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[XCOM] XCOM 2.5 is XCOPS

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Posts

  • yossarian_livesyossarian_lives Registered User regular
    edited April 2020
    The most powerful weapons in the game are rewards for completing missions. So I highly recommend researching armor first. The unique weapons also give you abilities from xcom 2, like fan fire.

    yossarian_lives on
    "I see everything twice!"


    Auralynx
  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    Oh boy, hit my first wall. Had a full team wipe on one mission. Restarted and did fine, but then I got a mission where I have to keep hitting terminals to delay a countdown while also fighting a room full of baddies.

    Also is there an easy way to tell who is on Verge's neutral network besides the purple line? Once you start fighting other sectoids who also have psych powers, the purple lines start to meld together and it's hard to tell. Some guy was attacking my Verge psychically and it was just the same line as when I attack people psychically.

    Hard to keep track of who I'm Mindflaying

    The folks at Waypoint were right, this game's UI/UX could have used a once over.

    I believe if you mouse over the enemy it is noted in their status effect bar.

  • RamiRami Registered User regular
    The most powerful weapons in the game are rewards for completing missions. So I highly recommend researching armor first. The unique weapons also give you abilities from xcom 2, like fan fire.

    epic weapons give unique abilities but the damage is the same as the base variants, you still need to research weapon upgrades to increase damage

    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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    FiendishrabbitWhiteZinfandelFencingsaxBethrynMr RayTeeMan
  • DracomicronDracomicron Registered User regular
    Have a Fast Hands pistol and a Run & Gun shotgun now. Very nice.

    Anyway, I did Sacred Coil second, and I had a little trouble on the second mission before I understood how the mechanics of the mission worked. Third mission... I did not notice a significant increase in difficulty, but perhaps Axion hauling around AP rounds for his shotgun had something to do with that.

    Fencingsax
  • evilthecatevilthecat Registered User regular
    The most powerful weapons in the game are rewards for completing missions. So I highly recommend researching armor first. The unique weapons also give you abilities from xcom 2, like fan fire.

    also available for purchase in the black market!

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • yossarian_livesyossarian_lives Registered User regular
    Rami wrote: »
    The most powerful weapons in the game are rewards for completing missions. So I highly recommend researching armor first. The unique weapons also give you abilities from xcom 2, like fan fire.

    epic weapons give unique abilities but the damage is the same as the base variants, you still need to research weapon upgrades to increase damage
    Really? That feels kinda dumb.

    "I see everything twice!"


  • Evil MultifariousEvil Multifarious Registered User regular
    Y'all weren't kidding. I picked Sacred Coil as my first investigation and finished it last night.
    Took me about six tries and the successful one lasted 26 rounds. I had Cherub, Axiom, Verge and Terminal. Cherub went down due to the boss getting multiple actions from Tempo Surge, but he left three people shielded.

    Important notes: the gatekeeper doesn't come out until you hit the gateway button, and it's WAY more dangerous than the chryssalids and andromedons that reinforce. So my successful strategy was to slowly whittle down the enemy with my height advantage and then move to stand on the buttons while having Axiom go hog wild on reinforcements, only hitting the button when there were two living enemies left. Then I hit both buttons at once, damaging the gatekeeper, who I slowly ground down with shotgun blasts and Verge's mindflay while healing constantly with Terminal.

    Axiom was the star aside from Terminal's crucial healing. He triggered KOs on three enemies with Smash over the course of the battle, including two Andromedons — which means they don't trigger their second form.

    GiantGeek2020
  • DelduwathDelduwath Registered User regular
    I'm doing Sacred Coil as my first investigation (very excited about that last mission!), and met a Ronin for the first time yesterday. They took two of my people from full health to 1/2 with absolutely no repercussions, until I was finally able to get Torque into position and tongue/bind ( :winky: ) them. Can't say I'm looking forward to fighting more of 'em, especially if it'll be more than one at a time. Also, I can't imagine a scenario where I don't bring along Torque. Likewise, Cherub's Kinetic Shield is a tremendous get-out-of-jail-free card, and the powered-up shield bash is really useful, so again: kinda want him along, always?

    I picked Verge's "Everyone in the Neural Network gets knocked out instead of killed" power instead of the "+aim and +crit for everyone in the network", because I'm a dumbo peacenik; I'm gonna regret this, aren't I?

    I really appreciate how cheerful and chipper Cherub is.

  • CorsiniCorsini Registered User regular
    I have a lot of agents now. Is there a way to allow more than one to train at once? I keep having warnings because someone is idle.

