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Vengarr
Jun 17, 2010

Smashed before noon

Internet Kraken posted:

What exactly do bluescreen rounds do anyways? If they add flat damage I might use them on my gunslinger just because almost every dangerous enemy in the late game is partly mechanical.

+5 flat damage, and increases the chances of hack attempts on that target being successful.

Bill Gates' finest contribution to mankind.

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Kaboom Dragoon
May 7, 2010

The greatest of feasts

With the laser sight add-on, is the crit bonus increased by getting closer or further away from the target? Just wanting to know if I should put it on my prize Ranger or Sharpshooter.

Vengarr
Jun 17, 2010

Smashed before noon

Kaboom Dragoon posted:

With the laser sight add-on, is the crit bonus increased by getting closer or further away from the target? Just wanting to know if I should put it on my prize Ranger or Sharpshooter.

Closer.

Hank Morgan
Jun 17, 2007

Light Along the Inverse Curve.
After dreading the avenger defence mission for so long I finally get it. I sent my phantom ranger up a yellow-move and I get sight of the transmitter. One of my gunslingers squad sights it over two turns from the ramp. Extract and mission over.

Mission was about four or five moves including extraction and the aliens never got a single shot off. My only fire was overwatch shots from the ramp and my turrets. No kills.

Internet Kraken
Apr 24, 2010

slightly amused

Vengarr posted:

+5 flat damage, and increases the chances of hack attempts on that target being successful.

Bill Gates' finest contribution to mankind.

:eyepop:

That sounds insane on pistols. Are things like gatekeepers considered mechanical as well?

Hoboskins
Aug 31, 2006

there is a rumour going around that I have found God. I think this is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist

Vengarr posted:

+5 flat damage, and increases the chances of hack attempts on that target being successful.

Bill Gates' finest contribution to mankind.

I just got why they are called bluescreen rounds :downs:. I had not even thought about it before that.

Synthbuttrange
May 6, 2007

Gatekeeper's just a crunchy mechanical coating on an organic interior.

Kenshin
Jan 10, 2007
Actually, there is one other mission type a few people have talked about completing without any combat, though at least one character has to break concealment at least briefly.

Once you have a scout ranger with Wraith armor you can (depending on the map layout) plant the X4 and then exfiltrate.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Is there a quick crash course in modding? I want to try and tweak the files so ballistic weapons get upgrades from mag/plasma research, rather than being outright replaced. I prefer how they sound. :saddowns:

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!

Vengarr posted:

+5 flat damage, and increases the chances of hack attempts on that target being successful.

Bill Gates' finest contribution to mankind.

Do the hack attempts stack? Because if so, gunslinger just made every single mecha an ally in the future.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Teach me how to play aggressively, in the name of beating ~The Timers~, as an EU/EW player. Do you take half cover? Walk into fog to get a flank? Skip medkits and healing/support perks in favor of damage perks? Dash more?

Ciaphas fucked around with this message at 00:49 on Feb 10, 2016

Musluk
May 23, 2011



Vengarr posted:

I feel like you can safely delay the GTS a bit, because the first Squad Size upgrade doesn't open up until Sergeant(?) and that takes a while.

My next game I'm thinking Workshop-->AWC-->Power Relay(?)-->GTS-->Comms.

That's not quite optimal tho, starting with a workshop. You'll get better returns with GST - which you can already start building with starter supplies. You'll also be losing out on the 4th gremlin later on, and it won't be able to help with excavations above it while you're still doing those since there's nothing on top of it.

