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Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Torchlighter posted:

Question: Are you using the Alternative Mod Launcher? That could tell you if you've got a mod conflict.

I'm not currently but I think most of my poo poo works?

Although that said I couldn't get the free camera rotate mod to work so maybe I'll look into that

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Arven
Sep 23, 2007
Is anyone else playing Long War of the Chosen? It's July and I haven't seen any Chosen yet...

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

on modchat: are there any good multi-language voice/accent packs? it bugs me how few languages there are, or even just language families.

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

Stefan Prodan posted:

I'm not currently but I think most of my poo poo works?

Although that said I couldn't get the free camera rotate mod to work so maybe I'll look into that

Oh if you aren't using Alternative Mod Launcher that's your issue.

When Firaxis made the new launcher when they released Chimeara Squad it hosed up some mods for XCOM 2 if you use the default game launcher. Any mod created in original X2 that still works in WotC like Tactical UI counter, Camera rotation, a bunch of voice mods etc won't work with it and will be automatically disabled.

Arven posted:

Is anyone else playing Long War of the Chosen? It's July and I haven't seen any Chosen yet...

Did you enable them in the options?

Also which version are you playing on? In the most recent revision they only show up at Force level 5+ and only on retaliation missions; both the base game Terror variant and Long War's job retaliation. Also they have been tuned to be absolute fuckers, especially the Assassin. When they take damage they get a Ruler style reaction they can use for movement. Except the Assassin who also gets Slash and will absolutely murder your dudes on your turn if you don't kite her (thankfully her movement is lowered to 9)

Zore fucked around with this message at 01:50 on Feb 24, 2021

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer
thanks also to whoever suggested using the build faster skirmisher base thing early on, I hadn't really ever thought to do that. the only base scan ability I ever really used much was the heal faster one.

Moola
Aug 16, 2006

Stefan Prodan posted:

I'm not currently but I think most of my poo poo works?

Although that said I couldn't get the free camera rotate mod to work so maybe I'll look into that

Always use the Alternate Mod Launcher. Even if the game seems fine on the normal launcher

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Moola posted:

Always use the Alternate Mod Launcher. Even if the game seems fine on the normal launcher

Well I gave it a shot and so far I click run WOTC and then the game opens and then immediately just hangs

edit: okay and now when I load the game with the normal mod manager and reload my save, none of my mods work

like now when I run the game the way I always did I'm getting this



and then nothing is active when I load the game. in the xcom 2 mod manager they are all checked.

so far the alternative mod launcher experiment has been not great, hopefully someone can tell me how to fix this

edit2: apparently disabling then enabling all the mods fixed it, alternative mod launcher still doesn't work tho

Stefan Prodan fucked around with this message at 09:09 on Feb 24, 2021

OzFactor
Apr 16, 2001
I finished out a rookie campaign on vanilla XCOM2, my first full playthrough. It definitely got too easy, and the turnaround point was exactly when I got whichever facility it is that decreases healing time. I went into the last mission totally blind, though, and man, I was glad to be on rookie. That poo poo is long. I feel like they should prepare you a bit better for that (or I guess it's just as likely I missed some warning somewhere). I held out, though, and saved humanity, hooray.

Now on to WotC. I'm going to go ahead and start on the default difficulty. I'm in the mission where you get the factions to meet and the Chosen first show up (I'm assuming it's random and if so mine was an Assassin, I got lucky and she kinda overextended herself to hit my sniper and we just piled on her until she left). A couple minor questions:

1) Oh my god, was this Target Preview button just added in WotC or was it always there? Because it is the best thing ever. This isn't much of a question but I sure am going to feel dumb if I just played an entire game without this vital piece of information that is now available to me.

2) So for the Lost, I'm trying to figure out exactly how the extra action works: can I move, then kill one, then move again? Or is the extra action only an action and not a move? If I shoot first and kill, do I get to move twice after that? And I'm assuming I don't get anything for overwatch kills? I think I'm a little confused because of how the Skirmisher dude also gets two actions and they introduced him at the same time.

3) It sure looks like there's going to be a lot more types of facilities to build--like it looks like the decreased healing time that saved my rear end repeatedly is now its own facility? Maybe I read something wrong. But my question is: am I going to have more space? It didn't look like extra space. Or do I just have harder choices now? I'm still gunning for the GTS first.

