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Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Flashbangs prevent psychic bullshit, and camping out in half cover against a flashbanged enemy is just as good as full cover against an uncontrolled one. (Full cover plus flashbang is even better). And it cuts their movement so you don't need to be worried about getting flanked.

But you're still hanging out getting shot at, so if the choice is between flashing something or having good odds on killing it, going for the kill might be the better idea.

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cerious
Aug 18, 2010

:dukedog:

veni veni veni posted:

Are flashbangs as useless as they seem or am I just having terrible luck? As far as I can tell they just make stunned enemies land implausible critical hits on me while I'm in full cover.

Flashbangs in this game are basically meant to disrupt psi abilities or to limit movement of melee units. Later on they let you stop codexes from cloning.

The issue with the crits is that flashbangs only reduce aim by 20. In xcom2 the aim roll and crit roll are the same, so when your aim% is lower than crit%, if you somehow manage to roll a hit then it's guaranteed to be a crit. It's pretty dumb and awful but :xcom:

BlazetheInferno
Jun 6, 2015
If you're not using the EU Aim Rolls mod (you should be), then there's actually a mechanical reason why it feels like Disoriented enemies get more crits; they do.

Because of the dumbass way the base game handles the rolls, it's all done with a single roll.

Example:
A shot with a 70% chance to hit, with a 5% chance to crit.

The game rolls its ONE number to see the result.

There is a 30% chance to miss, a 65% chance to land a normal hit, and a 5% chance to crit.

Following this to its logical conclusion, let's say the enemy has as low as a 5% chance to hit, with that same 5% chance to crit.

With the base game's system, the enemy now has a 95% chance to miss, a 0% chance to land a normal hit, and a 5% chance to crit.

See the problem?

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki
Is smoke worth carrying? IIRC it was completely broken at release but they probably fixed that.

On the other hand, even if it does work now, between not contributing much to alpha striking and the lack of a dank smoke perk.

Internet Kraken
Apr 24, 2010

slightly amused

anatoliy pltkrvkay posted:

Is smoke worth carrying? IIRC it was completely broken at release but they probably fixed that.

On the other hand, even if it does work now, between not contributing much to alpha striking and the lack of a dank smoke perk.

Absolutely. The stupid radius is still bugged but its still worth using. Its the best way to increase your defense against getting shot at and despite what people claim, if you're playing on legend you can't just alpha strike everything due to increased health and pod sizes. Its also a good way to reduce the danger of activating an enemy pod by mistake. If you're using Sparks, smoke grenades are the best way to defend them.

Not Al-Qaeda
Mar 20, 2012
ughh this game is so good. and after playing long war 1 and 2, it's nice to be swimming in hundreds of supplies and poo poo

Not Al-Qaeda
Mar 20, 2012
in the lost vip rescue mission, theres an optional guy you can save. what does saving him give you

lordsummerisle
Aug 4, 2013
Have they reduced the spawn rate of weapon upgrades? I was playing vanilla last week and was swimming in upgrades. Here, I barely have any.

Pakled
Aug 6, 2011

WE ARE SMART

Not Al-Qaeda posted:

in the lost vip rescue mission, theres an optional guy you can save. what does saving him give you

I had two optional people to rescue in one of mine and they were both corporal-level specialists. I could even use them like regular soldiers for the rest of the mission after I rescued them. They were included as part of the "rewards" offered for the mission on the geoscape.

BlazetheInferno
Jun 6, 2015
When I had that VIP Rescue mission, I had a corporal level Grenadier as their escort. I had to use Revival Protocol to get him up, but once I did, you guessed it, I could use him as normal.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Not Al-Qaeda posted:

ughh this game is so good. and after playing long war 1 and 2, it's nice to be swimming in hundreds of supplies and poo poo

This is the Holy Grail of Long War done right by professional developers.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

BlazetheInferno posted:

When I had that VIP Rescue mission, I had a corporal level Grenadier as their escort. I had to use Revival Protocol to get him up, but once I did, you guessed it, I could use him as normal.

Revival Protocol wins 'most improved' skill of the game, going from largely forgettable to possibly the single most valuable pick on the entire specialist tree

MadJackMcJack
Jun 10, 2009

UberJew posted:

Revival Protocol wins 'most improved' skill of the game, going from largely forgettable to possibly the single most valuable pick on the entire specialist tree

I dunno, Death from Above going from a stat bonus to not ending your turn on a killshot is pretty damned good too.

