Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
I think it's fine that sectoids are support oriented but don't shoot. Conceptually the idea of a force multiplier unit is interesting and cool. The problem is if it's optimal to always kill them last and you just hope you kill everything fast enough that they're not a problem. There should be a compelling reason to kill the sectoid before his friends sometimes.

I'm going to reserve judgement before I play some myself, but if it turns out that leaving sectoids for last is always the right move I might throw together a mod to balance it out. My first thought is the Intimidate ability from EU if one of the sectoid's nearby allies dies from an attack that doesn't also damage the sectoid. Doesn't scale with enemy strength, and it has no effect if you use AoE on the pod, but it's highly significant early game with low-will rookies and the sectoids pod buddies being ADVENT goons that die in one hit.

Adbot
ADBOT LOVES YOU

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

MarquiseMindfang posted:

I know that if the game doesn't have a way to kick me in the arse and get me moving, I'll stall forever.

Yeah. I think any game where you can hit a grinding holding pattern is annoying, because you're essentially coerced into either a.) grinding or b.) knowing on every loss that you could have just sat in a holding pattern first and won.

It looks like XCOM 2 is like XCOM EU where it's almost a roguelike but sacrifices some of the fundamentals for a more cinematic experience. This is what burned me out on EU (but after I cleared Classic Ironman a few times and got my moneys worth) but it's not even frustrating here because I can just mod it into being my dream replayable roguelike.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
And then stream dies because crashes. I uhh, think maybe I will Bronzeman my first WotC game.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Yup, I got on in time but it was gone a few minutes after that. Oh well, probably is worth $40 to be honest.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Zigmidge posted:

Are they doing anything to counter balance these? It's not like the rulers were difficult as they were if you had three braincells to rub together.

Unfortunately, the Alien Hunters steam page has tons of negative reviews from people who couldn't handle rulers, so I think they're probably just going to be nerfed into the ground ¯\_(ツ)_/¯

Having said that, when they say the rulers are guarding a facility - if that means they don't warp gate away and you have to do the entire health bar in one mission, then the berserker and archon will be pretty rough.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Basically Gunslingers are more useful more often, but when long-range snipers are good they're really good. It's worth having both. Kill Zone and Serial offer some of the best one-turn killing power in the game when you can set them up, but it's hard to set it up on retaliations and any mission where you need to evac on a timer. (Timed missions where you don't need to evac, like device hacks, are a lot more forgiving.)

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Vib Rib posted:

It was my understanding from watching LPs that starting with a faction soldier is a Second Wave style option, not something that comes automatic if you turn off Lost and Abandoned.

I wonder what'll end up being easier, Commander without Lost and Abandoned / free faction soldier or Legendary, but starting with a faction soldier.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Bogart posted:

L&A is a stationary target you can build a team for, which I imagine is much easier to work around than trying to get in contact with the factions without that basic structure.

Eh, but conversely Mox gets auto-captured and as near as I can tell someone getting wounded in the first encounter with the Chosen Assassin is unavoidable, plus the first faction solider starts getting exp earlier when you get them from mission one.

I get the feeling that they "balanced" around L&A, free solider will be easier, and no solider will be (potentially much?) harder. I'm trying to figure it out because I want to do a release day stream and I don't want to do L&A, but it's annoying because it really does seem like that was their balance target. So I need to chose between commander with no faction solider or legend having one.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

marshmallow creep posted:

There is so much going on that Christopher Odd needed something like three videos just to unlock his second region. Also he got a bonus that turns any rookie trained in the GTS into an instant sergeant. Given several ops require sergeants and above to even run, that's a super good bonus to get even without the power boost.

To be fair, Christopher just wanted to show off all the new stuff as quickly as possible and consequently his strategy layer is an outrageous clusterfuck. I don't think the contacts clock is going to slow down all that much when folks are playing optimally.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Zore posted:

Ugh, I tried to watch some of the pre-release stuff since I was getting antsy.


And I learned I absolutely cannot watch other people play Xcom. Holy poo poo ChristopherOdd is infuriating to watch.

"Yeah I desperately need supplies on this supply raid. Better get in long drawn out battles with ADVENT at range in cover instead of even trying to move up to the boxes or flank with my concealed Reaper or Ranger. Oh no, how did I not manage to get any of the supplies"

:bang::bang::bang:

His geoscape is whats tilting me, especially the two months of floating the resistance contact order he's not using. At least on missions he's checking his remote starts now.

Still, it's nice to see things going okay for him even with those huge inefficiencies, because it really makes me think WotC L/I will be easier than base if you just pay attention to all the new subsystems. So I'll probably just start on L/I.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Fangz posted:

That's cheesy but probably not that imbalanced with the time limit, since unless you bring multiple only that sniper is doing damage each turn.

