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binge crotching
Apr 2, 2010

Kai Tave posted:

"Terrorists From the Deep" is still the better thread title imo.

He can save that one for the TFTD DLC

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binge crotching
Apr 2, 2010

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.

It's not bad once you realize the spawns are mostly static. There is a video somewhere of Beagle doing it and cheesing the two bad spawns. The hidden group of thinmen in the first alley you can nuke with a rocket from out of visual range, and the surprise guy that drops behind you once you reach that same alley on the way back you can cheese with an assault standing next to where it drops. Everything else is just one or two guys at a time, because you should only be moving in half/quarter turn moves so as to not trigger much at once.

binge crotching
Apr 2, 2010

Zaphod42 posted:

Hahaha, what is this? Apocalypse? Laser Squad?

Apocalypse, and it's showing the most fun way to play.

binge crotching
Apr 2, 2010

Rhymenoserous posted:

Whenever I captured an alien I'd drag it back to the skyranger where a rookie with a shock prod could smack it any time they woke up (Because they could wake up in the original).

I was worried that would happen the first couple of times I stunned one in the new version. I don't miss that at all. If those fuckers get stunned, they should drat well stay stunned unless woken up by an alien with a medkit.

binge crotching
Apr 2, 2010

heckyeahpathy posted:

Counterpoint: I have a Dell XPS 13 with integrated graphics that runs EW like a dream and can chug along pretty reliably on less intensive current games. I'm still a little worried, but XCOM 2 has the same base engine as EW, so... we'll see on Friday, I guess.

Yep, EW runs just fine on my 2 year old Macbook Air. The low resolution screen helps a lot, because it's far less demand on the video card than a normal desktop display would be.

binge crotching
Apr 2, 2010

I'm going to need to figure out how to export the dildobat from Saint's Row and import it in as a sword skin.

binge crotching
Apr 2, 2010

AegisP posted:

Honestly, fall damage is my most hyped for feature. Being able to blow the floor out of enemies to kill them will never get old.

I didn't realize that was a thing, and it makes me very happy.

binge crotching
Apr 2, 2010

splifyphus posted:

I'm not saying they shouldn't do support stuff, and I'm not saying that that support stuff isn't hell of dangerous when they have offensive units to back them up, I'm saying they should be smart enough to know when taking a shot is the best option (ie: when they don't have any cover from other units, when they have a flank, when they have a shot on someone who's damaged, when they can't run, etc).

In the book (which I'm not sure if it is 100% canon or not), they are pure psi units, and never fire a single shot. So them passing up shots to try and mind control someone is exactly in line with what little bit of the lore exists.

binge crotching
Apr 2, 2010

Just like Assaults were the best class in EW, Rangers look like the best class in X2.

binge crotching
Apr 2, 2010

Jibo posted:

I used to play a lot of Enemy Unknown and decided I should probably try to do an Enemy Within run before the new game launches. Are there any new units/traits/research things that got added that I should really be making use of?

Get a Sprinter with Mimetic skin, and use him as the best loving scout ever. Even better if you get lucky with Training Roulette and pick up Low Profile at the same time. All you really need early on is a single scout, but eventually you'll want to have your entire squad with Feedback/either eyeball/Adrenal/Mimetic/Muscle legs.

105 meld per soldier, which isn't that bad. Once you get your first Mimetic scout, it all starts rolling from there. Just make sure you don't put Close Combat Specialist on it, because eventually that will bite you in the rear end.

binge crotching
Apr 2, 2010

Trilin posted:

Your guy will take cover where he's standing after taking a swing, so you can stab a guy and then still be in full cover with careful positioning. Obviously this isn't going to be the case every time.

And also assuming your sword attack doesn't explode your own cover, which happened to Christopher Odd a few times.

binge crotching
Apr 2, 2010

monster on a stick posted:

I do believe you mean "killed the final boss with Neural Feedback" :colbert:

I just did that over the weekend on my latest C/I run. I couldn't believe feedback did that much damage, it's a million times more useful than the other one. I even had a sectoid commander kill himself from mind controlling one of my guys.

binge crotching
Apr 2, 2010

Back To 99 posted:

Those 3 "Long War" mods seem like they should just be in the vanilla game. Do they really need to get everyone to use the workshop on day 1 to promote future mods...

