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Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

LolitaSama posted:

I just started enemy within and theres a mission called operation final knife with a vip that coughs and doesnt trust my squad. Its absurd. Ive killed like 10 aliens and they keep spawning. Is this mission supposed to be not possible? Theres way too many enemies that keep spawning.

They spawn based on mission progress. Instead of rushing forward, take your time and kill them small numbers at a time.

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Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Fangz posted:

Large filesizes these days usually are either video cutscenes or audio. I'm guessing here it's the latter. Lots of voices in different languages.

Probably. There's like 12 different english ones, and usually 3-5 for the other languages, and a ton of languages are supported. Plus cutscenes in different languages, and whatever, and all of the tile set assets, etc...

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

CharlieFoxtrot posted:

I feel like any kind of basic audio/video compression should obviate this, and hopefully it's not just multiple copies of the same FMV scenes with different audio instead of, you know, having separate audio tracks

You'd think so, but I've already seen devs can be really weird on stuff like this. For example, iirc, Titanfall is something like 50 gb, but 35 gb of that is uncompressed language packs in all languages. That you can't even opt out of...

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Holy crap this mission.

To recap: Spawn on a rooftop in a city map, escorting a VIP. Throwing battlescanners already reveals 2 pods right next to each other. 2 Shield bearers, 2 advanced officers, heavy lancer and advanced troop. After moving forward to engage them pull both of them at the same time because of course. rear end in a top hat officer shoots my VIP THROUGH A FLOOR, but doesn't kill him. Killzone sharpshooter kills the officer, trooper and shieldbearer left.

Working through the pod painfully slow, ANOTHER TWO PODS ACTIVATE, (they were right on top of each other AS WELL...) 2 sectoids, 2 vipers, 2 ARCHONS. Archon #1 immediately goes to bombard the rooftop which was my saving grace, Viper #1 fails to grab my Ranger #1 because of untouchable, archon 2 moves a bit but ends up doing nothing (?!) sectoid 1 revives zombie, sectoid 2 dashes forward. Ranger #2 (using conceal) kills flanked sectoid, entire other squad kills viper and does some damage to Archon #2. Ranger #1 rules of nature's the sectoid, killing the zombie.

Alien turn. Rooftop explodes due to Archon #1, Viper #2 charges the ranger... and gets Bladestorm'd and dies. Archon #2 goes for the ranger, untouchable triggers, leaving the ranger unscathed in the midst of the street as he misses the counterattack on the Archon, which at this point looks like an advent mass grave. Then the squad leisurely gangs up on the remaining archon and strolls to the evac zone, with 6 out of 12 turns remaining.

And this, folks, is how I came out of pulling 4 pods, 2 at a time, right after another without pause, with only 2 wounded people. Holy poo poo, rangers are amazing.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

SynthOrange posted:

OH MY loving GOD MY RANGER JUST PANICKED AND THREW A GRENADE AT THE REST OF THE SQUAD :xcom:

That's nothing. I had my gunslinger throw a grenade on top of my squad... while they were on a second story rooftop.

... It wasn't pretty.

The Iron Rose posted:

Wetwork isn't retroactive.

I can confirm it is retroactive. I've got a retroactive level up as well!

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
I find my snipers falling off as well. Especially once you start giving your Gunslingers Bluescreen rounds, they become so much better at killing mechs (I've been killing sectopods with one acid bomb and a lightning hands-quickdraw combo)! Fan Fire with bluescreen rounds is 18-32 damage to mech units alone with beam pistols. :v:

Everyone else can kill biological enemies with some grenade support... hell, I've barely been fielding rangers lately despite how amazing they are. I just can't find the space! (Current fav squad loadout: Psi op, 1-2 specialists, 2 grenadiers, 1 gunslinger, 0-1 rangers depending on which specialists are available)

Also I am so in the swords need a buff camp. It's far too easy to stack crit on a shotgun for rules of nature to be worth it in the late game. Even a fusion blade can't compete with 12+ damage crits all the time, can it?

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

AlternateAccount posted:

Phantom actually means they won't pop on overwatch ambushes, which kind of sucks, I think?

but they allow your squad to overwatch ambush so much better... not to mention simple sniper pulling into overwatch traps. Or getting civs in ret missions...

