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after I made my first dude I recruited two rookies and put them in (after I upgraded it). Now I can make two psi guys every 5 days. I guess after I get the new two ill throw the one back in to get more powers
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# ? May 27, 2016 01:29 |
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# ? Jun 3, 2024 10:42 |
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You can keep people in there permanently until they learn all the powers. You can even pull them out for missions without interrupting their training, they'll still show up in the barracks. This is necessary since they don't level up via kills like your other soldiers, they only level up via the chamber. Psychic powers are offered completely randomly 3 at a time, always shoot for the best ones if possible; Stasis, Domination, Insanity (and its upgrade Schism), Null Lance, Void Rift before going for the rest Also, seriously just keep people in there until they learn everything you want them to. Even niche stuff like exploding enemy explosive can be useful (I killed a faceless once by blowing up a dead muton's grenade next to him while it was on a roof and the fall killed it). A high leveled Psi-Op is a huge time investment, but they are the most powerful soldiers you can field bar none and have literally unrivaled flexibility and power once you level them up some. They also get exponentially more powerful with every new power they unlock, so concentrate on 1 or 2 at first. And honestly by the time you have 1 or 2 fully ranked your campaign should be about over. Zore fucked around with this message at 02:02 on May 27, 2016 |
# ? May 27, 2016 01:54 |
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Axeface posted:Any tips for building a psy trooper? I finally (after about a dozen failed campaigns) managed to get a Psi Chamber together, and I'm wondering what to do with the drat thing now that I've got it. Psi troopers rank up by spending time in the psi chamber and don't earn experience in the field. Put any rookie in. After five days days, they'll get their first psi power, chosen randomly, and become the equivalent of a squaddie. You'll then be presented with three random powers. Choose which one they'll learn, and once the time is up, they'll learn it and rank up. Each power is related to a rank, but you might learn any power at any time. Rank increases the soldier's stats, and powers above their rank take longer to learn. You can continue to learn every power once you reach the equivalent of colonel, but you stop gaining stat increases once you reach it. After the initial conversion to a psi trooper, you can take them on a mission even if they're in the middle of training and it won't interrupt it at all, unless they're injured. Once they heal, they go right back in unless you decided to put another soldier in that slot during the time.
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# ? May 27, 2016 02:01 |
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And since they don't level up from kills, it's okay for your psi trooper to act as a support caster at first and just freeze enemies or whatnot instead of taking shots.
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# ? May 27, 2016 03:32 |
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Dominate and Stasis are far and away the best abilities. Dominate in particular is my favorite. If you can dominate an Andromedon, they make excellent pets. Their low will, high health, and high armor lets them survive for a very long time and makes them excellent scouts. If you have a medic on the mission, you can heal dominated units. Careful you don't get it actually killed by accident though - when the suit gets back up, it's hostile again. It becomes very reliable once you're max-rank and have a good psi amp. Otherwise you'll still have a good 75-85% chance. Advent shield troopers are also good units to dominate, if you can get them before they use their power-shield ability. They can only do that move once per mission, so if you can put it up on your units you'll be laffin.
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# ? May 27, 2016 03:42 |
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Right, well cleaned up my mods a bit, reset the files and now grenadiers are no longer hosed over. Instead I get this mess and I don't even know what's going on to cause it: I can still edit position four's equipment manually, but I can't boot him out/put someone else there. So Solomon IC has basically shoved himself on all of my missions. I've been having it for a while (it started showing up a few missions ago and then never went away) and it doesn't affect the missions as all four dudes get loaded up, but does get a bit annoying.
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# ? May 27, 2016 04:41 |
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Put a rookie in, cook for about a month, get a maestro of murder and mayhem out. Pretty simple.
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# ? May 27, 2016 07:22 |
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First campaign on Commander! Made a few guys like this one (bonus: hella gramatical mistakes) Looking good! Nothing can stop me now! A few missions and some RNG bullshit later... poo poo.
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# ? May 27, 2016 07:37 |
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On the note of psi, it's also worth pointing out that stasis works on everything. Don't feel like you have enough power to kill that sectopod and its escorts in a single turn? Then don't bother trying - slap a stasis field on him, kill all of his little friends, then turn the entire squad's guns on him next turn. And Void Rift is pretty nuts against organics - not only does it do fairly solid AOE damage, but the secondary 'insanity' effect on it is not just a debuff side effect - it literally applies the insanity ability, separately of the actual void rift effect. This means that if you've gotten the schism upgrade for Insanity, you wind up stacking on even more damage, and rupturing them as you do so.
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# ? May 27, 2016 14:06 |
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Yeah, Void Rift gets insane. It sells itself as a big AOE blob of damage, which it is. But in reality it's also an AOE cast of Insanity. So you can rupture everyone, not to mention make them panic or mind control them for 2 turns. Though my favorite Psi-ability is Fuse. Yes it's rather weak because it's compared against all the other bullshit the Psi-troopers get...but goddamn is it hilarious blowing up enemy grenades in their own pocket and often wrecking their cover while you're at it. Useful against MECs and Sectopods as well since not only does it damage them and shred their armor, it prevents them from using attacks like the MEC rocket-pod attack (since all of his rockets just blew up) as well.