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
If you're playing with Lost and Abandoned them the first Chosen you run into is scripted to be the Assassin with Shadowstep during a longer story mission.

If you play with it off you actually start with a random faction soldier from the first mission and run into your first random chosen on the first terror mission.


Lost work by refunding whatever action you used to shoot them if you kill them. For most guns this means you get one action point back, but Sniper rifle gets you two. It basically lets you keep shooting until you run out of ammo which makes Sharpshooters absurdly good since pistols don't have ammo and there's a resistance order that you can get that turns any sucessful shot against them into a kill.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

OzFactor posted:

I finished out a rookie campaign on vanilla XCOM2, my first full playthrough. It definitely got too easy, and the turnaround point was exactly when I got whichever facility it is that decreases healing time. I went into the last mission totally blind, though, and man, I was glad to be on rookie. That poo poo is long. I feel like they should prepare you a bit better for that (or I guess it's just as likely I missed some warning somewhere). I held out, though, and saved humanity, hooray.

Now on to WotC. I'm going to go ahead and start on the default difficulty. I'm in the mission where you get the factions to meet and the Chosen first show up (I'm assuming it's random and if so mine was an Assassin, I got lucky and she kinda overextended herself to hit my sniper and we just piled on her until she left). A couple minor questions:

1) Oh my god, was this Target Preview button just added in WotC or was it always there? Because it is the best thing ever. This isn't much of a question but I sure am going to feel dumb if I just played an entire game without this vital piece of information that is now available to me.

2) So for the Lost, I'm trying to figure out exactly how the extra action works: can I move, then kill one, then move again? Or is the extra action only an action and not a move? If I shoot first and kill, do I get to move twice after that? And I'm assuming I don't get anything for overwatch kills? I think I'm a little confused because of how the Skirmisher dude also gets two actions and they introduced him at the same time.

3) It sure looks like there's going to be a lot more types of facilities to build--like it looks like the decreased healing time that saved my rear end repeatedly is now its own facility? Maybe I read something wrong. But my question is: am I going to have more space? It didn't look like extra space. Or do I just have harder choices now? I'm still gunning for the GTS first.
Well done on your first campaign, Commander! I'll answer your questions...

1) Target Preview only showed up with the expansion, surprisingly. Before, you had to glance at the really small aim icon that would appear next to enemy health bars to see who your soldier would have a shot on. If you want to mess with mods a bit, check out the mod called "Gotcha!" or "Gotcha Again!" on the Steam Workshop, which makes the target preview icons more detailed, among other line of sight things. It can be pretty useful to know what is where.

2) The extra action you get from headshotting a Lost can be used for anything: moving, reloading, using an item... It's not uncommon later in a campaign for your soldiers to kill Lost until their gun is dry, reload with their "first" action, and shoot Lost again and reload again with their "second" action. The action economy with the Lost makes for interesting interactions later! And you are correct: overwatch kills don't grant bonus actions. The Skirmisher's "shooting as your first action doesn't end your turn" gimmick works independently of Lost kills.

3) You can still build all you need with the new facilities, so long as you use your exposed power coils efficiently (the Shadow Chamber and Psi Chamber are the most power-intensive facilities, I found). The question of going for the GTS first or the Resistance Ring first is a heated one. If you're playing with the Lost and Abandoned tutorial on (and you should for your first WOTC campaign!) the Resistance Ring should come second, I feel.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I'll elaborate on Question #2: Headshot is a mechanic that triggers very narrowly on firing a normal shot that gets a kill. It's the normal shot everyone gets, no fancy backflip abilities allowed, it doesn't care how much AP you spent to fire that shot. Shot has to be aimed at the lost, hit and kill (duh). You then get a single AP granted, to be spent however you wish. Since firing normally ends your turn (and for a sniper, needs 2 AP to begin with if using the rifle) there might be some confusion, but realize it's not a "refund", rather a new +1 AP after everything else is taken care of.

Rohan Kishibe
Oct 29, 2011

Frankly, I don't like you
and I never have.
I came back to WOTC after a long time and decided to play on legend since I usually do commander. I was wondering why I remembered not liking legend before since its not that much harder in the tactical layer and I can manage the strategic fine, though it's a lot tighter than my previous campaigns.