BlazetheInferno
Jun 6, 2015

MadJackMcJack posted:

I dunno, Death from Above going from a stat bonus to not ending your turn on a killshot is pretty damned good too.

It always did that. You're thinking of drat Good Ground from the first game.

Unless we're talking about more than just going from XCom2 to WotC for improvement.

dogstile
May 1, 2012

fucking clocks
how do they work?
Goddamn

Did a "low profile" sitrep mission where all you can take is people of sarge rank and below.

I had to fight 3 advent mecs, 2 spectres, an andromidon, 2 codex's and a stun lancer.

Thought it was over, the game drops a sectopod on me. Cool, guess i'll just retreat.

BlazetheInferno
Jun 6, 2015

dogstile posted:

Goddamn

Did a "low profile" sitrep mission where all you can take is people of sarge rank and below.

I had to fight 3 advent mecs, 2 spectres, an andromidon, 2 codex's and a stun lancer.

Thought it was over, the game drops a sectopod on me. Cool, guess i'll just retreat.

holy poo poo, gently caress that sitrep

MadJackal
Apr 30, 2004

Internet Kraken posted:

This taught me that hunker down puts out burning though, so that's nice.

Welp, I've got at least one name on my wall of fallen heroes that could have been avoided. Good to know though.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

UberJew posted:

Revival Protocol wins 'most improved' skill of the game, going from largely forgettable to possibly the single most valuable pick on the entire specialist tree

With AP system you can get both Revival and Haywire instead of being torn by choice

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
It's a bit grim that the Chosen get mounted on the trophy wall like everything else when you put them down for good.

Iretep
Nov 10, 2009
im assuming because they talk in an english language instead of some alien gibberish that makes them sound like they are from mordor.

MadJackMcJack
Jun 10, 2009

BlazetheInferno posted:

It always did that. You're thinking of drat Good Ground from the first game.

Well gently caress me, so it does :pseudo:

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.

lordsummerisle posted:

Have they reduced the spawn rate of weapon upgrades? I was playing vanilla last week and was swimming in upgrades. Here, I barely have any.

You can't get vulture in the gts anymore, it's a resistance order now, so yes.

lordsummerisle
Aug 4, 2013

Hats Wouldnt Fly posted:

You can't get vulture in the gts anymore, it's a resistance order now, so yes.

Ah, that's right. I have seen it as a resistance order, but always prioritized other stuff.

Veotax
May 16, 2006


Holy poo poo, I just did a VIP extraction mission with the Lost and the Chosen Assassin showed up. That went so badly I'm not sure how I got out with minimal casualties.

I managed to get the VIP and his escort out but half my squad was lagging behind, Assassin downs the rookie I took along and he starts bleeding out. I have Mox pick him up and a little over a dash from the extraction the Assassin dazes him. By this point the Lost are swarming pretty badly and the only active soldiers on the field are my sniper and ranger (who needed to reload), I decided to extract everyone that was still up and leave Mox to his fate assuming the Assassin would capture him again.

He got swarmed by Lost who then either missed or did a pitiful amount of damage and apparently the Assassin could't figure out to kill the Lost to get to him, she just ran around looking for some way to get close and capture him. Eventually the daze wares off (didn't know it did that) and Mox had an opening dash out and get to the extraction in two turns while the Lost kept the Assassin occupied.

The rookie bled out, but Mox survived with minimal time spent injured afterwards. I'm amazed that I managed to walk out of that one as well as I did.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I don't have the resistance ring facility yet but I'm still doing covert ops. Does it just give you a bigger pool of them?

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues
There's something absolutely magical about tossing a lowly grenade at a Chosen, but having its weaknesses stack up to cause it to do like 14 damage instead.

64bitrobot
Apr 20, 2009

Likes to Lurk

RBA Starblade posted:

I don't have the resistance ring facility yet but I'm still doing covert ops. Does it just give you a bigger pool of them?

I think covert ops start automatically on the first month, though I'm not sure. The ring facility gives you an engineer slot to speed them up and has two upgrades that let you have more wildcard orders, though.

Shumagorath
Jun 6, 2001
Don't get Dazed while carrying a bleeding out squad mate or captured VIP. When you un-daze you can't take any actions because you can't put them down.

Shumagorath fucked around with this message at 05:10 on Sep 25, 2017

Caidin
Oct 29, 2011

MarquiseMindfang posted:

It's a bit grim that the Chosen get mounted on the trophy wall like everything else when you put them down for good.

