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Captain Oblivious
Oct 12, 2007

I'm not like other posters

Blackfyre posted:

I've gone from 'Oh Cool' to super pumped for this realising it is out in just a week. My other half was more into EU than I was (I still love old X-COM though) but she is struggling to get excited for 2.

She seems to be mainly tripping up on the snake aliens and wondering why an alien looks so much like something from Earth and doesn't get the breasts.

:shrug:

Well they're an occupying force now so they've engineered the more public face aliens to be a better public face? That's what I'm going with anyway. The Ethereals have always been all about wantonly genetically/cybernetically altering their underlings to suit their purposea :shrug:

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Captain Oblivious
Oct 12, 2007

I'm not like other posters

Bremen posted:

That's the infamous Portent mission. It's noteable for being extremely difficult for the point in the game where you usually get it, and it's also the first of three missions in the Operation Progeny mission arc that comes with Enemy Within.

Having a MEC helps. Knowing the spawn points and that the enemies spawn based on your movement and not based on time helps even more

Captain Oblivious
Oct 12, 2007

I'm not like other posters
XCOM 3 should just keep assuming we lost in the previous game. Okay so we failed in XCOM 2 again. Now lets stage an insurrection as Muton-esque enforcers during an invasion of another planet and prevent another Earth from happening!

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Ravenfood posted:

One of the upcoming DLCs is titled "Shen's Last Gift".

There's basically no way it's not going to be MECs judging by the DLC description.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Beagle posted:

Jockeying the doom ticker is definitely the ideal geoscape strategy because it creates new time out of thin air that you wouldn't otherwise have against the Avatar project

Assuming Beagle is (hopefully) asleep, can someone who watched the Stream break down what this means exactly? :v:

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Are there any release valve story missions like the alien base from the last game I should know about? Because I can feel the strategic layer spiralling out ot control. I'm building Comms as fast as I can but I'm unsure if it's going to be enough.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
As much as I love my Revolver Ocelot wannabe Sharpshooter I can't help but feel like it would have been more efficient overall to double up on Grenadiers and Specialists for maximum guaranteed damage early game and saved myself all the supplies I spent upgrading pistols and sniper rifles. And the research time.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

bobtheconqueror posted:

Never got the research for a tier 3 grenade launcher. Does anybody know where that comes from?

I'd also like to know this. Is there even such a thing or is there only the one grenade launcher upgrade? Everything else had three tiers so :shrug:

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Cnidaria posted:

No, use concealment to set up an overwatch trap to take out a pod of enemies. Usually it's best to do this for the first pod you see so you don't get surrounded later. After that keep heading for the objective dealing with enemies as necessary. If you are cutting it close send a single person for the objective while your squad deals with the enemies, just don't overextend yourself. Specialists can hack many objectives from range as well.

Edit: Also grenades are your friend.

To add to this, Specialists can hack at a pretty sizeable range but not through walls. They need some degree of LoS.

Soooo blow up the wall if you need to, then hack from a mile away.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
If you could choose your starting location I would start in South America every goddamn time. The savings on Future Combat my god.

The savingsssss

Captain Oblivious
Oct 12, 2007

I'm not like other posters

MisterBibs posted:

Doubtful. First, I've heard that whats-his-name hated TFTD. Secondly, remember that a key part of design is color-coding, and A Bunch Of Pink Stuff Coming Up From Underground right after you've been dealing with a bunch of pink Ethereal ghost-things hints at a connection between the two.

Keeping the next bit spoilered because I'm talking about a game that might be a basis for an XCOM2 sequel (why would we be talking about X unless the ending hints at something like X), and erring on the side of caution:

Fundamentally, TFTD was weird, and the weirdness it had would exist in any reboot/retake on the game. In TFTD, it felt like the developers didn't really know if the threat was related to the original invasion. You had the Space Aliens sending a notice to the Sea Aliens, the first Sea Alien was explicitly an underwater version of the First Space Alien... but most of the Sea Aliens are drastically different than the Space Aliens, and its run by a Cthulhu-esque entity. Plus, the almost Seaquestian "Suddenly everything that matters is in the Ocean for both the aliens and humans" take on most things was somewhat odd.

Don't get me wrong, the ocean is alien and weird enough that an invasion from there is very interesting place for a game to go, but you'd still have the iconic Why-TFTD-is-considered-worse-than-XCOM stuff making TFTD2. If they are related to the other aliens, why is it only now that if they rise up? And if they aren't, why are they only coming up now? What about the hints in the first XCOM that there's even worse poo poo in space? Will it still be a 'real X-COM' if you're not fighting aliens from space, given the less-positive feelings TFTD elicits today?


