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Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Sashimi posted:

Has 2K or Valve announced when the preload will begin? I need to coordinate with a friend to use his place's internet connection since I've got really lovely internet where I live right now.

Why not just pick, like, "the day before it releases"? It's not like preloading earlier actually helps things at all.

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Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Stream is up, midnight stream whoooo!

I'm gonna be feeling it in the morning, but it's gonna be worth it (probably).

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Josef bugman posted:

Oh sweet jesus Beagle is completely insane.

Playing on Legendary, and still making suboptimal decisions for roleplaying reasons. I love it.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Haha, and he lost all of his equipment too, just in time for the terror mission. Glorious.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Josef bugman posted:

I now have to stop watching the stream because beags just done got hosed.

He's fine, it just means we'll get to see a base defense at some point ;)

All he lost was a couple of days.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Piquai Souban posted:

This sounds super hard. Is there a casual/easy mode, or do I just resign myself to never finishing it? Dadgamer life.

Keep in mind that the streamer everyone's watching right now is playing on literally the hardest built-in difficulty setting (and even modded it to be harder in an earlier preview campaign). The game is a lot more forgiving on lower difficulties, though you still do need to think and play tactically in order to succeed.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Oh man, the advanced warfare skills look amazing.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Bremen posted:

"Operation Perilous Doom"

I have a good feeling about this!

It's Muton time :getin:

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
I get the impression that the Facility scan he's doing at the moment will get him to an avatar-progress-reduction faster than going through the rest of the black site chain. Or at least, it seems like that's the assumption he's operating under.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Man, just looking at that clock is stressful. The minutes seem to be ticking by so fast, though objectively you've got quite a long time.

e: Sid and Jake showing up as potential recruits! Hype.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Ahaha, four sectoids at once. :xcom:

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Miftan posted:

Sounds like a second game option 'cause it'll take a while. Guess I'll just have to send my friends and family to their deaths in my first run through!

Of course, you'll probably want to wait until a bit into your game before your create your own gooncharacter, so you can show that you're better than all those other goons by dressing up in the real tacticool smooth-operator high-rank-only stuff.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Hahaha, I remember some of those screenshots. Especially the "don't sneak into a crossfire" one.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

dogstile posted:

Hang on a loving second.

Overwatch - Covering fire shoots enemies before they shoot your dude.

You can still do the beaglestrat, you just need covering fire, hahaha.

All well and good if you wipe them out with your overwatch fire - but if you could guarantee that, you don't lose anything by engaging on your turn anyway.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Unlocking now :getin:

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Advent leaders have grenades, it's not fair

(rip half my starting squad)

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Alright, my entry to the character pool:

https://www.dropbox.com/s/9no9c81teawgol9/Jabor.bin?dl=0

Not a spectacularly good likeness, but you know.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
gently caress, now I have to go to work. See you tonight, XCom.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
XCOM can in fact discover that technology, if you get relays up in the right continent (and you're lucky enough to have a continent with that bonus actually spawn in your game).

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

idonotlikepeas posted:

Hey, folks.

This may only be temporary, until I hear from Durinia, but here's the goon pool so far:

https://drive.google.com/folderview?id=0B4vbWbHpBrhqTFNsLTJGcmpVR2c&usp=sharing

I'll keep updating this one for now, and one of us will post a new link if different arrangements are made.

jabor.bin doesn't seem to work for me; anybody else tried it?

Uh, I may have messed something up. I'll take another look at it once I get home tonight.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

idonotlikepeas posted:

I'm having the same problem I had with jabor.bin - the game opens the file and can see the character's name, but nothing happens when you try to import it. Not even an error message, it just doesn't show up in the character list afterward.

Has anyone else successfully added this character? Trying to figure out if it's me or the file.

Anyway, the pool is updated with everyone else that sent me something.

I think I figured it out - if you rename the character pool file, it doesn't import correctly. Not exactly sure why, but I'd guess the actual name you gave the pool is kept in the character data somewhere (and it fucks up if it doesn't match).

I've re-exported to a pool with the right name, hopefully this one works: https://www.dropbox.com/s/9no9c81teawgol9/Jabor.bin?dl=0

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Koorisch posted:

So does the tutorial give you any advantage over playing without it or something?

Tell me about your early combat gear, I can't really tell if i should use shotties on my ranger or a rifle and if SMG's are decent or not.

It gives you a bit of a headstart (a week and a couple of missions, I guess) on the aliens (as far as I can tell, the game clock and alien progression doesn't start until after you're out of the tutorial), but makes you build one of your buildings in kind of a bad spot.

Also holy gently caress, the armour upgrades are amazing. Definitely worth getting before gauss.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Neddy Seagoon posted:

I really think they should have put the 4/6-man thing to bed for XCOM2. It had a handwavy reason for existing because of console versions in the first game, but all you have to do for XCOM2 is point at the Avenger Defense missions to show it's perfectly feasible for the game to handle double that.

