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Jabor posted:and Kill Zone is hot trash you'll basically never use. killzone combined with a superior extended mag is awesome
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# ? Sep 13, 2017 16:06 |
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# ? Jun 15, 2024 15:55 |
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Shumagorath posted:-...Deadeye is still bad until late game and Steam Hands / Aim is probably the worst pair of skills in the game. I actually got some decent results out of Aim when my Sniper rolled Deep Cover, but otherwise I don't think I could've possibly taken it (and it was gratuitous overuse of XCOM AP, I just wanted a reason to take Aim for once!)
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# ? Sep 13, 2017 16:08 |
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The Chosen weapons and Archon armor turn anyone into a superhero though. I think everyone would agree that a sniper sharpshooter with the Darklance is a killing machine, but so is a pistol sharpshooter with Darkclaw (especially with Faceoff and fun ammo), as is a Ranger with Arashi.
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# ? Sep 13, 2017 16:08 |
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Kill Zone is great if[ you have time to set up to ambush a pod (ie. non timed mission and you have a reaper/concealed ranger) but otherwise it runs into the problem of being an ability that functions during the alien turn, which is not good in a game where optimal play is about preventing anything from happening in the alien turn.
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# ? Sep 13, 2017 16:10 |
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Alchenar posted:Kill Zone is great if[ you have time to set up to ambush a pod (ie. non timed mission and you have a reaper/concealed ranger) but otherwise it runs into the problem of being an ability that functions during the alien turn, which is not good in a game where optimal play is about preventing anything from happening in the alien turn. It works well in ambushes but I also frequently use it to lock down choke points that I think aliens will be funneling down to get flanking shots on my squad. It has both offensive and defensive potential, I think it's a cool ability.
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# ? Sep 13, 2017 16:12 |
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I found picking 6 team members for the final mission ahead of time and sending them on lots of convert ops held a massive amount on the final mission. Having a grenadier and sniper with maximum aim, and a ranger and reaper with very high movement helped a great deal.
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# ? Sep 13, 2017 16:13 |
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Alchenar posted:Well that gets a re-evaluation. Pistol Sharpshooters become way stronger when you factor in ammo, is probably what you're missing. Dragon Rounds if you're not expecting a bunch of robots. Bluescreen if you are.
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# ? Sep 13, 2017 16:19 |
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I think the whole Sniper/Gunslinger debate can generally be handled by Late/Early game. Mid - Late game, you'll generally have stuff like ammo and mods to make Sniper have good enough aim to make up for their downsides. Not to mention access to stuff that gives you grappling hooks or even the possibility of other perks. On the flipside, Gunslinger tends to do better early game when you don't have any of that stuff, though it also can get ridiculously strong in its own right late game. Personally, I prefer Gunslinger overall, cause as others have said, the game is all about mobility and Sniper kinda suffers from not really being all too effective if you're constantly moving.
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# ? Sep 13, 2017 16:22 |
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Sharpshooters benefit from positioning as much as rangers. The two classes are similar in a lot of regards and for me, usually neck and neck for kills. Rangers don't rely on their sword and SS don't rely on either weapon. It more about the options they provide.DeliciousCookie posted:Personally, I prefer Gunslinger overall, cause as others have said, the game is all about mobility and Sniper kinda suffers from not really being all too effective if you're constantly moving. temple fucked around with this message at 16:30 on Sep 13, 2017 |
# ? Sep 13, 2017 16:26 |
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DeliciousCookie posted:I think the whole Sniper/Gunslinger debate can generally be handled by Late/Early game. Mid - Late game, you'll generally have stuff like ammo and mods to make Sniper have good enough aim to make up for their downsides. Not to mention access to stuff that gives you grappling hooks or even the possibility of other perks. On the flipside, Gunslinger tends to do better early game when you don't have any of that stuff, though it also can get ridiculously strong in its own right late game. Its really nice when they roll up implacable. i actually really like that on all my guys if i can get it.
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# ? Sep 13, 2017 16:28 |
Shumagorath posted:-Snipers can roll Rapid Fire and (I think) Chain Shot, except for your sniper who can easily get Aim over 100 the -15 ain't poo poo. There's your Double Tap. Yep, they can roll Chain Shot. The Berserker Queen did not like that
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# ? Sep 13, 2017 16:32 |
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I turned off alien rulers not because of the boss fights (there are ways of dealing with them pretty easily) but more because I wanted to start having reasons to take the Acid Bomb again, and have reasons to do the Stun Lancer autopsy early. The reward armor is also ten kinds of ridiculous that I really don't like having around.
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# ? Sep 13, 2017 17:12 |
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Hats Wouldnt Fly posted:My problem with kill zone is I can just put my entire team on overwatch at the edge of enemy vision and get the same effect with long watch without giving up face off. My other problem is that kind of ambush isn't timer friendly because pods like to not move sometimes. This is a really bad thing to do because you can get stuck with the enemy getting free actions on your dudes if your overwatches don't finish them. Killzone is great because you can very easily kill 4 people with two actions - grenade and sniper killzone. Then the rest of your team can be ready in case critical shots miss and someone survives.
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# ? Sep 13, 2017 17:16 |
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Taffer posted:This is a really bad thing to do because you can get stuck with the enemy getting free actions on your dudes if your overwatches don't finish them. Killzone is great because you can very easily kill 4 people with two actions - grenade and sniper killzone. Then the rest of your team can be ready in case critical shots miss and someone survives. Long watch is an overwatch buff. It lets you Overwatch in squadsight range on the enemy turn, and it's opposite return fire, a bad skill. Hats Wouldnt Fly fucked around with this message at 17:44 on Sep 13, 2017 |
# ? Sep 13, 2017 17:21 |
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So my hunter is brittle and weak to Templars but immune to melee. Besides their terrible pistol, what skills do Templars have that aren't melee but can count as close? Volt from a tile away?
marshmallow creep fucked around with this message at 17:50 on Sep 13, 2017 |
# ? Sep 13, 2017 17:45 |
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marshmallow creep posted:So my templar is brittle and weak to Templars but immune to melee. Besides their terrible pistol, what skills do Templars have that aren't melee but can count as close? Volt from a tile away? Yeah, basically. Hope you get Fanfire
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# ? Sep 13, 2017 17:47 |
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With the mod that uses the new skill screen by default, I'm tempted to always enable hidden skill previews so I can know if my Templar doesn't at least roll Bladestorm and just reload the most recent save before she gets picked up.Prop Wash posted:The Chosen weapons and Archon armor turn anyone into a superhero though. I think everyone would agree that a sniper sharpshooter with the Darklance is a killing machine, but so is a pistol sharpshooter with Darkclaw (especially with Faceoff and fun ammo), as is a Ranger with Arashi.
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# ? Sep 13, 2017 17:47 |
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There is a mod that lets you swap out what bonus skills people roll so if you really need a bladestorm templar you can force it.
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# ? Sep 13, 2017 17:52 |
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Shumagorath posted:With the mod that uses the new skill screen by default, I'm tempted to always enable hidden skill previews so I can know if my Templar doesn't at least roll Bladestorm and just reload the most recent save before she gets picked up. Darkclaw with Bluescreen would also be a bit insane
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# ? Sep 13, 2017 17:53 |
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Shumagorath posted:With the mod that uses the new skill screen by default, I'm tempted to always enable hidden skill previews so I can know if my Templar doesn't at least roll Bladestorm and just reload the most recent save before she gets picked up. oh haw I've been using AP rounds with it anyway, thanks for the heads up! I can scrap the ammo and just give them spider/wraith instead.
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# ? Sep 13, 2017 17:56 |
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marshmallow creep posted:There is a mod that lets you swap out what bonus skills people roll so if you really need a bladestorm templar you can force it.
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# ? Sep 13, 2017 18:11 |
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I'm a PS4 xcom-er and WOTC wont let me import my character pool from vanilla xcom 2! Did I miss an import button or something? I'm going to have to remake all the named characters from The Office because I'm a crazy person!
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# ? Sep 13, 2017 18:18 |
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Speaking of overpowered XCOM skills, how are Templars with Reaper? Seems ridiculous for mopping up pods, but I don't know what it means by "reduced damage." Anyone tried it?
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# ? Sep 13, 2017 18:26 |
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Shumagorath posted:Is there a name I can go by? IIRC, I am the Commander.
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# ? Sep 13, 2017 18:27 |
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BBQ Dave posted:I'm a PS4 xcom-er and WOTC wont let me import my character pool from vanilla xcom 2! I was looking for it this morning, it's annoying that I have to make all my friends again.
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# ? Sep 13, 2017 18:31 |
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Prop Wash posted:Speaking of overpowered XCOM skills, how are Templars with Reaper? Seems ridiculous for mopping up pods, but I don't know what it means by "reduced damage." Anyone tried it? Same as reduced damage on rangers. You activate reaper, then go hit something with rend for normal damage. If they die, you get another action to go hit someone again with rend, but your damage range will be reduced by 1. So if you were hitting 7-8 on the first kill, you'll now be hitting 6-7. You can keep doing this until the hit doesn't kill, then your turn ends. It's good on templars, probably super good if you get blademaster, but I've never rolled that on any of my templars I've rolled reaper on every single one though, so the game really wants me to use it.
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# ? Sep 13, 2017 18:44 |
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L/I is so much harder than in vanilla, oh my lord. One mistake and half the team is dead or out for a month I'm taking a risk by pushing mag weapons back a bit, but I got Inspirado for Alien Data Cache back-to-back. If I can just hold on a little longer, I'll be swimming in Intel.
