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Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
If you approach within 50 meters of Jade Star, or click on things he makes/posts, you run the risk of JAIDS infection. The entropy afflicting the universe has nothing on it.

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Godnnelg
Jun 25, 2013

Phuzzy posted:

I made a terrible mistake and went and skull jacked my first guy during the middle of the first Blacksite mission.



Woops. :negative:

That's not necessarily a bad idea - to do it during a Blacksite mission. You're not under any timer there!

Kwyndig
Sep 23, 2006

Heeeeeey


As long as you do it before you go inside the facility proper, yeah.

monster on a stick
Apr 29, 2013
Guess no spoilers apply.

monster on a stick fucked around with this message at 02:05 on Jul 30, 2016

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Have we even actually talked about Skulljacking and its effects in the LP yet and I wasn't paying attention?

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.
Skulljacking has been mentioned and researched, but Jade has yet to build it so we haven't seen the effects of it in the LP yet.

Krumbsthumbs fucked around with this message at 02:17 on Jul 30, 2016

Kaboom Dragoon
May 7, 2010

The greatest of feasts

Skulljacking is Good and Cool and you should do it at every opportunity

CJacobs
Apr 17, 2011

Reach for the moon!
Please don't skulljack in public, it's gross. Skulljacking in the comfort of your own home is fine.

AlanFrost
Nov 16, 2012

Jade Star posted:

This did not work for me and was the reason I originally installed the retroactive AWC mod.

To clarify, that method does rely on the Retroactive AWC mod. I was trying to say that if you have Retroactive AWC mod, there is a way to get the AWC skill without leveling up (if the soldier is at or above their needed rank). Therefore, a soldier reaching max rank does not "lose their skill forever" if you have Retroactive AWC mod and build the AWC after the soldier reaches max rank. I... can't imagine why you would have a max rank soldier, but no AWC though.

Veloxyll
May 3, 2011

Fuck you say?!

AlanFrost posted:

To clarify, that method does rely on the Retroactive AWC mod. I was trying to say that if you have Retroactive AWC mod, there is a way to get the AWC skill without leveling up (if the soldier is at or above their needed rank). Therefore, a soldier reaching max rank does not "lose their skill forever" if you have Retroactive AWC mod and build the AWC after the soldier reaches max rank. I... can't imagine why you would have a max rank soldier, but no AWC though.

My first playthrough I had a Colonel before I got the AWC. I had other things to spend my supplies on.

Jade Star
Jul 15, 2002

It burns when I LP
Yeah, not knowing what the AWC does your first campaign is a big reason not to build it when you've got a budget crunch. Heal rate, retraining skill selections, and hidden skill are three pretty minor perks when you're looking at building guns or armor or a psilab with the supplies you have.

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!

This made it a pretty high priority on my first playthrough, since all my soldiers kept getting wounded for 2+ weeks. Getting them back up fast made the AWC a priority.

Kaboom Dragoon
May 7, 2010

The greatest of feasts

I didn't find out what the AWC did until well after my first playthrough, probably deep into my second. The heal rate bonus didn't really make it appealing until my good soldiers started receiving serious injuries and I was running into problems that couldn't be solved by throwing rookies at it.

Mightypeon
Oct 10, 2013

Putin apologist- assume all uncited claims are from Russia Today or directly from FSB.

key phrases: Poor plucky little Russia, Spheres of influence, The West is Worse, they was asking for it.
Heal rate actually isnt that important early on imho.
It becomes important once your "core" of soldier is meaningfully different from a level 1 soldier.
GTS "train rookie to a special class" ability should suffice in preventing you from having recruits on missions past the early game.

Once you get well promoted soldiers, healing rate becomes more important because you can much less easily replace them otherwise, but this is imho in the midgame.

Psionics is great because much of it is a really reliable way of getting poo poo done.

ikanreed
Sep 25, 2009

I honestly I have no idea who cannibal[SIC] is and I do not know why I should know.

syq dude, just syq!

Mightypeon posted:

Heal rate actually isnt that important early on imho.
It becomes important once your "core" of soldier is meaningfully different from a level 1 soldier.

A core corps?