In WotC Ruler's can only ever be found guarding Alien Facilities, which have no time limit.

Honestly I wish they had done just that and not touched anything else about Rulers. It's easy to take pretty much zero damage from Rulers as long as you can have some teammates just not act each turn (in fact, on Legendary I took literally zero damage from the Viper King). The main thing that made them a problem was when they popped up alongside an aggressive timer. But punishing reloads and movement creates these really fun puzzles with ordering and which soldiers should just sit idle and those puzzles generally did have solutions that left your squad in good shape.

But,

hito posted:

Unfortunately, the Alien Hunters steam page has tons of negative reviews from people who couldn't handle rulers, so I think they're probably just going to be nerfed into the ground ¯\_(ツ)_/¯

I think the gameplay team of a AAA company like Firaxis probably gets significant pressure from on high to "fix" a Mostly Negative/Mixed reviewed DLC on Steam, even if the fix is "No interesting puzzles involving ordering and selective activation because turns out most people suck at ordering and will always activate all soldiers, then write negative reviews"

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

TWIST FIST posted:

you should watch part 20 at least, its an amazing clusterfuck

While obviously he did a ton of misplays there, meleeing the muton is something I can't get mad at him for because that is one of the things I hate most about XCOM 2, design-wise.

Having an enemy immune to melee is a neat tactical concern, especially an enemy that takes cover, is hard to kill, doesn't explode on death, and really would just be a fantastic target to melee. But having it be a "counterattack" instead of immunity and allowing players to input a melee attack against Mutons is just asinine. There is never a reason to do it. It's just immunity, plus we'll gently caress up your file if you didn't know about it. This isn't even coming from a place of salt - I read spoilers before playing so I've never procced the counterattack. It's just offensive aesthetically. Actually I go one further and say that removing F1 at all is awful and directly counter to the idea of a "strategy" game, but the Muton counter is especially heinous because it's so high-impact, there's no way you can anticipate it beforehand, and (unlike things like explosives hitting friendlies) there is absolutely no reason for Mutons to be a valid target for melee attacks aside from wasting thousands of hours of time from people for not knowing video game trivia they just made up.

redreader posted:

I just death spiralled and hosed up right at the end: thought I was ready to raid a blacksite when I hadn't made contact yet, and ran out of time. The ending stats screen is ridiculous. I am pretty sure most people either savescum or just plain cheat. Some of the results are pretty hosed up. Like for instance, on commander:

-I had 11 soldiers killed. The average is 3. Lol, 3? really? ok maybe everyone's better than me and I'm terrible
-flawless missions: 0, average 11. Ok.
-supplies gathered: 250ish, average -3300. Uhm, no.
-intel spent in black market: 0, average 440. That doesn't sound right. I didn't spend more than 150 or so on my last normal run

And then, this is the kicker: All of the research times, I beat the average by about ten days. So it's like, they're way better than me in the tactical level and I'm better in the strategic level (despite losing this game due to loving up the strategy level) or most people play this game with cheats enabled (is that a thing still? I honestly don't know) or they just relentlessly savescum or replay missions that go bad. I mean, do what you want but god drat it makes me feel bad seeing those stats.

(or are most people just really good at this game?)

How do you have only 250ish supplies gathered!? Are you trying to research tier 2 weapons/armor before resistance contacts or something? You should be researching resistance communications as soon as it's available and making contact with your two free regions very quickly.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
I forget if it was here or reddit or wherever, but somebody pointed out the final mission is outrageously easier if you just avoid using explosives on the last bridge/wall to keep the cover up and just hide there. I had a mind-controlled Gatekeeper's zombie be the one to actually enter the room while my team just hung out along the wall and fired void lances at the Avatars. I managed to kill two avatars without ever breaking concealment on my Phantom ranger so she just ended the campaign with Icarus into a murderflank. It's night and day how much simpler it is if you avoid going in the room proper.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Zore posted:

I know there's one for Reapers that makes any kill shots have a 0 percent chance to break out of concealment instead of the base 50.

It's actually a bit more complicated than that. Basically when in Shadow the reveal chances are 0, 50, 80, 100 (at least I think those are the numbers). When Reaper takes a shot from Shadow they go up to the next number on the list and then roll that chance to reveal. If you have Silent Killer, kill shots skip the part where you go up one. So if you ONLY do kill shots, you'll never reveal; but if you did a non-kill shot first, your following kill shot might still break you out.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

dogstile posted:

Those resistance soldiers sure do make that first retaliation mission a breeze. I want them on my team, they never miss!

Unfortunately, the first mission is only sometimes a resistance soldiers one.

I've been running a few Legendary games and it seems like handling that first retaliation with the Chosen on the non-resistance soldiers version requires you to have the faction soldier and probably one other Corporal healthy and in the mission. Drag 'em out even if they're tired!