My take

Note that during the final mission, at one point a random non-Angelis Ethereal cuts in after the Angelis to say "You will defeat them, as you have before Commander". Who's this schmuck and why is he cheering us on to kill off the Ethereals? I'm guessing one of the Ethereal Collective broke off to go Doctor Mengele it up on his own under the sea. With blackjack. And hookers!

What a loving game. I just finished it and I am wiped.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I think in the future I'm going to start my Sharpshooters as Gunslingers and respec them to full Sniper (or drat close) as the game goes on. Gunslinger antics are well and good in the early to mid, but eventually the pistol just doesn't keep up and Kill Zone/High Ground contributes far more.

Coolguye posted:

what the hell do you need to research plasma grenades anyway

i'm in june and still using frags, it's bogus

Muton Autopsy. The flavor text for the autopsy hints at it pretty hard.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Fat Samurai posted:

I haven't found Death from Above to be very useful, to be honest. Maybe in missions without a time limit, because otherwise I usually don't have time to hang around if I want to extract everyone. Kill Zone is loving amazing, though.

Speaking of extracting, the first time I had to extract a VIP I was panicking because I didn't have any stun weapons (I was expecting an Arc Thrower equivalent somewhere). I love that they went with "no fancy gadgets, just hit them in the noggin really hard".

Basically I found myself in positions over and over in the late game where Death From Above would be REALLY AMAZING if I'd had it. I usually set up kip somewhere ideal on the very first turn through Concealment.

Here's a helpful tip for everybody regarding high places and the exploitation thereof that isn't immediately obvious: the grapple hook on Spider Suits and Wraith Suits is a free action. It does not use any of your moves to spider man around. You alao do not need to be directly beneath the place you want to grapple to. Frequently you can grapple from one building to another.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
So I noticed the XCOM wiki is claiming that PCS Will boosts increase the damage on certain Psi Amp abilities. Can anyone who's rooted through the files substantiate this?

Met posted:

What's the joke here? Just the autopsying?

It's mostly just a fan meme that took on a life of it's own. Tbh it never had much substance.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Zaphod42 posted:

I like these, although you should rename the Paladin to something like "Squad Leader" or even just "Leader" because this isn't D&D. :cheeky:

Truly is is unheard of for military tech or positions in sci-fi videogame to reference military tech or positions from the distant past.

Now if you'll excuse me I'm off to play XCOM Enemy Within and rush MECs. I especially look forward to upgrading to the MEC-3 Paladin suit!

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Zaphod42 posted:

No, it isn't unheard of, but its still needlessly goofy when you can just use a different name that fits the same thing better :v:

If the Ranger was called "Tiger Assault" and the specialist was "Wizard" or something you'd have a point, but nope. Don't break the pattern.

Naming vehicles or mechs is different.

The secret is that you are perceiving patterns where there are none, like looking for shapes in a cloud you are simply projecting what you wish to see, and that it is ultimately completely meaningless whether it is a Paladin or a Squad Leader.

PS Ranger is a D&D class :kamina:

Fat Samurai posted:

I love that at some point of development, someone thought "What does this game about shooting aliens REALLY need?", and then the answer came "Swords".

Shame they're kind of rear end. They perform respectably in the early game but oof that (lack of) scaling.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

FordPRefectLL posted:

army rangers

I hereby cede my title, I have been bested.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Zaphod42 posted:

Ranger, Grenadier, Specialist, Sharpshooter, Psi Operative, Paladin

One of these things is not like the others, one of these things just doesn't belong...

Ranger is a D&D class, but its also a military job title. (https://en.wikipedia.org/wiki/United_States_Army_Rangers)

Swap "designated squad marksman" for sharpshooter and the only one of those which doesn't sound US military is the Psi Operative, except actually that one's real too, just a different type (https://en.wikipedia.org/wiki/Psychological_Operations_(United_States)) :cheeky:


Yeah but vehicles have that standard. Naming them after people is more common (Abrams, Sherman, Grant, Bradley, etc.) but you see a lot of animals and stuff too, (Locust, Tiger, Bulldog, etc.)

But I'm just making up patterns where they don't exist apparently.

You are citing perceived patterns from the game, as well as patterns from outside the game in conjunction with each other to make a case. This is because you have a preconceived notion of how things should be that you're attached to. That's about all I'm gonna say though because, ya know, my whole case here is "who even gives a poo poo it makes no difference and no one will care one way or the other".

MikeC posted:

I know a lot of people are for buffed sword damage but with the Reaper skill, it might make it too good. I have set up some pretty crazy kill sequences that a shotgunner can't come close to matching.

You probably aren't too far in the game if you think this to be honest. Reaper is good but the nerfed damage per hit on a weapon that already literally never upgrades its damage for the entire game...is not spectacular as time goes on.

