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FoolyCharged
Oct 11, 2012

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Mzbundifund posted:

I kind of assumed the monument exploding mission was the distraction for the commander rescue in the tutorial.

If memory serves that is indeed the case.

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FoolyCharged
Oct 11, 2012

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many johnnys posted:

I assume you're either really good, or just playing on normal. In classic+, I've had to evac a number of times.

He might mean ignore it as a tactical feature and only use it to mass bug out. Which in all honesty isn't something you need to do all that often. And most of the time I've wanted to, it's a on a council mission so gently caress you the evac is through all the enemies.

That said I've used a tactical withdrawal to keep my dudes out of medbay a fair bit, It's a least a something to help make up for armor being useless for that purpose now.

FoolyCharged
Oct 11, 2012

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many johnnys posted:

Yeah, I usually leave my psi troopers in the chamber until they're fully baked. Although even a lower-level psi can be good if he's got certain abilities, like lance, dominate, and inspire.

You forgot stasis. Oh god that one is probably the most broken of the lot.

FoolyCharged
Oct 11, 2012

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NAT-T Ice posted:

Void Rift+Schism is more broken. It's basically guaranteed to make any organic pod irrelevant, and having two Psi Ops with it pretty much negates the cooldown. The training progression for Psi Ops is weird but much easier and quicker than raising other classes to colonel.

The rest of the psi abilties are also OP. Stasis is arguably much more useful on your own troops once Stasis Shield unlocks.

The problem with void rift + schism is that it takes 3/4 level ups to get there. That's a ton of time in the tanks. Stasis is a single skill that makes big enemies non issues no questions asked because you can just kill their friends, chip at them and then lock them down until next turn 100% no questions asked or dice rolled. That kind of power at that ease of attainment makes it much stronger than the rift wonder combo, as amazing as that is.

FoolyCharged
Oct 11, 2012

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NAT-T Ice posted:

On Commander or Legendary? I don't have any desire to play Legendary until they've made it less like EW Marathon or something like Implassic comes out.

Time in the tanks isn't as long as you think it is--as long as those soldiers aren't wounded they're just chilling in the tanks anyway while you're scanning, and Psi Ops generally shouldn't get wounded since their means of loving with ayys don't require them being out in the open. On Commander at least those 5-10 day training times aren't too awful, especially since you can just yank them out of the tank anyway.

That's still close to an entire month of waiting for the setup assuming you don't get any dud skill rolls that don't advance you further. Meanwhile rolling stasis gives you the broken right now, no questions asked.

FoolyCharged
Oct 11, 2012

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Canopus250 posted:

Are the advanced warfare skills determined when the character is first added to your team or is it randomly assigned at the actual promote screen? I've gotten useless to my play style skills on the first three Grenadiers and its driving me nuts. Likewise there isn't like a console command or other trick to choose or get a new one is there?

When they get added, meaning if they get added at a level above when they earn it, tough poo poo they don't get it. There might be a mod to see it in advance out there, I know there's one that makes it work retroactively at least.

FoolyCharged
Oct 11, 2012

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Emong posted:



I am compelled to make this weapon work somehow.

Stand right next to something and laugh at the instant gib. reload. repeat

FoolyCharged
Oct 11, 2012

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Jack Trades posted:

If that DLC is going to be about SHIVs imma be disappointed.

Xcom 1s shivs were adorable and if they give us customizable bouncy robo tanks I will be so happy.

FoolyCharged
Oct 11, 2012

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drat that's hilarious.

So who's making the spider man mod now? That sounds rad.

FoolyCharged
Oct 11, 2012

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One of the new weapons is a throwing ax? Aw hell yes!

FoolyCharged
Oct 11, 2012

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Moola posted:

Sounds neat

but all of those features sound like something a mod could do

the workshop has spoiled me

A lot of the equipment sure, but the soundwork and animation stuff should both be reliably solid and fit in with the game aesthetic. Throw in cutscenes with the right VA's and the fact that a throwing melee weapon is a cool thing that would require some trickery to rig up and I'd say it's worth it.

I mean sure, most of it could be modded in, but you could say that about just about any dlc they make, theirs just comes with a realistic expectation of both professional quality and actually getting finished.

FoolyCharged
Oct 11, 2012

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Zore posted:

I also like the unique equipment aspect. It'll incentivize bringing multiple classes and having 1 weapon/2 subweapon/1 item and 3 suits of armor to pass around is cool.

Though goddamn does the pistol sound broken as gently caress.

move over concealment specced rangers, pistol snipers are the new broken as all poo poo class. The can OP scout every pod AND participate in combat.

FoolyCharged
Oct 11, 2012

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Maluco Marinero posted:

This doesn't feel accurate, your first Geurrilla Op will always reward an engineer, the first Council Mission will always reward a Scientist. From there if you expand you'll get enough mission chances to get the rewards you're after. Also the game gives you heaps of ways to mitigate bad luck via the Resistance HQ and the Black Market.

Yeah, but 1 engineer really doesn't cut it and I can easily see them just discounting that from their story. That or they lost that mission and got super unlucky with their recruitment options.

FoolyCharged
Oct 11, 2012

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monster on a stick posted:

It also sounds like a terrible idea and not very fun. A mound of HP + they get to act after every soldier turn (or every action?) sounds monotonous as hell.

Nah, it sounds pretty manageable really. Stasis would be amazing and deprive it of 6 actions, and it sounds like freeze grenades would be similar. Since debuffs last for a turn count rather than an action count pretty much anything like flashbangs or poison would be an effective neuter as well.
The obscene hp is fine because it doesn't come back. it's intended to be a returning nemesis that you repeatedly skirmish until finally being able to bring down that thorn in your side.

FoolyCharged
Oct 11, 2012

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Alternatively, it doesn't matter how many actions they get if their exposure to xcom is a sneaky invisible man spotting them and then sniper rounds peppering their torso. Can't shoot what you can't see after all.

FoolyCharged
Oct 11, 2012

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Backhand posted:

This coming after the specialist failed an 80% hack to disable it.

Backhand posted:

Especially not when the specialist really, really, really should have disabled it.

That's literally a 1 in 5 chance that you buff the mech instead of disabling it. 1/5 odds of failure are not good odds when your entire squad is on the line should it fail. It's nowhere near a sure thing

FoolyCharged
Oct 11, 2012

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Kwyndig posted:

This just highlights my problem with hacking in the game. Since specialists don't gain hacking skill as they level but the thresholds for success just keep going up and up as you get further into the game.

You get two gremlin upgrades and your skulljacks can be upgraded to provide 20 hack as well. Hacking is never reliable, but it's often a doable option of you can keep your tech up.

FoolyCharged
Oct 11, 2012

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oohhboy posted:

Coolguye cries about DLC in the Payday 2 thread, so yeah, he is pretty dumb by your standard.

So? Everybody on the planet is a full on mouth breathing retard from time to time. Being stupid elsewhere doesn't invalidate you pointing out that something is dumb.

FoolyCharged
Oct 11, 2012

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VolticSurge posted:

I think he's trying to tell us he's autistic.

But we already know he's a goon?

FoolyCharged
Oct 11, 2012

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Lunethex posted:

all this being said, muton counterattacks are still bad gameplay imo

The only thing bad about them is that it can lead to one of your dude's being crit down dead with no warning on player phase if you don't know about it. Once they've done it once it's just a fancy version of melee immunity that punishes yo for forgetting.

FoolyCharged
Oct 11, 2012

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many johnnys posted:

That one doesn't make sense, the zone is supposed to contain soldiers, you just have to mind obstacles and debris.

I'd imagine it's a balancing thing to make it so that if you want to shoot and then evac you have to prepare the turn before.

FoolyCharged
Oct 11, 2012

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many johnnys posted:

If you plan to shoot and evac, you were going to evac anyway which means the mission's over. This is more balancing "now it's harder to save soldiers who are bleeding out" (although that doesn't come up that often anyway in my experience)

Or you were avoiding putting a guy in sickbay because you can run him through poison, acid, whatever and then evac him before he takes damage
Or explode a soldiers cover knowing that he won't be on the map come alien phase anyways.

All this changes is that you have to think about evac in advance and can't just pull soldiers to safety on a whim. Which I'm fine with because that was broken as all hell.

FoolyCharged
Oct 11, 2012

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Digirat posted:

That might not happen because of civ 6, which is probably releasing way too early after XCOM 2 not to affect its quality

I'm pretty sure the people making civ and the people making xcom are two completely different groups within firaxis dude.

FoolyCharged
Oct 11, 2012

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Personally I'm torn between seeing what the shredstorm cannon does to the terrain, and my current seeing what the shredstorm cannon does to my fps.
Because it's really funny watching my computer try really hard to deal with that amount of destruction.

FoolyCharged
Oct 11, 2012

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Jon Irenicus posted:

I think my game might be bugged?

I have two objectives right now: construct the Shadow Chamber, and Investigate the Blacksite. I've already done two Blacksite missions and blown them up, but that remains one of my objectives. Am I missing something on a Facilityq mission? Or do I have to construct the Chamber first?

Were those missions on the initial blacksite on the map? Because if not the objective is for that specific site. There are 2 quest lines that involve raiding black sites.

FoolyCharged
Oct 11, 2012

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Sombrerotron posted:

Overwatch gets more useful a bit later on in a campaign, when you get grenadiers with Holo-targeting and specialists with the Guardian ability. With a little planning (i.e. spot a pod with a concealed soldier, set up a soldier, then pop the pod - preferably with an AoE ability), Kill Zone can be devastating too. It's true that Overwatch is not exactly quintessential anymore, though.

Grenade killzone was what got me through my first run of the game. Such a good combo, especially on a +ammo sniper who could then take a second potshot at any survivors alien phase when they moved again.

FoolyCharged
Oct 11, 2012

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dyzzy posted:

Chryssalid brood mother: every action, spawns a chryssalid. Does nothing else.

The spawned chrysalid is in mine mode and is placed on a random tile of the map. No indication is given as to which tile.

FoolyCharged
Oct 11, 2012

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frank.club posted:

holy poo poo sectopods are loving crazy

For the longest time I thought the chicken walker thing was a rather silly bug. Then I finally controlled one and realized the silliness was a feature and it was even more amazing :allears:

FoolyCharged
Oct 11, 2012

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Bholder posted:

There were only 2 enemies who had psychic attacks and even then they would only use it to mind control.

not true. If you had an all shiv team ethereals would rift it into pieces(due to shivs immunity to all it's other psy attacks)

FoolyCharged
Oct 11, 2012

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many johnnys posted:

Nono, I meant advent in the vanilla game doesn't resemble actual troops, mechanically. Exalt was really excellent about that sort of thing, and it would be cool if firaxis did something similar, without needing to download a mod.

Stun lancers are basically sword rangers with assault rifles because firaxis found out that shotgun enemies weren't actually fun to fight when they were making exalt.
For concelament ranger an enemy stealth unit could be interesting, if overlapping the faceless' role

The mech trooper doesn't look like a human but functions pretty close to both grenadier specs, although an enemy unit that could launch alien flashbangs/firebombs/whatevs instead of just plain grenades could be fun.

I can't think of a medic specialist analogue although the shieldbearer kind of does the same support role, and I don't see a hacker spec working without shivs/xcom mech troopers

Neither sniper role seems present at all. Which is a shame because wild west revolver shoot outs with aliens would be super rad.

Codex/avatar are functionally psi troopers split into two units with a couple unique alien spells thrown in

So the advent forces have some representation of dudes that function like xcom. It would be nice to fill out their roster some more though.

FoolyCharged
Oct 11, 2012

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I know I mentioned it in my last post. But that post made me realized how much I needed six shooter wielding aliens and a ghost town map full of them to go with my cigars and cowboy hats.

FoolyCharged
Oct 11, 2012

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Thyrork posted:

"DAMNIT VIPER KING, YOU'RE A LOOSE CANNON!"
"Hisssss."

poetry
:golfclap:

FoolyCharged
Oct 11, 2012

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Kennel posted:

People have been repeating this since the original announcement but I'm not sure if it's actually based on anything (other than "2 is PC only so the console sales had to be terrible").

It's probably that the consoles got dicked over because their systems don't support full on expansions. Just take a look at when they're releasing this console ports for 2, it's after all the dlc gets released so it neatly sidesteps the issues that lead to people needing to buy xcom twice if they wanted to get the expansion on console.

FoolyCharged
Oct 11, 2012

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Jastiger posted:

This, and since the MEC can't move the same turn its hacked, why would the enemies know where your ENTIRE squad is. They could go into alert, but not know where you are.

Now when you say hacked do you mean shut down or controlled? Because if it's controlled then it's a member of your squad even if it can't act and enemies know where your whole squad is if they can see a single member of it.

FoolyCharged
Oct 11, 2012

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Zigmidge posted:

I laughed and gave a ghost high five to firaxis for having them show up on VIP missions. I think it's loving brilliant and really stresses the "Why are you standing around overwatching with every half turn? Get the gently caress out!" part of xcom 2.

That shadow chamber thing, however, I haven't experienced or aren't sure what you're talking about. Can you explain?

Once you build the shadow chamber, you get a readout of what aliens are on each mission before you take it.
Rulers don't show up on this because firaxis hates you they ambush you.

FoolyCharged
Oct 11, 2012

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BlazetheInferno posted:

Besides, it wasn't just about the DJ, it was also a love letter to the Newfoundland mission in EW.

And also a giant tease for a new terror from the deep. Between it and the templar's bit of the ending I guess they changed their stance on Tfd.

FoolyCharged
Oct 11, 2012

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Backhand posted:

Oh my God. Everything about Lily's campaign sucks. This poo poo is infuriating. It's funny, I always just thought of her as a pretty bland and forgettable character, but this legacy op is actually making me hate her more all the time.

... Granted, most of that isn't so much her character's fault as bad voice acting and horrible level / squad design. Nonetheless, loving hate it.

The worst part is the diary format makes it feel like a reliable narrator. Theres no, "and then we fought an avatar! No! Three avatars! I remember their hair." Bradford's stories are fun because they're clearly big fish style bullshitting, and then shen's tale is just kind of... there.

FoolyCharged
Oct 11, 2012

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I honestly think they were. Look at how the last one ends.

FoolyCharged
Oct 11, 2012

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Oh man these new personalities are great. Mission goes south, almost everyone is wounded for a month straight. Almost everyone. As they stumble forward weakened by their wounds my reaper struts up smiling and looking all around him and winking at people having a good ol time.

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FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
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Holy poo poo, I have how many hours in this game and I've never noticed the sky ranger goes down a lift into the ship on the after action report if you wait long enough.

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