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[XCOM] XCOM 2: War of the Chosen Announced - The Real War begins in August

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Posts

  • ValiantheartValiantheart Registered User regular
    edited February 2016
    For Rapid Fire Rangers you should go Talons all the way. Getting in there and hitting for 17+ damage twice is better than bypassing some armor.

    Valiantheart on
    PSN: Valiant_heart PC: Valiantheart99
  • glimmungglimmung Registered User regular
    Aegeri wrote: »
    Looking at the number of balance issues that XCOM 2 has, I am pretty sure their balancing of the game was a secondary consideration. Legendary was kludged a bit with "Well, just make it take longer" and I think some core balancing issues - like mimic beacons and grenade spam - were never thought of/addressed. As I've mentioned before, the sheer power of explosives and grenades, combined with how every piece of cover melts at the vaguest idea that something might go boom around it. This greatly increases the power and value of grenades, combined with the AIs utterly incompetent habit of bunching up as much as they possibly can every single mission, while simultaneously devaluing every piece of equipment that isn't an explosive.

    It's honestly a very tricky situation Firaxis have put the game in, because to fix the above problems will make the game substantially harder by a large degree. I'm not convinced that some of the mechanisms they have in place, like injuries, soldiers being shaken and such will allow the player to cope with the aliens shooting more. I think Firaxis have somewhat built the game with the aliens just not shooting that much in mind as well, which is why DoT and defensive items like vests are so worthless. If the game lets you never get shot at all, why would you bother?

    Coincidentally, it's not surprise that the biggest single difficulty spike in all of XCOM 2 is the last mission. The last mission completely defies all of the hours of gameplay before it, because it's the one mission that punishes an all-in grenades and explosives strategy, because they simply won't last long enough. Then shockingly, players are finding it immensely hard when they have to actually engage in firefights with aliens, take wounds and maneuver instead of "Blow cover, shoot exposed pod: Rinse and repeat".

    Hopefully there is going to be some serious attention to balance, because I feel that first patch might make XCOM 2 a new game. Mimic beacons are being nerfed, explosives erasing all cover is also being looked at, the avatar project will put consequences on players who let it fill up and so forth. Honestly tempted to just leave the game even if I do get a new computer, so that when I do start playing it they'll have fixed the core issues with the game and many of the more annoying to gameplay breaking bugs.

    In a lot of ways I built my most recent squad for the final mission. My two heavies were set up to use their cannons. I used a psi op, gate keeper, and avatar for AOE until the last room.

  • TubeTube Registered User admin
    As far as mission names go, I got a few really filthy ones that I can't remember. My best one though, was Operation Witch Slap.

    WACriminalAegeridurandal4532KetarElvenshaeAntoshkaShadowhope
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    Re: balance, I'm not saying you're wrong. But I have a hard time picturing what game Firaxis could possibly have released that wouldn't seem wonky to us in some way. I think we're jaded after a few years of watching Beaglerush and Long War. We're like that one guy who can't even get an erection unless you tie him up in a closet with a pit bull, wee on him, and post pictures of the whole thing to George Takei's Facebook page.

    Meanwhile, it seems like a lot of people are playing XCOM 2 and saying, "Doesn't matter; had sex!"

    That said, I am looking forward to a good, solid Long War-style overhaul mod.

    ShadowhopeKatsuhiro 1139glimmungMr Ray
  • The EnderThe Ender Registered User regular
    hippofant wrote: »
    The Ender wrote: »
    hippofant wrote:
    Honestly, I've found bluescreen rounds more useful for Gatekeepers and Codexes. A Sectopod, I usually just shut it down for 2 turns with my Specialist while I mop everything else up. But shit, Gatekeepers are fucking action sponges with their defense, and Codexes' cloning and ammo-depletion too.

    IMHO, Bluescreen Protocol is a trap tech.

    AP ammunition is strictly better. The +5 damage and bonus to hack is irrelevant when you're likely to 1-shot the target regardless, and Bluescreen does not apply against Gatekeepers, the first half of Andromedons or Avatars.

    The only upside of Bluescreen is that sometimes Rapid Fire AP won't crit twice in a row against a Sectopod, and so AP will leave it at 1-2 HP whereas Bluescreen would've still killed it outright - and that's a pretty small situational upside given how easy it is to knock 1 HP off of an enemy without spending a tempo by that point in the game.