By all means use a Blademaster spec Ranger for early to mid game but respec the hell out of it later on.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

KOMI posted:

Done with this game. Not because I beat it or anything but because it's uninstalled and I'll be just getting my money back tomorrow so no harm done.

Gave it a go but there's really one single thing that has ruined it for me and a few others - and it's the pathetic panic system. It's mental and it just needs to go. The game would be quite the cakewalk without it and that in itself is pretty telling as it's the SOLE RESPONSIBLE "feature" that has caused me failure every time. They've really ramped it up since last release and it's obnoxious. In a game where "89% chance to hit!" is merely a goddamn suggestion and you will miss 4 out of 4 shots all the time, we need all the help we can get, and bullshit gimmicks like "omg panic mode everyone!" only make it more frustrating.

gently caress it. Seriously. It's a total cop-out mechanic to give the illusion of challenge (and realism, I guess) when it really just needlessly sabotages your carefully planned tactics which would have otherwise went smoothly.
Some examples:

Veteran soldier gets poisoned. 1 point of damage. Panics. Runs 5 squares away from squad and throws back a grenade, killing a couple.

Soldier get attacked but is grazed, doing one point of damage. Veteran soldier next to him panics for the next 2-3 turns and is inevitably executed by incoming hostiles as he cannot be controlled to move away.

Soldier takes a hit from the enemy. PANIC. Runs away from squad into oncoming Overwatchers. Gets hit again. RE-PANIC (I guess this is a thing?). Runs BACK INTO THE SQUAD and shoots one, resulting in death.

Soldier gets hit. Minimal damage. PANIC. Then two or three nearby soldiers PANIC as well, and it seems contagious like a virus. All soldiers are now panic'd and I miss a turn due to first soldier taking minimal damage.

You've been with this squad for 10 or more missions, and you panic to that extent? It also doesn't help that the audio guys behind this game for some reason decided to raise the volume level of the panic sound queue by an additional 30 decibels so it just sounds like someone getting off to anyone who happens to be listening.



Maybe I'll remove panics with a mod sometime in the future when this goes on sale but right now I'd rather just play something without any bullshit mechanics, thanks.

It's a shame you didn't have fun but this is basically an expectations problem. What you're experiencing is what the game aspires and claims to be. It is unfair sometimes. It is a quasi-roguelike in ways.

:xcom:

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Is there a wiki with a rundown on the abilities and equipment of the new SPARK class? It's proving surprisingly hard to find any coherent collection of information about them to get an idea for how good or not they may be.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I forget, did we ever find out what happened to Vhalen?

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Does anyone know of a good source of info for the new classes abilities and how they work, how much damage they do etc? With all the streams some sperg has to have collated that info by now :v:

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Wicked Them Beats posted:

That's what they're claiming, as well. But at the end of the day they made a choice to lock any fixes behind paid content. It's good business, but bad customer service.

When you compare them to outfits like Paradox or Obsidian which routinely patch their releases for free years after release, it's hard to give them a pass.

Well...no. If what they're claiming is true, it's not really a choice at all.

You can assert that they're lying about the engine changes, and that's fine, but you can't accept their claim and state that they actively chose to lock the fixes behind paid content. Because their claim by definition would mean that locking them behind paid content is a technical necessity.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Dongattack posted:

Have they beefed up mechs in this here expansion not really about the mechs?

Yes. They have increased Aim, Damage, and can actually equip weapon mods now.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Basic Chunnel posted:

Bless your heart

I knew I recognized this guy from somewhere. Wicked Them Beats has gone on similarly oblivious diatribes in the past, like in the Stellaris thread where he tried and failed to wrap his head around the fact that game development does not, in fact, consist of the production lead allocating completely interchangeable omni-gel like "Development Resources" to different tasks and that what the audio guy is doing might have no bearing at all on what everyone else is doing. :v:

Captain Oblivious
Oct 12, 2007

I'm not like other posters
So for those who have been watching the streams, a question about general gameflow:

My understanding so far is that, given the cost of levelling up the faction classes with intelligence, a limited resource you have many competing soldiers to spend it on, it's probably going to make sense to focus on levelling just one faction soldier in the early game. Is that more or less how it's playing out?

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Zore posted:

Not really, most streamers I've seen have been raising 3 and have enough points to toss the odd perk or two to other classes.

I think it helps that early on a lot of the Skirmisher and Reaper perks are pretty bad and you can skip them for a while. But on promotion faction soldiers get enough personal points to grab a perk of the next tier, so at worst they're levelling like a normal soldier.


The bigger issue is trying to backfill multiple perks for multiple squaddies, that's way too expensive until you're rolling in points or you have a savant. Also remember Faction Soldiers have more perks than normal soldiers so trying to grab all of them right away is going to stretch you thin.

