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

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Posts

  • SmurphSmurph Registered User regular
    glimmung wrote: »
    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.

    I didn't notice all the intel bonuses on the mission AND I didn't bring any psi ops people and only brought 1 colonel. I figured the game was about to pull some bullshit where the 3 people I brought on the Radio Tower would be unavailable for the real final mission, so I saved my best people. It was a lot of fun though, really tense, and forced me to change up the tactics that I had gotten comfortable using. It's part of the reason I want more missions like it in the DLC.

    durandal4532
  • durandal4532durandal4532 Registered User regular
    Oh gosh guys another great voice pack:

    https://www.youtube.com/watch?v=appHBe0ZSOA

    Take a moment to donate what you can to Critical Resistance and Black Lives Matter.
    ElvenshaeThe EnderDarkPrimusShadowhopeDuriniaDracomicronKanaValiantheartMr Ray
  • General_ArmchairGeneral_Armchair Registered User regular
    I don't use shadowstep anymore since it literally never proced the whole game. If I wanted to break overwatch, I just used a grenade, guaranteed stock damage, combat protocol, sniper rifle, hail of bullets, etc. Guaranteed damage abounds.

    IMO better to take shadow strike and occasionally get an attack boost than shadow step that never does anything.

    3DS Friend Code:
    Armchair: 4098-3704-2012
    DuriniaTheStigMr Ray
  • PhonehandPhonehand Registered User regular
    I don't use shadowstep anymore since it literally never proced the whole game. If I wanted to break overwatch, I just used a grenade, guaranteed stock damage, combat protocol, sniper rifle, hail of bullets, etc. Guaranteed damage abounds.

    IMO better to take shadow strike and occasionally get an attack boost than shadow step that never does anything.

    it doesn't break overwatch

    pmdunk.jpg
    DracomicroncB557chiasaur11MegaMek
  • heenatoheenato Alice Leywind Registered User regular
    It makes that person unable to be caught in overwatch, is the thing. So you run them in and fire a gun and don't have to waste a grenade to clear the overwatch.

    M A G I K A Z A M
    cB557
  • General_ArmchairGeneral_Armchair Registered User regular
    edited February 2016
    Phonehand wrote: »
    I don't use shadowstep anymore since it literally never proced the whole game. If I wanted to break overwatch, I just used a grenade, guaranteed stock damage, combat protocol, sniper rifle, hail of bullets, etc. Guaranteed damage abounds.

    IMO better to take shadow strike and occasionally get an attack boost than shadow step that never does anything.

    it doesn't break overwatch

    It's worse than that. It only prevents the Ranger from triggering overwatch, so it is absolute garbage. Maybe it would actually be useful if it was like the old ability, lightning reflexes I think was the name, that triggered and dodged overwatch.

    There is so much guaranteed damage that an enemy overwatching is essentially an enemy wasting their turn.

    God help them if you have a psi trooper. They've got at least a half dozen reusable ways to break overwatch at will.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
  • mastertheheromasterthehero Professional Video Editor & Book Author Registered User regular
    Started experimenting with some mods and I gotta say, it'll be hard for me to go back!

    I've created a very cool Tactical Infiltration Team (T.I.T.) using the Uniform Manager and Capnbubs added tactical elements which includes balaclavas and tac masks. So these outfits I use specifically for alien facility mission. Then when I get back to guerilla ops, they'll wear their resistance freedom fighter style outfits.

    So cool, really enhances the roleplay for me.

    Spoilered for big:
    BA1E9E7A7B3A407D4B6CE18F634CE86950C68BE4

    hk52krrtzsf6.gif
    durandal4532DarkPrimusDuriniaKana
  • SmurphSmurph Registered User regular
    Also Shadowshot makes your concealed ambushes more powerful since your rangers will likely get 100% shots out of it. I do ambushes a lot more often than I need to break overwatch. I would use a ranger with a 100% shadowshot to active pods sometimes and save grenades. Shadowstep does allow you to get into flanking position while ignoring overwatch, which can save your ass sometimes. If you run 2 rangers, it can be a good idea to have one of each.

    durandal4532Wolfrider
  • The EnderThe Ender Registered User regular
    Firaxis should just cut Capnbub a check and then directly incorporate all of his accessories into the base game. The quality is just top notch.

    With Love and Courage
    durandal4532mojojoeoSmurpha5ehrenMr RayMegaMek
  • PhonehandPhonehand Registered User regular
    edited February 2016
    Phonehand wrote: »
    I don't use shadowstep anymore since it literally never proced the whole game. If I wanted to break overwatch, I just used a grenade, guaranteed stock damage, combat protocol, sniper rifle, hail of bullets, etc. Guaranteed damage abounds.

    IMO better to take shadow strike and occasionally get an attack boost than shadow step that never does anything.

    it doesn't break overwatch

    It's worse than that. It only prevents the Ranger from triggering overwatch, so it is absolute garbage. Maybe it would actually be useful if it was like the old ability, lightning reflexes I think was the name, that triggered and dodged overwatch.

    There is so much guaranteed damage that an enemy overwatching is essentially an enemy wasting their turn.

    God help them if you have a psi trooper. They've got at least a half dozen reusable ways to break overwatch at will.

    Is lightning reflexes gone? One of my grenadiers got it last night with the AWC.

    Phonehand on
    pmdunk.jpg
  • durandal4532durandal4532 Registered User regular
    The Ender wrote: »
    Firaxis should just cut Capnbub a check and then directly incorporate all of his accessories into the base game. The quality is just top notch.

    When it started with the beret and he was like "I'm going to try to add more that are quality" I was like ha right cool cool good beret and I'll see you in three years when you've got a beret + tassel and then wow he just has been cranking out amazing bits of gear.

    Take a moment to donate what you can to Critical Resistance and Black Lives Matter.
    KanaNinotchkaMr RayMegaMek
  • FoefallerFoefaller Registered User regular
    edited February 2016
    Phonehand wrote: »
    I don't use shadowstep anymore since it literally never proced the whole game. If I wanted to break overwatch, I just used a grenade, guaranteed stock damage, combat protocol, sniper rifle, hail of bullets, etc. Guaranteed damage abounds.

    IMO better to take shadow strike and occasionally get an attack boost than shadow step that never does anything.

    it doesn't break overwatch

    It's worse than that. It only prevents the Ranger from triggering overwatch, so it is absolute garbage. Maybe it would actually be useful if it was like the old ability, lightning reflexes I think was the name, that triggered and dodged overwatch.

    There is so much guaranteed damage that an enemy overwatching is essentially an enemy wasting their turn.

    God help them if you have a psi trooper. They've got at least a half dozen reusable ways to break overwatch at will.

    Lightning Reflexes does exits as an AWC perk. I had two grenadiers with it and it was pretty awesome for being able to repo for a better shredstorm angle without having to deal with and overwatch first.

    Won't deny that overwatch breaking on damage/disorient or suppression (though not mind control, which can lead to some crazy shenanigans from both sides) makes shadowstep less useful than if it had existed in EU, but you can't always assume that there is always one of the above available, or if wasting the charge or cooldown is worth it for the enemy in question.

    Plus, more than once have I seen a Codex drop one of their weapon-disabling delayed explosion things and then have several enemies move to overwatch over the area which will detonate even if the codex and all it's clones are killed, so even if you have ordinance to spare firing one of those skills in place might not always be the safest idea.

    Foefaller on
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  • ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    Capnbub's got a Patreon going at a few hundred dollars. That's not the biggest amount ever, but it's some decent change for rad virtual hatmaking.

    durandal4532TofystedethcB557Mr RayMegaMek
  • Vic_HazardVic_Hazard 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."

    They can melee you from 10 squares (their melee attack can attack 3 squares away), its enough with their reveal/attack on the same turn + high health and regeneration schticks for it to be pretty uncounterable a lot of times.

