Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
MadJackMcJack
Jun 10, 2009

Elderbean posted:

What's the general base building strategy? Anything I'm supposed to rush/build immediately?

I went with Guerrilla Training School first for the class training and upgrades, then Advanced Warfare Centre for the healing, then a Power Relay, then Resistance Comms so I can start expanding towards Avatar Facilities before the Doomsday Clock kicks in. That for me is the most important, because I had to rollback my first game by a month because I didn't expand and got trapped in a project breakthrough spiral I had no way of stopping.

After that I'd get out a Workshop and Proving Grounds, and then Psi-Lab. Probably have to stick down another Relay on a shielded core at that point too.

Adbot
ADBOT LOVES YOU

Fajita Queen
Jun 21, 2012

Elliotw2 posted:

Poison is identical to disorient except it also does 1 damage a turn, burning also counts as disorient except with higher damage potential. Acid doesn't seem to do anything special though.

They're actually different in a few ways. Disorient disables all abilities, Poison does not disable any, Burning disables most abilities but not melee attacks, Acid has higher damage per turn and also does way more initial armor shred. They all give a penalty to aim and defense though, I believe.

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.

khy posted:

I am 1 square away from losing due to the avatar project because I was too slow to build a comm relay and both the avatar sites I have unlocked were too far away for me to reach with my starting 3 contacts.

I have plated armor and mag weapons but I feel like the aliens are drastically outpacing me in terms of tech. I'm getting my rear end handed to me by shieldbearers and advanced troopers. I'm averaging a mission every 4-7 days which feels WAY too frequent, if I don't keep an engineer in my AWC most of the time then my team is constantly half available.

The game feels so much more difficult to start out than XCom 1 did.
Yeah, I know that feeling.

Me, six days ago posted:

Haha remember last time when I said I had a feeling the other shoe was just waiting to drop, well Jesus Christ this game is going to turn my hair grey, it is sheer stress incarnate. I'm low on supplies, the Avatar project was like four bars away so I had to ignore a dark mission that's going to cut all my supplies in half next month in favor of stopping one that would gain another Avatar bar, I was down to three active soldiers because rookies have no loving health and if they get grazed for 3 damage that's still a greivous goddamn wound and they're in the hospital for three loving weeks or whatever so I had to plow the few supplies I had into getting cannon fodder so now even though I just researched magnetic weapons I can only afford one shotgun and nothing else, there's a blacksite in loving Brazil and I started in North America and all my drat resource contacts are maxed out so I'm getting there no time soon, the world is actively ending all around me and I need to be in six places at once and aaaaaaaaaaaaaaaaaaaaah
Today I was crowing at the top of my lungs about how awesome I am and how the aliens just die all around me without even getting to take a shot at my guys. It's XCOM, man. It's going to feel impossible and soul-crushing and you are going to scratch and claw like a cornered rat to get through it, because that moment when you realize "oh poo poo I'm winning now" is so much sweeter when you had to work for it.

Khisanth Magus
Mar 31, 2011

Vae Victus
My grenadier now has both rapid fire and the grenadier ability that does a second shot if the first one hits. She can shred robot armor all day now. Ran into my first sectopod and it didn't even get a turn, poor thing. Rapid fire from the grenadier to strip it's absurd armor, then tore it apart with lighter armaments.

Broken Cog
Dec 29, 2009

We're all friends here

The Shortest Path posted:

They're actually different in a few ways. Disorient disables all abilities, Poison does not disable any, Burning disables most abilities but not melee attacks, Acid has higher damage per turn and also does way more initial armor shred. They all give a penalty to aim and defense though, I believe.

Burning also doesn't seem to disable certain abilities like Marking and shielding.

Soho Joe
Aug 11, 2006

the torment of existence
weighed against
the horror of nonbeing
Nap Ghost
I'm pretty sure a few of my most important guys are lying about their debilitating injuries suffered in the field (i.e. 2 to 4 damage usually from like a tiny fire they trundled through or a snek held them for one turn) in order to get weeks of "gravely wounded" sick leave.

These are the same dudes that have been maimed by Andro-punches and Lancer-bonks and merrily hobbled away with only moderate wounds.

toasterwarrior
Nov 11, 2011
Haha, had an Assassinate mission pop and when I spotted the target, I thought it was a goddamn Muton Centurion I had to capture. Turns out the VIP was clipping into him from the same square.

Too bad my job got a bit more complicated, but it's a good thing that missile launchers are an acceptable alternative to punching him in the face and kidnapping his collaborator rear end.

Speedball
Apr 15, 2008

toasterwarrior posted:

Too bad my job got a bit more complicated, but it's a good thing that missile launchers are an acceptable alternative to punching him in the face and kidnapping his collaborator rear end.

You don't get the intel for just killing him, but hey, gently caress it if you can't hack it, right?

