop up, and in this game of stealthily stomping SPARKs and Reapers doing what they do I clearly can't be expected to assume things to break concealment just because it'd make sense.

That said, it's probably in Icarus Jump's description. :v:

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Vipers seem to have almost disappeared from the early-to-midgame transition to make room for full ADVENT pods with the new enemy types.
I couldn't upgrade my medikits until I did the Alien Hunters mission at some point after upgrading to tier 2 gear.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

FrickenMoron posted:

Do Skirmishers always get the same added skills? its always an extra utility slot, saturation fire and more grenade damage for me. And lightning reflexes.
No, but there aren't that many skills you can get. Getting the same results twice seems extremely unlikely but some overlap is only natural. I've got two Grenadiers with Run & Gun and Rapid Fire, for instance.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I like to have Icarus Jump on a Sharpshooter. Especially now that there's absolutely no reason to not give them all the good Sniper and Gunslinger skills; jumping halfway across the map to go on a Faceoff, Serial rampage after a few turns of sniping is pretty good.
I put the Serpent Armor on a Ranger instead. I sent her on a bunch of Covert Ops that gave Dodge as a reward and she ended up with Dodge in the 90s after armor and PCS. Rangers can also make good use of the armor's special attack.

Either way, yeah, I also didn't have Shen build any light armor. The Alien Hunters armors give all the mobility bonuses I want in my squad and the faction classes can't even equip anything but their default armor, so I never saw the need.

Voyager I posted:

I'm lukewarm about the Chosen themselves, at least as they're implemented. Having a miniboss who could show up at any time is a fine addition, but having a personal relationship with camp-rear end B-movie villains was not something I felt the game needed.
They really just talk way too much, especially considering how one-note they all are.

SmallpoxJenkins posted:

I think the assassin was the only one I got more than maybe twice.
The Assassin was only active in two territories in my game, both adjacent to my starting area. So after the early game I rarely saw her. But she was easily the most memorable of them. Partially that's because playing with the story mission enabled meant I met her first (which also led to her reaching full knowledge faster and being the only one to launch an attack on the Avenger). But I also found her to be the most challenging since even if you have ways to reveal her you have to play on her terms. And she rolled some pretty obnoxious strengths, while the other two never got anything too threatening. And she was present for a special mission Volk sent me on, that got the prophetic name Little Grave. At some point there were 3 pods and about a dozen Lost active, plus the Assassin, all standing between my B team (that I had to send on the mission due to the better guys being tired) and the fixed EVAC point. I made it out of there with 2 injuries mostly because I got a lucky Domination (70% chance) off against an Andromedon that proceeded to shoot the Assassin to death at point blank range, but that was definitely the most tense mission of the run. I EVAC'd with over 50 enemies dead.

The Hunter had claimed the entire northern hemisphere so I fought him a lot, but he never really did much during those fights. Later on he mostly talked poo poo while lining up shots on dominated aliens. He was around for one retaliation mission that was a pretty huge clusterfuck and managed to actually get some hits in during that, but mainly because I let him do his thing while I dealt with a horde of Chryssalids.

The Warlock held a lot of territories as well but never did anything. I think I only fought him when I attacked facilities in one of his areas, apart from one other mission. I took him down first just to put him out of his misery.

Wizard Styles fucked around with this message at 11:00 on Oct 3, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist

SmallpoxJenkins posted:

Am I the only one who would rather just straight up execute the enemy vip in the lategame instead of capturing them?
Because depending on the pod structure, more often than not I don't deem it a necessary risk.


and then there was that time where his guards were a purifier who never moved off of the car, and I had my reaper...


ulmont posted:

They sort of target each other in FOW. I've had a Reaper spot a high ranking ADVENT official and his unactivated buddies fighting Lost while I just ate popcorn.
Yeah, that can kinda blow up in your face because once a squad member, concealed or not, has line of sight to enemies they'll check for targets, so the ayys and zombies will throw down while the squad remains concealed.
Which is fine until two other pods and a horde walk into the fight and you end up with several active pods and a Reaper that cannot move without risking to be revealed.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I got a Guerrilla Op as a scanning reward.
I also found out that the Low Profile Sitrep doesn't require you to have any soldiers that qualify for it.

Rookies vs Gatekeeper was fun.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Yoshimo posted:

Can you build everything on the Avenger now?
Only if you get away with one power relay.
You can get extra power from resistance orders and covert ops, and as a scanning reward. So it's doable if you want to go for it and have some luck. Probably not worth it, but doable.

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Wizard Styles
Aug 6, 2014

level 15 disillusionist

RBA Starblade posted:

There's still no point to building a lab unless you get insanely unlucky with scientists. The workshop is the same way now.
Labs increase the chance for breakthroughs.

Workshop does seem pointless now, though.

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