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Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Reinstalled EW to tide me over, and playing on Classic for the first time.

gently caress Thin Men, gently caress Portent, rushing Lasers got me them two days before Portent and even then I lost my Sniper to a 93% miss followed by a crit. :xcom:

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Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Coming directly from playing XCOM again to get ready for XCOM 2, there are so many goddamn interlocking systems in this game I'm having issues getting my head around what to work on. There are like eight points of interest just between the three regions on my first continent, the Avatar project is halfway done, and I am in the middle of the first Blacksite mission where I just quit for a bit when three of my teammates were poisoned out of nowhere with no enemies around and they weren't standing near each other. I'm 99% sure it was a bug but I'd rather not lose 3/4 of my team over three turns, so I think I'll just start a new file. It's not a rage quit, that file seems like it's losing anyway. Maybe. The game doesn't seem to do a good job letting you know how you're doing outside of the Avatar bar, but seeing as how it goes down a ??? amount at ??? intervals it isn't really a good marker for a loss spiral either.

Having seemingly full view of a portion of the map, only to have a pod literally appear in the middle of it while I'm moving into it in concealment is pretty aggravating and just makes me reload the turn. You'd think they would have learned their lesson from EU LoS bugs with flying enemies and poo poo but nope.

Swords are cool

Locke Dunnegan fucked around with this message at 06:59 on Feb 6, 2016

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Zore posted:

codexes


"codices" actually, I think

:goonsay:

EDIT: Started a new file, got an all woman team for Gatecrasher, and the one with Guile hair gets a sword :hellyeah:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Is there a way to remove ragdolls, or remove enemy corpses at all? I'm reinstalling after having a mission hang indefinitely while playing the meat smacky ragdoll sound constantly, so I am assuming it is related.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Reinstalled to hopefully fix the hanging issue, and now the game can't find any mods, so I can't load my file anymore. Tried subscribing and unsubscribing a few times, no dice. :psyduck:

EDIT: Restarting Steam fixed it. Whew.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

JosefStalinator posted:

I had this exact problem, a zombie died and now the floppy sounds of its dead body just play on loop, in a never ending turn. :rip: our ironman save.

Don't play ironman. Game is currently too buggy.

A zombie died (due to killing its Sectoid) on my current Infinite Hanging Turn, so that sounds like it's the problem.

Does anyone with some experience altering the game files know if you can just remove the ragdoll effects, or remove bodies showing up at all? I assume removing them graphically won't affect the loot "bodies", anyway.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Not only have 3 out of 6 of my dudes gained Phantom as their AWC bonus skill, my Specialist's Phantom doesn't even work. I gave her an SMG and a +2 mobility PCS to scout ahead on a Retribution mission, and she kept activating pods. They wouldn't shoot at her, and her "concealment" would only break under the normal circumstances, but "activating pods at full sight range" is a pretty big issue. I guess it may actually be really useful for Retributions as it will reduce pod wandering and civ killing, but I'd like the skill to do what it does for all my other dudes.

I also would like to pay an intel or time cost to reset the AWC bonus skill, maybe increasing in amounts per use per person if you want to get strict about it, but let's start with the basics.

Also got a Longwatch sniper with Blast Padding. I guess he'll be retrained as a cowboy. I've actually not received a single useful AWC skill this run. The closest is a Ranger with Holo-Targeting, but they tend to be my finishers, not first hitters.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
The customization unlock mod I am using seems to have a flaw. Or perk, depending on how you look at it.

EDIT: Also, recently unlocked Kill Zone for the first time on Evelyn "Iron Rose" Haine. She immediately killed all three members of the first pod in the next mission, earning me the "I Am Become Death" achievement. She's done similar in the next handful of missions. Sniper Sharpshooters are admittedly underwhelming until they get some Aim to counteract Squadsight loss, but goddamn is that a crazy skill. I put off building the Proving Grounds for a really long time, but not I can't wait to give her some nice ammo, even if it's just the Talon Rounds I just picked up. That plus the Guerilla bonus crit should help her out some more.