Conceal is good, guys. Also phantom from AWS seems to be broken. Does anyone else have that problem?

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
I'm not sure what you guys are expecting? It's the very first skill. Of course it's not going to be as powerful. And it's still very useful if you can kill the pods without your full firepower. Advance scouts are extremely useful for going fast!

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Bolow posted:

You can do this with Phantom as well, like I literally do this with my Phantom ranger every loving mission

They were replying to someone who doesn't seem to understand what you use phantom for. I.E. Scouting, not initiating overwatch traps.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

RiotGearEpsilon posted:

I wouldn't sell it too short for overwatch traps. Obviously the phantom won't take part in the initial barrage, but being able to track the location of an enemy pod without engaging it lets you move all your non-phantom soldiers in to position for a Beaglerush Maneuver. It's time consuming, so it's only really useful for Supply Raids and other untimed missions, but it's got its place.

Yeah, that's what I said. INITIATING overwatch traps. obviously, they're part of it. :)

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Erata posted:

I'm no expert, but Vulture is pretty good for improving the odds on rare things like intel drops and elerium core drops.
Personally, I didn't like lightning strike at all because scanner beacons / scan protocol make it safe to take many dashing moves in concealment anyway.
Everything else depends on playstyle or item loadouts. Don't have a lot of PCS or plans to get them? Don't get better-PCS! Love grenadiers? Get bigger booms!

Lightning strike works really well for timed missions, though. Those early dashes help you cover so much more ground with it!

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

RBA Starblade posted:

Things I learned today:

-Mind Controlled Mutons will not counterattack.
-Psi-operatives have zero god damned will.
-Psi-operatives have zero accuracy.

Psi operatives don't even need will (get Fortress), but are you sure they aren't shaken?

Also they don't need accuracy either. They have THE POWER OF THE VOID! MWAHAAHAHAHAARGHGHJG

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

tarbrush posted:

Beat the game! Yeah! Got a little easy on Veteran at the end, but that's why Commander exists.

Also holy poo poo that last mission. Took 3 psykers and felt like it wasn't enough. I'm taking 6 with WAR suits and blaster bombs next time.

Did feel good to murder the final Avatar with a lucky Execution


I managed to get through the last mission with no losses, and only got wounded in the very last room. I threw an acid bomb at the last Avatar and it teleported right next to my rapid fire-crit ranger. :v:

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

RBA Starblade posted:

Swords are good when you park the ranger at a door and wait for people to come by.

Still haven't seen the +20 hack reward btw. Starting to think I'm not going to.

I've seen it once... and naturally failed the hack. :v:

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

evilmiera posted:

The only class that's really good against them is the psionic. I won the last mission by mindcontrolling a gatekeeper and just let him tank everything the aliens threw at my group. The only reason he eventually died was because I lost mind control and had to put him down myself.

Gunslinger with bluescreen rounds work wonders. Or grenadiers with acid bombs paired with rapid fire rangers. :v:

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Lima posted:

I like Talons on rangers, AP on lategame gunslingers/snipers, tracers on early-mid snipers and venom/incen on specialists/grenadiers/early gunslingers.

Bluescreen rounds work better on gunslingers, if you ask me. They do enough bonus damage and all of the heavily armored ayyyys are mechs. Sure Shieldbearers have 3 armor but they got such low HP that you can often kill them through it anyway.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Internet Kraken posted:

Ayys that are a pain to kill and immune to bluescreen;

-Andromedons in their first form, despite what common sense would tell you
-Archons because lol dodge
-Witches

The only enemies I find bluescreen rounds really good against in the late game are sectopods and gatekeepers. A gunslinger with bluescreen rounds destroys them but loses out on bonus damage against a bunch of other stuff, which is what kept me from using them unless the enemy loadout favored those units. I had my gunslingers use dragon rounds for the whole game and it worked pretty drat well.

Do venom rounds still do bonus damage to stuff that is immune to poison?

VVV Just a less spoilery term for avatars. They are called psi-witches in the game files.


True. Andromedons are bullshit, though. I just acid bomb em. Seriously, that first form/second form thing is really weird and annoying.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Lotish posted:

More over, Lightning Reflexes was good for when you needed to make the enemy waste their overwatch; simply not triggering with one character isn't as useful because you then still have an overwatch to dispose of.

It's far easier to get rid of overwatch this time around, though.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Yeah dodge doesn't really seem to be more than a "LOL you just did way less damage for no reason" wildcard. It's way too hard to get on your dudettes, too.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

RBA Starblade posted:

It has every other time. It's part of why I considered them a non-issue.

The teleport explicitly states it does not trigger overwatch. (Try mindcontrolling one, or using one in MP)

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

RBA Starblade posted:

That's a useful bug in my favor then. Or it was, anyway.

Also, jesus gently caress, I hate you shadow chamber. 11 aliens? 11 huh? So where did these other eight come from after I hacked the codex?

It doesn't count reinforcements, and turrets.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

RBA Starblade posted:

Boy was fighting the avatar a bad time to learn about the archon's super missiles. It was also a bad time to learn that the "hacked" status effect lasts a random amount of time, and also they get their full action when it wears off. And also it won't tell you when that is. Have fun being in medbay for the next twenty years Zulu.


There weren't any of these. It also is constantly wrong about who will show up.

e: Also the avatars are pretty anime

Strange, it's been working fine for me. I counted aliens on the Forge Mission and they added up - minus turrets and reinforcement waves. Even had the correct number of aliens.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Your Dunkle Sans posted:

I've just been doing Priority Research like interrogating the Crystal alien and making the skeleton key, I didn't know about beam weapons. :ohdear:

Also, is there a way to choose what class your Rookies are promoted into like Heavy or Sniper or is it randomized by the game?

Chryssalids gently caress me up because when I think I've got good cover/elevation, BAM! They've jumped from the lower floor and wreck my poo poo. I also don't think I've got the whole run vs double turn sprint and overwatch vs hunker down thing worked out yet.

It's random yes. They changed it in Xcom 2, though. :v: Also, those priority research things can often be delayed. Although if you can, have the skeleton key ready (but really, rushing lasers is a really good idea exactly because of chryssalids) because clearing the alien base actually gives you world-wide panic reduction.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Your Dunkle Sans posted:

I just save scummed that mission because I'm still figuring out the game.

Also, it's hard to kill mind controllers right away because my soldiers somehow only notice them after they've moved into their view, so the mind controller aliens get first dibs on retaliating and controlling my soldiers.

They still are subject to line of sight rules. Run and Gun assaults with shotguns and rapid fire can do serious work against those, as do rockets (blowing up their cover and them shooting them into mincemeat).

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Phenotype posted:

I've never been sure why you guys are so nuts for bluescreen rounds. I felt like I got much better use out of AP ammo. Just about all the enemies that I'd want bluescreen ammo against also have 4-5 armor, so ignoring that armor seems pretty similar to adding 5 damage to each hit. There are also a bunch of organic enemies that have armor too, so it always feels useful, and not like ammo that's only really good for Sectopods and Gatekeepers.

By the way, are you sure they work on Gatekeepers? I just tested Saturday night, and Gatekeepers don't take extra damage from Combat Protocol.

Are you insane? Why would you take one "one guy ignores armor" vs "one guy totally and completely murders a mech (if that person is a gunslinger)"? AP rounds are overrated as hell. Doing more damage baseline is better than just doing normal damage. Which is what AP rounds do. So, don't use AP rounds.

Just lob some acid bombs instead! They're ridiculous. (They do damage on throwing AND do dot damage on the alien turn, PLUS melt 4 pips of armor when upgraded). Triggering pods with acid bombs is almost as good if not better than doing a phantom ranger-sniper combo overwatch trap. Often, you'll just bloody downright MELT the advent goons quite literally, with them dying from the dot, plus the armored unit is now armorless and if it's a mech your gunslinger can just murder them with some short cooldowns. If they even need em.

Yami Fenrir fucked around with this message at 19:54 on Feb 22, 2016

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

StringOfLetters posted:

Yeah AP rounds are about as good as bluescreen rounds against Sectopods, but a bluescreen gauss rifle can reliably 1-shot a MEC.

Not at all. Stop looking at them in a vacuum. They're flat out better. You've got 6 guys. With just some shredding of any kind, blue screens just win. The thing with AP rounds is: They only affect the person using them. Everyone else will still do poo poo damage. So you got 1 dude doing, say, 9 damage to a sectopod with a plasma lance plus a 4 damage lightning hands beam pistol. Your team can't influence those damage numbers at all, because you don't need shredding against anything lower than a gatekeeper anyway. 13 Damage total. Nice amount of damage, but doesn't really kill a sectopod. So, you still need of your team to shoot the sectopod (likely 2-3 more shots, unless you take yet MORE AP rounds with you). This uses a cooldown, and still leaves the sectopod's friends are still around!

Instead, let's dedicate a gunslinger to mech killing duty with bluescreen rounds. Let's do the same thing to a sectopod. Roughly the same damage (3-4 damage higher, probably?). But, you can increase that damage massively by shredding. In fact, something like the Shredder perk or acid bombs increase the damage massively. The thing that makes bluescreen rounds absurd is gunslingers, guys. The other ammo types, while they're pretty good, just don't end up doing too much for gunslingers. (They already got pretty high accuracy, and don't need tracers which fit on snipers far better, talon rounds go on rangers, and so on)

Don't bother putting them on rifles, give it to the man with the pistols. It applies every single shot. Ten bonus damage without any cooldowns (using the perk quick draw) is nothing to scoff at. you can rack up to 25 bonus damage if you go full ham with your gun. No single mech has that much health to begin with! Bluescreen gunslingers can easily kill multiple mech units in a turn!

In fact, a gunslinger using Fan Fire can pretty much shoot a sectopod without any shredding whatsoever and kill it straight up if they roll well! (Fan fire does something like 19-33 damage against mechs with bluescreen! Not even counting Quick Draw. If you don't want to use a cooldown or can't, just shred the sectopod in some fashion. 2 soldiers is pretty much all you need to kill any mech in this fashion, maybe 3 if your gunslinger rolls lovely for damage. But you still got the rest of your squad available to deal with the other aliens! ... Assuming they didn't die from, say, the acid bomb you threw at them beforehand. :v:

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

necrobobsledder posted:

Who would have ever thought that Blaster bombs might have a challenger for most destructive weapon in the XCOM ground arsenal? That is the beauty of Shredstorm. It's the next best thing to a drat air strike.
You forgot something even more important than taking out MECs that give Gunslingers importance - Bluescreen affects Codices. As long as a Codex doesn't teleport out of visibility of the Gunslinger, you can burn Face Off to take out a small army of Codices that have been weakened previously in a hurry (say, grenade against them first in an ambush). There is no other class that can do this because they run out of ammo in the turn or there's dependencies upon needing to succeed in killing to continue streaks (not exactly very reliable).

True! Not to mention a standard sniper shot with bluescreen rounds kill a codex straight up.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

StringOfLetters posted:

Being lit on fire seems kind of buggy in general. Sometimes when things get lit on fire mid-turn, they seem to get a full turn reset. Like when they start their turn standing in fire, but not yet 'on' fire, they get a free action. Or when an Angry Muton moves up to smack your guy, but your guy is a swords master with the burning plasma sword, so he hits the muton first, and being on fire disables the angry muton's attack, so it just moves to the far side of him, pauses, then moves back.

Fuse is the best psi power, especially when you have trainee psychics and crap-tier amps and can't reliably land mind powers. It's like having five grenades. It's even better when the psi amp glowy animation fails to play, and it just happens instantly, like, ha ha he just blew up that alien with his mind. I got a psychic nicknamed 'Vader.' The poo poo they say is gold-plated ham, like, "I think you're on fire!"

I've actually never got to use Fuse. I've always found null lancing, void rifting, dominating, stasis and other stuff (even straight up just shooting their gun) far more useful. I mean, it's not like it's a low level ability given how it works. not to mention the enemy grenades kinda suck, and are stuck to enemies where they don't really do an aoe damage. It's just... so impossibly low on the priority list for me, which is kinda sad because it's a cool ability - in theory.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Ehhh.... Deadshot would be a lot more competitive if accuracy hadn't been lowered baseline, if you ask me. If you ask me, the accuracy penalty on it is just too large.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Taffer posted:

Time, except for story tied enemies like gatekeepers and codices. In my current legendary run all I've done is the first black site mission and I already have hoards of mutons and shieldbearers and arcons.

Actually, my first gatekeeper spawned before I met it in what I presume is supposed to be it's introduction mission. I was doing a VIP extract when suddenly this rear end in a top hat burst through a wall after one of its buddies spotted my squad.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Jabor posted:

I hear people say this, and I kind of wonder "well, given what happened the first time, why would expect something different to happen the second time?"

It doesn't really warn you the first time either.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

peak debt posted:

I don't find the 25% penalty to be that punishing given how easy it is to overcap hit chance on a sharpshooter. With a PCS, a scope and an almost guarantee to always be on a roof somewhere you can have 90%+ chances to hit Archons even using deadshot.

That's A LOT of prerequisites for a game where you're on the move a lot and quite often are unable to set up your sniper where you want to. Not to mention a lot of resources that are up to RNG. And even then it's really hard to get that magic 100% number.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Antti posted:

This has gotten pretty bad for me lately, it takes forever for overwatch shots to be shown even though the game seems to process them immediately. I wonder if Stop Wasting My Time is causing it.

No, that's how it works baseline. All calculations are done immediately, but the animations take forever in comparison. Most noticeable if you get a promotion via overwatch.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
It's very possible that it teleported several rooms away, it's a little buggy like that.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Turrets can fire twice! It's a special ability of theirs. That interaction is still hella weird, though.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

NmareBfly posted:

I do think item slots could use a bit of love, but I'm not sure how exactly. Does anyone ever actually use experimental armor? Every now and again I'll slap some on a ranger or my psiop because the former gets shot a lot and the latter is really valuable, but the majority of a time it feels like a waste of a slot. Same thing with a lot of ammo types. Grenades are too good to give up in most cases except maybe on a sniper who's going to be far back, and then the second slot goes to a battle scanner / mimic / medkit on nearly everyone so I end up usually not taking viper / blue screen / dragon rounds out at all.

There are exceptions -- viper or dragon rounds are hilarious on a pistol sharpshooter who can set every enemy on fire in a single action but it's always so much better to kill things dead on the first turn that DoTs tend not to be as good as they look on paper.

AP rounds go in the death from above sniper and I sometimes sneak tracers on someone but otherwise it's all grenades all day. Then endgame half the people are in WAR and the other half are in wraith and there are even fewer slots to go around for the poo poo I've been building all game.

Put bluescreen rounds on gunslingers instead of viper or dragon rounds. Make mechs a non-issue.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Or just mod out the dodge chance entirely since it barely helps you at all and just makes it a bad RNG fest instead of a good one. I'm seriously considering it, tbh.

I mean, sure, you can stack dodge like mad on your soldiers: But they're still going to get hit, meaning medbay time. It really is just a thing that helps aliens imho, and not in a good way. See: Archons.

It just makes the chainshot-ish abilities worse when they don't need to be (With the internal drawbacks to them, plus the other choice being pretty good as well)

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

oh dope posted:

Is there some weird rule about Null Lance that I'm not aware of? I've only used it twice and both times (on separate missions) it simply went right through the enemies and did exactly nothing. No ! Missed or anything. Most recently I tried against a Codex and an Archon that were wide open, no cover, and my psi dude did his thing to zero effect. I'm really bad at this game.

Look at the tiles highlighted below, not the beam itself. The targeting can get wonky, especially if so if you're shooting it diagonally.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Dongattack posted:

Haven't played since release, is there a mod now that removes the random aspect of producing new gear? Like instead of current system where i for instance want a flamethrower it's: "produce a random heavy weapon" there would instead be "produce 1 flamethrower".

I think there's one that allows you to reproduce the heavy weapons you already got, but don't quote me on that. I also don't know it's name, I just remember it from somewhere.

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Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Probably as well as the Fire Emblem auto-battle option. :shepicide. (aka, not very well)

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