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

vosk posted:

what the hell does the 'workshop construction' research do? After I completed it, workshop still cost 150 supplies, 40 days, 3 power. (it's actually more power than in regular xcom2? workshop got nerfed? thought it was 1 in vanilla)

It does what it says on the tin, it's just that Workshops cost 300 supplies now.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Exposure posted:

They roll a 50/50 chance when they die, unless it was through an explosion, which always causes them to explode.

Is this confirmed from INI diving or anecdotal? Coulda swore I've had nades not denote it before but it's all running together in my head a bit.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Yeah but the reduced sightlines on Shadow vs regular concealment make a huuuuuge difference.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Dr. Carwash posted:

Is it still a good strat to let the avatar clock 2 week timer tick down all the way? I vaguely remember doing that on release.

Kind of.You always get one week when it goes back to full, no matter how low it got before. However, the tiredness mechanic means that having a mission pop up with one day left on the facility means that even if you get a flawless clear it still screws over the people you wanted to send on the facility. So you should decide based on whether the thing you're waiting for is worth the chance that your best soldiers might be tired.

RBA Starblade posted:

How do the lost actually work? I used remote start to try and find the chosen assassin on a rescue vip resistance op (she's camping the vip so it's impossible lmao), and it drew in a lost horde and twenty lost from the entire map. The next turn spawned another ten. Half have 6 hp.

I'm not restarting the campaign again so I was just dicking around, but what the hell how can I pick the VIP up without getting instant killed.

Pair up a Ranger and a Sharpshooter and they should pretty consistently be able to kill 10+ lost a turn. Prioritize dashers and it's likely that the ones you don't kill will need to double move towards you and not be able to attack. Make sure a third person can see them for rescues if they miss high percentage shots, but barring bad luck the two of them can easily clear swarms. Always reload, never overwatch.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Did they make environmental smoke more likely to obscure LOS in WotC, or something? I've been having a ton of situations where I grenade someones cover and then people who had a shot on them no longer do.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
It feels like the Surgical Sitrep is just close to suicide. The nerfs to the pods seem minimal compared to how rough it is.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
I'm pretty sure the timer confusion is that the timer only stops when the Chosen has "directly engaged" you. It's not on the Chosen being summoned, it's when they give their speech, if that makes sense.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Shumagorath posted:

Training Centre is great all around but it squares the utility of a good Specialist. Being able to heal and hack with one character even if they're dedicated to e-war or revival is amazing.

Yeah, I think probably the most reliable perk of Training Center is that you can take med and revival protocol on every specialist, then double back for Haywire and Combat on your first specialist to get significant buffs to hacking and have a dedicated anti-robot specialist.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Axetrain posted:

Finished a play through on veteran just to get familiar with what the game is going to throw at me now and am going to start a "proper" run on Ironman/Commander. I see the advanced option lets me pick which new class I start with first, what do you guys think is the most useful class is early on.

Skirmisher! Reapers are probably the best later on because of how good Shadow is, but before Squad Size upgrades, that's 1/4th of your team not doing damage. So you really need them to shoot, but without Silent Killer, it means your use of Shadow is limited. Templars can go nuclear with the right XCOM perks but their impact can be a bit more variable - sometimes you just get situations where the Templar can't do much, or kills one guy and lights up six more. Skirmisher perk is always useful, Grapple is almost always helpful, Justice is ~incredible~ against the ADVENT folks that'll be your main nemesis early on, and double-tapping means that Adversary: Skirmishers on the first Chosen is more likely to trigger more often (not to mention the disaster potential of Immune to Melee and Adversary: Templars).

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Pierson posted:

How's Commander Iron-man? Just less forgiving of mistakes but still basically fair, or does it require supernatural foresight and abusing AI (which I assume Legend also requires)?

I think the big one is you really need a sense of the LOS rules. I've had some no-shame reloads for things like "I know from Target Definition that pod is there, and I don't think this will light them up, but I will reload if it does." It's really finnicky and unfortunately it makes an enormous difference. Aside from that I'm on Legend and I don't think I'm doing much "abusing AI". (Unless you count things like "Making sure your Parrying Templar is flanked by exactly one enemy" as AI abuse.) You just need to focus on action economy (much more important with bonds now), ordering, and anticipating next turn so you know which enemies to leave alive. You definitely don't need to do anything super scummy on Commander.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
So I just used Interrupt on a reinforcement pod. They scattered, I tried to use Wrath and missed, and then they each got another full turn. It's my first time using Interrupt - is the whole abiltiy bugged, or is it something specific about reinforcement pods or something?

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

RBA Starblade posted:

I think the assassin is scripted to be immune to overwatch. I've never seen or heard of it not having that.

Mine doesn't have Shadowstep.

Having said that, I've definitely noticed her having it more than usual, and I have seen it on every Lost and Abandoned video. I wonder if it happens such that she always has Shadowstep if she's your first Chosen?

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Super No Vacancy posted:

why would my sniper have started a mission with only one round in her chamber?

I think there's a bug where the resistance people that join your squad on rescue start with whatever ammo they ended with on their rescue mission.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Tae posted:

I think Double Agent might actually be the new cheating. Having a spare Elite Lancer saved my rear end so much, either as a giant KILL ME sign, or a scout for Cryssalid ambushes. And at worst, 75% chance of meleeing an enemy.

Double Agent is the tech upgrade to Mimic Beacon

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Internet Kraken posted:

The siterep that makes you use units sergeant or below is basically unplayable.

How the gently caress am I supposed to take out a gatekeeper pod with a team of scrubs?

It has the same ADVENT "nerfs" that surgical does, so I'm pretty sure it's just that those nerfs are not nearly in tune with the restriction. Those two are pretty much going to be no-gos for me. I don't use balance mods besides bugfixes, but if I was going to mod for balance I would definitely make the "light threat" reduction more severe, because it's hardly noticeable at the moment.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Eh, I understand in theory that you can take Blast Padding and round back on Shredder. But there are so many points where grenadier wants both options (Heavy Ordnance and Holo-Targeting, Salvo and Hail of Bullets, Volatile Mix and Chain Shot if they're not just on Frost Bomb duty) that to me Blast Padding is still a hard sell. Grenadier AP is a precious thing.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

turn off the TV posted:

They're easy until you fail four 75%+ headshot rolls in a row, have your medic get killed, and then have a lost swarm spawn one tile away from the VIP while your soldier is right beside the objective raidus. I think it must have been a bug, I've never had a swarm pop up before reaching the VIP before. It's alright, though, the Templar and the VIP made it out and I got a breakthrough for interchangeable upgrades the next day.

With Horde missions, you need to change your tactics around a lot. Against enemies with guns, 75% is a pretty good shot. But the Lost walk up to your guns, so 75% is a much less good shot. Your goal is to space yourself such that the Lost can all get directly next to you, but only by yellow moving. Then your Sharpshooter goes for the ones whose health is the same or lower than your pistol min damage. Then your ranger takes eight 100% shots and your other kids clean up or rescue if some of the other shots were like 95s and you got unlucky. But I generally don't take four shots at 75% or lower the entire MAP on a Horde mission. Let them spend their action walking toward you and do the work of making the shotgun a guaranteed kill.

This is also why Horde is so much easier than mixed Lost-Advent - you don't need to take cover so it's a lot easier to get the positioning right.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Zore posted:

Skirmishers also benefit more than anyone from +bullpup damage since they can shoot the most out of any class.

Well, I think +pistol is the ABSOLUTE strongest, given Lost and Faceoff/Fan Fire.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Vengarr posted:

I went the entire game without every using the Skirmisher's Interrupt. How does it even work? Is it any good?

It's bugged on reinforcement pods, so don't use it then or you'll give them an entire turn after they scatter.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Taffer posted:

Yep. Even shows the line.





Guess I'll start another campaign. :(

Are you sure it's not just Alien Cypher being active?

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

SulphagneSocialist posted:

Shouldn't the Cypher just make it cost 80? Base is 40 since there's a tower next door. Or is it doubled on Legend?

Yeah, it's doubled on Legend.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

babypolis posted:

Kill zone is very powerful but also unreliable since it works on the enemy turn, you cant really plan around it

Like some folks here have said before, the best use of Kill Zone is with a concealed spotter. Start turn, sniper pops Kill Zone, then someone else triggers (often with an explosion), then you have Kill Zone proc on your turn and get the rest of your squad to clean up. It's also great on red flares or buried 'lids. Kill Zone rules, although like someone here said Darklance annoyingly has free reloads instead of the extended mag which does kind of hurt Kill Zone.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Vengarr posted:

I've consistently had issues with this since launch. Sometimes it works. Other times, the sniper only fires one shot despite having all her ammo. Other times, the pod stands perfectly still and doesn't trigger it at all (this is usually a good thing, but on pods that are mainly MECs or other non-cover aliens it just cheats you out of damage).

In regard to the last one, note that Mecs always overwatch instead of scattering and that any Advent that's been "lit up" by Lost won't scatter. No idea what's happening if it only shoots once, though.

Adbot
ADBOT LOVES YOU

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Stronghold mission is mostly just made difficult by the fact you have to stumble in to the rules of the space coffin thing. Basically you should be willing to let the chosen live an extra turn if it means next turn you can pop them with your first action of the turn and have everyone else unload in to the coffin. Remember you can't miss, so you can do dual shotgun hits and stuff like that.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply