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Emberfox
Jan 15, 2005

~rero rero rero rero rero
I just want to say I am kicking myself for delaying buying Anarchy's Children. These clothing and hair options are delightful.

After completing a rookie playthrough, I think I'm confident enough to do a run on Veteran with A Better Advent before WotC comes out.

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Emberfox
Jan 15, 2005

~rero rero rero rero rero
I like A Better Advent 2 a lot, but it's pretty rough early on, even on Veteran, until you get all of the squad size upgrades, given that the mod increases pod sizes in addition to other things.

Also Sectoid Soldiers in Operation Gatecrasher is nasty, and I lost two of my rookies. The Advent Gunslingers seem to love using Faceoff as well, and I'm definitely getting more wounds than vanilla.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
A Better Advent 2 scared the hell out of me. Very first supply raid sent me against two pods of chrysalids of all things. I didn't realize that the mod added lower tiers of them, so I was pleasantly surprised when I realized that they didn't have any armor. One of them did hit my ranger, but apparently they can't poison.

I'm doing pretty okay now, I got the second squad size upgrade, so the numbers are evening out a little. There are two more added by a mod (since ABA2 recommended a squad size of 6-8), but I need a Major and Colonel for those.

On the subject of WotC, I had been avoiding streams of it, but maybe I should watch them. I'm not really that great of a player, so picking up more strategy from better players would help. (Only been playing off and on since January, since Beagle's LP got me into the series).

Emberfox
Jan 15, 2005

~rero rero rero rero rero

BlazetheInferno posted:

Incidentally, ABA2 does have a website, and you can actually read up on all the different enemy variants they've added if you want, so you can see what sort of poo poo you can run into. The later poo poo is scary; at the utter-endgame levels, they have "Prime" tier enemies, which are basically mini-rulers; they get a reaction action every time they take damage. Reminder: Gunslinger ability "Fanfire" counts as three instances of damage. Be drat sure it'll kill the thing before you hit a Prime enemy with it.

EDIT: And fun fact, ABA2 also recommends a class mod, such as the Long War Perk Pack, or the Shadow Ops class pack, or the Paragon Class Rebalance mod. It also recommends a timer extension, like True Concealment. Also, the Additional Icons mod I'm so fond of, as one of the things it does is add the NAME of the unit along with a numeric health display, whether or not it's holding items, etc., so you can tell at a glance what each enemy is capable of; assuming you know what the different variants do.

Oh poo poo, I didn't realize. I mean, the retaliation missions I've been doing have been really hard (the first one coming down to both luck, and myself having the alien hunters weapons). I actually have a timer extension mod, TimerTweaks, but it only extends the timer by 1 or 2 turns. I really liked ABA2's enemy variety and what it seems to do to the AI, so it's a shame.

But that stuff about Prime enemies is enough to get me to drop the mod altogether and restart a vanila Commander game or try out LW2 on Rookie or something (I expect that would go horribly, but playing with LW2's classes and needing multiple squads for stuff sounds fun). Or just play Warframe and Rimworld until WotC comes out. I found the rulers kind of obnoxious, and the one thing in WotC that annoys me is that they expand on it.

Emberfox
Jan 15, 2005

~rero rero rero rero rero

Zore posted:

I mean functionally Chosen work like normal enemies with 3-4 AP and not like Rulers with the reaction if thats what bugged you

Oh, that would be fine. Or even a free covering fire overwatch every turn, if they're dead set on reactions. The reaction stuff was the part that annoyed me.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I'm too afraid to play Ironman, but I tend to only reload because of LOS issues and bugs. Not even for the newbie mistake where the tower hack that lets me control an enemy activated all three pods at once and broke my concealment.

That was a ~fun~ mission.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Would the Evac All mod work with WotC? It's a small thing but really important, IMO.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Does demolition trigger lost swarms like grenades do? I am trying to think of reasons to bring a Grenadier to any mission with Lost.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I feel like they make phantom rangers completely obsolete. Rangers are still good though, despite everything.

Though I hope the LW2 perk pack updates, I liked playing with those classes.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Beagle's XCOM2 LP got me playing the series.