    Bluescreen rounds definitely apply against the Gatekeeper. Kendrik's pistol shots do 9-11 damage against a Gatekeeper.

    That's weird. They're not mechanical enemies. :|
    For Rapid Fire Rangers you should go Talons all the way. Getting in there and hitting for 17+ damage twice is better than bypassing some armor.

    With Shadow Strike, you'll cap your crit chance via Superior Laser Sight and range bonuses. Talons will have you sitting at a redundant 125% chance to crit.

    So, you can either bypass 5 points of armor (total of 10 lost damage when shooting twice) and also crit, or you can crit and deal +1 bonus damage via Talon Rounds.


    I only put Talon on a non-Phantom Ranger, to compensate for the loss of Shadow Strike.

    With Love and Courage
  • enlightenedbumenlightenedbum Registered User regular
    When you move to flank the last Muton and murder it only to realize you forgot to reload. Whoops.

    Self-righteousness is incompatible with coalition building.
    WACriminalDurinia
  • DuriniaDurinia Evolved from Space Potatoes Registered User regular
    When you move to flank the last Muton and murder it only to realize you forgot to reload. Whoops.

    @Tube , what's the going rate for adding a "That's XCOM!" button right next to "Lovely Day"?

    For business reasons, I must preserve the outward sign of sanity.
    --Mark Twain
  • TubeTube Registered User admin
    Durinia wrote: »
    When you move to flank the last Muton and murder it only to realize you forgot to reload. Whoops.

    @Tube , what's the going rate for adding a "That's XCOM!" button right next to "Lovely Day"?

    It is not impossible.

    cB557DuriniaAegeriInquisitor77BonepartKanaElvenshaeAl_watchrono_travelleroxblowAntoshkachiasaur11SnicketysnickShadowhopeTofystedethGONG-00valianceMr RayMvrckenvoy1stopgap
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    Tube wrote: »
    As far as mission names go, I got a few really filthy ones that I can't remember. My best one though, was Operation Witch Slap.

    I still can't get over when in a preview build video I saw an operation called "Sweaty Snake".

    That had to be deliberate.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    cB557jungleroomx
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    No new computer for me.

    I swear by the time I can play this fucking game myself again there will be multiple expansions out.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    durandal4532
  • VoroVoro Registered User regular
    edited February 2016
    Given that I've yet to see anyone filled with rage over this, I'm going to assume it the mod's fault (stop wasting my time).

    I started a commander ironman run, and the cpu has this infuriating habit of interrupting actions. It will hit a character who panics, but interrupts the panic to queue up an overwatch right before the panicked character starts moving. Complete horseshit. I don't want to lose the mod, but this is brutal.

    Voro on
    XBL GamerTag: Comrade Nexus
  • GarthorGarthor Registered User regular
    The Ender wrote: »
    hippofant wrote: »
    The Ender wrote: »
    hippofant wrote:
    Honestly, I've found bluescreen rounds more useful for Gatekeepers and Codexes. A Sectopod, I usually just shut it down for 2 turns with my Specialist while I mop everything else up. But shit, Gatekeepers are fucking action sponges with their defense, and Codexes' cloning and ammo-depletion too.

    IMHO, Bluescreen Protocol is a trap tech.

    AP ammunition is strictly better. The +5 damage and bonus to hack is irrelevant when you're likely to 1-shot the target regardless, and Bluescreen does not apply against Gatekeepers, the first half of Andromedons or Avatars.

    The only upside of Bluescreen is that sometimes Rapid Fire AP won't crit twice in a row against a Sectopod, and so AP will leave it at 1-2 HP whereas Bluescreen would've still killed it outright - and that's a pretty small situational upside given how easy it is to knock 1 HP off of an enemy without spending a tempo by that point in the game.

    Bluescreen rounds definitely apply against the Gatekeeper. Kendrik's pistol shots do 9-11 damage against a Gatekeeper.

    That's weird. They're not mechanical enemies. :|
    For Rapid Fire Rangers you should go Talons all the way. Getting in there and hitting for 17+ damage twice is better than bypassing some armor.