Also got a Medic Specialist with Rupture. Stupid great skill on an otherwise defensive dude, so now he can set up a crazy turn on a big dude or just have a guaranteed crit by himself when I need it. Very nice! I think I'm going to remove Phantom and a few other skills from the AWC pool, there are some real duds in there when they don't have the rest of the tree to synergize.

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Locke Dunnegan fucked around with this message at 04:12 on Feb 12, 2016

Locke Dunnegan
Apr 25, 2005

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BlazetheInferno posted:

I think that "No arms/legs" option is meant to go with Civvie outfits. I remember seeing that in the mod description.

Counterpoint: Having a team of Raymen is great.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
My first Skulljack was right beside a rock, and the animation bugged out and I uppercut the officer right in the taint and held it helpless for all to see. It was on the edge of a cliff, so it was basically the beginning of The Lion King.

Just got heavy plasma guns, the sound effect is magnificent. I hope this erection stops after four hours, I don't have health insurance :ohdear:

Locke Dunnegan
Apr 25, 2005

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Harrow posted:

My gunslinger Sharpshooter rolled Guardian as his hidden skill. Every time he hits an overwatch shot, he has a 50% chance to make another, with no limit.

If I retrain him as a sniper, will he keep that hidden skill? I'm considering switching my sniper and my gunslinger because Guardian seems incredible for a sniper but only kind of okay for a gunslinger.

Assuming it stacks, Kill Zone and Guardian do indeed seem like an extremely powerful combination.

Is the only way to crit on reaction the GTS perk for Specialists? I want those abilities tossed into the AWC pool. Maybe just the Specialist and Ranger ones actually, the Sniper one is underwhelming and the Grenadier one is too specialized.

Edit: Steady Hands should have been the Sharpshooter GTS perk imo. Or give them one point worth of armor piercing.

Locke Dunnegan fucked around with this message at 14:25 on Feb 12, 2016

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I had a 100% chance to refresh all my team's action points from a lamp post, so I made them all take up positions around the first pod, overwatch and all. I then shoot a propane tank next to the pod with my gunslinger to start the fight...

and blow up the lamp post that was right next to it. I kinda forgot about that. :madmax:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Adar posted:

This is one of the few things that's backwards from EW for no apparent reason and should get modded in ASAP. That and all the second wave options. It's not ironman unless I can see exactly how badly I hosed up letting them get a shot off.

This is probably from a bit ago because this thread is moving at a good pace and I keep leaving it open in the background, but I just picked up a mod that shows the hit chance on things like Overwatches and such that usually don't. I am headed to bed and haven't checked it out yet, so I don't know if it only tells you after the fact or if it ads it to the skill choice display during your turn. It may just be the former based on the "Missed! - 26% hit chance" flag over an enemy in the picture on the mod page, though. Look up "show miss chance" or similar to find it, Or check out the first couple pages of Most Popular mods in the workshop.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Just beat the game on Veteran, though I was a lovely reloader when poo poo like lucky crits or accidental pods popped. I took this as a learning run and to have a low stress story mode, and next I'll be running a Commander Bronzeman.

Last level/ending stuff: By the end of turn 3 I had a Void Rift Insanity Mind Controlled Muton, an Insanity Mind Controlled Andromedan, and an Avatar Mind Controlled Gatekeeper, which I kept the rest of the level, and which ate up like 95% of the fire sent against my team total. Pokeball Mode + Aid Protocol is stupid bonkers, even if Threat Assessment doesn't give them Overwatch. It lost a couple points of armor early on to an Advanced MEC's shred, but a couple Gremlin Heals kept my Krang alive for the long haul. :3: I liked the teaser for the expansion too, assuming they go with what I assume they are going with. I am a bit partial to Cthulhu mythos stuff in general though.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
What's the goon character pool link? I grabbed one when I first started but I assume it has a lot more people now. Just started my Veteran Bronzeman (just kidding about Commander in my previous post, I'm a literal baby) and 3/4 of my starting team are dudes from my previous run's final team, which kills a lot of the fun. Random recruits are boring but I want a pool that's more than like 25.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I want to actually start my second campaign but I keep seeing cool mods that can't always take effect in an ongoing one :ohdear:

I'm going to post my mod list when I get home from work, assuming I don't forget. I have a ton of QoL mods I think people may enjoy but haven't found yet, and none have crashed my just-under-minumum specs computer (with AMD card even!) so far, so I'm a lucky devil.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Made a collection on the Workshop of all the mods I currently have running.