I'm glad they are separate mods, because the smg seems like it's either stupidly overpowered or useless depending upon the damage, and another class when they are already releasing one in a month or two is pointless.

binge crotching
Apr 2, 2010

AlternateAccount posted:

I gotta say, I don't really dig Beagle's method of blowing the poo poo out of everything. I guess the cover system really encourages it, but...

Something I learned from playing EW is that grenades/rockets are specifically there to remove cover. On Classic it's also nice how a grenade will kill Sectoids and with a Grenadier will kill Thin Men, but as the game goes on the main use is to give you flanking shots on unsuspecting aliens.

binge crotching
Apr 2, 2010

dyzzy posted:

Preloads are live according to the steam group.

OSX preloads are also available now too.

binge crotching
Apr 2, 2010

iGestalt posted:

They made a cool little graph for unlock times.



9pm Thursday night. Good thing I don't have to be at work until 7am on Friday, this poo poo is going to be awesome.

binge crotching
Apr 2, 2010

steakmancer posted:

Anyone know if we can pull some vpn fuckery to play this tonight

Yes, if by tonight you mean tonight GMT, roughly 18 hours from now.

binge crotching
Apr 2, 2010

Zaphod42 posted:

Nah just having fart guns that do insane damage and are the best guns so you have to use them.

The not blowing up buildings is just the balance, it can't be completely OP or it'll just get nerfed. Bring some drat rockets or grenades, big whoop.

They were also technically pistols, so you could put grenades or stun launchers in the other hand without penalty.

binge crotching
Apr 2, 2010

I'm going to play on easy for my first game and it'll be great. I'd like to see the game and story in the very limited time I have to play, and really don't want to have to throw away two weeks worth of free time whenever I gently caress up.

binge crotching
Apr 2, 2010

PBS Newshour posted:

Is XCOM apocalypse worth playing? The faction system works interesting even if its barely there and I do like that gif.

You're probably better off just watching an LP at this point.

binge crotching
Apr 2, 2010

poo poo's unlocking yo

binge crotching
Apr 2, 2010

Jack Trades posted:

Decryption should be done in 5 minutes. God bless the SSDs.

15 minutes on my lovely little Macbook Air, SSDs are the best loving thing.

binge crotching
Apr 2, 2010

For those worried about performance, the game complains that my laptop doesn't meet the minimum specs, but it still runs. The animations are a bit jerky, but it runs well enough on a 2 1/2 year old Macbook Air. So if it can run on that, it can run on just about anything.

binge crotching
Apr 2, 2010

Has anyone looked into what it takes to make a mod? I was curious how difficult it would be to make melee attacks have a 100% hit chance.

binge crotching
Apr 2, 2010

Dude McAwesome posted:

Hey all, sorry if this has already been answered/discussed. (I'm trying to avoid spoilers)

Is anybody here playing on a MacBook Air? If so, how does it run?

I bought this game, and won't be able to install it for a few more days cos I'm currently overseas. I've tried googling around and the guys porting it to Mac posted some specs the other day, but apparently they're wrong as the cards they mentioned aren't in Macs. (I don't know how true this is, but that's what this reddit thread told me).

I posted about it yesterday, but I'm running it on a mid-2013 Macbook Air. I have it on low detail and it runs ok. Load times are hideous, and I have had a few crashes, but otherwise it's ok.

binge crotching
Apr 2, 2010

I wish I could run a full group of 6 Psi Ops.




First pod of the game, Archon with two buddies. Stasis the Archon, kill the other two guys, next turn Dominate the Archon, who then becomes my scout for the rest of the game. He took a beating from those annoying Heavy MECs, but at least he was disposable.

binge crotching
Apr 2, 2010

LordNat posted:

There is a downed UFO mission that can pop. I think it is a alternate/rare version of the Supply Raid mission.

That mission was my introduction to Sectopods.

binge crotching
Apr 2, 2010

StringOfLetters posted:

I have verified that mind controlled chrysalids can make more chrysalids, but they are not friendly.

That's interesting, because if you make a psi zombie with a mind controlled gatekeeper, it is friendly.

binge crotching
Apr 2, 2010

Trast posted:

This is my lead hacker in my second campaign. The window is from last night's mission to get a thing.

:eng101:

drat, my hacking guy is only at 150, you must have gotten lucky with your rewards in this one.

Khisanth Magus posted:

Completely random, with no indicator when it will run out.

I'm pretty sure it's 2 full turns actually. I remember seeing something in the ini about it.

binge crotching
Apr 2, 2010

Lowen SoDium posted:

Note: On evac missions, if you evac a Psi Agent that is mind controlling an alien, the mind control will end.

Luckly, that didn't cost me much.

I found that out when I had everyone in the zone already, so I learned in a pretty gentle manner. I could see that ending very poorly though.

binge crotching
Apr 2, 2010

ulmont posted:

I want my soldiers to be part of a mostly indistinguishable (except for class) swarm of fighters, not individual special snowflakes I have to wait on.

They are? Other than Jane from the tutorial, gently caress if I could tell you what the name of any of the guys in my game. I just know that my main squad is two rangers, two specialists, and then a grenadier/psi.

binge crotching
Apr 2, 2010

Erata posted:

I like how Sectopods and Andromedons will patrol straight through their own base's fastidiously polished steel walls, but apparently the rest of Advent is too intimidated to tell them to stop.
The best one was where a giant hole was left behind 2 tiles away from a gateway. I guess their pathing AI is that of an excitable, untrained dog.

I had a Sectopod walk through the downed UFO alarm, disabling it for me.

binge crotching
Apr 2, 2010

Speedball posted:

In other, OTHER grenadier tips: Which do you guys like more, holo-targeting or a third grenade? They're both good...

More grenades is always the answer.

binge crotching
Apr 2, 2010

Turns out that Saturation Fire can cause a Repeater to trigger, even when the target being executed is completely out of LOS of the Grenadier. The hit chance display mod even popped up a little Execution: 0% notice.

binge crotching
Apr 2, 2010

Re: Timer chat

I think more of the missions with timers should act like the UFO recovery mission, where the timer doesn't start until you make contact with the aliens. Certainly all the ones where you start in concealment because they don't know you're there should be like that.

I saw a few mods that are supposed to do that, but I haven't actually tried any of the timer mods yet.

binge crotching
Apr 2, 2010

Ferrinus posted:

What you can do is get everyone in the evac zone, then hit 3-3-tab, 3-3-tab, etc. The game doesn't actually prevent you from selecting other soldiers and giving them orders while the evac animation is playing.

Yeah, except for all the times it fucks up and stays on one soldier until they finish the rope animation. Overwatch all and Evac all are basically must have mods imo.

binge crotching
Apr 2, 2010

Furism posted:

Not when that happens it doesn't :( Not for me anyway.

When stuff gets stuck, sometimes you need to hit 1 to bring up the shoot screen and then cancel it before you can end your turn with backspace.

binge crotching
Apr 2, 2010



I think I've come to realize that Rangers are by far my favorite and most useful class.

binge crotching
Apr 2, 2010

Gharbad the Weak posted:

I've got a bug where skulljacking doesn't show the actual interface, which means that if I attempt a skulljack, it just stands there looking at the character's wrist. Anyone know a way to handle that?

Edit: I hear it's actually a problem with one of my mods. I'll check it out when I can.

I had that bug once, but all I did is kill the game and reload my save and it was fine the next time.

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binge crotching
Apr 2, 2010

SpookyLizard posted:

Since I have yet to find a way to increase the starting number of rookies to fit with IESS+ I just cheat myself enough supplies to buy a bunch of rookies at the start. I think the pool has like 10 to begin with? So I usually add like 400 supplies and hire them all.

I want to say in either GameCore.ini there is a num_starting_soldiers that you can edit. It was there in Xcom1 at least, and I'd be surprised if it wasn't still there in Xcom2.

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