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# ? Sep 13, 2017 18:49 |
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Prop Wash posted:Speaking of overpowered XCOM skills, how are Templars with Reaper? Seems ridiculous for mopping up pods, but I don't know what it means by "reduced damage." Anyone tried it? It's good, not as good as a BS/Reaper ranger w/ katana (As rend is reduced by armor), but it's still good, more so if you get that rend AOE ability and can play off that.
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# ? Sep 13, 2017 19:00 |
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marshmallow creep posted:So my hunter is brittle and weak to Templars but immune to melee. Besides their terrible pistol, what skills do Templars have that aren't melee but can count as close? Volt from a tile away?
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# ? Sep 13, 2017 19:02 |
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jfood posted:Give your sharpshooters Vektors. They're still kinda meh 'til Sgt, but alot more versatile and can contribute better. This isn't a thing you can do in vanilla right?
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# ? Sep 13, 2017 19:03 |
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Oh thank gently caress, if you use a hack to mind control a random enemy, it doesn't trigger the pod instantly anymore. It doesn't seem to ever until XCOM appears actually. They just get free turns to kill their own pod.
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# ? Sep 13, 2017 19:08 |
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RBA Starblade posted:Oh thank gently caress, if you use a hack to mind control a random enemy, it doesn't trigger the pod instantly anymore. It doesn't until the enemy does something, it looks like.
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# ? Sep 13, 2017 19:09 |
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Ersatz posted:... haywire is actually good now? Hacking an enemy with haywire still triggers any pods in its vision radius. I know this because I hacked the MEC guarding the blacksite vial for fun and triggered a triple muton pod hiding behind it.
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# ? Sep 13, 2017 19:11 |
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Internet Kraken posted:This isn't a thing you can do in vanilla right? Nope, class weapons are still exclusive without mods.
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# ? Sep 13, 2017 19:12 |
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I got an early covert ops that reduced hacking defenses by 20. Not as useful as you think, because hacking in general is kinda uncommon to do.
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# ? Sep 13, 2017 19:13 |
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I've always turned off rulers because I thought they sounded dumb and OP, but I turned on integrated DLC for my current run because I am dumb and the game tricked me. Viper King pathed into two overwatch shots from my long watch sniper, then immediately ran next toand revealed my concealed, overwatched Ranger with bladestorm, and now one of my gunslingers is wearing his skin. Rulers own.
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# ? Sep 13, 2017 19:14 |
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I got the regicide achievement against the Viper King this run without a repeater. Turns out two skirmishers with ionic ripjacks are pretty much ideal for killing rulers. Use wrath to stun them, then get another stun from retribution. Viper King ended up being stunned for so long that by the time he got a move he had 3 HP. Of course he didn't escape from the skirmisher pain corner. I felt kind of bad. The HP of rulers should probably scale based on the month you encounter them in. Then I remembered all the agony he caused me on my vanilla impossible runs so gently caress him. I will step on snek.
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# ? Sep 13, 2017 19:17 |
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Ersatz posted:... haywire is actually good now? Hack a tower I mean. The one that's a random enemy gets mind controlled. It gave me a sectoid next to a Gatekeeper and another sectoid, and they didn't give a poo poo I was mindstunning them. quote:Hacking an enemy with haywire still triggers any pods in its vision radius. I know this because I hacked the MEC guarding the blacksite vial for fun and triggered a triple muton pod hiding behind it. Yeah, the TOWER hack is good now. Haywire's still a gamble. quote:Not as useful as you think, because hacking in general is kinda uncommon to do. I've hacked three times this campaign. It's even more unimportant than usual now.
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# ? Sep 13, 2017 19:22 |
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temple posted:Sharpshooters benefit from positioning as much as rangers. The two classes are similar in a lot of regards and for me, usually neck and neck for kills. Rangers don't rely on their sword and SS don't rely on either weapon. It more about the options they provide. Squadsight helps, but early game you might not have the accuracy to reliably use it, and theres always the problem of sight lines too. Thats why I say mid-late game snipers become more useful, but early game they're more of a hindrance. Early game, most of their turns are spent getting into position before they can really contribute to any fight meaningfully. Mid game to late has a lot of stuff that minimizes these problems, from levels to gear that just make a sniper stronger overall. Plus its a matter of mission type, where non timed missions are amazing for snipers cause they can take their time. Honestly, I feel Snipers would have been way better if they either removed the restriction from moving and firing, or just given them a grappling hook to start with so they can get into position easier. On another note, what exactly is the Berserker Queen armor good for? It seems to give a single charge melee attack, but I can't really fathom why I'd need that when I have both rangers and templars.
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# ? Sep 13, 2017 19:39 |
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# ? Jun 15, 2024 15:55 |
Here's a fun bug. I did a VIP rescue mission and my next mission had the guy appear as a 7th squad mate: Decent aim, took down a couple of aliens. He didn't show up in the pre or post battle summaries or show in the soldier list after this mission, sadly.
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# ? Sep 13, 2017 19:51 |