    With Shadow Strike, you'll cap your crit chance via Superior Laser Sight and range bonuses. Talons will have you sitting at a redundant 125% chance to crit.

    So, you can either bypass 5 points of armor (total of 10 lost damage when shooting twice) and also crit, or you can crit and deal +1 bonus damage via Talon Rounds.


    I only put Talon on a non-Phantom Ranger, to compensate for the loss of Shadow Strike.

    Good luck getting into melee range without breaking concealment.

    TheStigValiantheartMegaMek
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited February 2016
    Voro wrote: »
    Given that I've yet to see anyone filled with rage over this, I'm going to assume it the mod's fault (stop wasting my time).

    I started a commander ironman run, and the cpu has this infuriating habit of interrupting actions. It will hit a character who panics, but interrupts the panic to queue up an overwatch right before the panicked character starts moving. Complete horseshit. I don't want to lose the mod, but this is brutal.

    Actually, it is entirely allowed to do that and nothing to do with your mod.

    90% of the time when I see a unit panic, it tends to work to my advantage as they run somewhere and often execute whatever panicked them in the first place.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • DracomicronDracomicron Registered User regular
    Just finished the second-to-last mission
    Weird that it was 4 characters my first time, but only 3 my second. Is it a function of difficulty? I could've sworn I'd played on Commander both times. The mission also seemed shorter this time. Regardless, I sent Jane and two Magi, and they, and their friends Andromedon and Archon, cleaned the place up pretty handily. Now doing the last mission with Jane, Banana (pistolero), @Smurph (medic), and three psykers, @Corp.Shephard , @Berylline , and some random extra that hasn't seen the outside of the psi lab since she was a rookie. Decided against bringing a grenadier since the length of the mission favors rechargeable powers over consumables.

    But the Etherials are going to have to wait. Need sleep, for one, and I still have to write up the Gamma World session I'm running on Wednesday.

    Berylline
  • VoroVoro Registered User regular
    Aegeri wrote: »
    Voro wrote: »
    Given that I've yet to see anyone filled with rage over this, I'm going to assume it the mod's fault (stop wasting my time).

    I started a commander ironman run, and the cpu has this infuriating habit of interrupting actions. It will hit a character who panics, but interrupts the panic to queue up an overwatch right before the panicked character starts moving. Complete horseshit. I don't want to lose the mod, but this is brutal.

    Actually, it is entirely allowed to do that and nothing to do with your mod.

    90% of the time when I see a unit panic, it tends to work to my advantage as they run somewhere and often execute whatever panicked them in the first place.

    Are you sure? I'm not talking about enemies going into overwatch, and then the enemy shooting and subsequently panicking one of my units. I mean there were no enemies in overwatch when my unit panicked.

    XBL GamerTag: Comrade Nexus
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    No they do that. They panic a dude and any enemies around see it and go into overwatch. It is a 100% deliberate thing.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • TheStigTheStig Registered User regular
    So I hear exposed power coils give bonus power when putting generators on them, does alien machinery do anything?

    bnet: TheStig#1787 Steam: TheStig
  • KafkaAUKafkaAU Western AustraliaRegistered User regular
    Alien Machinery just gives alien alloys when you remove it as well as the supplies.

    steam_sig.png
    Origin: KafkaAU B-Net: Kafka#1778
    Inquisitor77
  • heenatoheenato Alice Leywind Registered User regular
    Guys. Oh man, guys.

    Someone made a JC Denton voicepack for the game. It's amazing.

    workshop link

    Featuring such things as "A bomb." as he throws a frag, and "What a shame" as a kill quote.

    M A G I K A Z A M
    General_ArmchairSnicketysnickNipscB557durandal4532ElvenshaeKetarMr RayMegaMekNotoriusBENSummaryJudgmentYerMumTransporter
  • FiendishrabbitFiendishrabbit Registered User regular
    glimmung wrote: »
    Wyvern wrote: »
    glimmung wrote: »
    NEO|Phyte wrote: »
    glimmung wrote: »
    Has anyone ever used fortress? Single most useless ability ever.

    You don't use it, it's a passive ability.

    No it is a war suit ability. Turns you into high cover, but the unit that enabled it gets no buffs at all.
    I'm pretty sure there's also a psionic passive called Fortress. It's the one that makes you immune to fire, acid, and poison.

    Ugh, yeah I think you are right. No clue what the war suit ability is called.

    Shieldwall.
    Which is obviously what you meant from the beginning, because the Psi ability Fortress is super-useful (immune to fire, poison&acid? Good. Immune to explosive damage? Great).
    Fortress and Solace are two of my top picks for Psi operatives, and only Domination ranks higher (as long as I have at least one damage skill).

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • The EnderThe Ender Registered User regular
    Garthor wrote: »
    The Ender wrote: »
    hippofant wrote: »
    The Ender wrote: »
    hippofant wrote:
    Honestly, I've found bluescreen rounds more useful for Gatekeepers and Codexes. A Sectopod, I usually just shut it down for 2 turns with my Specialist while I mop everything else up. But shit, Gatekeepers are fucking action sponges with their defense, and Codexes' cloning and ammo-depletion too.

    IMHO, Bluescreen Protocol is a trap tech.

    AP ammunition is strictly better. The +5 damage and bonus to hack is irrelevant when you're likely to 1-shot the target regardless, and Bluescreen does not apply against Gatekeepers, the first half of Andromedons or Avatars.

    The only upside of Bluescreen is that sometimes Rapid Fire AP won't crit twice in a row against a Sectopod, and so AP will leave it at 1-2 HP whereas Bluescreen would've still killed it outright - and that's a pretty small situational upside given how easy it is to knock 1 HP off of an enemy without spending a tempo by that point in the game.

    Bluescreen rounds definitely apply against the Gatekeeper. Kendrik's pistol shots do 9-11 damage against a Gatekeeper.

    That's weird. They're not mechanical enemies. :|
    For Rapid Fire Rangers you should go Talons all the way. Getting in there and hitting for 17+ damage twice is better than bypassing some armor.

    With Shadow Strike, you'll cap your crit chance via Superior Laser Sight and range bonuses. Talons will have you sitting at a redundant 125% chance to crit.

    So, you can either bypass 5 points of armor (total of 10 lost damage when shooting twice) and also crit, or you can crit and deal +1 bonus damage via Talon Rounds.


    I only put Talon on a non-Phantom Ranger, to compensate for the loss of Shadow Strike.

    Good luck getting into melee range without breaking concealment.

    Trigger Phantom by shooting from a flanking position just outside the extent of maximum vision range. Shadow Strike's aim bonus compensates for the fact that you're not right in melee range.

    After Phantom is spent, you can do whatever you want with Conceal (as long as you don't intend to use it to scout), because it only cares if you're flanked or not.


    Move into a point blank flanking tile that isn't flanked by an alien (usually this is not a hard spot to find), Conceal, Rapid Fire. Dead anything (except maybe an Avatar).

    With Love and Courage
  • General_ArmchairGeneral_Armchair Registered User regular
    edited February 2016
    Garthor wrote: »
    The Ender wrote: »
    hippofant wrote: »
    The Ender wrote: »
    hippofant wrote:
    Honestly, I've found bluescreen rounds more useful for Gatekeepers and Codexes. A Sectopod, I usually just shut it down for 2 turns with my Specialist while I mop everything else up. But shit, Gatekeepers are fucking action sponges with their defense, and Codexes' cloning and ammo-depletion too.

    IMHO, Bluescreen Protocol is a trap tech.

    AP ammunition is strictly better. The +5 damage and bonus to hack is irrelevant when you're likely to 1-shot the target regardless, and Bluescreen does not apply against Gatekeepers, the first half of Andromedons or Avatars.

    The only upside of Bluescreen is that sometimes Rapid Fire AP won't crit twice in a row against a Sectopod, and so AP will leave it at 1-2 HP whereas Bluescreen would've still killed it outright - and that's a pretty small situational upside given how easy it is to knock 1 HP off of an enemy without spending a tempo by that point in the game.

    Bluescreen rounds definitely apply against the Gatekeeper. Kendrik's pistol shots do 9-11 damage against a Gatekeeper.

    That's weird. They're not mechanical enemies. :|
    For Rapid Fire Rangers you should go Talons all the way. Getting in there and hitting for 17+ damage twice is better than bypassing some armor.