Ones I like enough to point out:

Scientist Staff Slots - Adds Scientist slots to Proving Grounds, Comms, and Workshops for various bonuses. Haven't used this yet, but wanting scientists to be more fleshed out is seemingly a common complaint, so this is a mod that attempts to help out. I haven't tried it yet, but it seems useful and pretty balanced on paper.
Numeric Health Display - Thanks Peewi! This is way better than the other one that just had a tiny number next to the pips. I only wish there was a way to see how much armor will be shredded before committing to an attack, but that's pretty minor.
Display Miss Chance - Good for seeing just how much Overwatch sucks in comparison to XCOM 1, and good for knowing how much trouble you're in in a firefight. Seeing 40% hit chances turn into 0% hit chances with a level 3 Aid Protocol is nice too.
Remove Aim Assists - Because I'm not a dumb baby that thinks 80% = 100% that gets mad when it isn't.
Show All Perks - Because I am indeed a dumb baby that can't remember which perks are where.
Less Gravely Wounded - Because being grazed for 1/14th of your HP shouldn't make you gravely wounded ever. What the gently caress? Also combined with It's Just A Scratch for the old XCOM 1 wound system. Yes this is a direct buff to your troops, but I think the new system is worse anyway.
Non-tile Snapping Grenades - I don't have a problem with "pixel hunting", and this is a nice fix for the really buggy tile snapping system currently in place. I got this after my recent Save Scummy Veteran first run through of the game, and not being able to target the best tile for ??? reasons when it would easily snap to all surrounding tiles was annoying, and this is a great QoL change.
Experimental Item Unlock - "I'm Shen, daughter of Shen, lead roboticist among the entire resistance. I made these bullets that start people on fire, but hosed if I took down literally any notes on how to do it again!!!! :downs:"

I'm also going to try out that AI tweak combined with the couple Concealment tweaks at the bottom of the list on a new Veteran Bronzeman game. I figure making the AI a bit smarter as well as being able to get Conceal back when there's nothing left alive will make for more dynamic play, and may make Phantom/Conceal feel a bit less mandatory. Being able to scout to some degree on anyone sounds nice, and facing smarter enemies if I gently caress up could be a fair enough downside.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

ArchangeI posted:

This annoys me to no end. Anyone got an idea how hard it is to mod that in?

This thread moves fast but there's a mod for that. I made a collection with a lot of QoL stuff like this one and posted it earlier but now it seems to have disappeared from my account :iiam:

EDIT: I can get to it via the link earlier in the thread but I can't seem to find it by poking around my Steam account. :psyduck:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Someone earlier asked about Stock + Repeater interactions, and a quick search found some pretty :allears: proof

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Destro posted:

Do repeaters proc on rapid fire shots? On that note do stocks proc repeater executions and if they do do they do it on rapid fire shots?

Not sure on the first, but yes on specifically stocks + repeaters. I've taken to prioritizing those two together on my current run on my Grenadiers, because they tend to shoot first to shred armor anyway. I have the "pick AWC perk" mod and use it on them just to replace Chain Shot with Rapid Fire because Chain Shot is a stupid ability, and Holo-Targeted Rapid Fire Shredder Stock Repeater shots are hella nice. Toss in Salvo and I can blow poo poo up first! :black101:

Also:


DRUNKEN VENGEANCE was a Flawless victory to boot!

(Min settings because my video card blows)

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

along the way posted:

I just had four soldiers captured because only two made it to the evac on a VIP mission. The VIP evac'd. So now I know that soldiers still in the field get captured even though the VIP was rescued and all enemies killed. gently caress these timed missions.

The only reason they didn't make it to the evac was because the way up got destroyed in crossfire. Took my only two mimic beacons too. End of that campaign.