So, you start with enough power for 2 buildings and 2 contacts. What you want to do is to get 2 buildings>power>radio so you can keep expanding. My first two levels will probably look like this:

code:
   GTS   |   AWC   |   Power
Proving  |   wksp  |   Comms
Workshop will be able to help with 3 excavations, plus once those are done it'll be able to help with 2/4 buildings. In the meantime, whenever you heal all your soldiers to full, you can move a gremlin out of AWC to wherever it's needed.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

Fintilgin posted:

I sort of wonder if the tutorial should have had a mission that opens normally but then just sends endless waves of nasty aliens and reinforcements and it's designed to be unwinnable so that Bradford can tell you abort and how it's okay to cut and run and your most important resources is your soldiers.
It sort of does, in that the tutorial mission walks you through popping smoke and evacuating your survivors, but I agree with you that they needed to be way more explicit early on in getting "retreat is a perfectly valid choice" across to players trained that retreat = punishment.

Ziji posted:

Is there a consensus on what's safe to sell on the black market and what isn't? Hurting for supplies and need to take drastic measures
I'd love to know that too. Things that are raw materials in Proving Grounds projects should be flagged as such on the Black Market screen, I can't loving remember the sixteen things that go into an EXO suit.

And also Proving Grounds needs to tell you how many of those things you have, while I'm on the topic. Yes, great, it takes two ADVENT corpses to make this thing? How many do I have?

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

Musluk posted:

In the meantime, whenever you heal all your soldiers to full, you can move a gremlin out of AWC to wherever it's needed.

I think that's a reason not to put the workshop next to the AWC. Gremlins are less flexible in where they can go, so the odds of you actually needing an engineer somewhere else nearby are pretty low. I would personally prefer to stick the Gremlins into a comm center and a power plant and leave them there forever, since they can hold two each and you never really need less power or contacts. Which also make the positioning of the workshop itself more flexible since you only need two buildings next to it, ever.

WhiskeyWhiskers
Oct 14, 2013

AlternateAccount posted:

It just gives me a blank screen from the streaming client and never starts properly. Do I need to run it once on the streaming box?

From 8 pages ago, but

The only way I've managed it is actually pressing play on the machine I'm streaming from, and then streaming once I get to the main menu. If you can't do that, and have any games with launchers that have a minimise button, like Mount & Blade, you might be able to trick steam into basically doing screen share. That's how I get passed Morrowind's launcher when streaming.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Christ, uh...anyone know where the Hidden Potential mod on the workshop went? It just completely hosed a campaign I had as I can't load without it being installed, but it's not there at all. :suicide:

Musluk
May 23, 2011



Ciaphas posted:

Teach me how to play aggressively as an EU/EW player. Do you take half cover? Walk into fog to get a flank? Skip medkits and healing/support perks in favor of damage perks? Dash more?

http://i.imgur.com/eDqhbqP.gifv


Don't be in situations where an enemy has more than one shot against your guys, by removing cover and exposing them. The worst part is the first 3 missions where you have to field rookies and can lose dudes. This is however countered by the fact that first 5 missions GENERALLY don't have more than 3 pods, so if you can successfully clear a pod (2-3 advent, sectoid+advent) in 2 turns with rookies nading you're home free.

Vengarr
Jun 17, 2010

Smashed before noon

Musluk posted:

That's not quite optimal tho, starting with a workshop. You'll get better returns with GST - which you can already start building with starter supplies. You'll also be losing out on the 4th gremlin later on, and it won't be able to help with excavations above it while you're still doing those since there's nothing on top of it.

So, you start with enough power for 2 buildings and 2 contacts. What you want to do is to get 2 buildings>power>radio so you can keep expanding. My first two levels will probably look like this:

code:
   GTS   |   AWC   |   Power
Proving  |   wksp  |   Comms
Workshop will be able to help with 3 excavations, plus once those are done it'll be able to help with 2/4 buildings. In the meantime, whenever you heal all your soldiers to full, you can move a gremlin out of AWC to wherever it's needed.

Opportunity cost is a thing--the longer you wait to build the workshop, the less value you get out of it. It's at its best when you only have one engineer. Build it first, you get max value.

You won't lose out on the 4th GREMLIN if you put the comms building next door, it can staff the 2nd slot. Two in the Comms building, one on power, one in the AWC. Once you have an extra engineer handy, you can put him in the AWC instead of a GREMLIN and upgrade the power relay to take a second engineer.