Then I get to my first assault on a chosen base (Hunter), and despite destroying the first half with no issue, the second half is a complete boring slog, I end up having to take the Hunter out like six times.

I think I maybe just went in too early, I don't think I ever did the mission with mag weapons and no colonels before. No rapid fire, chain shot etc. He had Prelate which didn't help, not to mention nearly losing my Reaper and Grenadier to some unfortunate Xcom quirks that I'd forgotten, (like a lot of the Hunter's moves not triggering Threat Assessment).

Is there a particular point legend starts to ramp up in difficulty? Maybe I'm hitting that now. The most trouble I've had before this was about two mission prior, a retaliation where about 6 Chryssalids (the first I encountered) rushed my squad turn one, slicing up my sniper and skirmisher and I just had to bail.

OzFactor
Apr 16, 2001
Thanks for the answers all! My next question: am I just supposed to treat a soldier who is tired like a wounded one? Is the recovery time different?

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

OzFactor posted:

Thanks for the answers all! My next question: am I just supposed to treat a soldier who is tired like a wounded one? Is the recovery time different?

Yeah I generally do. The recovery time is different, and I believe that after an Infirmary is running it's actually faster for a soldier to be wounded than to be tired.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

OzFactor posted:

Thanks for the answers all! My next question: am I just supposed to treat a soldier who is tired like a wounded one? Is the recovery time different?

Tired soldiers should in general be treated like lightly wounded soldiers, with the caveat that they can be taken on missions while tired if you're desperate. The tradeoff is that their will is so low that they will be more likely to panic, and will become shaken, which basically means the same thing as lightly wounded and they may develop a quirk or trait, for example becoming scared of sectoids or vipers, which will have to be dealt with via the infirmiry.

It's basically a means to make sure you don't take your A-team for every mission and neglect roster depth.

wuffles
Apr 10, 2004

Rohan Kishibe posted:

I came back to WOTC after a long time and decided to play on legend since I usually do commander. I was wondering why I remembered not liking legend before since its not that much harder in the tactical layer and I can manage the strategic fine, though it's a lot tighter than my previous campaigns.

Then I get to my first assault on a chosen base (Hunter), and despite destroying the first half with no issue, the second half is a complete boring slog, I end up having to take the Hunter out like six times.

I think I maybe just went in too early, I don't think I ever did the mission with mag weapons and no colonels before. No rapid fire, chain shot etc. He had Prelate which didn't help, not to mention nearly losing my Reaper and Grenadier to some unfortunate Xcom quirks that I'd forgotten, (like a lot of the Hunter's moves not triggering Threat Assessment).

Is there a particular point legend starts to ramp up in difficulty? Maybe I'm hitting that now. The most trouble I've had before this was about two mission prior, a retaliation where about 6 Chryssalids (the first I encountered) rushed my squad turn one, slicing up my sniper and skirmisher and I just had to bail.

The difficulty is front-loaded just the same. There are spikes when mutons first show up, when you first get berserkers on a retaliation, and...maybe like, mechanicals if you don’t have bluescreen rounds, or adequate specialists/grenadiers?

By the time you see gatekeepers and sectopods, they’re mostly only dangerous if you’ve activated more than 1 pod.

For the base assaults, you want to take soldiers with cooldown abilities over ones with limited-use skills (in general). Its un-timed, long, and you can wait at the end of every encounter for CDs if you want.

Its perfectly fine to do chosen base assault with mag weapons, just try not to hit bad timing like right after the aliens up their tech and send out stronger enemies. Having chain shot, rapid fire, salvo, combat presence, inspire, etc that let you unload a lot of damage per turn are very helpful to use on the sarcophagus to take it down as quickly as possible—you don’t have to have 6 colonels for all of that. Having a mimic beacon or 2 saved for when the sarcophagus is vulnerable also helps you spend most of your turn attacking it instead of the adds.

OzFactor
Apr 16, 2001
Hopefully this is a dumb question... but how do I spend the ability points I keep getting?

The Assassin showed up on my fourth or so mission after meeting her, and again she totally overextended herself and got revealed right in the middle of my squad who proceeded to tear her apart. I shouldn’t count on continuing to be this lucky with her, yeah?