    None of your other examples are nearly as bullshit because they don't hit you in the first month and you'll have ways to deal with them and strategic resources to take losses.

    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?

    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.

    They're very manageable except for the first retaliation strike on legendary where they're bullshit. On a crit they can deal 5 and instagib a squaddie, which is what you have at that point. My last run lost 2 soldiers to 2 faceless who both critted 5, it's enough for the campaign to nosedive.

    They can also just reveal and blow up the car you're next to, oneshotting you as well. At least that's something I can play around by not standing around cars but it was pretty funny/frustrating when it happened on a faceless reveal 10 squares away.


    I'm talking strictly legendary by the way, I haven't played the other difficulty levels.

  • CampyCampy Registered User regular
    It might be a bit gamey, but I've honestly found it easier to just hunt down the aliens and kill them all rather than actually trying to rescue any civvies. Though be warned, as soon as the last alien dies the faceless will transform and attack, so make sure your dudes are a decent distance away from any humans at that point.

    This all becomes moot once you get tier 3 weapons and a decent Ranger. Just blue move the chap(pess) for rescue and lol at the dramatic tranformation animation. All the while waiting for your 100% hit 80% crit shotgun blast.

  • a5ehrena5ehren AtlantaRegistered User regular
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    So, sectopods...

    Had one that was damaging itself halfway across the map. I guess it kept falling?

    Sectopods are fucking stupid.

  • valiancevaliance Registered User regular
    It would've been cool if they had more than just armor and shields, or more mob variety than just "everyone gets 1 shield" or "this big bad always has 6 armor" or "only Shieldbearers give everyone shields". Like, maybe some mobs have a lot of shields but no health, or a lot of armor but no shields, or a lot of both. Then they could have Incendiary work extra-well against shields but not that great against armor, while AP would ignore armor but gets stopped against shields, and Bluescreen would stay the same while Venom could be anti-organic. This would make it a lot more appealing to take specialized ammo and grenades, and would also allow for more class variety (i.e., Specialists shut down mechanicals hard, Rangers can one-hit kill organics in melee range, Grenadiers are anti-armor, Sharpshooters are anti-shields). Instead it often feels like the classes are directly competing with each other instead of helping to cover particular weaknesses, which is again only exacerbated by the opportunity cost inherent in managing the strategic layer.

    Sounds Borderlands-esque:

    Fire > Organics
    Acid > Armor
    Electricity > Shields

    Maybe standardize the nomenclature: turn AP rounds into Acid rounds to fit the theme, turn bluescreen rounds into EMP rounds to match the grenade/bomb names.

    Add some weapon upgrades that add elemental damage/apply ammo properties (or just add a dedicated ammo slot to every soldier) and I think you have a cool little mod. Especially if secondary weapons (pistols/swords/gremlins) can receive upgrades and apply elemental damage as well.

    So against a tough organic enemy with both shields and armor, your gunslinger can open up with an EMP pistol using lightning hands to take down the shields, then follow up with an acid sniper rifle attack to shred the armor. Then a second soldier can finish the job with an incendiary weapon.

    Probably need to add way more shielded enemies to make EMP rounds worth it.

    Need to take shred away from standard/plasma grenades to give acid its rightful place.

    Of course you'd have to give elemental damage to mini-boss enemies that drop loot of the appropriate damage type. Plus X-COM portable shield generators so you have to fear enemy EMPs (there's a mod for this already). Also EMPs will suck for X-COM if we ever get MECs back (RIP in peace).

    Modifications of existing troop types: Sectopods with built-in shield generators. Maybe a single target psionic shield ability for sectoids akin to the old mind merge.
    Maybe some new ADVENT troop types. Some ADVENT equivalent of First Order flametroopers/broodwar firebats/NOD flamethrower infantry etc. ADVENT Chem Troopers who are immune to poison gas and acid.

  • ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    a5ehren wrote: »
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

    Battle scanner, scanning protocol will reveal hidden units.

