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Xelkelvos
Dec 19, 2012
I vote Skirmishers

Name: Xel Kelvos
Gender Male
Appearance: East Asian with goatee and glasses. Edit2: Maybe something in a tasteful Red and Gold armor
Class: Pistolero

Edit: Hopefully I don't die on my first mission like last time.

Xelkelvos fucked around with this message at 02:37 on Apr 12, 2020

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Xelkelvos
Dec 19, 2012
Why does no one want GUNS GUNS GUNS?

Tacticool stealh is boring and melee seems OP (iirc, the speedrun does something like this). But shooting stuff? Yeah :dukedog:

Xelkelvos
Dec 19, 2012
You better change Megane's nickname to Cyber Goku now.

Xelkelvos
Dec 19, 2012
I do not regret asking for a Pistol Sharpshooter because their tree is basically "shoot all the things in one turn" and either tag everything with status effects or with bits of damage for others to follow up on. Sadly they're still of relative situational use compared to the other classes who can be more generally useful

Xelkelvos
Dec 19, 2012
So what do those effects that got picked up at the end do? "Fear of Panic" and "Cautious"

Xelkelvos
Dec 19, 2012

Grapplejack posted:

Skirmishers are incredibly good but you have to be willing to use them. They're troops for players who play extremely aggressively, because they can yeet themselves and enemies around the map easily, not to mention their abilities that let them gently caress with turn orders.

Compared to the others, Skirmishers are the most soldiery of the other faction hero units. They get more flexibility in shooting and grenading where they can do the offensive action first and then do something else rather than it ending the turn. Their secondary is more consistent than the Ranger's secondary, but it has special tricks with it that include moving enemies to you or moving to enemies and doing Ranger-like things with it in melee striking enemies that have suddenly entered your range. By Captain, they can do the thing which gives a squadmate an extra action. They're ostensibly comparable to a Grenadier but trading damage for mobility. Compare this to the Reaper who takes the stealth preference of the Ranger but gives them a weapon loadout more associated with espionage (a sniper rife and a settable explosive) or the Templar which takes the close combat preference of the Ranger and mixes it a little with some Psionic tricks.

The Specialist more or less remains in a league of their own though

Xelkelvos
Dec 19, 2012

Dead Reckoning posted:

I absolutely would have taken the time to kill that turret, since you got corpses for that mission. On my last playthrough, I literally never got a turret wreck, because all the missions where I killed one were missions I had to evac from.

I agree, and I think the fact that the scale in the opposite of the (conservative) direction that most players build their squad works against them.

In the early game and very late game, guaranteed damage is a big deal. When your corporals are maxing out at 75%-80% accuracy in early missions, the appeal of the Templar's ability to hit every time you need her to is obvious. Same with the Reaper's "phantom Ranger, but better" setup. Early Skirmishers don't really do anything amazing. Their ammo capacity and damage aren't that great for a unit whose early selling point is, "can shoot twice a turn." Justice isn't quite accurate enough to count on, and Wrath comes at a point where pulling yourself to an enemy is still an incredibly risky play.

IMO, they hit escape velocity at Captain, but a lot of other units you're more comfortable with by that point also get key abilities at Lieutenant/Captain, and your faction soldiers are competing with robots and Psi Operatives for the 5- and 6-slots.

That said, the more I played with them the more fun they got. Wrath your way over to an enemy. Smack them with the ripjack. Zap a mechanical unit with lash for free. Yank another enemy to you with Justice. Smack them with the ripjack too. Now both enemies get bladestorm'd on their action. That's a lot of work from one soldier (if everything connects.)

And if everything does and there's still a bonus action you can use (from some source or another), there's an upgrade that gives you bonus mobility for every kill you make that can let you just zoidberg out of the hot zone and/or Grapple your way into cover like Batman.

Xelkelvos
Dec 19, 2012

Dead Reckoning posted:

I was never really enamored with any of the Skirmisher "get a bonus to X per kill" abilities, because they just don't have the oomph to reliably get kills every turn like a Ranger or Sharpshooter or Templar and still have actions left over.
That's true. It takes something like Hair trigger and a lot of luck just to get an extra action in general, but to do it reliably is a big pull.

Xelkelvos
Dec 19, 2012

FairGame posted:

I just had the most incredible mission and I can’t wait to share it.

I need my fix.

Xelkelvos
Dec 19, 2012
Everyone should be thinking of alternate nicknames for you character

Xelkelvos
Dec 19, 2012

Chuu posted:

Slightly related question - XCom:Chimera Squad is half off until May 1st on Steam ($10 instead of $20). Is the gameplay traditional XCom, or is this some other genre in the XCom universe? Trying to avoid spoilers.

The core bits of squad-based tactics seems like it's the same, but the units have been modified to be a lot more different and potentially distinct. There's less to do in the strategic layer though. There's no base management afaict and it's more focused on the individual soldiers/squad. It's basically a pared down version that might've been originally planned as a larger full game but instead refactored as a smaller one via cutting out stuff from a larger game.

Xelkelvos
Dec 19, 2012
I also still suggest to megane that they suggest "Cyber Goku as their character's nickname. Alternatively, Cyber "megane" Goku

Xelkelvos
Dec 19, 2012
Are we sure Deadford isn't actually Brock Sampson in disguise?

Xelkelvos
Dec 19, 2012

FairGame posted:

I mean...I said in my post that it's not cheating. It's my personal viewpoint. Not an uncommon sentiment, mind you, though I'm definitely in the minority and I don't begrudge someone else using them. They're just not for me.

THERE ARE DOZENS OF US! DOZENS!

I'd put them in the category of the Shadow Device except with a different failure mode as once it's blasted, it's over and now everyone's a target again. The HP it has should scale though rather than be a fixed number since it makes it more powerful in the early game and then decreases as enemy firepower goes up. And as they take up a slot, they still have to compete with other things like Grenades, Special Ammo, Medkits, and so on

Xelkelvos
Dec 19, 2012

sincx posted:

FairGame, I was going to ask if you're a masochist for denying yourself the few crumbs an unfair game gives you, but then I remembered you just willingly went through 200 missions in a Long War playthrough... :shobon:

I don't really understand why the Mimic Beacon is different from the Shadow Device in terms of being a Panic button for getting out of a hot situation other than the latter requires you to bunch up to do it while the former shuts off after ~3 or less attacks against it (the stats you gave are wrong in the video).

Xelkelvos
Dec 19, 2012
Looking at them, I'd say of the three basic ones, the Flamethrower and Rocket Launcher are both good. The third one, the Shredder also seems like a decent one, but probably more situational than the Rocket. Since the Lost of a weakness to fire, being able to light them up like purifiers without causing an explosion seems like a good thing. Though the special ammo that can do the same thing is probably better overall.

Xelkelvos
Dec 19, 2012
Is there a reason that you didn't queue up another Proving Ground project?

Xelkelvos
Dec 19, 2012
I assume you're waiting for someone to get out of medbay so they can immediately get into therapy?

Xelkelvos
Dec 19, 2012

Crazy Achmed posted:

Kaishai NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO We were going to be sniper buddies, and you saved my life with that medkit :(
I owe Delacroix a few drinks as well for parrying all those shots for me too...

Seriously, it replicated loving lightning hands AND talon rounds too? And of course it procs immediately, unlike when I use them


Also I approve of cheesing the gently caress out of the alien rulers, they are assholes who don't play fair so I don't see why we should give them any quarter.

There's a pile of other Sharpshooters waiting in the wings to get trained up and sent out to die in the field so there might be hope yet.

Xelkelvos
Dec 19, 2012

Junpei posted:

I like the Hunter. I like how he's the only Chosen who seems to have figured out sarcasm, and his snarky comments are usually pretty funny.

They might've put too much human DNA in him.

Xelkelvos
Dec 19, 2012
Spider-Din! Spider-Din! Kills whatever a spider kills.

Xelkelvos
Dec 19, 2012

Dancer posted:

Achmed with some nice clutches there.

Where Rangers are your close range DPS monsters, Sharpshooters are your long range DPS monsters. At mid ranges, they compete and Rangers usually have the advantage as they're better able to just close the gap and turn midrange into close.

Xelkelvos
Dec 19, 2012
Your own units blocking each other from ladders is dumb.

Xelkelvos
Dec 19, 2012

Dead Reckoning posted:

I still have no idea WTF they were thinking with Deep Cover. I feel like there must have been some meeting where they had to come up with a skill to put opposite Untouchable, but they realized they didn't need to think about it to hard because everyone was going to take Untouchable. I guess it sort of makes sense on a pure scouting Ranger that's going to be double moving into the fog of war a lot, but I don't think anyone actually plays scout Rangers that way once they lose their concealment.

IMO, the skill they should have had instead was, "any enemy units activated by the Ranger lose one action on their next turn", which isn't too unbalanced (seeing as how they made it a Resistance Order) and would have made a revealed scout-specc'd Ranger a legitimate and powerful scout unit that played differently from sword-specc'd Ranger.

XCOM and XCOM2 suffers from only having four base classes and having the merge sometimes distinctly different roles into a single class. Long War alleviated that by splitting up the classes for each of those roles and making them better at them.
Long War 2 doesn't quite do that though to my understanding.

Xelkelvos
Dec 19, 2012

Peachfart posted:

Oh and of the base classes Rangers are always the best. I love the Ranger and the insanely OP shotgun.

Because of the alpha strike nature of XCOM2, Rangers, whose whole thing is alpha striking, are the best since no one else does that sort of job as well as they do.

Xelkelvos
Dec 19, 2012
That splash damage with Rend seems more or a liability than an asset given how much fiddling you seem to do with not hitting people or certain objects and then the AOE blasting open things that reveal more pods.

Xelkelvos
Dec 19, 2012

SugarAddict posted:

More "GET OVER HERE!" is always welcome when it takes annoying or otherwise bullshit enemies out faster like the specter.

Just drag an enemy halfway across the map with dual Justices.

If you picked up the Exchange skill on a Templar, you could also take advantage of Wrath or Justice to put the Skirmisher next to an enemy and then Exchange to Rend or Autopistol. Depending on which action that was for the Skirmisher, they can potentially Grapple into a different position or do some other thing if they didn't already.

Xelkelvos
Dec 19, 2012
Maybe we should start building Mimic Beacons now. Enemies are starting to do up to 9 damage a hit so they're unlikely to stave off even a single pod before breaking, but if the activations are in your favor, it can stall for a turn

Xelkelvos
Dec 19, 2012

AbstractNapper posted:

The Face Off action is so gratifying.

Face Off is what makes Pistol Sharpshooters go from mere status taggers to the DPS machines that can rival Rangers.

Xelkelvos
Dec 19, 2012
I wonder how the five Squaddie sharpshooters feel seeing the new recruit immediately get the training to go up to Sergeant while they've been benched. Same with Squaddie Specialist KW and newly recruited Sergeant Tuxedo Ted

Xelkelvos
Dec 19, 2012

SugarAddict posted:

I'm surprised the hunter didn't do something like grenade your evac zone. Also of note, all those pods were sitting around your evac point and litreally no-where else.

I think if position was held for a turn or two, they'd break up a little and have been slightly easier to deal with. All of their patrols just seemed to intersect at that corner in front of the EZ

Xelkelvos
Dec 19, 2012
Regarding the Refraction Field (and the Overdrive Serum) they are single use items that are removed from inventory when used. Refraction Field seems like an odd one to have be disposable, but :shrug: At least Overdrive Serum, as moderately powerful as it is, makes sense. +5 Armor and +5 Mobility and immunity to mental effects for 2 turns seems fairly potent, though at this stage of the game, that extra armor probably isn't enough.

Xelkelvos
Dec 19, 2012

Munin posted:

The AI for ranged attacker seems, for most cases sensibly, to be set to maximize cover and for the unit to be as far as possible whilst still being able to get a decent percentage shot. The short range of the flamethrower requires aggressive movement though. The current settings just gets the purifier to more to the edge of flamethrower range and then burn down one unit.

Flamethrower usage should have a grenade style maximizing the number of targets logic rather than being treated by the AI like just another gun like it seems to.

Just give it grenade targeting logic.

But also, that Chosen assault keeps getting put off, lol

Xelkelvos
Dec 19, 2012
All those Lost. Shame you didn't pack someone with Faceoff or a Flamethrower

Xelkelvos
Dec 19, 2012

W.T. Fits posted:

I love that you've gotten so used to the Serpent Armor's Frostbite missing that you completely failed to notice that you successfully froze the Purifier right before you put an axe through the Shieldbearer's face. :allears:

What's extra weird is that they phased through the floor after they got Frozen.

Xelkelvos
Dec 19, 2012

Dead Reckoning posted:

Bingo. It isn't obviously spectacular like Dominate or Null Lance, but it's a guaranteed "delete cover" button with minor damage that can also drop enemies through floors and has no cool down. For a utility class like the Psi Op, it's great for digging mutons and such out of cover, and setting up guaranteed kills for your rangers and sharpshooters without spending consumables or high cooldown abilities.

I've seen fuse miss exactly once in WotC, and the Trooper's grenade still went off and shredded his cover anyway, so I suspect a glitch.

Solace is actually one of the reasons I'll rush psi if I get a power coil on the 3rd level down and an inspiration on psionics. Having it in play against the Chosen and late game psi enemies is huge. You can completely negate mind scorch, various daze-inflicting abilities, and mind control.

One thing is that Psi Ops abilities that aren't guaranteed key off the Psi Amp such that the damaging stuff like the Null Lance or Soulfire key off of that for their damage rather than the Ops's stats

Xelkelvos
Dec 19, 2012

kw0134 posted:

The only official followup to XCOM2 is the super optimistic world of Chimera Squad, so there's that at least.

I or someone else could do an LP of that when this is over.

Xelkelvos fucked around with this message at 01:18 on May 26, 2020

Xelkelvos
Dec 19, 2012
I hope FairGame is okay. :ohdear:

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Xelkelvos
Dec 19, 2012
It's good to have you back Commander

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