You can get them back one by one as rescued VIPs if you keep playing. The reason Firebrand leaves them behind even if the enemies on the ground are killed is because there are hostile interceptors about to shoot it down, as Central tells you over and over again (and loving over and over again shut the gently caress up Bradford)

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Speaking of evac zones, it turns out you can call in a zone and be unable to use most of it due to roof overhangs. It didn't cause issues on the blacksite mission I was on, but it'd be nice if there were an indicator of which squares were available to actually use in the zone, like having individual blue flares per square.

EDIT: I had a Gremlin activate a pod and make my squad lose concealment after cancelling a lamp post hack. It only happened once but that really sucked.

Locke Dunnegan
Apr 25, 2005

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SynthOrange posted:

Working on extra smokes.



This looks a lot like a hand coming out of a mouth. :gonk:

Hat ideas, though:

Tiny sombrero
Yarmulke
Gag "arrow through head" headband, possibly the Stun Lancer sword instead
Turban
Googly eye glasses
Fez

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

NuckmasterJ posted:

I suck so loving hard at this game. I'm not even at the first blacksite mission and either losing a guy per map to Sectoid panics or I'm getting two or three wounded per map. I'm trying to cheese overwatch and move slowly up but I find I can barely ever get over watch shenanigans going. I just get blasted and panic and blasted.

I need some tutoring on how not to suck.

Overwatch seems to be a fair bit worse in this game. I don't know the exact penalties to aim between EU/EW and 2, but after installing a mod that shows hit chance on misses I'm seeing a ton of 30-50% overwatch shots when the original shot would have been 70-80+%, so they are pretty severe. I highly recommend moving a little more aggressively until pods pop, then blowing up everything with grenades. If you're shooting at someone behind cover when you still have a grenade, you're probably doing it wrong.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Well drat, my current campaign is bugged out. Every research project I try to start is set to Paused, even if I go to resume it. The progress bar appears, but it says "Paused" where it should say the time remaining, and even Shadow Chamber research starts as "Paused", so I can't advance the story. I have scientists to spare, I've clicked everything related to pausing I can think of, and nothing. :(

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

madmac posted:

While technically this is true, you also have 2 late game enemies that explode on death, one that's a permanent acid cloud at close range, and pretty much everything is a wall of HPs and Armor the sword can barely put a dent in, especially when you reach the point that you can literally shoot aliens at 100% accuracy with the shotgun from cover for way more damage vs the swords piddly damage and inbuilt whiff chance.

That said I ran a blademaster Ranger to the end of the campaign and they were cool, but I don't think you can really argue that the sword itself scales poorly for a variety of reasons.

I think you missed the point of that response. The original complaint is literally counterattacks from sword attacks, not scaling or explosions or anything like that. Very few enemies actually counter sword attacks, so the poster seemingly first experiencing a Muton counterattack may be put off at the idea of a bunch of later enemies countering them, which isn't the case. You don't need to rehash the "swords are good/bad" debate anytime they are mentioned.

Locke Dunnegan
Apr 25, 2005

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Smiling Knight posted:

I rushed psy in my classic/ironman game, and I thought a mid-level psy guy was still pretty useful. He could dominate a lancer, stasis a nasty alien, give other soldiers actions with inspire, do guaranteed damage with fuse, and have a coin flip to disable archons with insanity. He wasn't a murder machine like a shotgun ranger or as vital as a cover-destroying grenadier, but he did save my bacon a few times.

They are useful, yes, but I do want to point out that, even though it doesn't make sense, enemies can somehow be missed by their explosives blowing up in their pockets. I've actually had that happen 2 out of the 5 times I've used the ability, so either I'm unlucky or it's fairly common. Very useful if they are grouped up or you want grenade-free cover destruction, though.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Exposure posted:

But a Less Grievously Wounded mod generally fixes that problem?

I mean unless you really hosed up on a mission for them to all earn that status the hard way, but well, then you really hosed up on a mission. I just find it weird that's enough to turn you off Legend entirely considering how there's several different mods that fix the sheer RNGness of grievous wounds that affects Legend harder than the other difficulties.

