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64bitrobot
Apr 20, 2009

Likes to Lurk

Demiurge4 posted:

I dunno, phantom is just so good when the alternative is 2 damage. Maybe if blademaster was 100% hit on swords.

+15 aim and +2 damage would make it really tempting. +15 aim and +3 damage would still only be tempting. Phantom is just that useful, I think.

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Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

64bitrobot posted:

+15 aim and +2 damage would make it really tempting. +15 aim and +3 damage would still only be tempting. Phantom is just that useful, I think.

Could make it +2 damage and movement? This games modding potential is going to make it so good. :allears:

DrManiac
Feb 29, 2012

A cool thing is that you can respec your dudes now at the cost of time so if swording doesn't work you can just do that. I can't wait to see what sick sword skills people are going to add in.

Crosspeice
Aug 9, 2013

Someone mod in animations so when your Ranger dodges an Overwatch they're actually reflecting all the bullets away with their sword.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

DrManiac posted:

A cool thing is that you can respec your dudes now at the cost of time so if swording doesn't work you can just do that. I can't wait to see what sick sword skills people are going to add in.

I'll probably do the opposite and start every ranger as a concealment ranger and then respec a guy or two into blademasters later. Some of the high end sword tree skills create some absolutely loving crazy synergy that could potentially make Swordman a shitwrecker, but early on the concealment stuff looks way stronger.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Looking at the sniper skills, it seems you can make a dedicated pistol guy be a huge mainline damage dealer.

Assuming pistols are actually worth it.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Thyrork posted:

Could make it +2 damage and movement? This games modding potential is going to make it so good. :allears:

That's a good idea, since the sword kinda replaces the run & gun flanks, so combine it with the effect of sprinter and give them a little longer range to sword guys.

Normal Adult Human
Feb 12, 2012

by FactsAreUseless

Darkrenown posted:

It's not a binary choice of "Ineffectually gently caress around" or "Hivemind deathswarm". When a Sectoid sits in easy flanking range and raises a zombie at the far side of the screen it's just signing its own death warrant. You're not going to run over and fight the zombie, who has to be in melee range and doesn't get to move until the next alien turn, you're just going to move slightly and kill the Sectoid and the zombie will despawn. It's stupid. They should use support moves when they have range and other troops they can support, but close up they need to start shooting or you can safely ignore them.

Personally, I want the AI to be playing optimally but "realistically" - by which I mean the aliens should want to fight well but preserve their life. No kamikazes for the smart aliens, although of course Zerkers and Zombies etc charge in, but other than that they should be doing their best to murder your dudes.

Raise zombie and psi break are your introduction to psi powwrs. in EU your introduction to psi powers was half of the enemies would mind meld for easy double kills.

dogstile
May 1, 2012

fucking clocks
how do they work?

Tae posted:

Looking at the sniper skills, it seems you can make a dedicated pistol guy be a huge mainline damage dealer.

Assuming pistols are actually worth it.

Being able to open up on a patrol and hit every single one of them, with one dude is worth it alone.


Kanos posted:

I'll probably do the opposite and start every ranger as a concealment ranger and then respec a guy or two into blademasters later. Some of the high end sword tree skills create some absolutely loving crazy synergy that could potentially make Swordman a shitwrecker, but early on the concealment stuff looks way stronger.

Yeah but swords are FUN. I'm going to be doing a marathon stream once this game comes out (from monday onwards, my girlfriend would kill me otherwise), so we'll see how hilarious swords will be when a sleep deprived player weighs the odds of being safe against RULES OF NATURE.

E:

VVVVVVVVVVVVVVVVVVVVVVV

Don't forget later on the sword gives you 100% dodge chance plus the ability to stab someone, then relocate back behind cover.

Sword rangers are going to be 95% of my deaths aren't they?

dogstile fucked around with this message at 17:58 on Feb 2, 2016

Demiurge4
Aug 10, 2011

Yeah but the thing about blademaster is that if you run next to an alien you still have 100% on the shotgun. The sword has the advantage of being able to attack in a sprint without run and gun but the shotgun will also proc implacable. The sword ranger is worse than shotgun ranger, but it has a bunch more flavor.

Speedball
Apr 15, 2008

Another reason Beagle grenaded everything is it seems that grenades strip off armor.