Honestly, you can't go too much higher before you start running out of good cover to put people in. 8 would probably be fine, but going up to 12 on regular missions would just be a pain.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Eimi posted:

To that end, I modified FacilityDestructionDoomDelay[0]=672 to 1008, basically increasing it by half, but I've only seen the Avatar count drop by one thanks to it. I'm assuming it's lower now thanks to that, but was wondering if anyone could confirm that.

After you destroy an advent facility, there's a cooldown before the doom track starts ticking back up again. I'm pretty sure that particular var affects how long the cooldown is, not how many blocks you get back.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Alkydere posted:

Also, turrets tend to be on roofs: try destroying the floors beneath them if you're having trouble.

Or just go around them. You know, a tactically interesting choice between using worse terrain/playing the time limit tighter, or fighting a mildly tough enemy instead.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Fister Roboto posted:

Am I effectively missing out on bonuses if I don't build the AWC as soon as possible?

AFAIK, every soldier gets one bonus skill, on one of their level ups. If you build it when one of your guys is a Major, then they're guaranteed to get it on their final promotion.

You still do want to build it early, because faster healing is really really useful, and getting some high-level skills early can be a gamechanger, but you're not permanently missing out on anything by putting it off for a little bit.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Fister Roboto posted:

Just failed a mission because I guess my specialist decided he couldn't remote hack anymore. Do you need LOS on the terminal or something?

...yes? the hacking missions would be really short otherwise.

redreader posted:

-What exactly do the two first sniper gunslinger abilities do? One is lightning hands and the other is maybe gunslinger. The descriptions are, they both seem to be the same thing. One is 'fire without using an action' and the other is 'firing at the start of the turn doesn't end the turn'. Those sound like the same thing. I try to use this to fire my sniper rifle and my pistol and only ever manage to fire one (the pistol, which I fire first). Should I fire the rifle first?

Lightning Hands is a special ability, it gets its own slot on the toolbar, and it has a cooldown. Using that ability gives you a pistol shot without spending any actions. Quick Draw just means that when you shoot your pistol (which still costs an action, like shooting any other weapon), it doesn't end your turn unless you're out of actions. So you can shoot your pistol as your first action, then shoot your pistol again as your second action, or throw a grenade, or activate another ability, or whatever.

Lightning Hands is the one that will let you shoot both your pistol and your rifle in the same turn. You need to shoot the pistol first (using Lightning Hands, not the regular "shoot pistol"), and then shoot the rifle. (Or shoot with the pistol twice more. That works too.)

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

K8.0 posted:

That's my point. The entire design of the combat system is trash and should have been thrown out. They could have made a game that was both deeper and more cinematic by moving away from discrete turns to a system where actions take time, and away from a cover system with bonuses/penalties to having actual projectiles and collision detection, but they just made more of the same crap. I really wanted to like the first game and I want to like this one, but the mechanics are just... bad.

Time units make it pretty difficult to plan out any kind of overall strategy, because you can't actually "plan" anything when you don't know beforehand what your soldier is actually going to be able to do. Frozen Synapse is cool, but that sort of system is rather incompatible with a fog of war.

Original X-Com actually had piss-all in the way of interesting tactics and was almost entirely mechanically moving your mans around. Sorry that the new game makes you have to actually think instead of just throwing bodies at a problem.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

K8.0 posted:

I'm not talking about an AP system OR a system where you execute over a fixed chunk of time. I'm talking about a kind of system a bunch of smaller games have used, where actions take actual time, everything gets executed simultaneously, and you essentially get a "turn" whenever someone finishes what they're doing or something interesting happens. There have been some very fun games (most notably Brigade E5) that involved this system, but they've all had bad interfaces and really bad non-combat systems. An actual big budget game based on that kind of system would be a smash hit even bigger than EU was. When you're playing a strategy game that doesn't have all the flaws and bandaids of discrete turns and overwatch, cover systems and flank bonuses, etc, combat just starts to flow in an incredibly engaging way.

The best part is that since everything plays out in a single simultaneous timeline, you could have the mission summary include a real time replay of the mission which would look really great.

So you're asking for a real-time tactics game rather than a turn-based one?

I mean that's absolutely fine, they're a lot of fun, but there's a massive difference in feel between them and it's a bit odd to be claiming that turn-based strategy is totally obsolete.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

K8.0 posted:

Discrete turns (i.e. I go, you go, repeat) are totally obsolete in this particular sort of game, because they have unfixable problems. The distinction between a real time and a turn based game is execution vs deliberate decision making. Under the sort of system I'm describing there's no execution burden, and thus it's still a turn based game. It just lets you improve the core game mechanics and get away from problems nobody has been able to solve in 20+ years.

I mean, you still haven't listed any "problems" beyond "I don't like it". For all the poo poo-talking you've managed to cram into four entire posts, surely you should be able to mention something specific?

Real-time pausable games still feel completely different from turn-based ones (if you want an example: compare Baldur's Gate with Fallout).

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

LibbyM posted:

Chess would be much cooler if everyone told all their pieces where to move in real time, and then it would pause and you'd update where you want all your pieces to move.