    Fiendishrabbit
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    Mutons have a melee counter now. Son of a bitch.

    *throws another dead ranger in the pile*

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    DuriniaShadowhopeKana
  • FiendishrabbitFiendishrabbit Registered User regular
    Zxerol wrote: »
    a5ehren wrote: »
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

    Battle scanner, scanning protocol will reveal hidden units.

    Yeah. Battlescanners is the item you want if you expect Chryssalids to be a major threat. I wouldn't go with scanning protocol, because Field Medic is IMHO damn useful.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • DuriniaDurinia Evolved from Space Potatoes Registered User regular
    So, sectopods...

    Had one that was damaging itself halfway across the map. I guess it kept falling?

    Sectopods are fucking stupid.

    I had an unactivated andromodan kool-aid man through a forklift, blowing it up (yes, he took damage).

    not the smartest dudes.

    For business reasons, I must preserve the outward sign of sanity.
    --Mark Twain
  • RamiRami Registered User regular
    The problem with battle scanner on 'lids is that if they are out of your normal sight range (and they will be, obviously) the scan will make them un-burrow, only to just immediately walk off and burrow again somewhere else on their turn.

    So you either engage them immediately upon throwing the scanner, or you eat the burrow-watch anyway.

    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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  • jclastjclast Registered User regular
    Zxerol wrote: »
    a5ehren wrote: »
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

    Battle scanner, scanning protocol will reveal hidden units.

    Yeah. Battlescanners is the item you want if you expect Chryssalids to be a major threat. I wouldn't go with scanning protocol, because Field Medic is IMHO damn useful.

    I ran 2 specialists before I found the Psi Bros (@TheKoolEagle & @Hardtarget) so I make sure to take my specialist with scanning protocol along on retaliations. Too useful against Chryssalids and Faceless not to.

    steam_sig.png
  • chrono_travellerchrono_traveller Registered User regular
    Rami wrote: »
    The problem with battle scanner on 'lids is that if they are out of your normal sight range (and they will be, obviously) the scan will make them un-burrow, only to just immediately walk off and burrow again somewhere else on their turn.

    So you either engage them immediately upon throwing the scanner, or you eat the burrow-watch anyway.

    Underwatch?

    The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it. ~ Terry Pratchett
    Elvenshae
  • DracomicronDracomicron Registered User regular
    Word of warning: the babies your pet mind controlled chrysslid made with that Faceless it met while raiding a rebel village are NOT also friendly.

    Chryssalids have some severely messed up family dynamics.

    DuriniascherbchenMr Raystopgap
  • KanaKana Registered User regular
    yeah I mostly don't care about gameplay mods or anything like that, but

    oh my, hat mods. yeeeesssssssss

    A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
  • SmurphSmurph Registered User regular
    Word of warning: the babies your pet mind controlled chrysslid made with that Faceless it met while raiding a rebel village are NOT also friendly.

    Chryssalids have some severely messed up family dynamics.

    "Listen alien bug dad, just because you sided with XCOM doesn't mean I have to! I'm my own alien bug man!"

    jclastDracomicronscherbchendurandal4532TofystedethElvenshaeMr RayMegaMekTransporter
  • glimmungglimmung Registered User regular
    a5ehren wrote: »
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

    Scanners can force them to expose. Or over watch everyone and walk one soldier forward.

  • glimmungglimmung Registered User regular
    Word of warning: the babies your pet mind controlled chrysslid made with that Faceless it met while raiding a rebel village are NOT also friendly.

    Chryssalids have some severely messed up family dynamics.
    God you did that too? I was trying to figure out why the mission did not end.

