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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
Swords appear to never get 100% hit rates and exposing a soldier for only a chance, no matter how high, just isn't beags' style.

For us normal people who gleefully threw run and gun assaults into the grinder rather than playing safe at all times the crazy blademaster bullshit will be fantastic

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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Demiurge4 posted:

I dunno, phantom is just so good when the alternative is 2 damage. Maybe if blademaster was 100% hit on swords.

the ranger problem rears its ugly head again

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

jng2058 posted:

So yeah, how skippable is the tutorial? Is there any cool story in there that I should have, or can I just jump straight to Ironman and go?

had i tried playing with ironman enabled at release my first campaign of EU would have ended in a corrupt savegame in the middle of the temple ship

please don't actually enable ironman at release

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
the only thing more bullshit than all three pods on the terror mission lurking one hex into dash range (and one of them not firing a shot until i stumbled into them despite civilians everywhere so as to hide) is the bullshit that is advent stun lancer AI knowing where all the civs are and immediately dash moving to kill one every turn once activated, not even considering engaging xcom

but it turns out that when you get hopping mad after taking a casualty and decide that with 2 of your 3 guys having swords you might as well just stab literally everyone you get a 100% accuracy rating on the mission :tem:

why are specialists such bullet magnets

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
I think I'm running into the strategy layer traps Hot Load was warning about playing on Commander and it seems like the only way to tell would be to spend several hours watching beags' post-launch stuff

This game is tense as hell even when you're winning the tactical fights

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Ciaphas posted:

Also am I alone in thinking the Geoscape is by far the more stressful part of the game

Jesus christ everything just seems to go wrong all at once, all the worst dark events, timing on assaults, oh the avatar project's two bars out, I somehow still don't have enough loving engineers aaaaaaaaaaaaaaaaaaaa

no i'm completely with you

tactical missions are nice and simple, your timer is consistent and expressly told to you and you just have to kill everything and step off in time

geoscape is just constantly falling down an infinite series of stairs

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Harrow posted:

Couple questions ahead of starting a new campaign:

1. Can the Avatar Project be delayed indefinitely? Or is there some sort of "baseline" timer that isn't affected by facility or blacksite missions?

Avatar project points are either in the main site in the ocean which you can't attack directly or put on facilities. Dark event points are, near as i can tell, put on facilities. When you hit a facility you blow up all the points on that facility. While you technically can't attack the points on the main site every single storyline mission removes points from the main site and you get somewhere around 10 points of reduction over the course of all the game's plot missions/events, so technically there's a hard time limit on the game but it is incredibly long.

e: You are realistically only going to lose to the Avatar Project if you are unable to expand to the facilities in the early-mid game because you keep getting wrecked too badly to get the resources to expand.

atelier morgan fucked around with this message at 21:52 on Feb 8, 2016

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

RBA Starblade posted:

Sneaking sucks anyway. Go in grenades blazing.

The best way to hit a whole pod with a grenade is to spot it with your phantom ranger first and then light it up with a grenadier who isn't in los (and the real best way is to do that with a proximity mine since it won't alert them and then also use a second grenade/sniper killzone/pretty much whatever)

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Dongicus posted:

Late game is too drat easy lol

honestly :agreed:

there just aren't enough ayys on the bread and butter missions to outpace your supply of 'delete pod now' options once you're rolling colonels, plasma and a war suit or two

the final mission excepted, of course, that was hard and grueling as gently caress

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Harrow posted:

I actually think they'd be more dangerous if they couldn't reanimate corpses. Then, they'd spend their turns panicking and mind controlling soldiers instead.

Lategame they start showing up on pods with no advent and thus no corpses to reanimate and you're absolutely correct but they're still usually the least dangerous ayy on the field

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

FallenGod posted:

Jesus, PSI operatives get so many abilities and they're all ridiculously strong. I don't know if there is a way to beeline for one early on, but I might try that when I do my second run. The fact that they train outside of combat and go from being wounded back to the PSI chamber automatically means their training is hands off beyond picking whatever skill sounds the most broken every few days.

psi operatives are a genius implementation of shivs :tem:

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

dyzzy posted:

expanded mag and/or autoloader + serial rampages are so good. It's In the Zone but with even less restrictions.

I only used serial once in my first campaign because Killzone's ability to give you multiple shots on each target (if you activate a pod on your turn, it activates on their scatter move and again when or if they get to act) was just better most of the time

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

dyzzy posted:

Whynotboth.jpg

Well there's no reason to use serial when all of them are dead already or there is a single survivor :v:

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Internet Kraken posted:

Berserkers are a complete joke now though :(

Not that it matters since I saw two of them in the entire campaign.

Instead it's archons that are the incredibly infuriating largely immune to bullets melee threat (that also has other bullshit options)

they aren't as bad as long war heavy/floaters but they're close enough

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Kenshin posted:

Seems like it, yeah.

I don't know why, either, it's both lower hit chance than a shotgun, and if you've got ammo equipped you have a 100% chance of the effects.


Swords need:
+5 or +10 aim per tier
tier 2 and 3 need higher damage (especially tier 3)
75%-100% effect proc

My solution to fix swords (which has me gazing at the absurdly massive devkit and thinking about hitting the button) is to equalize their damage growth with primary weapons (swords gain +1 damage per tier like pistols, while longarms all gain +2 damage per tier, this is why swords fall off in effectiveness over time) and to add Experimental Swords to the proving grounds with the kind of bonkers effects proving ground projects let you get away with: ignore armor, massive crit chances, EMP effect, a PBAOE, shredding, acid/poison as a 100% proc

Weaker than an ammo or grenade since you can't project the effects at range, but stronger in that they give you a utility-slot like effect without actually using up a slot

it definitely isn't to make the hit chance 100%, because guaranteed damage completely changes things as a tactical option in xcom and autohit swords are legit overpowered imo

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

necrobobsledder posted:

I can't agree that an autohit sword would be overpowered because making a sword attack in itself tends to mean taking a risk in terms of movement and proximity typically away from the squad.

If your sword attack is 100% hit then you know ahead of time whether it is a risk or not and you just don't do it unless it will work. It would get more and more disgusting as you get additional skill synergy with sword attacks (extra move so now you know you'll get an automatic kill and can withdraw to a position out of los, or untouchable so you know you can't be hit, or god forbid Reaper which now just becomes a grenade with a radius of 'basically every enemy on the map') which are all good skills already without that

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

SpookyLizard posted:

Untouchable protects you from a single attack. I honestly only find it potentially disgusting with reaper, which also lowers your damage output, so that kind of evens out.

Personally I've been having a pretty good run of flawless missions while rotating around my dudes and I'm not going to attribute it to my one blademaster running around and stabbing 1 dude/turn. Which even then isn't always going to kill someone. Plenty of aliens have more than enough health to survive even the upgraded damage on swords. With some more effort it might worth tying some of these upgrades to GTS projects or the like. But that's more effort than I'm interested in right now.

My remark about disgusting was only in the context of a 100% hit rate. Barring the handful of enemies with dodge, you would know exactly whether or not you were going to kill before committing to the action.

Making something into your backup plan is a qualitative change rather than a purely quantitative one in xcom because of how important it is to have guaranteed options. Just look at how useful Combat Protocol is and there's no way for that to hit more than one target in a turn, you have limited uses per mission and against most targets it does way less damage than a sword (and when it is at its most useful, early in the game, it does less damage than a sword even to mech targets)

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Bolow posted:

As it exists, the sword is just a really poo poo version of run and gun. With run and gun and implacable you can flank a dude, blow him away with a 100% chance and like +50% crit chance then retreat. At late game you have untouchable and goddamn rapid fire with no turn cooldown as well. The sword on the other hand stops being useful the instant advent start rolling out elite tier enemies and is pretty much relegated to loving up the errant sectoid/viper.

Swords do less damage per tier, scale like poo poo, and are more inaccurate than the shotgun.

Also Reaper only grants an extra action ON KILL. So unless all the enemies are nearly dead you're not going to mow through the entire map of dudes barring some extraordinary luck

swords need a buff and i already floated my idea on how to do so on the last page, 100% hit rates just are not the way to buff them (increased damage and better utility is)

if they have 100% hit rates there would be no luck involved in a reaper rampage whatsoever, it's just a question of properly spreading out damage first :tem:

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Ravenfood posted:

The "Guardian" on the skill tree might be some of your success there. My sharpshooters all seem to roll Lightning Reflexes and my rangers all get Rupture. Which isn't...bad, but since I tend to use them for cleanup and their crit rates are in the high 80s as-is, seems largely superfluous.

Killzone can guarantee two overwatch shots on a target in a single activation when you're ambushing a pod already, guardian is if anything often obsolete on a full sniper build

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Ice Fist posted:

Phantom is really good. Especially given that the alternative is a +2 buff to sword damage which may or may not interest you.

Conceal is also really good. But Run and Gun is also good. My Phantom/Run and Gun ranger is my kill leader, but my #2 ranger who is only a rank or two behind uses conceal to amazing effect and if I can I almost always bring both of them.

Why would you argue about this. They're both good skills.

I used Conceal on one of my rangers in the midgame, then retrained them to Run and Gun in the late game when the spike damage of Rapid Fire/Run and Gun can solve single target problems in a way nothing else is capable of doing (except probably for the domination psiop i didn't have on account of not prioritizing psi like i should have, #firstcampaignproblems)

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Kin33 posted:

Good point. Hacking comes to the rescue in those sitations. If there is a tower around that you can hack you might get lucky and the failure option that alerts a pack to your location which will cause them to spring your overwatch trap 100% of the time.

The BeagleStrat™ for untimed missions is to run a guy through a window to break squad concealment and get those old school EU overwatch ambushes (because he can leave his squad in cover and they'll activate overwatch rather than remaining hidden like they would with concealment)

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Soothing Vapors posted:

I love that no matter what Firaxis tries to do, Beagle still gonna break it

I didn't have time to watch the whole of his latest stream but i did catch several minutes of hanging out on a rooftop waiting for the pods (that he had modded to like six each) to patrol into him on gatecrasher

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Eraflure posted:

Even though the game would benefit from a fair amount of rebalancing, timers are the most balanced part of the game in my opinion.

Yeah the timers are perfectly fine (excepting, i suppose, the anecdotes of people getting maps that are impossible to complete; it hasn't happened to me once in two campaigns but that's only 70 or so missions) and making them only count when you break concealment is total overkill

If you feel the need for more leeway in the missions you don't actually want a mod, you want to spend the supply on the GTS ability Lightning Strike, which comes close to giving you an entire extra turn's worth of movement. I've never seen a map where I needed it, but the extra buffer ended up more than paying for itself in increased flexibility in approaching timed missions.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

TopHatGenius posted:

Oh my god Mimic Beacons are soo good. I'm was used to the behavior of them for EW but they really are game changers. That and advanced ammo. Next game I have to research the Proving Ground early.

Assuming you get enough elerium core drops to justify an early proving ground. Elerium Cores are the only tech resource to be entirely RNG and george is getting mad over here

Maybe my first mod should just be a tiny one to add an Elerium Core to black market sales lists for each month

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Zomborgon posted:

I have never had a repeater visibly proc, despite having half of my soldiers using them. Do they not pop up a notification?

instead of Missed or a damage indicator it pops up Executed!

very visible

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Overdrift posted:

Do Psi-Guys level up with experience at all? I've had my first Psi-Guy on my team for 3-4 missions and it doesn't seem like he's gaining any promotions or experience. Is shoving them into a Psi chamber the only way to get promotions?

they do not, but they can go on missions from the psychic radiation tank, you don't need to take them out unless they are forcibly removed by means of injury or death

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Fangz posted:

Anything else need nerfing?

Proximity mines are better than plasma grenades by their very nature, they probably don't ALSO need to do more damage

Dominate as temporary mind control like every other mind control ability, and Inspire can probably also do with a nerf (maybe the action is just a move ala indomitable)

e: funny as it is repeaters shouldn't proc off stock misses

atelier morgan fucked around with this message at 01:44 on Feb 13, 2016

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

RBA Starblade posted:

The Avatar Project is at 9 pips (6 in the water plus 3 from alien facilities). I'm about to build the shadow chamber. Do I have any other means of slowing them down at this time besides taking out those two facilities?

You have a metric shitload of avatar project reductions in the tank, don't worry about it

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Jabor posted:

This is one of the scenarios where you can consider taking one of them initially, and re-speccing into the other one later.

There are a ton of these situations in this game. Respecs cost no resources, so use them liberally; i spent over a month during the endgame of my first campaign respeccing away mistakes in build and changing builds to adapt to the endgame of omnipresent sectopods and andromedons

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
Codex are impacted by bluescreen and I enjoy having my answer to them be 'just shoot them with the sniper, problem solved' (though if you'd rather not use that ammo then EMP bombs will also oneshot them)

e: but then I never took chain shot because volatile mix too strong so i liked it for the omnipresent sectopods as well

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Speedball posted:

Bluescreen rounds work on Codex? Weird, they count as organic for most other things including mind control.

They are cyber-bodies with what look like meat brains in the codex brain pickup, so that's why I suspect

either that or it's a bug, but you can oneshot them with bluescreen snipers and emp all day every day

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Lotish posted:

New suits, unfortunately. I would like a project to reclaim cores from older models of gear.

EXO suits are still about as protective as t3 medium armor (i think you're down 1 net hp?) and rockets never stop being useful, so you can just keep using them until you have or alongside WAR suits

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Hick Magnet posted:

No joke: If you press Caps Lock on the skyranger loading screen, the game will stop rendering new frames and then load super quick. It doesn't always work, though, it seems to mostly only work for me on the post-mission screen and not the pre-mission screen.

Pre mission screen is not just loading the map into menory, it is running the procedural map generation to create the map (which means that screen still takes time even with an ssd)

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Fintilgin posted:

Time units are probably out of the question, but I wonder how close the game could be modded to resemble "old school" XCOM.

you could mod time units in and i suspect a full recreation of UFO defense might even happen someday, but it'll be a hell of a lot of work

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Lotish posted:

:aaa:

When does that even come up? They blindside a lone scout?

I could see it, early game you could have a situation where you've got a spare turn but the enemy is all in heavy cover and you can't productively engage because your grenadier or point man got a bad roll on the mindspin so you take a turn to re-position everyone and mind the LOS so they can't get shots on you, then bang

unlikely, and never happened to me, but boy that would be brutal

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Ornamented Death posted:

I'm pretty sure it's actually spelled out in the game that you need to figure out how to best use the new weapons to counter the rulers.

It'd feel pretty bad if you get wiped once and lose all that stuff, though.

One of the things I quite like about xcom 2 is that it's awfully hard to lose; you have an infinite supply of whatever tech level of guns/basic armor you've researched and while rookies are worthless you can train squaddies without sending them into combat and a bunch of squaddies with grenades can do work even in the late game. Irreplaceable gear the game is balanced around is less good.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Lurdiak posted:

That seems like such a bad move. I'd just slink away and hope no one notices me.

what kind of goopster would they be if they didn't do everything they could to kill tasha yasha

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
What I feared was going to happen has happened, I can't possibly afford lasers and armor for all the squads I need to keep taking missions and even the easiest pods are all super advanced exalts with 7+ hp (officers with 10!) or mutons with 10 and armor and snakes with 6+

Reaching a point where I just can't pass the dps checks (not helped by the bug to-be-fixed in 1.1 where the pods are still tailing you just out of sight while you're concealed)

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Gyshall posted:

Holo Targeting - Rapid Targeting, Hi Def, Phantom, Independent Tracking, Conceal, Multi - basically the best officer class build. This guy is here to buff the poo poo out of the squad and give good crits and aim bonuses to the squad.

this is amazing and it bears emphasizing that the reason it is amazing and is good on every mission type is that neither holotargeting nor command break concealment so you have a forward scout (something you want anyway) that can have a real impact on fights while staying undiscovered

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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
several months in and tbqh i'd much rather just have the spectacularly amazing advent instead of worthless xcom troops at this point

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