Vengarr
Jun 17, 2010

Smashed before noon
I learned today that you can get missions as a scan reward.

Jesus game, I've run 3 missions in less than three game-days, I don't need any more. That's not a reward, that's a punishment.

Ramadu
Aug 25, 2004

2015 NFL MVP


Why on earth can you only use those intel options on the ADVENT Network TOwer mission? It feels like that would be really neat to have available all the time.Like have it roll random bonuses or something.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Legendary Avenger Defense does not gently caress around. Spoilered for those who haven't played one yet.




I'm playing on ironman, but I may have resorted to screwing with my save to win this. I wanna say 4-5 pods activated in the first 2 turns. Luckily proximity mines are amazing. Also I had a clutch repeater execution on one Sectopod as it activated, and the other I was able to hack and kill several enemies with.

The area in front of the ramp became a barren no-man's land, so my conceal ranger had to sneak up to the objective to allow my snipers to take it out. Then it took him 4 turns to get back while the rest of the team had to hold off the Advent reinforcements.

Luckily the lack of cover seemed to confuse the AI somewhat and a few units hung out just out of firing range for several turns.



So many goddamn mecs.

Dexanth
Dec 4, 2003

The last thing an ice cream cone ever sees

Kennel posted:

Last mission:
I killed the first and third avatar, but can't find the second who teleported after getting shot. Will he reappear or is this glitching?

I had this happen to me in my Ironman Commander playthrough and was raaaather annoyed when I thought it glitched out. Fortunately I had a dominated Codex who are started Teleporting across the entire map, and found the Avatar had retreated like 2 rooms back.

Trying to do a fighting retreat while alien reinforcements constantly teleport in in order to wipe out the final guy was both terrifying and fun. Fortunately, I did the final mission with 3 fully trained psychics + the commander, which meant massive battlefield control.

Strong Sauce
Jul 2, 2003

You know I am not really your father.





What is the update for XCOM2 that's downloading?

Kenshin
Jan 10, 2007

Blisster posted:

Luckily the lack of cover seemed to confuse the AI somewhat and a few units hung out just out of firing range for several turns.
I've noticed this happening occasionally as well but hadn't really put together why. I think you're right, if there is a huge area with no cover, AI units who like cover aren't sure what to do.

Famethrowa
Oct 5, 2012

uh, so, if anyone ever tries to run through the tutorial again for whatever reason, don't evac after you blow up the uplink on the 2nd real mission. you will hear bradford say "good job, mission complete"

as it tells you that you failed and have to restart :sigh:

toasterwarrior
Nov 11, 2011

Speedball posted:

You don't get the intel for just killing him, but hey, gently caress it if you can't hack it, right?

Hey, it's his fault for sticking so close to the giant murder alien, that's common sense.

Internet Kraken
Apr 24, 2010

slightly amused
I NEVER GOT HIT BY ZOMBIES ON COMMANDER

LITERALLY NEVER

WHY DOES THIS KEEP loving HAPPENING ON LEGEND

:shepicide: loving SECTOIDS :shepicide:

SkySteak
Sep 9, 2010
Just a couple of quick questions:

1. How much of the Avatar Project does completing a Blacksite reduce?

2. How hard are Blacksite missions?

3. For Rangers, is Implacable or Blademaster better.

Vengarr
Jun 17, 2010

Smashed before noon

SkySteak posted:

Just a couple of quick questions:

1. How much of the Avatar Project does completing a Blacksite reduce?

2. How hard are Blacksite missions?

3. For Rangers, is Implacable or Blademaster better.

It depends on the number of pips below the facility. The difficulty varies, but since you have unlimited time it's not that difficult. Implacable is definitely better, but Bladestorm can be pretty fun.

I think taking out a facility temporarily stops the aliens from adding to the Avatar Project, too.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Internet Kraken posted:

I NEVER GOT HIT BY ZOMBIES ON COMMANDER

LITERALLY NEVER

WHY DOES THIS KEEP loving HAPPENING ON LEGEND

:shepicide: loving SECTOIDS :shepicide:

Guess we know why zombies are 5% of total casualties.

Pierson
Oct 31, 2004



College Slice

Vengarr posted:

It depends on the number of pips below the facility. The difficulty varies, but since you have unlimited time it's not that difficult. Implacable is definitely better, but Bladestorm can be pretty fun.

I think taking out a facility temporarily stops the aliens from adding to the Avatar Project, too.
Huh, interesting. So it really is better to ride the doom counter rather than keep it low?

Synthbuttrange
May 6, 2007

EXO suits are still superior to Warden armor in one way though. Heavy weapons.

Kai Tave
Jul 2, 2012
Fallen Rib
Hokay, so my last update was me talking about starting a new game on Veteran and how things seemed to be going better now that I understood the new mechanics and strategic layer better. And it is! Sort of.