WhiskeyWhiskers
Oct 14, 2013

poptart_fairy posted:

Christ, uh...anyone know where the Hidden Potential mod on the workshop went? It just completely hosed a campaign I had as I can't load without it being installed, but it's not there at all. :suicide:

Check \steamapps\workshop\content\268500\ to see if you still have the mod, if you do move it to XComGame\Mods and rename the folder to whatever the .XComMod file is called.

LordNat
May 16, 2009

Musluk posted:

http://i.imgur.com/eDqhbqP.gifv


Don't be in situations where an enemy has more than one shot against your guys, by removing cover and exposing them. The worst part is the first 3 missions where you have to field rookies and can lose dudes. This is however countered by the fact that first 5 missions don't have more than 3 pods, so if you can successfully clear a pod (2-3 advent, sectoid+advent) in 2 turns with rookies nading you're home free.

Also killing with explosives is not nearly as bad in this one. At worst you have a chance not to drop random weapon mods, you don't lose corpses when you use explosives.

Rule 1 of Xcom 2 is lob grenades!

Tenzarin
Jul 24, 2007
.
Taco Defender
I though the workshop can only put gremlins in adjacent rooms, not diagonal.

UP AND ADAM
Jan 24, 2007
I just developed plasma weapons, and my specialist with Guardian (50% chance of additional Overwatch shot after a successful one) just took 4 shots during two pod activations, one during my turn and one during the enemy's turn, including two shots to a Codex that was enough to one shot it. Owns.

Coolguye
Jul 6, 2011

Required by his programming!

Tenzarin posted:

I though the workshop can only put gremlins in adjacent rooms, not diagonal.

true story

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I regret selling those datapads for the sweet sweet XCOM Supplycoins now. I didn't realize intel would dry up this quick!

Also now my gunslinger can fire three times in one turn lmao. And has a laser pistol. And more often than not has a 100% chance to hit.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I have a sniper (of course), a specialist, (eh) and a ranger :getin: with the 'serial' skill. My team is so OP that my ranger hasn't needed to use it yet though. One day... when there are too many crysallids...

Plot/spoiler question: When the mission interrupt the broadcast/raid the radio relay is available, at which you can choose to spend intel to get mission perks how far am I from the end?

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
You're there.

Musluk
May 23, 2011



Vengarr posted:

Opportunity cost is a thing--the longer you wait to build the workshop, the less value you get out of it. It's at its best when you only have one engineer. Build it first, you get max value.

You won't lose out on the 4th GREMLIN if you put the comms building next door, it can staff the 2nd slot. Two in the Comms building, one on power, one in the AWC. Once you have an extra engineer handy, you can put him in the AWC instead of a GREMLIN and upgrade the power relay to take a second engineer.

Sure on the opportunity cost, but I feel like the opportunity cost of Vulture upgrade (plus early squad size) is bigger than losing the workshop bonuses. It doubles your starter engineer, sure. It will also double your 2nd engineer, but the upgrade will require supplies I feel better spent on squad size or resistance comms. Not sure if the gremlin #3 and #4's bonuses to excavation will cover that cost.

It's probably a moot point anyway though.

WhiskeyWhiskers posted:

Check \steamapps\workshop\content\268500\ to see if you still have the mod, if you do move it to XComGame\Mods and rename the folder to whatever the .XComMod file is called.

Does the mods always go into the workshop\content\268500\ folder if I don't install the devkit, and move to the mods folder if I do?

Synthbuttrange
May 6, 2007

redreader posted:

I have a sniper (of course), a specialist, (eh) and a ranger :getin: with the 'serial' skill. My team is so OP that my ranger hasn't needed to use it yet though. One day... when there are too many crysallids...

Plot/spoiler question: When the mission interrupt the broadcast/raid the radio relay is available, at which you can choose to spend intel to get mission perks how far am I from the end?