    With Shadow Strike, you'll cap your crit chance via Superior Laser Sight and range bonuses. Talons will have you sitting at a redundant 125% chance to crit.

    So, you can either bypass 5 points of armor (total of 10 lost damage when shooting twice) and also crit, or you can crit and deal +1 bonus damage via Talon Rounds.


    I only put Talon on a non-Phantom Ranger, to compensate for the loss of Shadow Strike.

    Good luck getting into melee range without breaking concealment.

    You still get the bonus if you initiate the melee attack from concealment. It doesn't matter that you break cover on your way to hit them with your sword.

    Edit :
    I see now that getting in close with a shotgun was what was being discussed. Humorously, getting to litteral melee range is easier than getting to point blank shotgun range.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • klemmingklemming Registered User regular
    Heh, my Ranger had one of those brilliant XCOM moments.
    He was moving up to flank a Sectoid, and I was fairly confident that it was going to waste its turn on raising a zombie. Nope, panic on my Ranger.
    So he freaks out, and... runs up to flank the Sectoid, and blows him away with the shotgun, which is exactly what I wanted him to do anyway.

    The fact that I gave this particular Ranger the Deadpool voice pack made it funnier, as that feels exactly like what Deadpool would have done.
    "Aaaaaahhoh it's dead, never mind."

    Nobody remembers the singer. The song remains.
    Road BlockDuriniacB557durandal4532Inquisitor77DarkPrimusglimmungMr Ray
  • OrphaneOrphane rivers of red that run to seaRegistered User regular
    my top XCOM mission name was Operation Sweaty Anger

    exactly my status while playing XCOM

    TheStigDracomicronDuriniacB557TofystedethInquisitor77DarkPrimus
  • Vic_HazardVic_Hazard Registered User regular
    Faceless having 10 square melee reach and full health lethal is still bullshit.

  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited February 2016
    Vic_Hazard wrote: »
    Faceless having 10 square melee reach and full health lethal is still bullshit.

    They actually don't have a move and attack though (AKA Muton Bayonet, Lancer Rush, Ranger Sword etc), so if you're outside of their blue move they can't attack you at all that turn (they only transform by themselves if they have a valid move and attack - but if they have to go even one square they will not be able to hit you). Additionally their AI is terrible, they have no inbuilt melee counter, they only hit 60% (or possibly 70%) of the time with their melee attack and they don't always deal enough damage to kill. They are a threat, but they're not the worst melee alien by miles and their corpses yield the most overpowered item in the entire game (at least until the next patch nerfs it anyway).

    Chryssalids are far worse and actually break fundamental aspects of how the game works in the way they operate, plus you absolutely HAVE to hard counter them or they are mission ending.

    Also the Two Best Friends have been playing XCOM 2 and Woolies reaction to the sectoid was utterly priceless:

    "He's got some shit on his arm too. He's naked, but he's TACTICALLY naked. You see a naked guy, you go he's crazy. But if you see he's naked but he's got a really high tech arm band, you know that nakedness is DELIBERATE."

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    cB557durandal4532Mr Ray
  • The EnderThe Ender Registered User regular
    Vic_Hazard wrote: »
    Faceless having 10 square melee reach and full health lethal is still bullshit.

    ...They can lethal you from full health?

    Yeah, that is kind of BS then. I've never taken more than 3 damage from them.


    I still think it's sort-of reasonable, though, because you're supposed to play around the civilians as best you can. Every civvie is a Faceless.

    With Love and Courage
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    The Ender wrote: »
    Vic_Hazard wrote: »
    Faceless having 10 square melee reach and full health lethal is still bullshit.

    ...They can lethal you from full health?

    If they crit or roll very high on damage, yes.

    Otherwise they are mostly dangerous if you encounter them on high places like a roof top. Their swing is AoE and will wreck everything around you... including the floor...

