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Serephina
Nov 8, 2005

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Sapozhnik posted:

Unrelated to expack chat but
A mid tier psi support unit somewhere between a Sectoid and an Avatar would be a Sectoid that isn't too stupid to live. Like actually taking an available flanking shot at an injured XCOM trooper instead of going for a mind control.

A lot of the trouble with Alien psi in Xcom2 is that it has such a legacy of being a bullshit unfair mechanic. So in their attempt to dial it back, it got mostly removed in Xcom1 with only a light splash later, and Xcom2 got "babies first psi Alien" as a threat level suitable for literally the first mission. Secoids (in the initial release) taking every chance they can get to use psi would make sense, except that psi now needs you to stand in direct fire range instead of hiding in a closet, has a very real chance of not getting full MC, and is attached onto a squishy unit that the remaining 3 man squad is perfectly happy to murder since he's standing in visible range. Oh, and it breaks instantly when the psi guy dies.

A mid-level psi threat would be a good addition if it: a) had enough psi to consistently wreck whatever it gets its hands on, b) had around Archon-levels of fat attached, and c) related to previous point, maybe isn't instantly countered by a single teir-1 nade. An alien who has the AI script to move to the back of the pack, only have one player unit visible to it, then MC it, sounds like a proper threat. I doubt that they'd actually implement a kiting AI, however.

But yea, they overdid it with the revamping of psi, it'll be good to see asshats on the enemy field again.

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Serephina
Nov 8, 2005

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Xenonauts is a nice refresh on the old classic, but it's not without its own flaws. It holds the honor of being the only X-com-like I've ever played where I've lost the game due to a death spiral in the strategy layer alone. I suddenly get a lot of the bitterness some newbies had with the firaxis reboots; Xenonauts expects you to do X, Y, and Z and god help you if you try to wing it your own way.

Serephina
Nov 8, 2005

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Doing Gatecrasher on Commander you should be aiming to get out with 4 promoted (if, realistically, 1-2 wounded) guys. I'd bet most of the difficulty hump is that grenades are no longer a guaranteed kill.

Usual strat:
First pod:
Overwatch 3 guys behind high cover as close as possible. Take your time. 4th wakes the pod with a nade that hits 2+ of them. You'll mostly miss the overwatch shots, but should get 1-2 kills off of it. Optionally only have 2 guys overwatch and have 3rd guy use a nade to buy a kill.
After the scramble and shoot back, hopefully not killing anyone, be aggressive and either flank or use all but one nade to mop up asap on your second turn.
2nd Pod repeat, but now you won't get overwatch shots unless they literally walk into it via luring, as you mentioned. Always use a nade if it will destroy cover, as the trooper will probably not have a good shot after repositioning, assuming he lives.

There's nothing fancy to it, it's just setting up a good trap then playing aggressive without leaving guys flanked. A good tutorial imo! Sometimes, even with the best plans, RNG will dick you. There's been some suggestions of making a save file immediately after Gatecrasher with 4 healthy guys, it has merit.

Serephina
Nov 8, 2005

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redreader posted:

- What's the thread concensus on Xenonauts? I've never given it a full play. Also is the community version better? (And does it have any suprises for people who played the originals + remakes? If so don't spoil please, just say yes/no)

Does it add psionics in in any way (Or something else fun like that)? I was always kind of disappointed that the base game never had it included
The thread doesn't have a consensus on Xenonauts since we don't talk about it enough. My run on high-ish difficulty, ironman, came to a bitter end as the Strategy layer is utterly cruel with how fast your funding drops. It's EW-satellite levels of harsh in terms 'You know the correct build order or you LOSE'. I was maybe 50% of the way up the tech tree, but it's not compelling enough for me to start a second run. Surprises (other than build order necessities) are not really there. It's basically RNG-eats-you in OG X-com type of fun. Psyonics exist, in the same way of the OG, but XCOM can't field them, just get dunked on by aliens who have it.

Pyromancer posted:

You're breeding a bad habit of grenadier dependency and on some missions including finale it'll bite you in the rear end hard. When you encounter a sufficiently long mission for them to spend all explosives they become a liability with their low aim and unspectacular gun damage. Use snipers or rangers more.
This is a great time to bring up how a guy came into the thread rather disappointed that he brought 6 grenadiers to every mission and won easily, even the final mission. God bless him. This also segues into the sniper vs gunslinger chat: This game is great, you can field almost anything you want and it'll work. The only obviously suboptimal tree is swords when compared to shotguns, and I could write an Effortpost on how small changes could fix that without adding anything new.