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

OzFactor posted:

Hopefully this is a dumb question... but how do I spend the ability points I keep getting?
You can always spend them in the skill tree for expansion units (reapers / templars / skirmishers). Beyond that, once you get a training facility (iirc) you can also use them for regular units. They allow you to double up skill spreads and make units more versatile. Each soldier also has a smattering of randomly provisioned "bonus" skills they can buy. Overwatch stuff, mostly, but occasionally you get a higher level ability like Serial or Hail of Bullets.

Also note that each soldier has their own self-generated pool that fills up as they level (the "combat intelligence" stat determines how many points they get) and can only be used for them. This is in addition to XCOM points you get from besting Chosen and the like, so a Savant-level colonel could buy a hefty chunk of his own skill tree before the XCOM ability point reserve comes into play. It also means that the "optimal" strat for psi troopers is to select guys with the lowest combat intelligence ("normal"), as psi troopers don't utilize ability points at all.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

XCOM Rule: only the absolute dumbest idiots on the force are permitted to become invincible psychic space wizards.

Icon Of Sin
Dec 26, 2008



OzFactor posted:

Hopefully this is a dumb question... but how do I spend the ability points I keep getting?

The Assassin showed up on my fourth or so mission after meeting her, and again she totally overextended herself and got revealed right in the middle of my squad who proceeded to tear her apart. I shouldn’t count on continuing to be this lucky with her, yeah?

Use the Training Center, it’s a separate building you have to build.

Assassin: no. Do not expect to be so lucky with her ever again. And I keep saying this, but be careful about the Hunter. In the vast majority of cases, he’ll just call a shot in advance and you can get out of the way while he fucks around in the backfield with his grappling hook. But when he decides he’s no longer bored, he will utterly ruin the day of everyone on that mission, and you’ll be drat lucky if everyone makes it out and only suffers grievous wounds.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

OzFactor posted:

1) Oh my god, was this Target Preview button just added in WotC or was it always there? Because it is the best thing ever. This isn't much of a question but I sure am going to feel dumb if I just played an entire game without this vital piece of information that is now available to me.

My dream for XCOM 3 is getting an alternative battlefield visualization, like in the Homeworld series or in Invisible Inc., that just shows you the goddamn line of sight of everything you can see, and can tell you for sure if a given move will enter that line of sight, and what will be within LoS for that unit after it's moved. Trying to interpret all the gray/red/yellow icons and sight symbols and poo poo does something very similar, just much worse.

It'd also be nice of something like the Reaper's ability to keep targets "marked" even after they lose LoS was implemented for all units but just for the one turn. Nothing like zooming your phantom Ranger past a window and seeing an enemy pack for a brief instant, then not having them displayed on the map anymore for when you move your next unit.

¯\_(ツ)_/¯

OzFactor
Apr 16, 2001
I got jumped by the Warlock during a rescue mission (a VIP and an unconscious soldier) vs. the horde and I was blowing cars up all over the place and getting mind controlled and mowing down Lost like weeds to get shots at the Warlock and barely pulling back and dragging dudes back to the evac and somehow I escaped with everybody alive. I managed to scare off the Warlock by throwing a claymore next to him while he was standing next to a car and then throwing a grenade at all of it... and then shooting him one more time with a pistol after chain-shotting like seven Lost. Man, WotC is way better than the vanilla game--that was Aliens and Predator and 28 Days Later all at the same time.

Chamale
Jul 11, 2010

I'm helping!



Just completed my first Commander campaign, on Ironman. I now understand why I thought Rangers were bad - I wasn't using the shotgun enough. Flanking things and taking a shot with a 125% critical chance, using Talon rounds, is a glorious thing.

Icon Of Sin
Dec 26, 2008



If you’re interested in Chimera Squad, it’s on Steam for $10 right now. Goes back to normal on March 18th.

Stefan Prodan
Jan 7, 2002

I deeply respect you as a human being... Some day I'm gonna make you *Mrs* Buck Turgidson!


Grimey Drawer

Chamale posted:

Just completed my first Commander campaign, on Ironman. I now understand why I thought Rangers were bad - I wasn't using the shotgun enough. Flanking things and taking a shot with a 125% critical chance, using Talon rounds, is a glorious thing.