If I liked twitch more I'd probably check out the streams when he's not playing PUBG.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I saw that A Better Advent was ported. With the Chosen now, I can imagine that's absolutely nuts, fighting the increased pod sizes, stronger advent AND them.

Also I completed WotC on Commander, and I really enjoyed my time playing it. I'm still a bit nervous about making the jump to Legend though.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I started another game on Commander with the mod that makes everything take as long as it does on Legendary. The early game is a bit rough without an infirmary, and I have several soldiers out for a month or more. In addition, I'm capped on both comms and power, and it's taking forever for those two things to build currently, and I've been trying to snag every single engineer I can get my hands on.

On the bright side, my Templar rolled Shadowstep and my Reaper rolled Squadsight. I feel like Medical Specialists are a lot better in this than they are in vanilla, especially because later on I can just buy Combat/Haywire/Scanning for them. Mine is doing consistent damage too, because I got a Superior Stock and Superior Repeater pretty early on, oddly enough.

I think I'm going to delay the PSI chamber for quite a long time, since I can't really justify it with things taking this long, and I already have two super soldiers already.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Chicken Shield? Sounds like the beagle maneuver.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
So I had a retaliation mission last night that really went south very quickly. It started off easy, rescuing the first group of civilians/resistance soldiers. Remote Start took care of basically one pod, and the other went down with my other four soldiers. I reached the second group's resistance location (which was a bus near a gas station, not very smart) and saw one pod off to the side, so I tried luring them into a car for more remote start shenanigans, but then during the aliens' turn, three other pods activated nearby, and they all had berserkers, there was like four of them, a couple stun lancers and a MEC. The pod I was engaging all went after civilians, ignoring me completely, they missed a shot, which caused something to start sparking. I desperately tried to get the pods' attention, including leaving someone out of cover (with Aid Protocol and smoke at least), but they never took the bait. Also, I had just hit mag weapons, and I really couldn't kill the berserkers fast enough. The following turn, nearly every alien went for a civilian (though the mec micro missiled my ranger and grenadier), and things exploded, taking out even more.

By the time I was wrapping up the aliens, pretty much all of the civilians were dead, and the mission was failed. But I had lost track of one berserker, and as a final gently caress you, it came charging from out of LOS, and killed my star ranger. So I lost contact with West Asia, got yelled at in the monthly report, and then had three pips of avatar progress come back, to back, to back. I think I needed the reminder that I was still playing X-Com.

On the bright side, my star Specialist got promoted from the covert action she was on, and now I can have a squad size of 6.

Edit: I thought berserkers also had a chance to target their allies when they frenzy. This didn't even happen once. Did they remove that?

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I turned off alien rulers not because of the boss fights (there are ways of dealing with them pretty easily) but more because I wanted to start having reasons to take the Acid Bomb again, and have reasons to do the Stun Lancer autopsy early. The reward armor is also ten kinds of ridiculous that I really don't like having around.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
The new type of retaliation can get PRETTY nasty. If you aren't moving fast enough, more and more enemies will start murdering civilians instead of doing it 1/turn, to the point of completely ignoring your troops, even if they're out of cover.

I almost hope Chosen do show up during it because it seems to reduce the amount of pods you have to fight, and they're usually more interested in you than murdering civvies.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Reapers are goddamn ridiculous. Deleting entire pods without revealing if you build them right, and then following that up by flat out deleting a ruler/chosen with Banish once they're high enough rank.

I managed to get one that could get an extra utility item as a bonus skill, which I took and filled that slot with Bluescreen Rounds. Who needs a combat specialist, anyway?

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I have come to the realization that SPARKs are completely awesome and I want one on every mission now.

Emberfox
Jan 15, 2005

~rero rero rero rero rero

Shumagorath posted:

Skirmishers require you to plan their build based on mobility and slashing or tonnes of free actions but their weapons are their glaring weakness.

Mine rolled Return Fire and Lightning Reflexes which is fun, but I feel like skirmisher, more than any other class, require a Superior Auto-Loader to live up to potential.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Looks like the LW2 class/perk pack for WotC was finally released. Though from what I've played of it, it has a few issues, but overall I like it.

Losing pistols as a whole (except the Templar's auto pistol) kind of hurts though, and I wish they included LW2's ability to train those perks.

Emberfox
Jan 15, 2005

~rero rero rero rero rero

Zore posted:

It also didn't port over a bunch of the changed mechanics with weapon ranges and decreased environmental damage etc so a whole bunch of perks are pretty useless.

Still cool they managed to port it all over, and I'm incredibly impressed they got the Technical working.

Yeah, this is part of the reason I'm switching back to regular LW2 as part of my "figure out how to play Long War 2" run. The other being is that, I don't know, Reaper/Templar/Skirmisher and the chosen really just don't click with me.

I really like a lot of the mechanics and stuff added to LW2, but there are a few things that just irritate me about it.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
After dropping the LW2 Class/Perk Overhaul (it really needs more time in the oven to be really good), I just tried the other class overhaul that I had missed in my break from the game, Musashi's RPG Overhaul. This seems like it could get obscenely broken, but I got to say, it's really fun. It even has most of the LW2 stuff I wanted, and there's an addon that gives the Technical abilities as well.

I've been using it with A Better Advent/Campaign, and I'm enjoying the hell out of the current Commander game.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
edit: nevermind.

I had thought burning no longer disabling melee attacks in WotC a thing, but I apparently read something wrong.

Emberfox fucked around with this message at 17:09 on Apr 3, 2018

Emberfox
Jan 15, 2005

~rero rero rero rero rero
It's very important to me because I like ambushing Stun Lancer pods with a flamethrower.

I think it's chrysalids that now can attack while on fire in WotC.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Half cover can be acceptable sometimes if you have a smoke grenade, flashbang or aid protocol handy.

Better yet, all three at once.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
WotC adds a lot of cool stuff IMO to make up for the fact that the Chosen are really lame. But they are a better attempt at random boss fights than the Rulers are, I give them that.

I like the new enemy units, soldier bonds, the hero classes are a bit on the OP side, but fun to play around with, the Lost are something I 'should' hate because I dislike zombies, but I don't. But the Chosen are just obnoxious enough both with their constant chatter, and their showing up a bit too often, that it feels like it completely takes over the game sometimes.

Emberfox
Jan 15, 2005

~rero rero rero rero rero

RaySmuckles posted:

xcom ew is one of my favorite games ever and i have spent countless hours playing it

but impossible is stupid and broken (during the start, obviously)

if it didn't give the stat bonuses to sectoids and thin men then it'd probably be ok. but the combo of increased numbers, increased health, AND increased offense just makes things...impossible, if you will.

the only time i beat it involved some reloading (usually the whole map, so i don't feel like its too cheaty) and it wasn't very fun when you just start getting 3+ sectopods every map. needed more variety, maybe some interspecies combos to wring out some depth from the limited roster

i know, i know. mods. but i only have it on ps3 :negative:

EW? If I recall, there's very few mods for that, mostly relating to Long War because it's difficult to mod.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I don't really know, as I don't keep track of Xenoblade 1. XCOM 2 on Switch would be great though.

Sectopods are annoying on supply missions/UFO missions where they'll just stomp around and destroy supplies (that at that point, you probably don't even need to be fair) and not even care.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
The ripjack legitimately is great. Their gimmick is lots of actions and movement, but sometimes it's hard to use that gimmick As cool as bullpups are, I'd rather have my Skirmisher equip a shotgun, since they're pretty great at flanking things and pulling enemies into flanks.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
Don't forget an expanded magazine or auto loader. Skirmishers tend to reload often.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
It never fails that every time I start a new game, I get a bunch of people in my character pool, and one complete rando wearing Resistance Kevlar Armor, with a blowout haircut and aviators.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
That would be a very explosives/melee/psi-favoring run.

That actually sounds like it could be fun.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
I always have good luck in RPGO making a cannon wielder and giving them the overwatch-spec sentinel tree. They end up really strong, to the point where they can decimate entire pods by themselves.

Ever vigilant makes up for their mobility issues.

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Emberfox
Jan 15, 2005

~rero rero rero rero rero
My biggest issue with RPGO though is because of the way it works, you don't have any squaddie class perks aside from the randomized traits, so you essentially have rookies for two ranks. The trade-off is that even if you only limit yourself to three trees like I do, they're still wildly more powerful and versatile than regular xcom classes at max rank.

Though for me this a good thing, because I like a challenging early game.

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