Serephina
Nov 8, 2005

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BlazetheInferno posted:

[Effortpost] I would genuinely like to see that.

Nutshell: The Ranger has four different things it's trying to do at once; Concealment, Swords, Shotguns, and Survivability. The trouble is that the opportunity cost of picking swords is that he loses out on almost all other three at once, and swords still have huge risks intrinsic to their use. Note that doing many things at once is fine, see the Specialist for a guy who can Hack, Medic, and Overwatch on the side, and they don't clash awkwardly.

Long and boring: There are 3 explicit sword skills: Blademaster, Bladestorm, and Reaper. 4 Survival skills: Shadowstep, Implacable, Untouchable, and Deep Cover. 3 Concealment skills: Phantom, ShadowStrike, Conceal. 2 Very explicit Shotgun skills, Run&Gun and Rapid fire.

Blademaster is opposite Phantom. You'll get Conceal later, but you'd still want both as a scout is unholy powerful. Bladestorm is actually the sword's pinnacle skill, not reaper; it's like the sniper's Killzone in that regard. You can non-fatally slash a guy, knowing full well that the trooper's only choices next turn are to shoot at point blank (and die beforehand) or run. Careful positioning means that you can corner the guy, forcing any movement he does to be running past you, getting free swipes. It's basically rapid fire, but also has no aim penalty, grants immunity to Chrysalids, and can be used for dumb comedy reinforcement camping. Reaper's guaranteed crit doesn't hit as hard as two sword swipes on the same guy. Reaper sucks btw. So! You have to get Bladestorm, but it's opposite a skill I'd rather loving take over reaper, Implacable. Which is a survival skill, but in some hypothetical world you could use it with Bladestorm to kill a guy, and reposition next to some other guy, getting free swipes. Mmmmm. It might have been placed opposite Bladestorm for that very reason! Most people, perhaps rightly, are puzzled that you can get both Implacable and Untouchable - They seem to be two flavors of the same thing and should be opposite each other like the specialist's overwatch skills.

Deep Cover is not actually bad on paper, but it's opposite Untouchable which is a goddamn joke, every player by that point in the game will know how assaults are playing and pick Untouchable. I'd love to see the Steam stats how often deep cover is picked. Reaper is very disappointing, and isn't strong enough as a pinnacle skill to make up for the SwordGuys sacrifices. It's fine that some builds drop or rise in power and the soldier approaches Colonel, a good example of this is Grenadier vs Gunner, where one has a flatline (if high) power level, while gunners only really come into their own later. Sword guys start out by forfeiting Phantom, have to skip over gun-only midrange skills, and get Reaper as their reward. Ugh.

My ideas, without altering the skills as they stand, is to re-arrange the skills:
Put Implacable and Untouchable opposite each other. They're both great but you don't need to double up and get both, nobody will complain.
This means Deep Cover can go opposite Bladestorm. This is fine, swordies are out of cover, shotties/rifles are in cover. Deep Cover might be too strong at Captain, but we can swap the Captain/Major/Colonel tiers around because...
BladeStorm could swap with Reaper. I'm serious. Particularly if you can combo it with Implacable.

There's some other cleanup with the lower tier skills, but overhauling everything is unnecessary, especially with WotC coming in with new, purchasable, skills.

Serephina
Nov 8, 2005

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Don't get me wrong, Reaper's not unusable. It's just not good enough to redeem a Sword Ranger as the pinnacle skill pulling them up out of the tar. I'd totally buy it at Major Rank and not feel salty about it being opposite Rapid Fire. Xcom's also not really a game about mopping up many small enemies (WotC zombies might change this!!), but rather ruthlessly eliminating dangerous targets asap.

Serephina
Nov 8, 2005

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Vengarr posted:

You're right, that's exactly why people didn't like it. XCOM presents itself as a tactical wargame, of course having a loving Professor Layton puzzle suddenly dropped in is going to throw people. That it requires heavy doses of meta-gaming doesn't help matters.