Yeah rangers are really good, even a squaddie ranger is reasonably useful because they can still get guaranteed high damage off

reignofevil
Nov 7, 2008

Icon Of Sin posted:

If you’re interested in Chimera Squad, it’s on Steam for $10 right now. Goes back to normal on March 18th.

Just to toss some oomph behind this if you haven't tried it already it's worth it! Especially for ten bucks!

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

If you like xcom then chimaera squad was a steal at 25 for 10 it’s criminal. That game is so much fun.

habituallyred
Feb 6, 2015
Get the humble monthly instead. Chimera squad and some other stuff for 12 bucks.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

reignofevil posted:

Just to toss some oomph behind this if you haven't tried it already it's worth it! Especially for ten bucks!

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
If you already own a lot of the other XCOM games, you can also buy the "ultimate collection" and they'll prorate your price. I just bought Chimera for $2.70.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

Tom Tucker posted:

If you like xcom then chimaera squad was a steal at 25 for 10 it’s criminal. That game is so much fun.
Criminal, you say?

Breach, breach now!

Ulvino
Mar 20, 2009

Kaal posted:

If you already own a lot of the other XCOM games, you can also buy the "ultimate collection" and they'll prorate your price. I just bought Chimera for $2.70.

Ayy lmao thanks for the tip. I just bought it for 2,80€.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Ulvino posted:

Ayy lmao thanks for the tip. I just bought it for 2,80€.

Happy to help! :xcom:

Chamale
Jul 11, 2010

I'm helping!



Is it worth trying to raid the Blacksite facility without getting squadsize 5 and magnetic weapons? Every time I try to do it quickly, my A-team gets killed. Commander Ironman difficulty.

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

Chamale posted:

Is it worth trying to raid the Blacksite facility without getting squadsize 5 and magnetic weapons? Every time I try to do it quickly, my A-team gets killed. Commander Ironman difficulty.

Squad Size 5 is like bare minimum ime. Its also ridiculously quick to get and there's no time limit on the Blacksite or any serious reward beyond Avatar progress reduction so just hold off on it for a little while.

Moola
Aug 16, 2006
I used to solo the blacksite with a Reaper. But I think they nerfed that?

Grizzwold
Jan 27, 2012

Posters off the pork bow!
Picked this up again after some fiddling around with mods and holy poo poo the first retaliation mission is brutal with wotc.

OzFactor
Apr 16, 2001
The Assassin showed up in my assault on the blacksite and she, uh, performed better. I managed to take her down and then drag my unconscious dudes across the finish line somehow and didn't lose anybody, but boy are they scarred.

Here's my next question: with the covert ops, it seems like I can keep the avatar counter down indefinitely? Is that possible? But the "Chosen knowledge" thing keeps ticking up--is that a second failure counter? Or when that fills up, are they going to come at me in an actual to-the-death situation?

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

OzFactor posted:

The Assassin showed up in my assault on the blacksite and she, uh, performed better. I managed to take her down and then drag my unconscious dudes across the finish line somehow and didn't lose anybody, but boy are they scarred.

Here's my next question: with the covert ops, it seems like I can keep the avatar counter down indefinitely? Is that possible? But the "Chosen knowledge" thing keeps ticking up--is that a second failure counter? Or when that fills up, are they going to come at me in an actual to-the-death situation?

Yeah, covert ops let you stretch the campaign out indefinitely.

And the Chosen Knowledge is about them launching a souped up base invasion if it maxes out which is more difficult than a normal one. The only ways to get rid of the Chosen for good are to do the 3 levels of 'hunt the Chosen' covert Ops then do a long and tough mission against them in their home base. If you don't The ones you didn't take out show up with the super Avatars on Waterworld.

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Torchlighter
Jan 15, 2012

I Got Kids. I need this.
Yes, it is possible at a certain point for you to be running covert ops hard enough that the avatar project does not gain progress in a month. However, I think the mechanics of the project mean that you're already winning heavily by the time that becomes a viable option.

As for the chosen... well it might be minor spoilers, but basically they exist as a secondary threat that slows you down. Filling the bar is not a failure state, but yes, it becomes a do-or-die fight. Preventing them from filling the bar is sadly also just a function of 'playing the game well', as you can't really stop them, you can just stop them doing it faster. But frankly having them succeed sometimes is more interesting and engaging then always managing to shut them down.

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