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  • electricitylikesmeelectricitylikesme Registered User regular
    Delduwath wrote: »
    I'm doing Sacred Coil as my first investigation (very excited about that last mission!), and met a Ronin for the first time yesterday. They took two of my people from full health to 1/2 with absolutely no repercussions, until I was finally able to get Torque into position and tongue/bind ( :winky: ) them. Can't say I'm looking forward to fighting more of 'em, especially if it'll be more than one at a time. Also, I can't imagine a scenario where I don't bring along Torque. Likewise, Cherub's Kinetic Shield is a tremendous get-out-of-jail-free card, and the powered-up shield bash is really useful, so again: kinda want him along, always?

    I picked Verge's "Everyone in the Neural Network gets knocked out instead of killed" power instead of the "+aim and +crit for everyone in the network", because I'm a dumbo peacenik; I'm gonna regret this, aren't I?

    I really appreciate how cheerful and chipper Cherub is.

    Wait did I choose wrong? I picked that power because I want Verge to Professor X entire rooms (and set it up just now: had all the remaining people neural net'd, and then mindfray means everyone goes to sleep).

  • kayfabekayfabe Registered User regular
    Corsini wrote: »
    I have a lot of agents now. Is there a way to allow more than one to train at once? I keep having warnings because someone is idle.

    Once you get level three field teams it opens up an assembly project for a second slot. I think it is a level three security team for the training slot.

    Corsini
  • FiendishrabbitFiendishrabbit Registered User regular
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.

    I struggle to justify his utility. You only get four soldiers, so your action economy is very limited already. Losing 25% of your team just to lock down one enemy for multiple turns, and it's usually a regular enemy, just seems terribly inefficient. His built-in ability to use vents adds some utility, but vents only come up rarely and you can just get an armor add-on to let somebody else use vents.

    I think I'd take him if we weren't stuck with the horribly-restrictive four soldiers, but I can't justify him as the way things are now. He needs abilities to give him more actions on his turn, not less.

  • DracomicronDracomicron Registered User regular
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.

    I struggle to justify his utility. You only get four soldiers, so your action economy is very limited already. Losing 25% of your team just to lock down one enemy for multiple turns, and it's usually a regular enemy, just seems terribly inefficient. His built-in ability to use vents adds some utility, but vents only come up rarely and you can just get an armor add-on to let somebody else use vents.

    I think I'd take him if we weren't stuck with the horribly-restrictive four soldiers, but I can't justify him as the way things are now. He needs abilities to give him more actions on his turn, not less.

    Her. Torque is female, though I hesitate to call her a "lady."

    Inquisitor77Fiendishrabbitchrono_travellerFencingsax
  • GarthorGarthor Registered User regular
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.

    I struggle to justify his utility. You only get four soldiers, so your action economy is very limited already. Losing 25% of your team just to lock down one enemy for multiple turns, and it's usually a regular enemy, just seems terribly inefficient. His built-in ability to use vents adds some utility, but vents only come up rarely and you can just get an armor add-on to let somebody else use vents.

    I think I'd take him if we weren't stuck with the horribly-restrictive four soldiers, but I can't justify him as the way things are now. He needs abilities to give him more actions on his turn, not less.

    Using Tongue Pull after a blue move lets Torque immediately do a bind before ending the turn. So you can poison spit, tongue pull, bind. And you can always release the bind, do a blue move, then bind again, if you're willing to put up with all the animations.

    BloodySlothFencingsax
  • RamiRami Registered User regular
    I've got that cool bug whereby my soldiers no longer have any armour or weapons equipped

    Is there a way to fix this?

    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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  • GarthorGarthor Registered User regular
    Rami wrote: »
    I've got that cool bug whereby my soldiers no longer have any armour or weapons equipped

    Is there a way to fix this?

    https://www.naguide.com/xcom-chimera-squad-replacing-missing-weapons-armor/ has info about the console commands to replace items. You can try that.

  • FoefallerFoefaller Registered User regular
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.

    I struggle to justify his utility. You only get four soldiers, so your action economy is very limited already. Losing 25% of your team just to lock down one enemy for multiple turns, and it's usually a regular enemy, just seems terribly inefficient. His built-in ability to use vents adds some utility, but vents only come up rarely and you can just get an armor add-on to let somebody else use vents.

    I think I'd take him if we weren't stuck with the horribly-restrictive four soldiers, but I can't justify him as the way things are now. He needs abilities to give him more actions on his turn, not less.