We say that it's a tactical wargame, but honestly almost all of mid-to-late game content is about stacking as many 100% chance actions in a row that you can. Scout a pod safely with conceal ranger -> wake with nade/vortex and killzone, mop up with combat protocol/shotguns/heavy weapons, rinse and repeat. I rue taking 97% shots with my sniper, I'd rather have the super-discrete results of puzzleboxing each pod, as does most of the player base. I'd never touch LW2 with a ten foot pole, but removing every guaranteed result is probably a good thing for maximum X-com moments, which XCOM2 is lacking once you level a few guys.

Serephina
Nov 8, 2005

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redreader posted:

I just death spiralled and hosed up right at the end: thought I was ready to raid a blacksite when I hadn't made contact yet, and ran out of time. The ending stats screen is ridiculous. I am pretty sure most people either savescum or just plain cheat. Some of the results are pretty hosed up. Like for instance, on commander:

-I had 11 soldiers killed. The average is 3. Lol, 3? really? ok maybe everyone's better than me and I'm terrible
-flawless missions: 0, average 11. Ok.
-supplies gathered: 250ish, average -3300. Uhm, no.
-intel spent in black market: 0, average 440. That doesn't sound right. I didn't spend more than 150 or so on my last normal run

And then, this is the kicker: All of the research times, I beat the average by about ten days. So it's like, they're way better than me in the tactical level and I'm better in the strategic level (despite losing this game due to loving up the strategy level) or most people play this game with cheats enabled (is that a thing still? I honestly don't know) or they just relentlessly savescum or replay missions that go bad. I mean, do what you want but god drat it makes me feel bad seeing those stats.

(or are most people just really good at this game?)

You're missing how many people, like me with my run right now, will slow down the end game with a victory lap or four. I'm training up psi troopers number 5&6, and so I'm just breezing through flawless missions with fully maxed guys while trolling the Black market for superior weapon mods. Losing 3 soldiers during early/mid game sounds about right for my runs also, losing any more would probably start a death spiral like you had. But I have no explanation for the -3300 supplies!

Serephina
Nov 8, 2005

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But... they [ed: Alien Rulers] quite literally are? Don't enable the content if you don't like it.

Serephina
Nov 8, 2005

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It's fine, rapid fire was grossly OP and a five turn cd puts it on other abilities like Void and Hail of Bullets. Also yes, running a shotgun/sword hybrid is looking more appealing now.

Question: Is there any bundle that has everything yet? I'm still on the base game and was holding off on the DLC until some 'complete' shenanigans came out that includes the WotC and DLCs both. Does it exist yet?

Serephina
Nov 8, 2005

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wuffles posted:

If they were gonna slap a 5 turn CD on it, I wish they'd have just made it 2 charges a mission with no CD.

Perhaps, but there is a very big tension between finite charges (grenades) and timers (killlzone), half of it is fluff/intuition, ie does it make sense that limited use equipment is being expended, such as wraith suit charges, gremlin capacitor usage, etc. The other half asking if it's ok to spam this ability 2-3 times asap then forget about it. In the first case rapid fire is clearly skill-based rather than resource based, but who knows if the devs cared about this when nerfing it. They may, however, have cared about some fringe case where you rapid fire a Chosen, then alacrity the ranger and rapid fire a second time, RIP Chosen DLC. Also, 3rd case, conceal rangers typically fire only 1-2 shots all mission, the cd makes them care the but with the limited charges they'd never notice.

It's a nerf. It's a big nerf. It's ok, Rapid Fire was OP.

Serephina
Nov 8, 2005

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Profanity posted:

Left Alt. It's not as fully functional as Gotcha, but it works.

That's one QoL mod I never got nor understood the need for. Knowing when the shot is flanking is pretty trivial, the rules are clear as is the adjacent cover to the target.

Serephina
Nov 8, 2005

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That'd actually be really smart difficulty progression if the 'random' pros/con of Chosen where picked from a pool that got progressively nastier as you get closer to legendary.

Serephina
Nov 8, 2005

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Tae posted:

No, just the WoTC because it's basically on a new engine (that's why a lot of mods don't work off the bat).

You'll find me skeptical that they coded a new engine for an expansion, when they didn't even do it going from XCOM->XCOM2. It sounds like they just streamlined how the data files are stored/loaded and have left the renderer alone.