Mightypeon
Oct 10, 2013

Putin apologist- assume all uncited claims are from Russia Today or directly from FSB.

key phrases: Poor plucky little Russia, Spheres of influence, The West is Worse, they was asking for it.

ikanreed posted:

A core corps?

"Core"= Basically they guys I send on most missions if they arent injured or there is a really good reason to send someone else (like, not having certain classes in certain story missions).

For example, I may want a specialist as a part of my "core" team in guerillia missions, but opt to go without one in a terror mission, depending on enemies.

I also want a "can go to stealth again" and a sniper in missions featuring certain enemies, and may do without that combination in others.

zyxophoj
May 24, 2014

Mightypeon posted:

Heal rate actually isnt that important early on imho.
It becomes important once your "core" of soldier is meaningfully different from a level 1 soldier.

I'd say a squaddie grenadier or ranger is meaningfully different from a rookie - although once the gorilla tactics school is built, we shouldn't be running out of those.

...or are you counting rookies as level 0?

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Mightypeon posted:

"Core"= Basically they guys I send on most missions if they arent injured or there is a really good reason to send someone else (like, not having certain classes in certain story missions).

For example, I may want a specialist as a part of my "core" team in guerillia missions, but opt to go without one in a terror mission, depending on enemies.

I also want a "can go to stealth again" and a sniper in missions featuring certain enemies, and may do without that combination in others.

It was a pun.

chiasaur11
Oct 22, 2012



zyxophoj posted:

I'd say a squaddie grenadier or ranger is meaningfully different from a rookie - although once the gorilla tactics school is built, we shouldn't be running out of those.


Gorilla tactics school upgrade 1: Silverback.

CJacobs
Apr 17, 2011

Reach for the moon!

ikanreed posted:

A core corps?

No no, this is XCOM, he meant a core's corpse.

Kaboom Dragoon
May 7, 2010

The greatest of feasts

That's hardcore.

grimlock_master
Nov 1, 2013

Fuck you, suzie
The core corps corpse was found in a copse by cops

Canuck-Errant
Oct 28, 2003

MOOD: BURNING - MUSIC: DISCO INFERNO BY THE TRAMMPS
Grimey Drawer

grimlock_master posted:

The core corps corpse was found in a copse by cops

Cor!

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)
Squaddie Man Whore reminds me of Chatterbox from The Warriors PS2 game more than anything and I can just imagine him stuttering impotently when he missed those 3 easy shots on his first mission.

Karate Bastard
Jul 31, 2007

Soiled Meat
Hey Jade! Nice LP, as always!

Would you consider linking the table of contents post at the top of the op? I'm scrolling like a motherfucker here and could use some help :)

e: 'preciated :tipshat:

Karate Bastard fucked around with this message at 00:09 on Jul 31, 2016

Jade Star
Jul 15, 2002

It burns when I LP
No problem. New link at the top of the OP for quick table of contents.

CJacobs
Apr 17, 2011

Reach for the moon!
Now that's service!

The Lone Badger
Sep 24, 2007

chiasaur11 posted:

Gorilla tactics school upgrade 1: Silverback.

If the aliens can genetically engineer pectoids and snekwomen then there's no reason we shouldn't genetically engineer killer apes.
They should get the MEK's punch ability.

Elth
Jul 28, 2011

Rick_Hunter posted:

Squaddie Man Whore reminds me of Chatterbox from The Warriors PS2 game more than anything and I can just imagine him stuttering impotently when he missed those 3 easy shots on his first mission.

Man Whore's bio had a reference to The Warriors in it so I'm guessing that's intentional.

Jade Star
Jul 15, 2002

It burns when I LP


Operation Hard Gay's Secrets


Today we suit up and scan the Labrador Tower... Only to be distracted from it moments before I was able to collect a supply drop and make some last minute upgrades before setting off on a long an dangerous mission. In my hubris I underestimate the mission I do go on and wind up with a lot of wounded soldiers. However I think it was still a decent opportunity to show how possible it is to come back from bad situations. There are occasionally times where bad things happen and you're out of luck and may want to reload or suffer a few nasty casualties, but there are many more times were a bad play can be recoverable if you keep your head on and take stock of your skills, supplies, and the situation. Also paying due attention, I missed an overwatch from an ADVENT officer because his turned ended and then immediately the game went to action cam mode for the charging Mech. I didn't pay attention to that and almost got someone killed for it.

Let's talk about the new things in this video;

Mech's are back! Only this time they aren't on our side. ADVENT has produced mechs very similar to what was in the first game, only they are wholly robotic with no organic pilot. They have a sizeable chuck of HP and usually the first things to be seen with armor points, making them take some significant effort to bring down quickly. Despite their toughness they are not incredibly dangerous. Their main gun is only a little stronger than the standard ADVENT troopers gun. What can be dangerous about them is that the do not use cover and can happily charge right at your lines to get around your cover and shoot you in the flank. Additionally they carry a micro-missile pack on their backs which functions like a grenade launcher, dealing small area of effect damage to a radius and destroying cover. On it's own not too dangerous, but can easily lead to a soldier taking a little damage, losing their cover, and being exposed to a out of cover critical hit shot from another enemy. Guava claims their missile use is super rare while I maintain that firing missiles is usually their number one action of choice, so your results may vary.

Skill choices happen in this video too;

Sharpshooter, Dead Eye vs. Lightning Hands

Dead Eye - Take a shot with -25% chance to hit for +50% damage.
Lightning Hands - Take a pistol shot with out costing an action.

When it comes to snipers, or really any one shooting in general, I am never in favor of anything that lowers the accuracy of my shots. This really makes me disinclined to take Dead Eye just on that alone. However it can be said that once a sniper is higher ranked, with a good scope, tracer rounds, or what have you to boost aim that sacrificing 25% aim for +50% damage isn't that bad. Though the window of opportunity to use Dead Eye seems very small to me. I would need to find a situation where the extra 50% damage is make or break situation on the target being shot and where the -25% aim doesn't throw the shot into jeopardy of missing.
Lightning Hands on the other hand is a great ace in the hole for either dealing a little extra damage (which is what dead eye does) or finishing off a near death target while keeping your actions to use the sniper rifle shot on a target with more than few health left. Being able to plink off a 2hp ADVENT and then focus the sniper rifle where it is needed most is a great utility. Overall Lightning Hands lends itself to more situations than Dead Eye in my opinion. Gaining an extra action with out spending an action point is pretty powerful in a lot of situations.

Winner, Lighting Hands.

Ranger, Shadow Strike vs Shadow Step

Shadow Strike - +25 Aim and +25% Crit chance when attacking out of concealment.
Shadow Step - Soldier does not trigger overwatch or reaction fire.

Like the previous choice for Ranger skills this skill choice offers two wildly different skills. Shadow Strike may be nice for coming out of an ambush, but that is going to apply once a mission, two tops with a later skill, and the impact of the bonuses from Shadow Strike may not be wholly necessary either. Typically if you're ambushing something you have them flanked or unware and not in cover, your chances to hit and crit are already very high. Still I can see the value in it if there wasn't the cost of not picking Shadow Step attached to having Shadow Strike. Shadow Step is a slightly weaker version of Lightning Reflexes from the first game. The big difference is that they do not trigger Overwatch at all, this has an up and a down. On the upside there is no limit to the number of overwatch shots your Ranger can avoid in a turn (Lightning Reflexes only worked once a turn). The down side is that your Ranger can not move and draw the overwatch shot and make the enemy waste its shot. The downside probably outweighs the upside in this case. However it's still pretty clear how useful it is to have a solider that can risk free deal with an enemy on overwatch. Often times overwatch will prevent you from moving or otherwise seriously limit your actions. Being able to get rid of the enemies control of your actions by pinning you via overwatch is a huge life saver in combat.
I would sum it up in this way; Shadow Strike will be of minor use once or twice a mission. Shadow Step will be of great use every time the enemy goes on overwatch.

Winner, Shadow Step

Grenadier - Demolition vs Suppression

Demolition - Fire at the enemy's cover to destroy it. Deals no damage to the target.
Suppression - Pin the enemy down with fire, reducing their aim by 50 and granting a free reaction shot if they move.

These two skills are oddly similair in that they address the same problem in different ways. Typically Suppression is used when you can't kill something on your turn and you want to limit its ability to do harm to you on it's next turn. Demolition would be used to blow away the cover of something whom you may not otherwise be able to kill that turn. Both of these skills approach the situation of having an enemy in high cover than I can not deal with in one turn. Suppression buys me time for next turn, while Demolition may open up the target to being exposed and quickly murdered while out of cover. It's worth noting that Demolition may have a chance to fail, as it brings up shot percentages to hit on screen when selected. I have not seen it fail while Guava wrote the skill off as broken and non-functional when he first experimented with the skill.
This is a choice I can not call for you, I'd honestly suggest taking each skill on a different soldier and trying them out for yourself and seeing which of the two options fits your play style. I feel I may give a slight edge to Demolition because blowing away cover is almost always a useful thing to do, while Suppression may be needed less often as a sort of panic button when you are unable to prevent enemy retaliation next turn.

Winner... It's a draw.

Jade Star fucked around with this message at 08:08 on Aug 22, 2016

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

We were at the ADVENT site
Everybody had crazy outfits
Somebody went under a dock
And there they saw a rocket
But it wasn't a rocket
It was a Rocket Lobster!

fozzie dunlop
Feb 28, 2008

by exmarx
XCOM making contact with local resistance cell in Springfield

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

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
:xcom:

Not lethal this time, but drat close on a few accounts.

Also, confirming that the shot percentage is busted - in addition to skills and overwatches, Alessandra missed that reflexive sniper shot you made, Jade.


For Alessandra's nickname, if a new one is needed her nickname in Enemy Unknown - drawn from the assault pool - was "Socks."

AriadneThread
Feb 17, 2011

The Devil sounds like smoke and honey. We cannot move. It is too beautiful.


angry 'red' lobster

chris 'silent killer' gasmask

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Oof, that got ugly fast. As a rule on specialists I always got Haywire Protocol so that mission would have gone way south way fast for me at that point.

Doobie Keebler
May 9, 2005

Jade Star posted:

Grenadier - Demolition vs Suppression

Demolition - Fire at the enemy's cover to destroy it. Deals no damage to the target.
Suppression - Pin the enemy down with fire, reducing their aim by 50 and granting a free reaction shot if they move.

These two skills are oddly similair in that they address the same problem in different ways. Typically Suppression is used when you can't kill something on your turn and you want to limit its ability to do harm to you on it's next turn. Demolition would be used to blow away the cover of something whom you may not otherwise be able to kill that turn. Both of these skills approach the situation of having an enemy in high cover than I can not deal with in one turn. Suppression buys me time for next turn, while Demolition may open up the target to being exposed and quickly murdered while out of cover. It's worth noting that Demolition may have a chance to fail, as it brings up shot percentages to hit on screen when selected. I have not seen it fail while Guava wrote the skill off as broken and non-functional when he first experimented with the skill.
This is a choice I can not call for you, I'd honestly suggest taking each skill on a different soldier and trying them out for yourself and seeing which of the two options fits your play style. I feel I may give a slight edge to Demolition because blowing away cover is almost always a useful thing to do, while Suppression may be needed less often as a sort of panic button when you are unable to prevent enemy retaliation next turn.

Winner... It's a draw.

I've definitely had Demolition miss or fail in the past. I haven't used it in a while because of that so maybe it was changed with a recent patch. If not, I'm sure there's a mod for it. Demolition would win out for me if it wasn't for that. Early-game grenadiers are about knocking down cover, so Demo is one more tool in their box. Suppression is nice but it's still giving the enemy a chance to shoot which is always a bad idea.

AradoBalanga
Jan 3, 2013

Angry Lobster: "Hacker" (remember, he's got that hacking protocol boost that's worthless to him)
Alessandra: "Snapshot"
Gasmask: "Biohazard"

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
Seconding "Red" for Angry Lobster

monster on a stick
Apr 29, 2013

AriadneThread posted:

angry 'red' lobster

Thirding

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AnoHito
May 8, 2014

Alessandra "Pistol" Margottini

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