I've only met the assassin and seen their intro cutscene , but the Chosen seem like the kind of guys that would think that mounting your kill on a wall somewhere around the base is about the highest form of respect to a fallen foe.

Antilles
Feb 22, 2008


64bitrobot posted:

I think covert ops start automatically on the first month, though I'm not sure. The ring facility gives you an engineer slot to speed them up and has two upgrades that let you have more wildcard orders, though.

With the Ring Facility you can do another covert ops as soon as the previous one finish, not wait until the end of the month.

64bitrobot
Apr 20, 2009

Likes to Lurk

Antilles posted:

With the Ring Facility you can do another covert ops as soon as the previous one finish, not wait until the end of the month.

Ahh. Didn't know that was the difference. In my current game, I finished the ring after the end of the first month, but before the first cover op finished. So I've been doing covert ops non stop since the first month ended.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Antilles posted:

With the Ring Facility you can do another covert ops as soon as the previous one finish, not wait until the end of the month.

Oh cool, thanks.

I'm thinking I may not even build a workshop until the third or fourth row. I need the PG, I need comms, I need an infirmary, and its just too much of an investment. I'm thinking the following:

GTS RR PG/Infirmary (depends on unit levels of hosed)
Power PG/Infirmary Comms
??? Workshop ???
Exposed power ??? ???

The workshop costs too much and too much seems urgent to devote that much cash to it now. I want to minimize renovation too because you lose the upgrades and need to rebuy them, unless that changed.

Also I might build vests for once just for covert operatives, so they don't get shot in the back and die.

RBA Starblade fucked around with this message at 13:46 on Aug 31, 2017

The Biggest Jerk
Nov 25, 2012
Do you lose out on anything if you don't do the tutorial or turn on the reduce beginner voice option? I remember that Xcom 2 vanilla you just start off gatecrasher and you don't get kelly (meh), but I was worried that I'm going to miss something gameplay wise in the expansion or maybe they explain something important

Bakalakadaka
Sep 18, 2004

The Biggest Jerk posted:

Do you lose out on anything if you don't do the tutorial or turn on the reduce beginner voice option? I remember that Xcom 2 vanilla you just start off gatecrasher and you don't get kelly (meh), but I was worried that I'm going to miss something gameplay wise in the expansion or maybe they explain something important

Not really but you should do the "Lost and Abandoned" mission at least once because it's cool.

lordsummerisle
Aug 4, 2013

Bakalakadaka posted:

Not really but you should do the "Lost and Abandoned" mission at least once because it's cool.

It's cool to have played once, but I would never want to replay it.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

lordsummerisle posted:

It's cool to have played once, but I would never want to replay it.

If I have to restart my campaign again I'm turning it off. It's fun but drat it's long.

lordsummerisle
Aug 4, 2013

RBA Starblade posted:

If I have to restart my campaign again I'm turning it off. It's fun but drat it's long.

Exactly. It is also a very good way of getting the main new tactical elements from the expansion introduced in a manageable way. So it is a great tutorial mission. But you never want to replay tutorial missions.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



RBA Starblade posted:

Oh cool, thanks.

I'm thinking I may not even build a workshop until the third or fourth row. I need the PG, I need comms, I need an infirmary, and its just too much of an investment. I'm thinking the following:

GTS RR PG/Infirmary (depends on unit levels of hosed)
Power PG/Infirmary Comms
??? Workshop ???
Exposed power ??? ???

The workshop costs too much and too much seems urgent to devote that much cash to it now. I want to minimize renovation too because you lose the upgrades and need to rebuy them, unless that changed.

Also I might build vests for once just for covert operatives, so they don't get shot in the back and die.

Yeah, the workshop definitely got nerfed with a price upgrade. Sucker's 250 now. I still prioritize it if I can, but it definitely takes a bit of re-thinking about when/how you place it just because the thing is so expensive and there's SO MUCH STUFF to build.

I mean unless you get lucky with the Breakthrough: 1/2 off Workshop tech popping up.

SmallpoxJenkins
Jul 9, 2012


Glad they changed the regional bonuses to stuff actually enticing, so I have a reason to build as many radio towers somewhere before I hit my lategame god mode.

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Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.

MarquiseMindfang posted:

It's a bit grim that the Chosen get mounted on the trophy wall like everything else when you put them down for good.

Uh, have you considered what your reapers are doing with the rest of them? Are we the baddies?

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