Serephina
Nov 8, 2005

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Um, I'm pretty sure you do, it's kinda a major plot point

Serephina
Nov 8, 2005

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Funny thing is the first time it happened I totally didn't see it coming and was laughing and cursing at myself "Do you not loving learn!?" Walking to Great Scripted XCOM moments totally unspoiled is a treasure, I laughed and ate the loss when I saw my first Faceless but an IRL friend was griping about it saying "All it does is force a reload, such bad game design!". Pff, scrubs.

Serephina
Nov 8, 2005

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Alchenar posted:

This is actually a thing I'm not sure about - the 'main' plot is now completely irrelevant next to the titular 'war of the chosen'.

Their progression bars are scary whereas the Avatar project is so easily manageable that so long as you hit facilities when they pop up there's no sense of urgency whatsoever to get a skulljack and head down the main objectives. Research progression has been slowed down so much that Shadow Chamber projects are a definite no-no until you've hit the end of the tech tree. After you've taken down the Chosen you are at that XCOM-endgame point where mopping up the rest of the plot-critical missions is trivial.

All in all I'm really enjoying it (although I don't like how they've moved from the cartoony bright colours of XCOM - itself a homage to the cartoony bright colours of the original) but it feels like a perfectly good standalone game that's been squeezed into an expansion box it's a bit too big for and tethered to a base game it wants to break free from.

Well, the Avatar project has always been a bit of a red herring. Newbies playing their first game stress over it until they're told not to, since it's all bark and no bite. Unless WotC actively rewrites how Avatar works, which they opted not to, no amount of new content will make the DoomClock scary. Same with Shadow Chamber projects.

About flashy colors: I actually still really prefer the first XCOM and the grunty kevlar/titan armours etc, more of a cartoony-yet-serious vibe. To each their own smell opinion, but only an utter grognard would look at the XCOM reboots and call them less than great games in all regards.

Serephina
Nov 8, 2005

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Sloober posted:

Also don't take shredder on a sniper if you want them to just use AP ammo, as the shredding drops the health damage by the appropriate amount.

Are you sure about that? My gunners in Vanilla carried AP ammo, and I'm sure the shred was bonus w/o dropping their base damage at all.

Serephina
Nov 8, 2005

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oswald ownenstein posted:

A single flashbang can be handy for breaking a mindcontrol by banging a sectoid, nanoscale vests are garbage in the base game due to 1 hp not helping and pretty garbage in general just like in xcom1

Most pros don't like medkits either but I like having them handy and I think they're definitely worth it later on when you're taking non lethal shots and need to be able to have a soldier back up to full health so he doesn't die

I must be the only man on earth who rushes mass nanovests, probably because of Ironman reasons: I can't control the aliens getting a lucky crit, but I sure can make sure they don't land a 2nd hit on that particular guy. Crits will one-shot squaddies in kevlar, nanovests let them live. Ergo, vests are good for the unmodded game where high cover guarantees enemies will only miss or crit, nothing between. Meanwhile Medkits won't raise the dead, and poisoned/bleeding guys can just evac. There's a reason I personally rush Predator armour on ironman games!


minya posted:

I know everyone is excitedly posting about the expansion in this thread, BUT does anyone have time to pay alms to a humble noob like myself?

Tips for rookies:
The game is mostly about pod management, and rewarding aggression while punishing carelessness.

For pod management: Yes, break concealment on the first pod you find, and wipe them out with overwatch fire + a grenade to wake them up. Game's designed around this, and subtly punishes you for trying to walk past pods. Once your guys get a lot of levels, there's better ways of waking pods than overwatch traps, such as killzone and leaving guys with spare actions to respond to how the ambush goes, but the core idea remains the same. If you want to repeat the ambush ad nauseum (and why wouldn't you?), get a Ranger with Phantom and have him stay hidden as long as reasonable through the mission, he can scout new pods without waking them, it's a HUGE help.