Misandu
Feb 28, 2008

STOP.
Hammer Time.
The problem with Phantom vs Blademaster is that the question is "Completely new tactical options" vs "+2 Damage." It's like the old Squadsight vs Snapshot with Snipers, one of them completely changes how you play the game. You would have to change Blademaster to something like "Gain an Action the first time you kill an enemy with Slash in a turn" to make it an actual option.

Judge Schnoopy
Nov 2, 2005

dont even TRY it, pal
Sectoids being bitches and avoiding gun combat isn't that surprising based on the end of EW. The uber ethereal complains that their minds were strong, but their combat skills were poo poo. This made them cowardly and cruel and unfit for the ethereal's purpose.

So when a sectoid pod is revealed and instead of shooting they all run for cover, and then on their action they don't shoot but instead use their mind powers to control a zombie, it's all well within canon for their personalities. That's just what sectoids do and is why ethereals use them as front-line fodder.

Normal Adult Human
Feb 12, 2012

by FactsAreUseless

Misandu posted:

The problem with Phantom vs Blademaster is that the question is "Completely new tactical options" vs "+2 Damage." It's like the old Squadsight vs Snapshot with Snipers, one of them completely changes how you play the game. You would have to change Blademaster to something like "Gain an Action the first time you kill an enemy with Slash in a turn" to make it an actual option.

This should already be in the game anyways.

Demiurge4
Aug 10, 2011

Misandu posted:

The problem with Phantom vs Blademaster is that the question is "Completely new tactical options" vs "+2 Damage." It's like the old Squadsight vs Snapshot with Snipers, one of them completely changes how you play the game. You would have to change Blademaster to something like "Gain an Action the first time you kill an enemy with Slash in a turn" to make it an actual option.

Yeah it's the same problem with Fallout 4, perks aren't interesting nor do they add anything to or change the way you play the game, they are all straight up percentage damage increases.

I looked through the skill tree's and the only things that come close to blademaster is volatile mix for the grenadier (+2 damage and +1 spread range) and the specialist's combat protocol. I give combat protocol a pass because it's 2 guaranteed damage, can be upgraded to 4, it ignores armor and works extra well against mechanical enemies. Volatile mix is kinda boring in the same way blademaster is and it's set against a slightly worse rapid fire skill.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Tae posted:

Looking at the sniper skills, it seems you can make a dedicated pistol guy be a huge mainline damage dealer.

Assuming pistols are actually worth it.

Beagle was having to force himself to build a non-Gunslinger sharpshooter because gunslingers are very powerful. Pistols are weaker than normal main guns but benefit fully from special ammo types and generate a tremendous volume of attacks that no other weapon can match, so they're really strong.

Kanos fucked around with this message at 18:22 on Feb 2, 2016

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.
Does the Green Man Gaming 20% off code not work for XCOM 2 or am I loving something up?

grrarg
Feb 14, 2011

Don't lose your head over it.
I hope they flip the pre-load switch today. 45gb is a lot.

CuddleCryptid
Jan 11, 2013

Things could be going better

Mental Midget posted:

Does the Green Man Gaming 20% off code not work for XCOM 2 or am I loving something up?

You need to go through their "VIP" section of the site, they have it on sale there without using a code

Unlucky7
Jul 11, 2006

Fallen Rib
You know how in MGS5, there is research to put a loudspeaker on your Helicopter so it could loudly broadcast 80s music while you are being picked up or dropped off?

I wonder if something similar can be modded into this game, putting aside how logical that actually is for the setting.

Really, I want send my troopers to the field to 'X GON GIVE IT TO YA' like they are pro wrestlers.

Trilin
Dec 15, 2009

Ah! There he is!
The issue with blademaster is that while it is just a boring flat damage boost, it fuels so many of the other traits down the tree. Having +2 makes bladestorm better, it gets more mileage out of reaper and so on. Being flat damage means it becomes less and less of the final product as you move up in tiers, but with it your slash becomes the heaviest hitter for quite a long time. I think bringing a knife to a gunfight isn't as bad as beagle demonstrated.