You have that short mission that can be stealthed with concealment and a spider suit, then a super long mission at the end. Conserve your consumables for the very end.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

UP AND ADAM posted:

I just developed plasma weapons, and my specialist with Guardian (50% chance of additional Overwatch shot after a successful one) just took 4 shots during two pod activations, one during my turn and one during the enemy's turn, including two shots to a Codex that was enough to one shot it. Owns.
I had my specialist get the "kill three enemies in a single turn without explosives" achievement for me with Guardian it was awesome. Too bad the achievement popped up the second I popped the ambush with my grenadier so it sorta spoiled the :aaaaa: moment.

poptart_fairy posted:

Is there a quick crash course in modding? I want to try and tweak the files so ballistic weapons get upgrades from mag/plasma research, rather than being outright replaced. I prefer how they sound. :saddowns:
I'm actually working on this right now! Works by adding a second version of the ballistic weapons with mag stats when you build the appropriate weapon in engineering, and a third version when you hit plasma with the plasma stats. The weapon attachments move themselves correctly too so you slap a laser sight on a ballistic shotgun and moves itself to the ballistic shotgun with the mag/plasma stats.

Kenshin
Jan 10, 2007

redreader posted:

I have a sniper (of course), a specialist, (eh) and a ranger :getin: with the 'serial' skill. My team is so OP that my ranger hasn't needed to use it yet though. One day... when there are too many crysallids...

Plot/spoiler question: When the mission interrupt the broadcast/raid the radio relay is available, at which you can choose to spend intel to get mission perks how far am I from the end?

Serial with a shotgun is probably going to be a lifesaver at some point in your campaign.

WhiskeyWhiskers
Oct 14, 2013

Musluk posted:

Does the mods always go into the workshop\content\268500\ folder if I don't install the devkit, and move to the mods folder if I do?

Not sure, I haven't installed the devkit.

Deep Dish Fuckfest
Sep 6, 2006

Advanced
Computer Touching


Toilet Rascal
I'm curious, is there any special effect when taking shots with more than 100% change of critical hit? Highest I've seen was 127% chance of critical, but it doesn't seem to do anything other than guaranteeing the crit. Which is a shame.

Kenshin
Jan 10, 2007

Insert name here posted:

I had my specialist get the "kill three enemies in a single turn without explosives" achievement for me with Guardian it was awesome. Too bad the achievement popped up the second I popped the ambush with my grenadier so it sorta spoiled the :aaaaa: moment.
The easiest and most reliable way to get that achievement is with Capacitor Discharge. :D

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

YeOldeButchere posted:

I'm curious, is there any special effect when taking shots with more than 100% change of critical hit? Highest I've seen was 127% chance of critical, but it doesn't seem to do anything other than guaranteeing the crit. Which is a shame.

It's odd that crit is uncapped since accuracy is called at 100%.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Modding confuses me. There's usually two versions of the file I want to edit, for instance one "defaultgamecore" in the steam/steamapps/XCOM2 config folder and one "xcomgamecore" in my documents/my games/xcom2 config folder. Which one should I be editing for changes to actually take effect?

E:

Elliotw2 posted:

This may or may not have been mentioned but please do mod editing in my games/xcom2/xcomgame/config instead of in the install directory unless you want everything ever to overwrite it and also not do anything until you delete the config files anyway.
I guess that answers that?

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Musluk posted:

Sure on the opportunity cost, but I feel like the opportunity cost of Vulture upgrade (plus early squad size) is bigger than losing the workshop bonuses. It doubles your starter engineer, sure. It will also double your 2nd engineer, but the upgrade will require supplies I feel better spent on squad size or resistance comms. Not sure if the gremlin #3 and #4's bonuses to excavation will cover that cost.

It's probably a moot point anyway though.


Does the mods always go into the workshop\content\268500\ folder if I don't install the devkit, and move to the mods folder if I do?

downloaded mods from the workshop always go in the workshop. However, they will also load from the mods folder as well. The devkit has nothing to do with it (beyond serving as a uh, devkit).


E: Editing .inis - you should edit the XCom______.inis instead of the Default_____.inis as they take precedence.

MikeC
Jul 19, 2004
BITCH ASS NARC

Ciaphas posted:

Teach me how to play aggressively, in the name of beating ~The Timers~, as an EU/EW player. Do you take half cover? Walk into fog to get a flank? Skip medkits and healing/support perks in favor of damage perks? Dash more?

-Don't be a chicken if you are within the first half of moving squads. Your blue move doesn't always have to be into cover, standing in the middle of the street worse case scenario you fall back with one guy back to the cover he came from

-Use explosives liberally to take out enemy cover, crit and move on.

-Use the bloody suits that give you grappling hooks. The range is hella large and you are literally like batman/spiderman on crack. It doesn't even cost an action point. You can actually grapple into flank positions. Once you get those, timed missions mostly become trivial.

-Don't be shy about using heavy weapons and abilities. Like the Exosuit class of armors are stupid strong. Everyone with a rocket launcher??? Not good enough? Ok use this Iron Man style insane AOE cone that kills people through buildings..... Like seriously, you have all the tools ever to just run in and wreck poo poo up if you use your items intelligently.

Finish the game on Veteran and I have never had trouble with timers. In fact towards the end they were trivial, I was beating even 8 turn time limits in 4 to 5 turns and stayed behind to mop up reinforcements for extra xp and loot. Had 2 missions so far on Commander with Timers, once again no issues.


In other news, does Commander have stronger stun lancers that crit more? Seems to be few counters to them until you get more squad size to just overwatch them down as they come in.

BTW Coolguy, you didn't make it. Sorry

https://www.youtube.com/watch?v=YRn0tfpts8o

a whole buncha crows
May 8, 2003

WHEN WE DON'T KNOW WHO TO HATE, WE HATE OURSELVES.-SA USER NATION (AKA ME!)
I think this is a lucky and or unlucky turn 0 activation on a terror mission... will see how it plays out



edit: moved four steps forward and met a muton and two pectoids ffs

edit2: faceless hello.jpg

edit3: operation half dead pyre

a whole buncha crows fucked around with this message at 01:27 on Feb 10, 2016

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Ciaphas posted:

Teach me how to play aggressively, in the name of beating ~The Timers~, as an EU/EW player. Do you take half cover? Walk into fog to get a flank? Skip medkits and healing/support perks in favor of damage perks? Dash more?

It's not really what I can boil down into a simple post, but I'd say the key part is to have a ranger with phantom or conceal or preferably both. Don't wait too long to spring your first ambush, and after you deal with it have your scout be concealed and try and use both her moves (not together) to find the enemy and get into a position where they aren't uncovered. The rest of your squad can then dash-move up, following behind her, thus moving pretty quickly. Try and open engagements with the one-two combo of a Killzone sniper and a long range grenade (especially an experimental one that applies debuffs) from a grenadier, both staying out of the enemy's line of sight, then mop up with the rest of your squad advancing at the same time.

If you have multiple concealment users, only have one be concealed at a time. Once you get mind control, you can also scout with a controlled enemy.


EDIT:
If you have a spider suit, use that on your scout to extend their movement, though keep aware that LOS is finicky on roofs. Try and stick to fairly open areas with low cover - this ensures you'll see them before they see you. Give the scout a mimic beacon to save their bacon if things go sour.

Fangz fucked around with this message at 01:28 on Feb 10, 2016

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Mr. Whale
Apr 9, 2009

MikeC posted:

In other news, does Commander have stronger stun lancers that crit more? Seems to be few counters to them until you get more squad size to just overwatch them down as they come in.


Playing on commander, they seemed more suicidal than threatening. A lot of the time they either miss their target or only do 2 damage to them. I think they get replaced pretty quickly with other advent variants too.

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