Only being able to move one unit per turn is an obvious bandaid over the problem of units not being able to properly defend themselves. Then you need other bandaids like "castling" to fix the problems that that introduces and...

e: This is the worst new page ever, I'm sorry.

e2:

Eimi posted:

I'm pretty sure its only one pip on everything not Legendary, and 2 pips on legendary. At least I only got one pip from it and skulljacking a captain. Also destroying facilities is only 1 pip. (I mean I've modded my game, (:v:) but that was to make those values go UP not down.)

Destroying facilities removes however many pips the facility had produced (you can see the red squares below it on the globe). If you're on top of it as soon as it spawns, that's probably one. If it's on the other side of the map and takes you ages to get over to it, probably more.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Alain Post posted:

I got hosed by one apparently spawning everyone in the northeast while I went northwest and found a grand total of one civ and a faceless. I'm wondering if it's worth the risk to split the team in 2/2 to cover more ground.

If you have a Phantom ranger, it's absolutely worth it to have them initially head off in a different direction from everyone else to cover more ground. Battlescanners can also be helpful. After the first turn, you can see where civilians are getting shot in the fog and probably want to head that way.

I don't know if anyone else has had this happen, but when I engaged the remaining enemies on the map, they seemed pretty aggressive about killing civilians until there was only six left, but then started fighting me instead of killing one more to make me fail the mission. Maybe it's a coincidence, but that does seem like the sort of thing that could be a deliberate choice by the designer of the AI.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
The skulljack is great because it means your specialist gets to pretend to be a ranger for a turn. A ranger that will instantly kill even the toughest advent trooper regardless of health, but with a 70% hit rate. But it's honestly not worth trying to force it too much - the actual reward on the strategic layer is pretty marginal. Just use it when it's tactically useful, or if it's the last enemy on the map and you have another plan for if your guy rolls the 30%.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Ciaphas posted:

How do you use a phantom Ranger to trigger a second overwatch trap? You have to have your other guys back really far to not trigger the pod in advance. Do you overwatch them, open fire with the Ranger, and hope like hell that the pod runs forward as they dive for cover?

If it's an untimed mission, just move your guys right to the edge of their vision (since you can see the enemies, you can use the LOS indicators to make sure you're not going to trigger them) and overwatch everyone. If they moved toward you, you get a perfect overwatch ambush, and then you still get to take your turn afterwards before they can actually shoot you. And your spotter is still concealed for the next pod. I haven't tested this bit, but I'm pretty sure you should be able to use a Long Watch sniper to guarantee activating the pod on their turn if they move, rather than relying on them moving into range.

If your on a timer, you don't really want to overwatch them (you're not in concealment so you're taking overwatch penalties anyway), so just use your vision to nail them with a perfect grenade or whatever to initiate.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Broken Cog posted:

yeah, about that. Have you tried playing on Commander?

I'm playing on Commander and I have had zero trouble with timed missions. Even with 4hp advent, it's straightforward to ace the first pod your come across, and then you have plenty of time to push towards the objective.

You should have zero problems before stun lancers show up, and by the time they appear you have the tools to handle the timer better.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
I'm pretty sure Legendary is balanced around everything being slower - if you want the player to have to play more missions before finishing the game, you could make missions appear more frequently, but you could also do it by slowing down both the player and alien progression.

Somewhat ironically, if you play on Legendary but mod the build and research times back down to regular speeds like some people were talking about doing, it probably is easier than playing on Commander.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
So apparently if you whiff on skulljacking, you still deal damage if you had a stock equipped on your rifle.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Kiggles posted:

That is an attribute of the free camera mod. It isn't available by default. You have to hold middle-mouse to zoom out with default settings.

G and T works fine to zoom unmodded, though I personally just hold Z for that stuff so I don't have to zoom back in again after I'm done checking line-of-sight.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Shredder cannon is absolutely amazing, oh my god. I have it on my Salvo ranger and it's a godly ohshit button. (Especially when she can then run-and-gun murder one of the guys you've just stripped cover off, and then move back into safe cover afterwards.)

Other than shredder cannon godliness though, that mission was a real cluster. I hacked the terminal because the timer was about up, and then ended up being sandwiched between a reinforcement drop, and two pods consisting of a codex, two sectoids, two archons, and a mfing GATEKEEPER that activated after hacking the terminal. Oh, and I was all out of explosives, because I took the opportunity to jack an enemy earlier in the mission and god the Avatar is incredibly obnoxious. Hacked the advent mec from the reinforcements to provide a distraction, then crushed through the other two guys and ran for the hills. My Serial gunner mopped up all the zombies at various points, and I basically fought a fighting retreat while slowly whittling them down. Ended up only taking two wounds.

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Jabor
Jul 16, 2010

#1 Loser at SpaceChem
The workshop is not really necessary at all. In practice it works out to buying engineers for about half the usual supply cost, at the cost of a building slot and a bit of power. With engineers falling off in utility as the game goes on, you want to build it early or not at all, and "not at all" is a totally reasonable path to take.

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