  • mastertheheromasterthehero Professional Video Editor & Book Author Registered User regular
    Also, killing a mind control alien counts as friendly fire and will register as a friendly death in the end mission screen. I thought I had lost a soldier and did a headcount and was like, "What the heck is the game talking--oh the mind controlled sectoid. Gotcha."

    hk52krrtzsf6.gif
  • DuriniaDurinia Evolved from Space Potatoes Registered User regular
    edited February 2016
    Also, killing a mind control alien counts as friendly fire and will register as a friendly death in the end mission screen. I thought I had lost a soldier and did a headcount and was like, "What the heck is the game talking--oh the mind controlled sectoid. Gotcha."
    on the Avenger defense mission, if you have a MC'd unit, it will warn you repeatedly that you are LEAVING SOMEONE BEHIND if you hit liftoff without your MC'd dude.

    Sadly, it won't let me recruit my heroic andromodan buddy permanently. :(

    Durinia on
    For business reasons, I must preserve the outward sign of sanity.
    --Mark Twain
    durandal4532Mr Ray
  • DracomicronDracomicron Registered User regular
    glimmung wrote: »
    Word of warning: the babies your pet mind controlled chrysslid made with that Faceless it met while raiding a rebel village are NOT also friendly.

    Chryssalids have some severely messed up family dynamics.
    God you did that too? I was trying to figure out why the mission did not end.

    I was actually sandbagging the last ADVENT guy to see if the babies would be under my control or not.

  • Inquisitor77Inquisitor77 2 x Penny Arcade Fight Club Champion A fixed point in space and timeRegistered User regular
    Also, killing a mind control alien counts as friendly fire and will register as a friendly death in the end mission screen. I thought I had lost a soldier and did a headcount and was like, "What the heck is the game talking--oh the mind controlled sectoid. Gotcha."

    Also, if the Psi Operative who did the mind control evacs the mission, the MC breaks the next turn.

    I may or may not have found this out the hard way. (It was totally the hard way.)

    Dracomicron
  • hippofanthippofant ティンク Registered User regular
    Zxerol wrote: »
    a5ehren wrote: »
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

    Battle scanner, scanning protocol will reveal hidden units.
    • Hack or M/C an enemy and run them in to trigger the lids.
    • Explosives on their buried positions also pop them.
    • If you pay careful attention to the fog of war, you can often see them pop up and burrow down, and then approach with caution
    • Overwatch 5 dudes FIRST, then move one dude up slowly - only feasible without a turn counter

  • FoefallerFoefaller Registered User regular
    hippofant wrote: »
    Zxerol wrote: »
    a5ehren wrote: »
    So...what is the counter for chryssalids in this game, beyond just shooting them? I can't figure out how to avoid the burrowed ones...

    Battle scanner, scanning protocol will reveal hidden units.
    • Hack or M/C an enemy and run them in to trigger the lids.
    • Explosives on their buried positions also pop them.
    • If you pay careful attention to the fog of war, you can often see them pop up and burrow down, and then approach with caution
    • Overwatch 5 dudes FIRST, then move one dude up slowly - only feasible without a turn counter

    I once was saved from getting attacked by a underwatching chrysalid from a successful bladestorm. Might have been a bug though, because it was in slow-mo after Jane Kelly thwacked it and I didn't wait long to see if something would happen before I shot it dead.

    steam_sig.png
  • TheStigTheStig Registered User regular
    Say what you will about swords, but a 5 ranger squad vs the last pod of advent troopers is hilariously brutal.

    bnet: TheStig#1787 Steam: TheStig
    DracomicronElvenshae
  • NinotchkaNinotchka Registered User regular
    Mimic grenades are also good for forcing 'lids to show themselves. Or they will be until they're nerfed, which I expect any day now. I'm going to miss them, but I know I'm using them as a crutch to hide my poor gameplay choices.

  • mastertheheromasterthehero Professional Video Editor & Book Author Registered User regular
    My guess is if they're going to nerf Mimic beacons it's either going to be.

    A.) Use it, you lose it.

    B.) One mimic beacon per squad.

    Seems like a less painful way to nerf the beacon without sacrificing its effectiveness.

    hk52krrtzsf6.gif
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    Will reinforcements come if you take too long on a blacksite mission?

    No timer or anything but I'm getting kind of worried about trying to playing it safe on this one.

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This discussion has been closed.