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    Kana
  • BreakfastPMBreakfastPM Registered User regular
    Just finished the second-to-last mission
    Weird that it was 4 characters my first time, but only 3 my second. Is it a function of difficulty? I could've sworn I'd played on Commander both times. The mission also seemed shorter this time. Regardless, I sent Jane and two Magi, and they, and their friends Andromedon and Archon, cleaned the place up pretty handily. Now doing the last mission with Jane, Banana (pistolero), @Smurph (medic), and three psykers, @Corp.Shephard , @Berylline , and some random extra that hasn't seen the outside of the psi lab since she was a rookie. Decided against bringing a grenadier since the length of the mission favors rechargeable powers over consumables.

    But the Etherials are going to have to wait. Need sleep, for one, and I still have to write up the Gamma World session I'm running on Wednesday.

    I'm curious to know what determines how many people you can take too. I played on Veteran and only got to bring three duders.

  • AbbalahAbbalah Registered User regular
    .
    Aegeri wrote: »
    The Ender wrote: »
    Vic_Hazard wrote: »
    Faceless having 10 square melee reach and full health lethal is still bullshit.

    ...They can lethal you from full health?

    If they crit or roll very high on damage, yes.

    Otherwise they are mostly dangerous if you encounter them on high places like a roof top. Their swing is AoE and will wreck everything around you... including the floor...

    I always enjoy that they can miss but get the AoE cover destruction anyway

    I've had a soldier taking cover inside one of those little market stalls get attacked by a Faceless, which proceeded to miss my dude but completely obliterate the entire building he was standing in, leaving him standing in the open, mysteriously unharmed

    Tofystedeth
  • Gabriel_PittGabriel_Pitt (effective against Russian warships) Registered User regular
    Orphane wrote: »
    my top XCOM mission name was Operation Sweaty Anger

    exactly my status while playing XCOM

    I'm eagerly awaiting the day we're greeted with Chicken Stank.

  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited February 2016
    Am I the only one who wishes they would put a Zoidberg voice on the Faceless?

    xcom%202%20the%20facless.jpg


    f6m5bk89980r.jpg

    jungleroomx on
    FiendishrabbitTofystedethdurandal4532DuriniaSnicketysnicka5ehren
  • FiendishrabbitFiendishrabbit Registered User regular
    Am I the only one who wishes they would put a Zoidberg voice on the Faceless?

    Or have a Faceless do the zoidberg Wubwubwub crabmove.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
    jungleroomxDurinia
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited February 2016
    Am I the only one who wishes they would put a Zoidberg voice on the Faceless?

    Or have a Faceless do the zoidberg Wubwubwub crabmove.

    Just straight up replace the faceless with Zoidberg.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
    Bolthorndurandal4532DuriniavaliancecB557
  • NinotchkaNinotchka Registered User regular
    I've only ever had the choice for 3 people in the second to last mission. Could you be remembering an extra unit you mind controlled?

  • ShadowhopeShadowhope Baa. Registered User regular

    I think that one of the things you can spend intel on in the second to last mission is sometimes an extra slot to bring a person.

    Civics is not a consumer product that you can ignore because you don’t like the options presented.
    Durinia
  • TofystedethTofystedeth Registered User regular
    Voro wrote: »
    Given that I've yet to see anyone filled with rage over this, I'm going to assume it the mod's fault (stop wasting my time).

    I started a commander ironman run, and the cpu has this infuriating habit of interrupting actions. It will hit a character who panics, but interrupts the panic to queue up an overwatch right before the panicked character starts moving. Complete horseshit. I don't want to lose the mod, but this is brutal.

    That has happened to me. And I have that mod installed. I've also had a panicked character overwatch and shoot another panicked character who ran to new cover.

    steam_sig.png
  • TofystedethTofystedeth Registered User regular
    Aegeri wrote: »
    Vic_Hazard wrote: »
    Faceless having 10 square melee reach and full health lethal is still bullshit.

    They actually don't have a move and attack though (AKA Muton Bayonet, Lancer Rush, Ranger Sword etc), so if you're outside of their blue move they can't attack you at all that turn (they only transform by themselves if they have a valid move and attack - but if they have to go even one square they will not be able to hit you). Additionally their AI is terrible, they have no inbuilt melee counter, they only hit 60% (or possibly 70%) of the time with their melee attack and they don't always deal enough damage to kill. They are a threat, but they're not the worst melee alien by miles and their corpses yield the most overpowered item in the entire game (at least until the next patch nerfs it anyway).