I cleared my first four missions without so much as a scratch and I knew the other shoe was dropping...and it did. I've still managed to keep anyone from dying outright but I've had enough injuries to get a solid B-team brewing. I have Magnetic Weapons (but no Gauss) and just finished researching psionics and am currently clearing room to build a psi lab. I've even managed to get an Acid Grenade and Dragonbreath rounds from the Proving Ground. This all sounds good.

Except...well, except the aliens have decided to stop loving around now. The Avatar Project is like four bars from completion but I have a facility I can hit, plus I haven't even done the Blacksite yet. Nor have I skulljacked an officer which I'd love to do if they would A). stop showing up surrounded by goons I love to grenade and B). holy poo poo how many health bars do they have now? I've encountered all of one MEC so far but gently caress does my game love Mutons. They got introduced on a retaliation mission which I actually aced (got the achievement for less than 3 civvies killed) but it was a near thing as I blew through all three of my Specialist's heals and nearly lost a Ranger if the Faceless that trundled up to her hadn't missed its swing.

Sooooooo I'm critically low on intel after plopping down a couple of towers to expand towards that Avatar facility, just finished a Guerrilla Op to snag an Engineer but had to ignore one which cuts the Retaliation timer by 2 weeks and a minor Avatar breakthrough but okay, okay, I've got this. Then a supply raid pops up and all right, I can always use more supplies while I wait to build a psi lab and research plated armor.

A ridiculously high-health commander, a shieldbearer, two sectoids, three snakes, a goddamn muton, and who knows what the gently caress else, all with my best gunslinger in the medbay. I figured that was the game's way of telling me I was done for the evening. As much as I would like to cultivate a backup sharpshooter I don't know if that's the mission to be doing it on, I may need to bring a second grenadier instead.

edit; also I've been building a Phantom-spec'd Ranger to give it a try and the conclusion I'm coming to is I don't know how to properly utilize a Phantom Ranger. Every time I try to do any sort of advanced flanking or scouting with her I invariably wind up getting spotted and then she's stuck out in an awkward spot. I know everyone here is full of praise for them but I'm just not getting it yet.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

SkySteak posted:

3. For Rangers, is Implacable or Blademaster better.

On a Phantom ranger, you definitely want Implacable. Being able to get right up in someone's face (whether there's cover around or not) for the 100% Rapid Fire kill, and then moving to "real" cover afterwards is super handy. On a Blademaster ranger, Bladestorm is pretty useful in the early-mid game, though you'll want to re-spec them later on as the sword drops off in effectiveness.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

Pierson posted:

Huh, interesting. So it really is better to ride the doom counter rather than keep it low?

As long as you can reach the facilities in the 20 day timer, yeah, it is.

Kin33
Jul 3, 2007

Where is your god now?

Doctor Spaceman posted:

As long as you can reach the facilities in the 20 day timer, yeah, it is.

Its not always 20 days. It was 14 days when I lost my first run on commander/ironman.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

Kin33 posted:

Its not always 20 days. It was 14 days when I lost my first run on commander/ironman.

Is it related to the difficulty?

Kin33
Jul 3, 2007

Where is your god now?

Doctor Spaceman posted:

Is it related to the difficulty?

I don't know. I'm pretty sure it was like 22 days on a legendary run I saw so maybe its just random.

02-6611-0142-1
Sep 30, 2004

How many characters do I have to put in my character pool before there are no more computer generated guys left? I want to be in control of 100% of the names and stuff

WhiskeyWhiskers
Oct 14, 2013

Kin33 posted:

I don't know. I'm pretty sure it was like 22 days on a legendary run I saw so maybe its just random.

Legendary's timer is doubled because of the doubled timer for everything else. On commander it's around 10 or 11 days. It also has a bit of variance whenever it triggers..

Salt n Reba McEntire
Nov 14, 2000

Kuparp.

Internet Kraken posted:

I NEVER GOT HIT BY ZOMBIES ON COMMANDER

LITERALLY NEVER

WHY DOES THIS KEEP loving HAPPENING ON LEGEND

:shepicide: loving SECTOIDS :shepicide:

Silly question, but are you flashbanging sectoids after they raise a zombie? It's both cool and good to do this.

Also, I know people are saying mimetic bacon is cheesy and abusive on Commander and below, but given the Mount Everest of a hump in Legendary, I'm sorry, they're as necessary as every other drat thing in your toolbox - especially when you accidentally reveal a bit too much with butterfeet (Commander and below has a limit on how many guys can dogpile you at once. Leg-end doesn't) and you simply can't put out enough damage yet to reliably kill or control what you catch.