64bitrobot
Apr 20, 2009

Likes to Lurk

Trilin posted:

The issue with blademaster is that while it is just a boring flat damage boost, it fuels so many of the other traits down the tree. Having +2 makes bladestorm better, it gets more mileage out of reaper and so on. Being flat damage means it becomes less and less of the final product as you move up in tiers, but with it your slash becomes the heaviest hitter for quite a long time. I think bringing a knife to a gunfight isn't as bad as beagle demonstrated.

Primarily the problem with the sword is it seems to carry around a 5-10% miss chance. Though, I wonder if that could be solved with a perception PCS.

CuddleCryptid
Jan 11, 2013

Things could be going better

Unlucky7 posted:

You know how in MGS5, there is research to put a loudspeaker on your Helicopter so it could loudly broadcast 80s music while you are being picked up or dropped off?

I wonder if something similar can be modded into this game, putting aside how logical that actually is for the setting.

Really, I want send my troopers to the field to 'X GON GIVE IT TO YA' like they are pro wrestlers.

Just replace the sound of the engines with the song and we can relive the glory days of flying into a sneaking mission while blasting crappy Jpop

Trilin
Dec 15, 2009

Ah! There he is!

64bitrobot posted:

Primarily the problem with the sword is it seems to carry around a 5-10% miss chance. Though, I wonder if that could be solved with a perception PCS.

Yeah, and that 5-10% is made worse by the fact that a shotgun can reach 100% pretty early in the game. Blademaster focuses on potency rather than consistency, something a lot of people probably aren't interested in. IIRC Reaper makes your first slash 100% to hit, but being on such a long cooldown makes it difficult to use reliably if you're looking to just smack one guy.

Blademaster should also give a large melee dodge chance, or something like that.

Trilin fucked around with this message at 19:11 on Feb 2, 2016

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

DreamShipWrecked posted:

Just replace the sound of the engines with the song and we can relive the glory days of flying into a sneaking mission while blasting crappy Jpop

This will never, ever stop being funny to me. Although it would need some working to make it more fitting to XCOM 2. :haw:

binge crotching
Apr 2, 2010

Just like Assaults were the best class in EW, Rangers look like the best class in X2.

Jibo
May 22, 2007

Bear Witness
College Slice
I used to play a lot of Enemy Unknown and decided I should probably try to do an Enemy Within run before the new game launches. Are there any new units/traits/research things that got added that I should really be making use of?

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Jibo posted:

I used to play a lot of Enemy Unknown and decided I should probably try to do an Enemy Within run before the new game launches. Are there any new units/traits/research things that got added that I should really be making use of?

You should absolutely be punching everything in the face with your giant robots, when you're not having people turn invisible and leap buildings.

Speedball
Apr 15, 2008

Phantom is probably really good for sneaking around in a mission that normally does not allow sneaking. Like, say, a terror mission where you need to quietly rescue as many civvies as possible while the rest of your team goes in hot.

On the other, OTHER hand, Phantom is good but only lasts once while an upgraded blade will last you the entire mission. Should you choose to chop up more than one guy. And late-game enemies tend to have armor pips on them rather than be just giant stacks of HP (though they do have HP) so it's probably better than you'd think.

Christopher Odd just uploaded another Youtube video showing off late-game armor and weapons and he's got a couple of swordy Rangers that make good use of Untouchable.

CharlieFoxtrot
Mar 27, 2007

organize digital employees



I did an EW run too. Basically the Cybernetics Lab helps you make a weak Squaddie into a useful tanky character for the early game, and the Genetics La is good in the mid-late game for making your amazing A-Team even better. They both require Meld, and trying to chase Meld will get you killed so don't do it

LuiCypher
Apr 24, 2010

Today I'm... amped up!

DreamShipWrecked posted:

Just replace the sound of the engines with the song and we can relive the glory days of flying into a sneaking mission while blasting crappy Jpop

This was the background music to all of my attempts to re-enact Commando in MGS4. If the Skyranger could blast this, it would be perfect.

I suppose this would also be good too, depending on your hairstyle choices for the team.

RandallODim
Dec 30, 2010

Another 1? Aww man...

CharlieFoxtrot posted:

I did an EW run too. Basically the Cybernetics Lab helps you make a weak Squaddie into a useful tanky character for the early game, and the Genetics La is good in the mid-late game for making your amazing A-Team even better. They both require Meld, and trying to chase Meld will get you killed so don't do it

Alternatively, do do it; how're you going to become a terrifying transhuman militia if you don't have enough nanogoop for the troops to gatorade tank the Commander after every victory?

LuiCypher posted:

I suppose this would also be good too, depending on your hairstyle choices for the team.

Now I'm conflicted; should Guile be a Ranger for melee fighting, or a Grenadier so he can bring the Sonic Boom?

RandallODim fucked around with this message at 19:33 on Feb 2, 2016

CuddleCryptid
Jan 11, 2013

Things could be going better

If you aren't blind dashing to grab a meld container on its last turn are you really even playing?

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
Ok I'm gonna mod the Skryranger mission briefing to have classic rock songs playing from the PA.

Long Tall Sally and Fortunate Son is guaranteed, can I get some other suggestions?

LordSaturn
Aug 12, 2007

sadly unfunny

Ride of the Valkyries?

RIP my old Nokia phone that had this as a built-in ringtone.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Speedball posted:

Phantom is probably really good for sneaking around in a mission that normally does not allow sneaking. Like, say, a terror mission where you need to quietly rescue as many civvies as possible while the rest of your team goes in hot.

On the other, OTHER hand, Phantom is good but only lasts once while an upgraded blade will last you the entire mission. Should you choose to chop up more than one guy. And late-game enemies tend to have armor pips on them rather than be just giant stacks of HP (though they do have HP) so it's probably better than you'd think.

Christopher Odd just uploaded another Youtube video showing off late-game armor and weapons and he's got a couple of swordy Rangers that make good use of Untouchable.

The value of Phantom is having an untouchable, invisible scout/spotter that can spot enemy formations with no meaningful risk; the bonuses for firing from stealth are merely a cherry on top for when you decide you need him to go hot(which he can do from a perfect flanking position he was able to achieve with no danger). Later on you get Conceal and you can do it all over again.

That's significantly more powerful over the course of a mission than a powered up sword attack which you will likely not want to use that often until you get late game talents and armor that make doing it less risky and worth it.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Hell's Bells
Dream On
Immigrant Song
Carry On Wayward Son

There are a million good ones to pick.

Colapops
Nov 21, 2007

Kanos posted:

Beagle was having to force himself to build a non-Gunslinger sharpshooter because gunslingers are very powerful. Pistols are weaker than normal main guns but benefit fully from special ammo types and generate a tremendous volume of attacks that no other weapon can match, so they're really strong.

To be honest I'm sort of hoping there are mods to make the gunslinger into a standalone class. The versatility of a pistol in the context of this game is totally worth being separate from snipers.

Trilin posted:

The issue with blademaster is that while it is just a boring flat damage boost, it fuels so many of the other traits down the tree. Having +2 makes bladestorm better, it gets more mileage out of reaper and so on. Being flat damage means it becomes less and less of the final product as you move up in tiers, but with it your slash becomes the heaviest hitter for quite a long time. I think bringing a knife to a gunfight isn't as bad as beagle demonstrated.

This is the same way snipers (and to a lesser extent, heavies) were in EU/EW. There were skills that you'd take on your first few snipers simply because they were better at that stage of the game, just like how it was ssssort of a waste to get HEAT ammo and stuff super early on with heavies in Long War (or was that in base?). You'd start with the more generalized of the offered skills first. I always grabbed snap shot on my first couple of snipers and holo-targeting on heavies just because having the mobility with a sniper was so important to me before I got to the point in the game where I could have snipers sit back in the extraction zone and pick off enemies across the map with squadsight.

I see rangers being the same way, where you'll take blademaster on your first couple of rangers because of the extreme potency--and by the time that potency's started to thin out, you have other, newer rangers who can specialize into the other skills.

RandallODim
Dec 30, 2010

Another 1? Aww man...

Megaman's Jockstrap posted:

Ok I'm gonna mod the Skryranger mission briefing to have classic rock songs playing from the PA.

Long Tall Sally and Fortunate Son is guaranteed, can I get some other suggestions?

Surfin' Bird is a must.

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Serf
May 5, 2011


Nowhere to Run
Jumpin Jack Flash

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