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Kwyndig
Sep 23, 2006

Heeeeeey


Aw, it's still processing.

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Kwyndig
Sep 23, 2006

Heeeeeey


Sillyman posted:

If losing a retaliation mission means you lose contact with that region, what happens if you only have one region and lose a retaliation mission there?

It just lowers your income. You can never lose your starting region.

Kwyndig
Sep 23, 2006

Heeeeeey


Hey, Jade Star: http://steamcommunity.com/sharedfiles/filedetails/?id=653926741

Paint your wagon Skyranger.

Kwyndig
Sep 23, 2006

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Yeah, you want to lure the ayys into the explosion zone, not use it as cover.

Kwyndig
Sep 23, 2006

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Kasrkin posted:

Anyone experience with the AllPodsActive mod?

i am kinda on the Fence about trying it. on one hand it seems kinda cool, because you need to be careful not to get dragged in unwanted Crossfires, on the other hand, it seems like it might get overwhelming really fast in later stages.

to Stay relevant, what factor decides if you evade the UFO successfully?.

It actually depends on your difficulty, on the lowest difficulty you only see that mission once, no matter how many times the dark event shows up.

Kwyndig
Sep 23, 2006

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As long as you do it before you go inside the facility proper, yeah.

Kwyndig
Sep 23, 2006

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Akratic Method posted:

After a couple trips through the game I have a sense that they use it when they can hit more than one soldier with it, and rarely otherwise. Perceptions of rarity might hinge on a maneuver style that involves staying together vs spreading out.

It's actually this. MEC and grenade holding unit AI only use explosives when they'll hit multiple targets. If you keep your troops spread out just enough to avoid being hit that way, you'll never see it.

Edit: The problem is keeping to cover and getting shots in doesn't always allow you to do that.

Kwyndig
Sep 23, 2006

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Apparently ADVENT forces don't give a drat about friendly fire. I just had a MEC blast a stun lancer into oblivion with micro rockets so it could hit my SPARK and a nearby Grenadier.

Kwyndig
Sep 23, 2006

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NGDBSS posted:

At least we're not talking about Moxie. It's probably one of the weirdest drinks I've ever had*, and yet somehow it still manages to be a cultural icon of Maine.

*But definitely not the highest in that regard. Instead, the weirdest drink I've ever had was an imitation Pan-Galactic Gargle Blaster. (Most of the real ingredients are fictitious, so we had to make do.) After chugging one of these I was basically knocked out for an evening, and spent the next day feeling like mint.

That sounds accurate to the experience, yes. Also somewhat surprised that Moxie is still being produced.

Kwyndig
Sep 23, 2006

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Teledahn posted:

Buy some birch beer.

Doesn't that taste like licorice?

Kwyndig
Sep 23, 2006

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Materant posted:

For some reason I figured things like repeaters just wouldn't work on that enemy. Good to know that under all the bullshit they're just as vulnerable to it as any other alien!

Yep, that's the third time I've heard of that happening.

I can't wait for the next mission I'm this LP, it's the Shen DLC finally, right?

Kwyndig
Sep 23, 2006

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It's really more "the stakes are so high we have to send our most experienced men" than anything else.

At least this game doesn't use fill vacancy promotions like the original X-Com (UFO Defense), which was always hilarious when you send a bunch of rookies out on a mission and all of a sudden one of them is the Commander.

Kwyndig
Sep 23, 2006

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I think part of it is that missions don't really take that much time. Even creeping around the maps wouldn't take more than a few minutes, real time. As for why vehicles don't move that's a design choice that also allows you to use them as cover. If vehicles were mobile they'd be hazards, and the game can be hard enough without having to worry about civvies running you over with their cars.

Kwyndig
Sep 23, 2006

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Nope, just the one, some of the later story stuff removes more pips though. Even considering that, it's still easy enough to ride the progress bar once you know what you're doing. You just can't cut it as close as you used to be able to do.

Kwyndig
Sep 23, 2006

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Hell, I've taken two Haywire Protocol specialists on missions tons of times, it really helps to be able to shut down multiple robotic enemies, like if you pop a pod with a Mech and there's the rare ground turret nearby... Not to mention the rear end in a top hat thing the game sometimes does on reinforcements of a double Mech squad.

Kwyndig
Sep 23, 2006

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Slaan posted:

Julian is totally a Butter Robot

Agreed. Julian needs to pass the butter.

Kwyndig
Sep 23, 2006

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Unfortunately without cosmetic mods you can't go shirtless in tier 2 or tier 3 armors.

Kwyndig
Sep 23, 2006

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Highwang posted:

So I've managed to get a colonel-level sniper for free on a game I've been playing for the past 2 weeks, and I've trained her to be a Pistoleer. I know Guava harps on about the Pistol Sniper, but I'm just not seeing the appeal outside of Fan Gun. She just seems to be a weird middle-ground between the Ranger and Sniper from the few missions I've fielded her on.

Is there a gimmick/teamcomp I'm missing?

Specialty ammo applies to pistols, which means a pistol spec can really spread the love on stuff like viper rounds or do insane damage with bluescreen rounds.

Kwyndig
Sep 23, 2006

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This latest video update reminded me of something ridiculous. The sniper rifles have bipods, but since they ditched the crouch/prone system, they're completely cosmetic.

Kwyndig
Sep 23, 2006

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White Coke posted:

Does that mean Bulwark makes Intimidate more effective or is it just the equipment level that matters?

That's something you'd have to check in the code, my gut reaction is no but I wouldn't be surprised if it actually did process off of current armor level.

Kwyndig
Sep 23, 2006

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Blind Sally posted:


As an aside, do you get medals in this game like in the previous XCOM? If so, I vote the first one we get be named Butt Medallion.

Nope, and I miss them, it was really cool having the dress uniforms and the shiny bits. I understand why (guerrilla organizations aren't known for handing out medals) but I still miss those.

Kwyndig
Sep 23, 2006

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Cythereal posted:

The idea of a species predominately female with a very few males is indeed an idea that's cropped up repeatedly in science fiction and fantasy. In the case of the vipers here, given how quickly they reproduced with one male, I'd imagine Vahlen's theory was right - the Ethereals were only cloning one gender to keep the species from unintended reproduction as a way to keep the vipers firmly under control.


I like Covering Fire, specifically in combination with Ever Vigilant at the next rank. Given the nature of many missions in X-COM 2, there are times when you simply need someone to haul rear end across the map, and Ever Vigilant lets them also be useful - Covering Fire makes Ever Vigilant even better. Enemies might not move, but if they're not moving they're probably going to fire and this ability combo turns a sprinting specialist into reliably getting a shot in in addition to the movement. I haven't found Threat Assessment or the alternative to Ever Vigilant to be particularly useful so Covering Fire and Ever Vigilant are my default specialist picks that have gotten my specialists a surprising amount of damage and kills.

I like Threat Assessment because it lets me give Covering Fire to soldiers with higher damage weapons/the Shredder ability. Basically, I use it to give Overwatch shots to my Rangers when they've moved ahead from the rest of the squad due to slashing up ayyys or Grenadiers when they have a good position to just rain hell on an enemy but they've already used their actions for the turn.

Which reminds me, in my current game, I got a Marksman with Shredder. Sadly it doesn't activate on pistol shots.

Kwyndig
Sep 23, 2006

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Well yeah, anything OW related is pretty situational, ideally you don't want the enemy to take a turn.

Kwyndig
Sep 23, 2006

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Kurieg posted:

Tachikomas are AI Controlled combat tanks. In the TV series, one of them got repurposed for construction work and got a very Julian-like paintjob


The big tank-like thing on the back is to hold a human pilot/rider, but they're normally completely self-controlled, yes. Also they had the most adorable short animations.

https://www.youtube.com/watch?v=KGTXNQmJAkw

Kwyndig
Sep 23, 2006

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There's nothing wrong with 1UPT, especially as the alternative is the 'stack of doom' from previous games, where you could spend centuries whittling down an opponent's army or watch a dozen turns of worth of full empire production go down in a turn with a single goddamn fortified phalanx. :argh:

Kwyndig
Sep 23, 2006

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CJacobs posted:

Oh, it might only affect defense against psi attacks then.

Yeah, Will only modifies your defense against psi attacks and morale checks (panic) from when other soldiers die. A Mindshield stops both of those.

Kwyndig
Sep 23, 2006

Heeeeeey


A better use of quickdraw is shooting twice, ya dingus.

Kwyndig
Sep 23, 2006

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Yeah if there's one weapon mod i consider essential for any class, it's autoloaders for Marksman. Being able to reload then shoot a set number of times a mission regardless of conditions is great, especially for lower ranking guys.

Kwyndig
Sep 23, 2006

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Lunethex posted:

Yeah, 7 days is a very small amount of time in XCOM days, not something I'd recommend doing now.

7 days is enough time to just barely unlock one territory and assault a base. If you have to fly around the world or do more than one territory though, you're screwed, yes.

Kwyndig
Sep 23, 2006

Heeeeeey


AradoBalanga posted:

All three Alien Rulers appearing on a retaliation mission that also features multiple Sectopods.

Can't happen unless there's a mod involved. Rulers only show up one at a time because the trigger to activate the next one is in the Geoscape code, not the battle code.

Kwyndig
Sep 23, 2006

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It should be noted that multi sectopod missions can and do happen though. I call those missions extra fun if my hackers aren't in sickbay yet again.

Kwyndig
Sep 23, 2006

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McKilligan posted:

How is it that we haven't had a rootbeer themed soldier yet? Like Andy 'Sasparilla' Weinhard or something with a pleasant soft brown bubbly color scheme?

Because nobody submitted one would be my guess.

Kwyndig
Sep 23, 2006

Heeeeeey


ousire posted:

Had a wonderful :xcom: moment last night:

I started a new playthrough of the game thanks in part to this LP, I just got to the second month and got a mission to destroy a relay. I sneak my way to the relay room without activating any pods, and blow it up with two of my units. A flare for an incoming pod appears, and I think to myself "Okay I'll just take out this drop-in group and then go around to clean up the rest of the pods. Easy mission."

Instead what happens is after the pod drops in, every other pod on the map shows up in the same turn. I'm pretty sure it totaled something like three sectoids, three stun troops, two commanders, and two or three regular troops.And I'm just four guys, all with starting gear, and all of them only level 1 or two tops. One of them might even have been a rookie still. And I was flanked on literally all sides. Even with the frost grenade to pause a few guys and regular grenades to try and clear as many guys up in one turn as I could, my team got slaughtered.

I don't remember if it was this thread or the general XCOM thread, but it was discussed why this is a bad idea. Basically the game's AI is programmed to initially set up the pods along the Line of Play, which is a line running from your deployment point to the objective, and then the pods patrol along and around this line. Now, the Line of Play updates as you get closer to the objective, and the pods follow suit. So once you get to the objective without triggering any pods, the pods are all clustered around the objective, maintaining their preferred minimum spacing.

Kwyndig
Sep 23, 2006

Heeeeeey


It's the same reason the game is constantly dropping codex bits on you. You can't progress in the game without one, so they made extra sure that you would always get one next time you kill a Codex if the game bugs out and erases your inventory or something.

Kwyndig
Sep 23, 2006

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Talow posted:

Yeah, that was done by the skin of your teeth. Nicely done Jade.

I'll say, getting the extraction in on the last possible turn is some crazy work.

Edit: Guava was right though, your giant robotic crab syndrome is hampering your missions sometimes.

Kwyndig
Sep 23, 2006

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Your WADS issues can be laid directly at the feet of the console versions, Jade. It's part of the update they pushed in for (non-Steam) controller support. I agree, that part sucks. But you can tour the avenger now.

Kwyndig
Sep 23, 2006

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zyxophoj posted:

...

Yes, that is a thing that can happen. And considering the amount of ruler bullshit that happened beforehand, I can't really complain.

One thing the archon king didn't demonstrate is the true bullshit potential of its lifting move. When it picks someone up, that can activate additional pods if the soldier is lifted into their line of sight. Ouch.

Another is that it rolled low for damage. Usually on this difficulty setting that lift can straight up murder your guys without WAR suits.

Kwyndig
Sep 23, 2006

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Twelve Elves posted:

My first encounter with the Flying oval office happened during a base defence mission. So many casualties.

Hey, at least they patched it so that he can't force a game over in turn one on those any more.

Kwyndig
Sep 23, 2006

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One thing Jade isn't going to get to demonstrate now is how Rulers interact with Psionics. The only thing that I can remember about them is that Stasis freezes the ruler until your next turn, so you can use that to set up your guys without having to worry about Ruler Reactions. I think they're also immune to mind control effects, but don't quote me on that one.

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Kwyndig
Sep 23, 2006

Heeeeeey


Mind controlled members of X-Com count as aliens, mind controlled aliens count as X-Com.

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