But do you really need poo poo like "1/mission gain an action on your next turn if an enemy attacks you" or "gain 2 mobility for each kill you perform this turn:effort:

Almost everything Templars get is amazing tho :negative:

Captain Oblivious
Oct 12, 2007

I'm not like other posters

1st_Panzer_Div. posted:

Does the new expansion make this a better game? The base game's difficulty curve is really off-putting to me, is it still difficult start to easier and easier game as it progresses?

You just described literally every XCOM

Captain Oblivious
Oct 12, 2007

I'm not like other posters

BlazetheInferno posted:

IIRC, swords received one or two microscopic buffs along the way, but the fact is they're still vastly inferior to shotguns for a number of reasons. I'm not saying to NEVER use a sword attack, but more often than not, a shotgun attack will be more useful. More damage potential, better abilities, and you don't need to run out into the wild unknown to make an attack with it, risking activating more enemies.

Shotguns and Rapid Fire received substantial nerfs in War of the Chosen, however. Which indirectly buffs swords.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Zore posted:

I know Shotguns lost 10 crit, did they finally put a cooldown on Rapid Fire?


XCOM is now Fire Emblem. Please enjoy.

5 turn cooldown on Rapid Fire.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
IT'S DOWNLOADING.

IT IS ALSO HUGE???

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Godna posted:

So I've heard Rangers get some major nerfs.

Hunter's instinct is now only +1 damage against flanked enemies.

Reduced the crit chance of the shotgun.

AND they turned Rapidfire to a 5 turn cooldown.


I get that because of teamwork/advanced teamwork that they needed to give it a cooldown to prevent situations where you sink six shotgun shots into a target, but were Rangers really so overpowered?

Yes.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
First post Gatecrasher mission hard crashed to desktop on loading screen and I didn't think to save post-Gatecrasher. Yeah I guess I needed to go to bed anyway :shepicide:

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Some of these new mission types seem kind of...possibly overtuned for the early game? The second mission I get after Gatecrasher is to eliminate an Advent General, dude has like 10 HP, there's three pods on the map and the second I engage any of them a really tight time limit is imposed to kill the dude. This is a bit much to handle with 3 rookies and one Support squaddie.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

MF_James posted:

Not saying it isn't going to be hard (the new mission that is), but you should have at minimum 3 squaddies after gatecrasher or you're doing something wrong, really you should be aiming to have all 4 be squaddies and no injuries.

Without save scumming, poor aim/good enemy aim is gonna happen. I was glad to just get out of there with no deaths as poorly as it went at the very end.

That made for a very very rough second mission.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
If you have the time, researching the Purifier Autopsy is pretty nice. It gives a straight +1 HP Bonus to all vest type utility items, no proving grounds project needed.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Internet Kraken posted:

What exactly causes Advent purifiers to explode when you kill them?

It's random afaik.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

RBA Starblade posted:

Wait, let me get this straight. My chosen assassin:

-Gets 3 armor every missed shot
-Can't be overwatched or reaction shot
-Takes extra damage if three people hit
-Takes extra damage from Reapers (who wasn't here because they were on the last op because every single mission in the game so far has had the chance of the assassin appearing).

On top of its normal abilities of:

-Resistant to frost bombs (only lose 1 ap to these)
-Three (?) actions a turn
-One action is a 4 turn daze
-One action is a instant kill on anyone not a captain
-One action is a normal attack
-If it touches a dazed unit you lose to it and it leaves
-Summons reinforcements
-Every attack dazes
-Starts with the instant kill on not captains attack
-Fakes the camera out with the teleport

I'm on a resistance op, 1 guy's dead, everyone's critically weak, the Assassin left with 1 hp because it had half its hp in armor because I guess I'm not landing less than a 95% now (:xcom:), and that was at the start of the op. I have no grenades, medkits, or items remaining. Because it's a resistance op you can't leave so the only way to pull back is to squad wipe.


Welp, that campaign was good while it lasted, I guess. Time to try again!

e: Gatecrasher crashes immediately now, so maybe the chosen assassin succeeded too well :v:

Retreating in the face of a Chosen attack is a valid option if it's too much for you.

Oh it was a Resistance op. drat. RIP in peace

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Exposure posted:

Yeah in XcomGameData_SoldierSkills.ini. You should see Brutal_Will_Mod somewhere in the chosen abilities.

Also uploaded a proper fix for it on the workshop, should be visible soon-ish.

Would this in any way negatively impact a game in progress if I used it?

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Captain Oblivious
Oct 12, 2007

I'm not like other posters
Intellectually I know Sharpshooters are really good eventually but I'm increasingly inclined to simply not use them this run. They take too long to come into their own and there's too many more immediately satisfying classes.

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