If you mean literally the Less Grievously Wounded mod, it doesn't change the average time out for your dudes. It just reduces the variance of wounding to make it more closely in line with how many wounds they actually took. It will only reduce wound time for a player that only ever takes light damage, which doesn't seem the case for someone who has an entire roster of damaged troops.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Brackhar posted:

I'm not sure either, honestly. I find myself just consistently under-funded, and I'm not sure how to prioritize getting more resistance connections up and running without really sacrificing on other vectors.

Resistance Comms (and Relay Towers) pay for themselves through income, and Comms are very important to grab as early as you can. Even without staffing them right off the bat, having the extra few contacts (I think 2?) can grab you an adjacent continent bonus, get access to a facility, and give you some much-needed income after the initial sunk cost. Depending on how many wounds you get in the first few missions, going Workshop -> Comms from a center start may work out better than rushing a AWC, GTS, or Proving Grounds.

EDIT: As for the research permanently paused bug I mentioned earlier, I believe it has something to do with the Scientist Staff Slots mod. I had it happen again during the new Commander run I started today after putting a Scientist into the Workshop and then putting a Scientist GREMLIN into the Proving Grounds. By reversing that I was able to get the research started back up, but upon replicating the bug again it seemingly permanently paused my research. It's a mod that makes permanent changes to built rooms so I have to make another new run, but I wasn't too far into this one so not a big deal, just annoying. Improving Scientist versatility is an admirable goal so I hope the creator figures out how to fix this game-breaking bug.

Locke Dunnegan fucked around with this message at 03:29 on Feb 22, 2016

Locke Dunnegan
Apr 25, 2005

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Speaking of Vulture, I keep getting 2x Cores from drops an it's :waycool:

Locke Dunnegan
Apr 25, 2005

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khy posted:

I wish I knew how to mod stuff in.

I had an idea for a T3 grenade launcher : Wraith launcher. Fires grenades through solid objects to let them hit places normally inaccessible due to obstructions.

Also a lategame proving ground project that gives Heavy Weapons +1 use.

So a Serial (from AWC) Salvo Heavy Ordnance WAR Suit Grenadier can go Shredstorm, Shredstorm, get a kill, Plasma, Saturation Fire? Sure why not :getin:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
The "Armor Gives Armor" mod I'm trying out would be way better if a ton o the mid- and late-game enemies didn't shred as part of their normal dinky guns. Why does a Muton rifle shred? I don't really get why MEC guns shred either. Considering the mod trades every 3 health on armor to an armor point, it actually makes them less useful to most damage as the game goes on. I do like the idea of being able to stack a bit of armor on without having to jump through hoops though.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Wow, Commander really is a huge jump from Veteran. Running into 2-3 armor dudes right after Mag research is loving stupid. I wish Gauss weapons were rolled in with Mag weapons. Why are they separate? Having to research two big projects and THEN have to buy them really blows.

Also, starting to think that any shot under 83% in my game is actually like 30%. Missing five 50-70% shots out of eight shots total over two turns is really really lovely. Also, and this is irrespective of difficulty I assume, Mutons should not be able to do all of a) counter melee attacks, b) throw grenades, c) shred armor, and d) have armor, defense, AND hp above most everything else at their level. I'm having the issue where they either take 2-3 explosives as well as the rest of the turn worth of ~60% attacks hitting to take down one of them, or else spend almost two turns' worth of attacks if I either have run out or don't want to use explosives. It's getting to the point I may just edit out their base defense, or drop the Centurion armor to 2 instead of 3. loving 3 armor when I can shred one at a time until I get more supplies :shepface:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Verviticus posted:

how can you possibly have a 60% chance to hit if you hit them with a grenade? are you intentionally leaving their cover up?

edit: tbh ive done a commander run and im mostly through a legendary run and i dont think i've ever let a muton get a turn (except to attack a mimic beacon because they're idiots that punch them instead of shoot). they're one of the weakest, shittiest enemies in the game if you arent trying to hit them with a sword

you should basically be killing every pod visible (or mitigating them with stasis/beacon/etc) so dont be afraid to get closer to them to finish them off

Because I have standard grenades and not all cover gets destroyed by them. Also no they aren't one of the weakest and shittiest, they are the boss of early game and Centurions are probably the first 3 armor enemies you see heading into midgame on Commander. If you compare them to only late game stuff yeah, but if you do that then you are arguing in bad faith and assume I am dumb enough to not notice it I guess? I have a grand total of one scope and a bunch of midrange troops, so firing at something with innate defense, possibly behind low or high cover that withstood a grenade, at medium-long range can easily top out at 60% or so. I am quickly learning how deadly uncovering more map is in Commander compared to Vet, so flanks tend to be out of the question in many situations.

Also, no mimic or stasis yet. Not sure why you assume a person who says they just hit Mag would have a Psi Op with a specific ability, but I have also just been unlucky with Faceless, as I only have one spare after the autopsy at the moment.

Locke Dunnegan
Apr 25, 2005

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Taratang posted:

One wipe after successful 20 missions is nothing in XCOM 2. Try racking up a more than dozen deaths in March/April alone and just barely riding the doom clock to something resembling stability 6 months later (Commander/Ironman):



"Operation Blood-Soaked Laughter" is a pretty apt mission name for this game.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Getting my sole medic specialist crit and then taken out in two shots from low cover at maximum distance on the second turn of the Blacksite is a kick in the dick. Fortunately I'm a lovely reloader when that stuff happens, though I have Bronzeman to force myself to restart the whole thing instead of just the turn. Still though, 35% to-hit 10% crit critical hit, then 40% to-hit hit from a drat Adv Trooper of all things. Meanwhile I missed three 60-80% shots in a row in the previous mission to save a dude from snek, but fortunately one had a stock so it worked anyway. Gimme some accurate numbers, :xcom:!

EDIT: This is with the mod to change the to-hit rolls back to the EU system, so that first hit was 3.5% chance to crit. The new system is mad stupid and non-intuitive.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I'm like 80% sure that Haywire/Mind Control last until the cooldown comes back up. I only paid attention three times in the final mission on Veteran, but I correctly predicted it all three times.

Locke Dunnegan
Apr 25, 2005

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Commander Bronzeman, Flawless Blacksite, all 22 ETs killed, no enemy shots fired. Operation "Little Gods" indeed. :smug:

I reaaaaally should have autopsied Mutons earlier. I have T2 everything and have Plasma researched, and am still using T1 grenades. If it wasn't for Shredder scaling with tech I'd be having a much worse time of things.

Locke Dunnegan
Apr 25, 2005

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CapnAndy posted:

Incidentally, you know what's really fun? Giving talon rounds and a superior laser sight to a ranger. 105% crit chances are really fun.

Both times I've seen over 100% crit I have had non-crit hits. One may have been a dodge, actually, but I wonder if something's fucky with >100% numbers in the engine.

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Locke Dunnegan
Apr 25, 2005

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H13 posted:

So I've spent a fair few hours with this game now.

I really dig the combat, but I feel like I'm terrible at the map screen part.

The main reason why is because everything takes so drat long to build or scan. It takes 5 days or so to scan something, and in that period, 3 "vital" missions will appear. By the time I get around to scanning the drat thing, I've had to run off and do a whole bunch of other stuff. Meanwhile, I've got my advisers screaming at me that we need more <X> or whatever, when that thing is in the process of being built. On top of that, I almost never have any money.

Is this normal or am I atrocious? The game feels unbalanced to me in regards to how long it takes to do things vs. how quickly events come up.

If you've never played XCOM before, starting at the first difficulty isn't shameful. Veteran, the second difficulty, is only "Normal" for people who have experienced :xcom: before.

As for specific XCOM 2 stuff, don't worry about a large portion of the non-vital scanning spots that pop up. Supplies and Intel are notoriously low return for the amount of time you have to scan them, as I'm sure you have noticed. I would only do the ones that give Engineers, "Various Loot" (which apparently can be ammunition/explosives, which is awesome early on before you have even researched them), Resistance Contact(s), and maybe Avenger Power. Also MAYBE Scientist, though usually I'm slowed by the high cost of actually buying the upgrades, not the preceding research. That said, a few early Scientists make getting Mag/Predator equipment a bit less painful.

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