Sure does beat in some good habits about how to spot your first - and this is important: also second - ambushes though. It is a shame that it's a go-to 'backup plan for every occasion' but I can't honestly think of a way to solve this other than to introduce a random targeting element, which will then make it too clutch to bother with for safe play.

Finally, I'm going to vote proximity mines as a bigger I-Win than mimetic bacon. Having a pod explode (and optionally fall one or more stories) and eliminate any cover in a huge radius on their turn to then trigger a flurry of overwatch fire and kill zones, and THEN pass back control to you for more murder is fairly golden. It's a shame that they're over the hump because it's the best use of a grenade slot going. I can't think of a better way to break conceal. A mind control out of range of enemy vision comes second I 'spose.

Speedball
Apr 15, 2008

Vengarr posted:

I learned today that you can get missions as a scan reward.

Jesus game, I've run 3 missions in less than three game-days, I don't need any more. That's not a reward, that's a punishment.

The guerilla missions scan rewards are so you can block out two different dark events in one month.

Kin33
Jul 3, 2007

Where is your god now?

Moogle posted:

Finally, I'm going to vote proximity mines as a bigger I-Win than mimetic bacon. Having a pod explode (and optionally fall one or more stories) and eliminate any cover in a huge radius on their turn to then trigger a flurry of overwatch fire and kill zones, and THEN pass back control to you for more murder is fairly golden. It's a shame that they're over the hump because it's the best use of a grenade slot going. I can't think of a better way to break conceal. A mind control out of range of enemy vision comes second I 'spose.

While proximity mines are great for ambushes I never felt the need for more ambush power. Scout a pack with phantom ranger, put killzone on it, grenade or shredstorm it, use rest of team to clean up or have them on overwatch. Between stasis, insanity, haywire, and domination as back-up I never had a pack give me problems with that combo. My problems in the game always came from unexpected circumstances where I think normal grenades perform much better for pulling your rear end out of the poo poo.

Hi Jinx
Feb 12, 2016
I'm trying to move up from Commander to Legend and had my rear end handed to me twice so far in the first month. (Commander was a challenging and fun win.)

Any advice on research, build order, squad comp, equipment, etc?

I was trying the same thing that worked in commander for the first 10 missions or so: one of each class (sniper, gunner, combat hacker, and sword ranger) with two flashbangs and 3 frag grenades (two on the gunner). My second try was pretty encouraging but I got a crappy layout on a retaliation mission (no high ground for sniper and very sparse high cover), and a faceless & sectoid combo murdered everyone after my guys missed all their shots.

Good Lord Fisher!
Jul 14, 2006

Groovy!



Eat poo poo aliens. I'm pretty pleased, that campaign started to spiral into the shitter midway through (where 85% of those soldiers were lost) but I managed to get it back on track.

BlazetheInferno
Jun 6, 2015

Elliotw2 posted:

I'm pretty sure that's supposed to say Tygan and they changed his first name at the last second.

She also calls the Skulljack the Stasis Lance.

Just realized something. This doesn't fit - Bradford and especially the Commander definitely do *NOT* remember and trust Tygan from before the war. "Cato" remains a mystery... unless its some sort of name that was going to be attached to the Spokesman/Informant.

Morzhovyye
Mar 2, 2013

Jesus christ they weren't kidding about the final level. What a clusterfuck. What didn't help was the very last room where I had an average 20fps, that alone must've taken an hour. I could get a stable 60 easily on a normal mission, maybe down to 40 or so if there's fire and explosions everywhere.

I only lost one soldier on the final mission but that was due to a weird bug I suppose. I stabilized her but immediately after she stopped bleeding out she went unconscious and died. Oh well.

Away all Goats
Jul 5, 2005

Goose's rebellion

With every mission I become more and more convinced that Specialists are just as, if not more important than Grenadiers. The ability to hack objectives and especially hack robotic units make some encounters completely trivial.

There's so many ways to deal with biological units; flashbangs, acid/gas/fire, psi powers, just removing their cover or too much overwatch but robotic units? they are completely hard countered by specialists.

Reverence
Nov 1, 2009

Can't believe the judges only gave me a 7, the landing was perfect!

https://fat.gfycat.com/ObviousWaterloggedDrever.webm

Taking the long way around.

https://fat.gfycat.com/MajorHatefulAmericangoldfinch.webm

Adbot
ADBOT LOVES YOU

TeaJay
Oct 9, 2012


I never can decide who to bring. In my roster there's a sword ranger / phantom ranger, a well trained PSI guy, medic specialist / combat specialist, sniper and a gunslinger and two explosives grenadiers. Usually someone is always wounded, but I'm having a hell of a time deciding something like whether or not to take both specialists on a mission. They both can do wonders with Ever vigilant / Guardian but if there's no need for healing, it feels like the medic is not getting utilized 100%.. gah, I don't know.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply