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Owl Inspector
Sep 14, 2011

Forget the doom clock, they just nerfed almost every grenade

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monster on a stick
Apr 29, 2013

Digirat posted:

Forget the doom clock, they just nerfed almost every grenade

Did they also remove overwatch because it was OP?

Also LOL to everyone who said "leaders, whatev, I have grenades :smug:"

Edit: also Volatile Mix got nerfed, say goodbye to big grenade AoEs

monster on a stick fucked around with this message at 01:31 on May 13, 2016

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


At least this will lead more people to find out about the wonderful world of putting Aim bonuses on your Grenadier and letting that Minigun sing.

Henry Scorpio
Mar 20, 2006

Maybe it just collapsed on its own?

frozenpeas posted:

X-Com 1. Great expansion that makes the entire game better.

X-Com 2. poo poo, tiny amounts of DLC content, delivered piecemeal that arguably makes the game worse.

Actually the first game had the exact same setup DLC-wise: 2 small DLCs followed by an expansion. From the looks of it, this release will have one more small DLC before the expansion pack.

Owl Inspector
Sep 14, 2011

That might not happen because of civ 6, which is probably releasing way too early after XCOM 2 not to affect its quality

Mzbundifund
Nov 5, 2011

I'm afraid so.

Digirat posted:

That might not happen because of civ 6, which is probably releasing way too early after XCOM 2 not to affect its quality

Hey man they just fixed the hazmat suit bug, they're very dedicated to good post-release support

Jetamo
Nov 8, 2012

alright.

alright, mate.

frozenpeas posted:

X-Com 1. Great expansion that makes the entire game better.

X-Com 2. poo poo, tiny amounts of DLC content, delivered piecemeal that arguably makes the game worse.

Correction: X-Com 1: lovely small DLC adding three new missions, some customizations, and a unique voiced soldier.

Why do people forget it took a year after Slingshot to have any good addon content for X-Com 1?

e; f, b

Spermanent Record
Mar 28, 2007
I interviewed a NK escapee who came to my school and made a thread. Then life got in the way and the translation had to be postponed. I did finish it in the end, but nobody is going to pay 10 bux to update my.avatar
The difference is that you think they're going to release an Enemy Within expansion at all, instead of just milking people with this season pass crap.

I mean, I hope they do.

Jetamo
Nov 8, 2012

alright.

alright, mate.

frozenpeas posted:

The difference is that you think they're going to release an Enemy Within expansion at all, instead of just milking people with this season pass crap.

I mean, I hope they do.

They're either doing an expansion or already working on XCOM 3. Either of which I'd be AOK with.

I'm dumb in that I like season passes as it gives me a reason to go back to a game a month or two down the lane. :downs:

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Digirat posted:

That might not happen because of civ 6, which is probably releasing way too early after XCOM 2 not to affect its quality

I'm pretty sure the people making civ and the people making xcom are two completely different groups within firaxis dude.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
What happened to grenades?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Soonmot posted:

What happened to grenades?

Grenade damage rebalance
- Plasma Grenade Dmg: 5-6 -> 4-5
- Acid Bomb Dmg: 5-6 -> 4-5
- Fire Bomb Dmg: 6-7 -> 5-6
- Gas Bomb Dmg: 5-6 -> 4-5
- Proximity Mine Dmg: 8 -> 6
- Gas Grenade Radius: 5 -> 4
- Gas Bomb Radius: 6 -> 5
- Proximity Mine Radius: 5-> 4
- Volatile Mix Ability no longer grants grenade radius bonus

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki

Soonmot posted:

What happened to grenades?

Jake hates fun.

Bring on the all psi op squads.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Yeah, considering how limited grenades are its loving bizarre they didn't touch any psi-powers at all.

Like, I run out of grenades in a mission. I never run out of ways to have my psi-ops kill everything. At least more people will learn how great Gunner Grenadiers are I guess (because they're super good).

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Are there patch notes anywhere?

Owl Inspector
Sep 14, 2011

Linked on the previous page

many johnnys
May 17, 2015

FoolyCharged posted:

Or you were avoiding putting a guy in sickbay because you can run him through poison, acid, whatever and then evac him before he takes damage

You can still do that, just place the evac point before you move the soldier

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Dr Christmas posted:

Are there patch notes anywhere?

quote:

Gameplay
Fixed an issue where the doom countdown timer was refilling after the Avatar bar filled up
Repeater no longer triggers after Stock damage or damage done over time
Mimic Beacons can no longer be reanimated
Mimic Beacons can no longer be targeted by Aid Protocol
Zombie Soldiers count towards “Soldiers Dead” counter
Evac zones can no longer be placed on a soldier
Fixed an issue where XCOM units were hitching after pod reveals
Fixed an issue where armor was not resetting properly after restarting the Avenger Defense mission
Fixed a crash that would occur after opening an ADVENT garage door
Soldiers equipped with the Hazmat Vest will no longer be affected by Acid Burn when pathing over Acid
Fixed an issue where loot was not being given to the player after killing an enemy next to a soldier with a hacked turret
Fixed multiple issues that would occur when a Gatekeeper is killed while affected by Chryssalid poison
Specialists can no longer receive the Phantom ability through the Advanced Warfare Center
Fixed an issue where certain AOE attacks could be used when selected while the unit was in movement
Grenade damage rebalance
- Plasma Grenade Dmg: 5-6 -> 4-5
- Acid Bomb Dmg: 5-6 -> 4-5
- Fire Bomb Dmg: 6-7 -> 5-6
- Gas Bomb Dmg: 5-6 -> 4-5
- Proximity Mine Dmg: 8 -> 6
- Gas Grenade Radius: 5 -> 4
- Gas Bomb Radius: 6 -> 5
- Proximity Mine Radius: 5-> 4
- Volatile Mix Ability no longer grants grenade radius bonus
Multiplayer
MP balance changes (more details below)
ADVENT and Alien units with weapons have been given range bonuses/penalties
Fixed an issue where squads would be deleted when saving and editing Loadouts
Fixed an issue where new squads were not being created upon selecting “Save As New Loadout” in the Edit Loadouts Menu
Fixed an issue where weapon customizations were not saved when created in the Squad Loadout
Fixed an issue where the Stun Lancer’s charge attack was causing players to desync
Gameplay/Visualization
Fixed an issue where Skulljacked units floated too high in the air
Fixed an issue where weapons inappropriately remained in the hands of soldiers
Fixed an issue where grenades were causing environmental damage on their way to the target
Fixed an issue where XCOM soldiers and Psi-Zombies were able to share the same tile
Fixed multiple animation issues caused when carrying an unconscious unit
Fixed an issue where a soldier remained bound by a Viper’s Bind and Crush ability after killing it
Fixed an issue where explosions would occur early
Performance
Removed a hitch that would occur when building visibility is disabled/enabled
Fixed an issue causing lighting to appear dark when launching the title on specific AMD setups
Systems
Fixed an issue where the default setting for the Anarchy’s Children slider in the options menu was inconsistent between platforms
Fixed an issue where enemy weapons would continuously ragdoll after a unit was killed
Fixed an issue where the Loadout screen music plays after loading a Strategy save mid-mission
Fixed a crash that would occur when accessing the ADVENT Broadcast Network mission while mods were active on the Geoscape
UI
Implemented a ‘Select All Mods’ button
Extended the character length for bios
Adjusted some prewritten soldier bios
Fixed an issue where users could access locked customization options
Fixed an issue where the wrong options were sometimes appearing in the Gameplay tab in the Options menu
Fixed an issue where tooltips would not show when viewing the Options menu
Modding/SDK
Game state classes can now be overridden
The ‘static’ scope keyword now works with override classes, allowing static functions to be overridden
The X2DownloadableContentInfo class has been extended to provide many new hooks for events such as mission start/end
The X2DownloadableContent class can now route ‘exec’ functions (console commands) allowing mods to implement their own cheats
Multiplayer Balance Changes:

ADVENT:

Trooper:

HP: 3->4
Aim: 65->70
Flank Crit Chance: 33->40
Officer:

HP: 12->7
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (6-7)->(3-4)
GrndDmg: (3-4)->(2-3)
Stun Lancer:

HP: 6->7
Aim: 65->70
Mobility: 12->14
Flank Crit Chance: 33->40
Shieldbearer:

HP: 6->8
Aim: 70->75
Flank Crit Chance: 33->40
MEC:

HP: 7->9
Aim: 75->78
Flank Crit Chance: 33->40
Defense: 0->10
Aliens:

Sectoid:

HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
Psi Offense: 90->100
WpnDmg: (3-4)->(3-5)
Armor Shred: +1
Cost: 800 -> 1000
Faceless:

HP: 10->14
Aim: 75->80
Regen: 2->4
Mobility 14->15
MeleeDmg: (3-4)->(3-6)
Cost: 1000->800
Viper:

HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (3-5)->(4-5)
Armor Shred: +1
Cost: 1500->1200
Muton:

HP: 8->10
Armor: 1->2
Flank Crit Chance: 33->40
Codex:

Teleport now has 1 turn cooldown
Clone now only triggers off of enemy attacks
Armor Shred: +1
Berserker:

HP: 18->20
Aim: 75->80
Can now travel 2 moves before using Devastating Blow
Archon:

Aim: 75->78
Flank Crit Chance: 33->40
Cost: 1750->2000
Blazing Pinions now has 3 turn cooldown
Armor Shred: +1
Chryssalid:

Aim: 75->80
Burrow now has a 2 turn cooldown, cooldown starts on unborrow.
Cost: 1250->1200
Andromedon:

Flank Crit Chance: 33->40
Sectopod:

Cost: 6000->8000
Gatekeeper:

Cost: 5000->6000
Armor Shred: +1
Spawned Units:

Psi Zombie:

HP: 6->8
Aim: 65->75
Can now travel 2 moves before using melee attack
Andromedon Robot:

Can now travel 2 moves before using Fist Strike
XCOM:

Phantom Ranger:

Removed Conceal ability, still starts out match concealed
Cost: 3000 -> 3200
Blademaster Ranger:

Conventional Sword->Arc Blade
Cost: 2500->2800
Sniper Sharpshooter:

Gunslinger Sharpshooter:

Cost: 2500->3000
Heavy Gunner Grenadier:

Cost: 2500->3200
Demo Expert Grenadier:

Cost: 2500->3200
Battlefield Medic Specialist:

Cost: 3000 -> 2800
Combat Hacker Specialist:

Aid Protocol defense now same as Battlefield Medic
Cost: 3000 -> 3200
Psi Operative:

Mind Control cooldown increased from 3 to 5
Items:

Mindshield:

Cost: 250 -> 200
Battle Scanner:

Cost: 600 -> 400
Tracer Rounds:

Cost: 300 -> 100
Hellweave:

Cost: 400 -> 200
Stasis Vest:

Cost: 600 -> 400
Hazmat Vest:

Cost: 300 -> 100
Smoke Grenade:

Removed

For the lazy.

monster on a stick
Apr 29, 2013

Zore posted:

Yeah, considering how limited grenades are its loving bizarre they didn't touch any psi-powers at all.

Got to save something for the next patch. "Nerfed Psi Ops so they can only cast every three turns."

Annointed
Mar 2, 2013

Nerf grenades and buff every enemy,
well gently caress.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The buffs are multiplayer, not campaign.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Rulers are rough, but not insurmountable.

I think it helps they don't get actions on the enemy phase, so unless you're ending your turn with a ton of non-actions they never get more than 1 action point to play with at a time. Also their ability doesn't proc on abilities like Lightning Hands that are free to activate. And they just don't do much raw damage.

One showed up in my campaign and actually forced me out of time for the first time... ever. I actually had a soldier get captured which I haven't in 3 other runs of the game.

I like them.

dyzzy
Dec 22, 2009

argh
Got to do 1 mission (council escort) after getting the dlc weapons. They're kinda neat, bolt caster is a really good weapon vs. the normal rifle just as long as your soldier can fit in the reloads. I put it on my specialist. The axes let rangers be even more insane murder spree machines, so sure (the one-time throw seems to have a very hefty accuracy bonus and is free to use). Grenade and pistol seem straightforward enough but I didn't get to use either. I do think gunslinger sharpshooters don't have much reason to actually take the lead with pistols until much higher ranks so it might be the tool they need to be better earlier on.

Coolguye
Jul 6, 2011

Required by his programming!

Strobe posted:

The buffs are multiplayer, not campaign.

yeah i got really confused about that for a long moment because I was wondering "wait, which difficulty are they even buffing?" and then i read the entire thing again and saw it was for MP

suddenly things made a lot more sense

Unusual
Nov 12, 2013
I haven't played this game since release, have they fixed how janky it was, and is there a way to speed up animations at all ye?, I got real tired of a lot of the waiting involved every mission. By janky I just meed the animation screw ups that happened all the time, the odd performance issues and the being shot through walls fairly often thing (I assume this happened to more people than me).

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

dyzzy posted:

Got to do 1 mission (council escort) after getting the dlc weapons. They're kinda neat, bolt caster is a really good weapon vs. the normal rifle just as long as your soldier can fit in the reloads. I put it on my specialist. The axes let rangers be even more insane murder spree machines, so sure (the one-time throw seems to have a very hefty accuracy bonus and is free to use). Grenade and pistol seem straightforward enough but I didn't get to use either. I do think gunslinger sharpshooters don't have much reason to actually take the lead with pistols until much higher ranks so it might be the tool they need to be better earlier on.

I found out you can upgrade the weapons to higher tier varieties as well once I researched Mag Weapons. Its a pretty hefty upfront (45 supply for just the pistol vs. 60 for all Mag Pistols and 60 v. 75 for the Rifle).

Not sure the Rifle is going to be worth always upgrading, but an always hit top tier pistol shot 1/mission would be worth upgrading the pistol for alone. Especially since it also tacks on concealment.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
I can actually choose where Rangers will end up when they slash now :woop:

Bholder
Feb 26, 2013

Is it me or they fixed Sectoids? They shoot you if you get flanked instead of uselessly using psi.

Speedball
Apr 15, 2008

Bholder posted:

Is it me or they fixed Sectoids? They shoot you if you get flanked instead of uselessly using psi.

Yeah, they definitely changed Sectoid AI to shoot you more often.

Synthbuttrange
May 6, 2007

Dr Christmas posted:

I can actually choose where Rangers will end up when they slash now :woop:

Uh you could always do that.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

Unusual posted:

I haven't played this game since release, have they fixed how janky it was, and is there a way to speed up animations at all ye?, I got real tired of a lot of the waiting involved every mission. By janky I just meed the animation screw ups that happened all the time, the odd performance issues and the being shot through walls fairly often thing (I assume this happened to more people than me).

They put in zip mode which speeds up a lot of the animations but you still have to hit capslock when the skyranger is loading up the avenger while returning from missions.

Exposure
Apr 4, 2014

SynthOrange posted:

Uh you could always do that.

He means when you press the Slash button instead of right-clicking, it now shows you tiles the Ranger could slash from instead of just limiting you to the spot it randomly picks.

Hopefully it does the same for skulljacks, that's the one thing that kept me from using those things as much as I would've liked.

Synthbuttrange
May 6, 2007

But you could also do the same for skulljacks via rightclick.

Exposure
Apr 4, 2014
Oh, really?

...man I've been using the Beatdown mod a lot longer than I thought if I completely missed out on that.

SpookyLizard
Feb 17, 2009

SynthOrange posted:

firaxis broke my mods *sob*

I've resigned to halt any modding until AFTER all the DLC hits. One of my mods got broken by an update and I have no idea why so I'm waiting until it's all there.

Taffer
Oct 15, 2010


Unusual posted:

I haven't played this game since release, have they fixed how janky it was, and is there a way to speed up animations at all ye?, I got real tired of a lot of the waiting involved every mission. By janky I just meed the animation screw ups that happened all the time, the odd performance issues and the being shot through walls fairly often thing (I assume this happened to more people than me).

Yes, to all of your points.

Synthbuttrange
May 6, 2007

Just push the 'play animations faster' button you big baby

Dongicus
Jun 12, 2015

Sombrerotron posted:

SOLOMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOON

The repeater is the absolute gayest thing in this game and the only way to improve on this change is to straight up remove it

Runa
Feb 13, 2011

I pop in and check out the last few pages to see what's new what with the patches and that new DLC and all of a sudden I find oohhboy getting into an internet slapfight.

Some things never change.

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Dongicus
Jun 12, 2015

Digirat posted:

Forget the doom clock, they just nerfed almost every grenade

Good.

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