A common mistake for X-com vets (something you have in your favor actually, not knowing the originals) is to try and play it out as the old games did; saturating a single alien with 60-80% shots, and just relying on overwhelming number of shots to eventually kill them. This is a TERRIBLE idea in the reboots, as you only get 4-6 men instead of 8-16, they fire only once, and each guy is far more precious in the long term. Taking protracted firefights where everyone is taking pot shots at each other from behind cover will lose you the game, as dead aliens are no big deal, but dead midrange soldiers are devastating to your development. Which comes to point two: The game strongly rewards aggressive play, ie "Don't let the fuckers even have a chance to shoot back." Return fire is kinda inevitable when all you have is rookies, but as you get better tools it's possible to wipe out most-to-all of a pod on the turn you activate it. Take a ranger, run him behind the cover the Advent guy is hiding behind, and get a point-blank shot for a guaranteed kill. Or blow up the cover with explosive and shoot him with a sniper. Guaranteed actions are good! Grenades, the Specialist's Combat Protocol skill, point-blank shotguns, etc are all reliable ways to reducing the amount of return fire you take. Just make sure that the ranger running up isn't revealing new fog of war: then it's carelessness, as you can activate new pods (which you seem to have learned), and the game will kill you for it.

There are other, more specific, tips (flashbangs are godly v Sectoids etc) but I feel that's the best gameplay aspect that thedevs where trying to make.

Serephina
Nov 8, 2005

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We're talking about base game to a guy who got hit but handed to him on Veteran. WotC and intentionally tanking up guys to be silly does not apply

Serephina
Nov 8, 2005

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No poo poo, I skip psionics now on principle, I'm so sick of them and they're actually not as fun a class as the four base classes.

Serephina
Nov 8, 2005

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Deuce posted:

Do not.

Skip.

Psionics.

Psi troopers are by far the most stupidly overpowered class you have.

Nobody is ever going to argue that Psi troopers are anything less than comically overpowered, but read the context of the advice: Vanilla XCOM2 for a guy who can't make it into the midgame on Veteran. The psi chamber is hugely expensive and takes a good time to pay off, apx 1 month until magus and a 2nd month to 'finish' them. A newer player won't know exactly what corners to cut to rush the psi chamber, and would be more immediately benefited by focusing on armour/weapons/foundry projects; Colonels naturally level by the time your fastest psi trooper arrive, and colonels with Predator&Mag can win the game. Almost all of the difficulty is in the early game and the midgame hump. By the time you're over these, the victory lap has begun, which is coincidentally when most players get their first psi troopers.

The advice was sound: If you're getting your face pushed in by Mutons and Archons, the psi chamber is the not answer you're looking for.

Serephina
Nov 8, 2005

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It's a rocket launcher in name only, it doesn't really seem to have line of fire issues or whatnot. It's basically just another 100% grenade, but at long range.

I gotta say, after tooling around with Xenonauts and others, it makes me really appreciate what XCOM does 'right': The Character classes are really empowering, and give a solid sense of specialization. My sniper's more than just some guy with an aim score of ten higher toting a random rifle, it's a someone sitting in a nest with mechanics to support it, and I have an actual field medic instead of just some strong rookie carrying 8 medkits, etc. But not rocketeers. EVERY drat previous core X-com game has has the option to carry comical amounts of explosives and just level the goddamn map, but the new series have majorly toned that down. Sure, Heavies/Grenadiers can level things from afar without much fiddling, but having maybe 2-3 shots total is underwhelming. Also, 100% acc explosives: Where's the fun in that?!

Small price to pay, I guess.

Serephina
Nov 8, 2005

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RBA Starblade posted:

When were Sectopods buffed to not get stunned by EMP bombs? They still take damage but get full moves now.

EMP stun/shutdown has always been random; sometimes it's just the pure dmg without further effect, has always been that.

Serephina
Nov 8, 2005

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Internet Kraken posted:

I don't get why Firaxis is willing to let the early game stun lancers attack on dash but the late game chrysalids can't.

FrickenMoron posted:

The stun lancers are deadlier too. They can disorient, stun or flat out knock out your units.

Yea, the difficulty curve is all over the drat place in Vanilla. Do ANY other melee guys have dash&hack in the base game? Not 'lids, not Faceless, not Archons (who at least have blood fury), and no idea about Andro shells. Maybe berserkers? I really wish the lategame enemies where more over the top; Sectopods might be a big-gulp moment when you first see them with magnetics, but late game them and Gatekeepers just get dunked, being 'fat' isn't enough, it's almost like we need more Codex-like shenanigans but with 30hp.

Serephina
Nov 8, 2005

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I'm not too sure; removing directional facing was one of the nicer streamlining things that they did when updating the series. Something simple to draw out engagements would do, even if it's something obnoxious like "This unit cannot take more than 5 dmg per attack" or temporary dmg reflector shields, etc. Unfair bollocks would be welcome during the victory lap

Serephina
Nov 8, 2005

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Jabor posted:

...and Kill Zone is hot trash you'll basically never use.

There's a lot of really bad opinions in this thread, all smelling like bungholes. It's almost as if play style determines what works for you! Snipers and Gunslingers are both fine.

Serephina
Nov 8, 2005

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Jabor posted:

For real, the skill that requires you to leave a whole group of enemies alive and hope that your sharpshooter rolls no misses or grazes is in fact hot garbage compared to the skill that lets them shoot all those enemies on your turn, where you can see which ones survive and follow up with the rest of your soldiers.

Also did they ever fix it to not be totally 100% pointless without an expanded mag? It used to be that you spent two ammo just activating the ability, then you spent your third ammo taking a single overwatch shot, and then that was it, you spent an entire perk on doing an overwatch that requires three times as much ammo.

Yeaaa, I don't think you've actually used the skill, or at least thought about its usage for half a second before rushing to post on the internet. For uses other than the initial reveal-ambush, you can just scout with a concealed dude and have your sniper killzone an entire pod when it takes a step during the alien turn, often multiple pods on Legendary. It can't graze when hitting at 100% like it often does, nor does it cost any ammo to activate (?!), and hasn't since I got the game shortly after release. 3-6 high dmg shots during the aliens turn to wake them up is Good, you dingbat.

Serephina
Nov 8, 2005

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DeadButDelicious posted:

I've had Enemy Unknown sat in my Steam games since it was last on sale and went in completely blind, no prior XCOM game experience at all, played on easy like the screaming baby I am because I had heard these games were notorious ball-busters, and it still took 6 restarts to finish.

Wow. What a game. That was an immensely satisfying experience. Just a couple of quick questions for XCOM vets because I am sure I will play again (already waiting for the next XCOM 2 sale);

1. Were heavies just universally bad? I stopped using mine once my Assault and Snipers gained a few ranks and their base accuracy went up, because it was just more efficient to kill with Sniper Headshots or Run and Gun Assaults. Heavy accuracy just seemed to suck and not be worth it even with plasma weapons and scopes. By the end I just ran 2 assaults/snipers/supports with half the team as Psi's.

2. I found the tier progression of guns very obvious but after Carapace armour I had no clue what was the "best" armour to go with, or if it was a class by class basis. In the end I threw all my Psi's in Psi armour, Snipers in Ghost armour, and everyone else in Titan (seemed to go well with their HP passive). I never bothered with the other armours.

3. Never used SHIVs. Didn't seem worth it. Not sure if they are worth it still. Do they have any notable pros/cons?

4. loving INDIA STOP TRYING TO PULL OUT OF THE XCOM PROJECT YOU PRICKS.

It's been aaages since I've played XCOM1. Do you have the Enemy within Expo? It totally makes it worth a 2nd playthrough on a higher difficulty, tons of new content. Then you can do the same for XCOM2! Huzzah.

1. Heavies tended to be built either as rocket-spammers, or with enough levels, as an AoE suppression&dmg Spammer. It's been so long, but more rockets tended to be the answer to a lot of things, and the supression combo was silly-great.

2. The teir3 armours where meant to have diversity. Most people put snipers in Archangel armour since flying is cool and good for them.

3. Shivs where cute, but expensive and underpowered compared to highlvl guys. There's a great video of two guys taking an all-SHIV squad for a lark into a muton/ethereal landed ufo, with a hilarious ending twist. Can't seem to find it, shame. Oh, and id you get the expansion?! Holy poo poo where punch-MECs outrageously fun.

Serephina
Nov 8, 2005

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What? Surely Gatecrasher is harder, as Jane Kelly plus a flashbang and totally easier terrain is a huge step up

Serephina
Nov 8, 2005

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In Vanilla, there's a lot of silly AWC crossover skills that seem broken but turn out to be useless, and visa versa. I got run&gun on a sniper and thought it was useless, until I accidentally found out I can blue-move and still fire the rifle. I've just gotten rapid fire (pre-WotC, so no cooldown) on my Gunner Major, she is death incarnate. I'm not even gonna pick rupture when it arrives, no point in it.

Also, cute trick: Shadowstrike on rangers specifies firing from "concealed", but it actually works whenever you give the attack command and the target can't see you. Like, say, standing behind a wall while revealed and hitting a guy who couldn't see your start position. +25% acc and crit. It's too late in the campaign now, but that seems like something that could be exploited if you really wanted to. Tangentally, I've found that I prioritize mobility on shotties and aim on swordboys. Shotties with PCS and light armour can almost always take a blue-move flank shot, so I don't even need to get run&gun, while swordboys usually yellow-move (barring Reaper) so they have plenty movement to spare, but can potentially whiff on stuff like Archons and I've always been tempted to give the aim PCS'. Kinda backwards!

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
(Vanilla) The only things that 'trigger' upon being scanned are burrowed crystallids and faceless. They might reveal themselves and move around, but they still don't see your troops and will do the 'pod activation' thing when you see each other.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Bluescreen should only be 3-4 bonus dmg, and a much stronger hack debuff. It's a cool concept ruined by poor balance

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Every time someone says that it turns out they have 20 mods running at once, no poo poo it crashes. Perfectly stable on linux fyi, which is a huge litmus test in the world of 'Does it actually work'

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
There's some very longstanding bug where the clock skips forward-backward when starting and stopping travel, I think the consensus was it's based off of the local users timezone, which is comical.

Edit: But this never affects the avatar countdown, you should be getting a week minimum at all times, with perfectly accurate countdown during travel.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Zomborgon posted:

It turns out that the Weary Warriors achievement ("Complete a mission with all Tired soldiers and no casualties") means "deaths-" Injuries are fine.

You'll be down a squadful for a week, but that's still a lot easier than 0 injuries. Enjoy your 0.2% steam achievement.

Why the HELL is this cheevo so drat rare? It seems like such an easy one to get compared to Who Needs Tygan / Exquisite Timing / The Few and the Proud, which require entire playthroughs dedicated to them. Is it because WotC is still so new that ppl aren't looking to get specific cheevoes yet?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I'm respeccing most of my guys as they're hitting Colonel in my L/I run, and I'm seriously considering taking suppression off of everyone. It's funny when I've used it, but it pops up once or twice in a campain, and I'm wondering if Demolition (and, by extention, Saturation Fire) are worth taking second look at once you have high enough aim (w/ scopes&PCS). My main gunner rolled rapid fire (w/ 0 turn cd), so chain shot is worthless and Rupture doesn't seem worth it, except arguably vs Avatars.

Question: mechanics-wise, does Demloition and Saturation fire check aim before hitting terrain? Do they getting better with high aim (obv Saturatoin Fire does for the shots hitting ayys)

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Leaving ppl behind during an extraction gets you MIA. My only Legendary MIA was due to that, and when I recapped her during a later VIP, I was not delighted to find out I'd just gotten a squaddie back instead of a scientist/engineer

edit: a wounded squaddie. Totally worth risking my A team for.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Aquila posted:

I just had an Exquisite Timing run tanked by the assassin sabotaging my research, ends up it delays shadow chamber projects too. Maybe if I had have chosen research perfectly I'd have time for it, but as it stands I think I'll be at least 3 days late. Building ranger, ranger, reaper templar, run and gun specialist, spark, and anything seems the way to go, especially after playing betastrike for a while.

Any tips for Vanilla? I'll be firing up my Timing run after this one. Seems like you'd skip workshop and AWC, and maybe even delay GTS in favor for a fast lab?

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Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
It's a poorly-fitted holdover from the first game, where it fit in well with the gunner tree [putting aside that you're mad for not taking more rockets instead]. You could suppress an enemy, light them up with holo-targetting (this part still exists), turn it into an AoE suppress, and then deal chip dmg to everyone stuck in it. Synergies! It was also grossly suboptimal since more rockets where way better, but it was cute. So, in XCOM2 they actually added good gunner skills that, you know, actually kill people dead with that huge fuckoff gun they're toting. But we still have suppression. Shrug.

See also: smoke grenades.

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