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# ? May 27, 2016 14:36 |
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Alkydere posted:Though my favorite Psi-ability is Fuse. Yes it's rather weak because it's compared against all the other bullshit the Psi-troopers get...but goddamn is it hilarious blowing up enemy grenades in their own pocket and often wrecking their cover while you're at it. Useful against MECs and Sectopods as well since not only does it damage them and shred their armor, it prevents them from using attacks like the MEC rocket-pod attack (since all of his rockets just blew up) as well. Fuse is loving amazing for exactly this reason.
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# ? May 27, 2016 15:24 |
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Fuse is worth every second of training due to how hysterical it is
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# ? May 27, 2016 16:24 |
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Fuse is great because you can blow up their grenades even if they're dead so dead mutobs become mines the enemy will happily step on. Also blowing up an explosive when something is on a roof so it falls down and dies is super fun.
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# ? May 27, 2016 18:16 |
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I wish I could have been there when the devs came up with the idea for Fuse I imagine the office was filled with a bunch of evil cackling
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# ? May 27, 2016 18:18 |
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I guess the concept is fun, but fuse does like 3-5 damage which is not worth a psi turn unless you have everyone rounded up in the same spot.
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# ? May 27, 2016 19:41 |
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a cow posted:I guess the concept is fun, but fuse does like 3-5 damage which is not worth a psi turn unless you have everyone rounded up in the same spot. It's also one of the few PSI attacks that hits mechanical enemies and also can do free Shred, which is extremely useful in itself. Then again, I'm a big fan of shredding any enemies with even a pixel of yellow on their HUD so I don't know if I'm just overvaluing that.
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# ? May 27, 2016 19:50 |
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Shred is one of the better things to have in the whole game, sure, but that's why I always run two minigun specced grenadiers per squad.
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# ? May 27, 2016 19:53 |
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Someone look into making a mod that allows Fuse to blow up vehicles.
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# ? May 27, 2016 19:59 |
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Backhand posted:Shred is one of the better things to have in the whole game, sure, but that's why I always run two minigun specced grenadiers per squad. Yeah I love having a couple grenadiers around and shredding everything. Though recently (I don't have any good Psi Operatives ready yet) I've been running two Grenadiers and two Sharpshooters and I'm having a really hard time deciding whether I want to have two Grenadiers or two Sharpshooters in general in my final squad - I'm planning one of every class and one extra, and giving up having two Kill Zones for ambushing pods is hard because double Kill Zone makes for some real nasty ambushes.
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# ? May 27, 2016 20:01 |
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Thank you aliens for putting a bunch of faceless into the normal maps. Any of my guys can one hit kill them and I have a bunch of mimic beacons, the most insanely useful utility item
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# ? May 27, 2016 22:34 |
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a cow posted:I guess the concept is fun, but fuse does like 3-5 damage which is not worth a psi turn unless you have everyone rounded up in the same spot. if you don't think the laugh of blowing up a grenade in someone's pocket is worth it i think you should check your pulse because you're dead inside
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# ? May 27, 2016 22:51 |
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I just hit a weird and kinda lovely bug: My favorite Specialist, sitting at Captain, suddenly had his aim dropped to 30, permanently. Has anyone else encountered this? Anybody know of a possible fix?
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# ? May 27, 2016 23:24 |
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Coolguye posted:if you don't think the laugh of blowing up a grenade in someone's pocket is worth it i think you should check your pulse because you're dead inside I think actually killing ayys instead of tickling their mechs is good and fun for humankind
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# ? May 28, 2016 00:11 |
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Coolguye posted:if you don't think the laugh of blowing up a grenade in someone's pocket is worth it i think you should check your pulse because you're dead inside This. It's also like bringing infinite grenades since the enemies become YOUR grenades. Suddenly the enemy muton is shredded and he and his buddy are out of cover because you just decided that last night was taco night in the Muton barracks. And you can save your longer cooldown attacks for bigger threats. Fuse isn't that great mechanically when you have a max-rank super saijin on your team, but when you've only got and apprentice wizard with one or two big attacks that take forever to reset it's magical.
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# ? May 28, 2016 00:20 |
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As far as the new content goes, rangers get super loving broken with some of the new poo poo. Take a pod of Advent mooks. Okay, now blue move, use the rage armor's (free action, double move) melee attack. Then throw the axe, proc implacable. Take another blue move, use hit and run, take another two moves, use rapid fire. Oh, and because you've got untouchable, so what if your rear end is hanging in the wind? I've wiped pods with that combo with frightening regularity. Also the archon armour makes you look like a goddamn superhero.
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# ? May 28, 2016 01:25 |
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dasbrooner posted:As far as the new content goes, rangers get super loving broken with some of the new poo poo. The sad part is that someone out there thinks this is a bad thing.