    Chryssalids are far worse and actually break fundamental aspects of how the game works in the way they operate, plus you absolutely HAVE to hard counter them or they are mission ending.

    Also the Two Best Friends have been playing XCOM 2 and Woolies reaction to the sectoid was utterly priceless:

    "He's got some shit on his arm too. He's naked, but he's TACTICALLY naked. You see a naked guy, you go he's crazy. But if you see he's naked but he's got a really high tech arm band, you know that nakedness is DELIBERATE."

    I had a retaliation mission on my Legend run last night where I was untouched until the last Faceless popped after killing the last pod. It ran up to my rookie, who successfully overwatch shot him, but it didn't have any actions to attack him. But the rookie was out of ammo now. This began a 3ish turn exercise in frustration as the Faceless chased people around the map. Anybody who had both ammo and a line of fire missed the Faceless on 70-80% shots. All my grenades were spent (it was very early game, so only 4 people with almost no upgrades). Everybody else had to reload and back up as the Faceless chased them. It kept regening health so I kept people in situations where people had a decent chance to hit it, but couldn't guarantee the kill, so I had to move them. I did a pretty good job avoiding damage for a while, because it kept pointing at the next soldier it would attack. Eventually I screwed up because I had 2 soldiers standing in a line and guessed wrong which one it would pursue.
    Ninotchka wrote: »
    I've only ever had the choice for 3 people in the second to last mission. Could you be remembering an extra unit you mind controlled?
    In my game it gave me an option to spend intel to take an additional team member.
    Aegeri wrote: »
    Am I the only one who wishes they would put a Zoidberg voice on the Faceless?

    Or have a Faceless do the zoidberg Wubwubwub crabmove.

    Just straight up replace the faceless with Zoidberg.

    I forget, disemboweling in your species, fatal or no?

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  • FoefallerFoefaller Registered User regular
    The Ender wrote: »
    hippofant wrote: »
    The Ender wrote: »
    hippofant wrote:
    Honestly, I've found bluescreen rounds more useful for Gatekeepers and Codexes. A Sectopod, I usually just shut it down for 2 turns with my Specialist while I mop everything else up. But shit, Gatekeepers are fucking action sponges with their defense, and Codexes' cloning and ammo-depletion too.

    IMHO, Bluescreen Protocol is a trap tech.

    AP ammunition is strictly better. The +5 damage and bonus to hack is irrelevant when you're likely to 1-shot the target regardless, and Bluescreen does not apply against Gatekeepers, the first half of Andromedons or Avatars.

    The only upside of Bluescreen is that sometimes Rapid Fire AP won't crit twice in a row against a Sectopod, and so AP will leave it at 1-2 HP whereas Bluescreen would've still killed it outright - and that's a pretty small situational upside given how easy it is to knock 1 HP off of an enemy without spending a tempo by that point in the game.

    Bluescreen rounds definitely apply against the Gatekeeper. Kendrik's pistol shots do 9-11 damage against a Gatekeeper.

    That's weird. They're not mechanical enemies. :|
    For Rapid Fire Rangers you should go Talons all the way. Getting in there and hitting for 17+ damage twice is better than bypassing some armor.

    With Shadow Strike, you'll cap your crit chance via Superior Laser Sight and range bonuses. Talons will have you sitting at a redundant 125% chance to crit.

    So, you can either bypass 5 points of armor (total of 10 lost damage when shooting twice) and also crit, or you can crit and deal +1 bonus damage via Talon Rounds.


    I only put Talon on a non-Phantom Ranger, to compensate for the loss of Shadow Strike.

    Gatekeepers are mechanical-lite. They take the extra damage from Bluescreen rounds and EMPs, but they can't be Haywired nor do they take extra damage from combat protocol or suffer the secondary effects from Bluescreen and EMP.

    Also, for me virtually all my rangers have shadowstep instead of shadowstrike, so having Talon Rounds is pretty much mandatory on anyone who isn't going to be reapin' at Colonel.

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  • glimmungglimmung Registered User regular
    Spending the intel on the extra person for the tower assault is so pointless. I have never been attacked on that mission. Just give everyone wraith armor and run to the objective.

    klemming
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