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Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
Might keep an eye on this but I feel you're missing out by not playing with WotC. It adds a ton of really great stuff.

My first playthrough was with WotC and Shen's Last Gift DLCs both active and boy howdy it was a ride.

Oh, and beware the TRUE enemy lurking in plain sight...

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Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless

Paingod556 posted:

The extra content in WotC was enough that it took me til I hit second-tier weapons to understand how it all worked. Trying to come to grips with that plus the base game wouldn't be fun. Same as trying to jump directly into 1.13 JA2 or Long War EU/EW, always start with base game, the expansions/mods can come later to refresh the experience

I guess I'm in the minority with my preference then. I jumped in at the deep end with all WotC and Shen's Last Gift DLCs enabled (and not 'integrated' so it added the additional story mission) and felt all the different things to worry about and deal with positively added to the sense of tension and urgency.

I came to Xcom 2 from Xcom: Enemy Within (notably not having touched Enemy Within for quite some time now) and it didn't take me too long to get to grips with it on Normal difficulty, since the tactical layer is still similar overall.

That said, I didn't buy the Alien Hunter DLC because frankly I think the Alien Ruler mechanics sound like garbage and the rewards you get for beating them look so stupid and out of place that I'd hate myself for equipping them even if I earned them. The Chosen make for much better mid-mission 'boss battle' mechanics.

The only thing that ever really ballsed up my run (and probably would have cost me the game if it had been a true Ironman run) is something that I suspect is in the vanilla game too :
finding out that when it says 1 turn before forced to retreat, it means the current turn. Not the next. And 'forced to retreat' means that anyone not on the skyranger at the end of that turn is Captured. I lost a 6 person veteran team that way, all of them just steps away from the evac point.

Also: seagulls are horrible, mean-tempered scabs but they never seem as gross and scungy as pigeons.

Soul Reaver fucked around with this message at 02:38 on Jan 6, 2019

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
If you want to know if you can see an enemy from a given square, hold down the ALT key while hovering.

It'll show you icons indicating which (known) enemies will be visible. Including if they're flanked, in Squadsight range etc etc. I use it constantly.

Soul Reaver fucked around with this message at 00:57 on Jan 15, 2019

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless

Bremen posted:

It might be added in the expansion. It actually changes a lot of stuff and basically re-writes the engine.

I normally use "z" to zoom out to see the icon for whether a soldier can see the enemy, but it can still sometimes be tricky to get the target and soldier on the same screen. I believe that's the default key/in the base game.

Yeah, sorry, this is possible. I've never played the game without War of the Chosen, so if it wasn't in there before, I wouldn't have known.
I can barely imagine playing it without that feature...

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless

Natural 20 posted:

Putting a request out there, if anyone knows of a mod to make the alien ruler armour look cooler, I would be grateful.

One of the things keeping me from buying this DLC is that the armour looks goofy as hell.

However, I did read a suggestion online that you can just go to the customize options to remove the viper armour's helmet and recolour it to make it look a lot less stupid. So perhaps try that?

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
Armour first. Then Vulture, if you can afford it.

Incidentally, I'm interested to see you do that 'mysterious signal' mission.
I did it quite early in my first game and while not easy, it wasn't super-tough either and I lost no troops, in no small part because Shen is an awesome hacker and I brought two other hack-equipped specialists. I think doing it early means you face weaker enemies so being kitted out that way made it relatively pain-free.
Though I lost the Spark I got from there in the very next mission. :(

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
For Shanty Pete's Shotgun, please call it either ARRRgh or PrettyPolly

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
I did the Lost Tower mission pretty early in my game - had only slightly experienced soldiers and ballistic weapons, no bluescreen rounds, no EMP bombs, and no frost grenades/Alien Hunters weapons

I did have the presence of mind to bring more than the usual share of specialists with Haywire protocol and didn't waste slots on anything truly useless.

It's doable but it's a really tough, tense mission. Soldiers rarely did enough damage to take out enemies with one shot, and with them spawning two each turn it could get hairy quickly. I got through it by abusing Lily's reusable special abilities, and using Haywire Protocol when things really turned to custard (which included some better-than-average luck in my rolls), and by saving all my grenades for shredding the final boss. No casualties but some injuries.

Leaving it as late as you did and having the OP Alien Hunter weapons does take the wind out of its sails...

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Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless

Bremen posted:

Even though your soldier couldn't see them from the destination, the route he took to the destination went through tiles they could see.

Yep, this one.

On a similar note: nothing screws up my attempts at stealth in XCOM 2 as much as moving through a tile that happens to reveal my guys due to a flank. How I wish there was a better indicator for this...

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