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# ? May 28, 2016 02:04 |
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A little while ago I was laughing at how inept the new rulers are. To recap, I had the Viper King get insta-executed on his very first reveal move due to an overwatch reaction fire. That was that. Then I had the Muton Queen run into my squad alone, hit one of my guys for 1 point of damage then run away like a little bitch, having more than half her health ripped away by the rest of the squad. Well I had to recover some Advent data and in we went. Mission is going swimmingly. 4 turns left and no enemies visible, with a dropship on the way (which near as I can tell usually means there are no enemies). I have 2 guys who are easily within reach of the objective, so I set up half the squad ready for an ambush of the drop ship then send one of the 2 guys up ready to capture the data. In doing so, he activates the Queen Muton and her 2 muton pals. Well, poo poo. I have 2 people in position to deal with her effectively, everyone else is waiting on that drop ship. I focus on her and get her down to like 4 pips of health, when my last guy misses the shot and she warps out, having done no damage directly to anybody, but loving up everything because now I've got a fresh drop pod squad crawling all over the place and 2 mutons ready to ruin at least one of my guys day. I'm thinking "poo poo, this is going to be an interesting couple of turns" when my computer hard locks. I have to manually reboot the entire machine. What a bitch of a special move that was.
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# ? May 28, 2016 02:30 |
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I have encountered a fun new bug: I've completed the Advent control tower, and am trying to launch the final mission. Every single time I hit go, it starts the pre-mission cutscene.... and then cuts out about 3/4s of the way through, goes to a UI-less view of my squad in the Squad Deployment view in the hangar, and just sits there indefinitely. I have also discovered, in the course of this bug, that this particular cutscene cannot be skipped, so I can't even just try to skip past where it locks up. Anybody else seen this one before?
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# ? May 28, 2016 02:45 |
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Backhand posted:I have encountered a fun new bug: I've completed the Advent control tower, and am trying to launch the final mission. Every single time I hit go, it starts the pre-mission cutscene.... and then cuts out about 3/4s of the way through, goes to a UI-less view of my squad in the Squad Deployment view in the hangar, and just sits there indefinitely. I have also discovered, in the course of this bug, that this particular cutscene cannot be skipped, so I can't even just try to skip past where it locks up. Anybody else seen this one before? Haven't seen this one myself... what mods do you run?
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# ? May 28, 2016 02:58 |
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None, actually. It's vanilla.
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# ? May 28, 2016 03:03 |
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I am a curmudgeon and want to mod the game to stop regular bullets from destroying map pieces. What variables should I be looking at? I tried setting bCauseFracture to false on projectile damage types, but that didn't seem to work.
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# ? May 28, 2016 03:28 |
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Backhand posted:None, actually. It's vanilla. Jaaaaaaaaake!
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# ? May 28, 2016 03:41 |
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I got it working again; had to have steam re-verify the game cache. Probably should have tried that first. Still, obnoxious.
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# ? May 28, 2016 04:03 |
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I finished a vanilla L/I run. Whoever made the run and gun symbol look pretty similar to the rapid fire symbol is a jerk. Or said another way, I did rapid fire my mind-controlled archon on the last turn instead of run and gunning to a guaranteed kill against the last avatar. Anyhow, the avatar still didn't survive the turn (two magi is super cheesy), but sheesh. Very fun playthrough overall though. Is the new content good? Is it worth another run? It's hard to tell from reading the steam description what really gets added and how it interacts with the core campaign.
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# ? May 28, 2016 09:10 |
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Is there a mod that improves performance? I can run it reasonably well under Minimal settings and if I turn down the resolution a notch, but I'm wondering if there's more to be squeezed out.
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# ? May 28, 2016 11:55 |
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Big Sean posted:I finished a vanilla L/I run. Whoever made the run and gun symbol look pretty similar to the rapid fire symbol is a jerk. Or said another way, I did rapid fire my mind-controlled archon on the last turn instead of run and gunning to a guaranteed kill against the last avatar. Anyhow, the avatar still didn't survive the turn (two magi is super cheesy), but sheesh. Very fun playthrough overall though. The boss aliens are pretty fun once you understand their mechanics and the loot you get is pretty cool too. The pair of axes and one of the boss armors make blade rangers viable
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# ? May 28, 2016 13:32 |
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gradenko_2000 posted:Is there a mod that improves performance? I can run it reasonably well under Minimal settings and if I turn down the resolution a notch, but I'm wondering if there's more to be squeezed out. hahahahahaha no You might want to look into the "Stop Wasting My Time" mod if that is still working.
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# ? May 28, 2016 13:33 |
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wolfman101 posted:I am a curmudgeon and want to mod the game to stop regular bullets from destroying map pieces. What variables should I be looking at? I tried setting bCauseFracture to false on projectile damage types, but that didn't seem to work. It was iEnviromentalDamage variables in GameData_WeaponData.ini.
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# ? May 28, 2016 16:13 |
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Dr Christmas posted:Someone look into making a mod that allows Fuse to blow up vehicles. While we're on the subject, I need a mod that will warn me when I'm about to send a soldier to take cover behind an object that's about to explode. I swear I've lost more troops to that than anything else.
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# ? May 28, 2016 17:13 |
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# ? Jun 3, 2024 10:42 |
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A flaming vehicle is not enough of an indicator?
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# ? May 28, 2016 18:45 |