    Her. Torque (like all snakes iirc) are female.

    I think the issue is everyone's thinking of her keeping someone bound for multiple turns, which probably should only be done if she's pinning a Ronin or something similar when the rest of the squad is too busy.

    Releasing someone is a free action, so in most cases you should only be binding someone for a single turn, then have her release, move into cover, and shoot whomever it was from an unexposed flank.

    I do wonder though... since tongue lashing doesn't automatically end her turn, and she can bind someone she did lash even if she has no actions left... has anyone tried to see if you can lash someone, shoot at them, and still be able to bind them before ending her turn?

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    Fencingsax
  • AspectVoidAspectVoid Registered User regular
    Foefaller wrote: »
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.

    I struggle to justify his utility. You only get four soldiers, so your action economy is very limited already. Losing 25% of your team just to lock down one enemy for multiple turns, and it's usually a regular enemy, just seems terribly inefficient. His built-in ability to use vents adds some utility, but vents only come up rarely and you can just get an armor add-on to let somebody else use vents.

    I think I'd take him if we weren't stuck with the horribly-restrictive four soldiers, but I can't justify him as the way things are now. He needs abilities to give him more actions on his turn, not less.

    Her. Torque (like all snakes iirc) are female.

    I think the issue is everyone's thinking of her keeping someone bound for multiple turns, which probably should only be done if she's pinning a Ronin or something similar when the rest of the squad is too busy.

    Releasing someone is a free action, so in most cases you should only be binding someone for a single turn, then have her release, move into cover, and shoot whomever it was from an unexposed flank.

    I do wonder though... since tongue lashing doesn't automatically end her turn, and she can bind someone she did lash even if she has no actions left... has anyone tried to see if you can lash someone, shoot at them, and still be able to bind them before ending her turn?

    Yes, I have moved her, slashed someone, and then bound them. Works just fine.

    I completed Sacred Coil, which was my second investigation, today.
    Honestly, wasn't bad for me, but I kind of lucked into a powerful squad. I'd had two epic weapons show up in the scavenger store and a third on a mission, so three of my four units had extra abilities. I was running Claymore at max level with a Shock Grenade that recharged at every encounter. Zephyr gave me crazy mobility and her AOE melee attack was crazy useful. Torque was the key for the third encounter, as her vent entrance ended up giving her full cover and drawing the Gatekeeper over to where she could poison him, and she was armed with AP rounds, meaning its massive armor meant nothing. I really lucked into just having the right setup for that, and I could totally see how I would have been boned if I'd taken other characters instead.

    PSN|AspectVoid
  • DelduwathDelduwath Registered User regular
    Delduwath wrote: »
    I'm doing Sacred Coil as my first investigation (very excited about that last mission!), and met a Ronin for the first time yesterday. They took two of my people from full health to 1/2 with absolutely no repercussions, until I was finally able to get Torque into position and tongue/bind ( :winky: ) them. Can't say I'm looking forward to fighting more of 'em, especially if it'll be more than one at a time. Also, I can't imagine a scenario where I don't bring along Torque. Likewise, Cherub's Kinetic Shield is a tremendous get-out-of-jail-free card, and the powered-up shield bash is really useful, so again: kinda want him along, always?

    I picked Verge's "Everyone in the Neural Network gets knocked out instead of killed" power instead of the "+aim and +crit for everyone in the network", because I'm a dumbo peacenik; I'm gonna regret this, aren't I?

    I really appreciate how cheerful and chipper Cherub is.

    Wait did I choose wrong? I picked that power because I want Verge to Professor X entire rooms (and set it up just now: had all the remaining people neural net'd, and then mindfray means everyone goes to sleep).
    I dunno that it's wrong, but I kinda made my choice based sorta for RP reasons (trying to be peacekeeping forces up in here), and also because I was greedy for the intel you get for knocking out enemies. I failed to consider that the alt ability gives you aim bonuses that start to really add up, partially because I failed to consider how many enemies you start to face in later levels. Mindfray putting everyone to sleep means that without this power it would just kill them, right? So either way they'd get taken out, just that one way they're done-done, and the other way they can get you a bit of intel after the mission's over.

    Frankly, at this point I'm already knocking people out left and right with Cherub's shield charge, opportunistic knock-outs, and Godmother's tranq-powered area-of-effect "arrests". I'm already getting enough knockouts that I don't really need the "insurance" of that power that I took for Verge, so I'm wondering if it was a wasted power slot.
    Torque is a really good starting agent, but Torques future abilities are not as powerful as those of other agents (for example Verge, Axiom, Terminal, Claymore or Zephyr) and the ability to lockdown one enemy (and slowly crush them) isn't as valuable either when you face more and more enemies.
    Yeah, I can see that. As the other folks have said, though, I don't always just have her pin someone down turn after turn. Anyway, I took the Improved Bind, so what I'm doing now is (1) taking a dangerous enemy out of the game, (2) doing guaranteed damage to them that is on par with what my weapon would do, and (3) if I didn't have them bound, I'd likely be shooting at them anyway, so most of the time I'm not even losing an attack; at most, I'm losing a move.

    I did have a VIP rescue mission with reinforcements (do all VIP rescue missions have reinforcements?) where I was moving towards the evac zone and dragging an enemy with me by doing what Garthor described: unbind, blue-move, tongue lash, bind. However, I've noticed that most of the time when I unbind, Torque doesn't seem to get the option to move. I don't know if this is a bug, or if there's some different condition between when I managed to do it successfully and the times where I don't get the option to do it.

  • CoinageCoinage Heaviside LayerRegistered User regular
    edited April 2020
    Snakes are not all female, although they can reproduce by parthenogenesis. But there is a famous species of lizard that is all female because they made the leap to entirely parthenogenesis.

    Coinage on
  • CoinageCoinage Heaviside LayerRegistered User regular
    Unfortunately Firaxis will continue to deny us the canon answers and illustrations about how the aliens reproduce without the Elders.

    BloodySlothDarkPrimusElvenshaeelectricitylikesme
  • BloodySlothBloodySloth Registered User regular
    edited April 2020
    I think by "Snake" they were talking about the snakes in XCOM, and not real snakes. I could be wrong.

    Anyway part of the reason Torque continues to be really useful for me is that so many of her abilities are free, or at least not turn ending. Her breach poison spit didn't seem amazing on paper but its 100% accuracy has proven invaluable for debilitating distant Ronin or whatever. Tongue grab is really versatile for binding, or getting an enemy out of a tricky spot, or getting an ally out of a tricky spot. Bind is great because you can turn it off at any time; it's basically a "pause" button on a specific enemy you can't or don't want to deal with, but also is going to be a problem. Her AOE poison isn't phenomenal but it is reliable, and again, versatile, particularly because she's immune to it and can pull enemies into it.

    Basically she feels like the character I can do the most things with in a single turn, even if her Bind ability ends up removing her from the fight when she uses it. I just unlocked whats-his-face who can swap, and it's the first time I've felt like I haven't completely hamstrung myself by leaving Torque off the team for training or healing.

    BloodySloth on
    Fencingsax
  • chrono_travellerchrono_traveller Registered User regular
    Has anyone tried the punchy lady (I forget her name off the top of my head). I got her and tried her for a couple missions, but since she has no ranged attack, she seems crazy vulnerable, even with her first upgrade, but it may be worth it, I haven't tried with her upgrade yet.

    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
  • finnithfinnith ... TorontoRegistered User regular
    edited April 2020
    Does anyone else feel min-maxing FOMO when you realize you made a level-up choice that's suboptimal? For some reason I get that a lot in certain RPGs and games like XCOM.

    I too chose the Verge level-up that knocks out people joined as part of the Neural Network. I bet I'll have plenty of Intel by mid-game and it'll be useless.

    finnith on
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  • DracomicronDracomicron Registered User regular
    Has anyone tried the punchy lady (I forget her name off the top of my head). I got her and tried her for a couple missions, but since she has no ranged attack, she seems crazy vulnerable, even with her first upgrade, but it may be worth it, I haven't tried with her upgrade yet.

    Zephyr is fun, but she seems like she benefits a lot from upgrades. Parry is such a great power.

    All in all, though, Axiom is my favorite skirmisher, because mo-fo can regenerate, reduce incoming damage to 1, and just flip out and take an extra berserk turn if he gets keyed up enough.

    Fencingsax
  • ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    edited April 2020
    Has anyone tried the punchy lady (I forget her name off the top of my head). I got her and tried her for a couple missions, but since she has no ranged attack, she seems crazy vulnerable, even with her first upgrade, but it may be worth it, I haven't tried with her upgrade yet.

    With Momentum, Zephyr's melee attacks more or less acts as everyone else's guns: run in, deck a fool, and run back to cover. Parry can be useful depending on your positioning or if you want to be an extra aggressive martial arts fiend as it completely negates an attack (stack it with Kinetic Shield for extra lols). Her movement range is ridiculous, so you can take advantage of constant hit and runs, and she's particularly useful on time-limited objectives. The crowd control AOE is hilarious.

    She starts out brittle though, so you do have to manage her a bit more carefully than everyone else, but I think she's pretty damn fun.

    Zxerol on
    DracomicronKafkaAUFencingsaxMr Rayshalmelo
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    finnith wrote: »
    Does anyone else feel min-maxing FOMO when you realize you made a level-up choice that's suboptimal? For some reason I get that a lot in certain RPGs and games like XCOM.

    I too chose the Verge level-up that knocks out people joined as part of the Neural Network. I bet I'll have plenty of Intel by mid-game and it'll be useless.

    Even if the intel becomes worthless, every person on Verge's network gives him a boost to aim. Without that ability, any enemy on his network is removed when they die; when they're just knocked out, however, they lay on the floor but stay on the neural network. Basically, taking that ability means any enemy he influences will give him a stacking aim boost throughout the encounter, so it's not a waste at and will make him better the longer a fight goes on.

    FremfinnithKafkaAUFencingsax
  • AspectVoidAspectVoid Registered User regular
    Zxerol wrote: »
    Has anyone tried the punchy lady (I forget her name off the top of my head). I got her and tried her for a couple missions, but since she has no ranged attack, she seems crazy vulnerable, even with her first upgrade, but it may be worth it, I haven't tried with her upgrade yet.

    With Momentum, Zephyr's melee attacks more or less acts as everyone else's guns: run in, deck a fool, and run back to cover. Parry can be useful depending on your positioning or if you want to be an extra aggressive martial arts fiend as it completely negates an attack (stack it with Kinetic Shield for extra lols). Her movement range is ridiculous, so you can take advantage of constant hit and runs, and she's particularly useful on time-limited objectives. The crowd control AOE is hilarious.

    She starts out brittle though, so you do have to manage her a bit more carefully than everyone else, but I think she's pretty damn fun.

    Zephyr was the MVP for my first investigation. Her attacks are 100% guaranteed, can be upgraded to both do more damage and knock out instead of kill (making it easier to get the intel bonus) and momentum and parry give her solid defense options. Her AOE attack is also a great clean up ability to take multiple targets out in a single move. She is vulnerable to attack, but over all I've found her to be a key member of my team.

    PSN|AspectVoid
    chrono_travellerAlbino BunnyKamiro
  • FiendishrabbitFiendishrabbit Registered User regular
    Has anyone tried the punchy lady (I forget her name off the top of my head). I got her and tried her for a couple missions, but since she has no ranged attack, she seems crazy vulnerable, even with her first upgrade, but it may be worth it, I haven't tried with her upgrade yet.

    Zephyr (punchy lady) is great. She starts out weak, but then ranks up... Combo her up with Claymore armed with acid grenades and they can take out rooms upon rooms of enemies.
    The levels where you have to choose between abilities are painful though.
    +1 Damage and melee damage renders enemies unconscious OR Hit anyone that enters or attacks from melee range.
    Ignore overwatch and be able to use momentum after Crowd Control (her ability that punches everyone around her in a range equivalent to a large grenade blast) OR ignore armor.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    The most powerful weapons in the game are rewards for completing missions. So I highly recommend researching armor first. The unique weapons also give you abilities from xcom 2, like fan fire.
    Coinage wrote: »
    Unfortunately Firaxis will continue to deny us the canon answers and illustrations about how the aliens reproduce without the Elders.

    This is an interesting question! Aren’t the aliens all cloned or bred in tanks? Are aliens still reproducing after the elders were defeated? How? Do they even want to reproduce?

  • Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    Also torque’s 100% hit breech ability is really strong with any breech condition that adds damage - that’s a 6 damage hit that poisions and never misses, absurdly strong

    BloodySlothFencingsax
  • DanHibikiDanHibiki Registered User regular
    aren't the Tall Men from X-com the male versions of Snakepeople?

  • FiendishrabbitFiendishrabbit Registered User regular
    DanHibiki wrote: »
    aren't the Tall Men from X-com the male versions of Snakepeople?

    No. Thin men were created by geneticly-engineering Vipers into more human-like shapes. Vipers themselves were always female, to keep them dependent on the Etherals for their survival as a species.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
    Fencingsax
  • DelduwathDelduwath Registered User regular
    finnith wrote: »
    Does anyone else feel min-maxing FOMO when you realize you made a level-up choice that's suboptimal? For some reason I get that a lot in certain RPGs and games like XCOM.

    I too chose the Verge level-up that knocks out people joined as part of the Neural Network. I bet I'll have plenty of Intel by mid-game and it'll be useless.

    Even if the intel becomes worthless, every person on Verge's network gives him a boost to aim. Without that ability, any enemy on his network is removed when they die; when they're just knocked out, however, they lay on the floor but stay on the neural network. Basically, taking that ability means any enemy he influences will give him a stacking aim boost throughout the encounter, so it's not a waste at and will make him better the longer a fight goes on.
    ...I did not realize this. OK, that's rad, thank you for making me feel better about my peace-loving ways. Obviously, Verge subscribes to the notion that diplomacy is when you shake someone's hand while getting ready to hit them over the head.

    finnithchrono_travellerCorsini
  • Evil MultifariousEvil Multifarious Registered User regular
    Zxerol wrote: »
    Has anyone tried the punchy lady (I forget her name off the top of my head). I got her and tried her for a couple missions, but since she has no ranged attack, she seems crazy vulnerable, even with her first upgrade, but it may be worth it, I haven't tried with her upgrade yet.

    With Momentum, Zephyr's melee attacks more or less acts as everyone else's guns: run in, deck a fool, and run back to cover. Parry can be useful depending on your positioning or if you want to be an extra aggressive martial arts fiend as it completely negates an attack (stack it with Kinetic Shield for extra lols). Her movement range is ridiculous, so you can take advantage of constant hit and runs, and she's particularly useful on time-limited objectives. The crowd control AOE is hilarious.

    She starts out brittle though, so you do have to manage her a bit more carefully than everyone else, but I think she's pretty damn fun.

    Do Parry and Kinetic Shield stack? Kinetic Shield doesn't seem to stack with anything. It doesn't stack with Godmother's Untouchable ability — I just had an enemy miss their shot because of untouchable, and then the shield broke anyways.

    It also seems like the shield prevents enemies from missing their shots. They always hit targets with the shield up, breaking the shield and causing no damage. But they do inflict status effects through the shield.

    It seems like the shield is actually a debuff against enemies with strong debuffs on their attacks, tbh.

    Game is buggy, though, so the interactions are odd.

    I also tried to buy a unique weapon and a scope, and then when I checked my inventory I had... two copies of the weapon and no scope.

  • ZxerolZxerol for the smaller pieces, my shovel wouldn't do so i took off my boot and used my shoeRegistered User regular
    edited April 2020
    Do Parry and Kinetic Shield stack? Kinetic Shield doesn't seem to stack with anything. It doesn't stack with Godmother's Untouchable ability — I just had an enemy miss their shot because of untouchable, and then the shield broke anyways.

    I could've sworn it did, I'm also a routine dumbass and could be misremembering!

    edit: okay, I just tested this and I am indeed a dumbass. They do not stack, so a hit with Kinetic Shield and Parry active will consume the shield and cancel the parry.

    Zxerol on
  • VoodooVVoodooV Registered User regular
    can someone better explain the field teams to me? At first glance, my thought is that I want security teams in each place because the bring down the unrest, but judging by when I tried to do that, the intel cost of security teams goes way up, while the cost of finance or technology teams remains lower, so I get the impression that I should be using a mix, but I guess I don't quite get why I might want to use a technology team as opposed to a finance one. I'm...guessing considering how many slots there are it should be 3/3/3? do certain teams match up with the city sections better?

  • chrono_travellerchrono_traveller Registered User regular
    edited April 2020
    VoodooV wrote: »
    can someone better explain the field teams to me? At first glance, my thought is that I want security teams in each place because the bring down the unrest, but judging by when I tried to do that, the intel cost of security teams goes way up, while the cost of finance or technology teams remains lower, so I get the impression that I should be using a mix, but I guess I don't quite get why I might want to use a technology team as opposed to a finance one. I'm...guessing considering how many slots there are it should be 3/3/3? do certain teams match up with the city sections better?

    The more you put of a particular team, the pricier it gets, which is how they incentivize you placing different types of teams. I don't see any particular advantage of one city district over the other. I just put security on the initial districts I was having trouble with, and then just a mix of finance and tech to fill out the rest. I put more finance than tech, just because it seems like credits is more of a bottleneck than elerium, I've found. I think I have something like 4/3/2 spread, and that is working out so far, but I've only just finished the first investigation.

    chrono_traveller on
    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
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  • SnicketysnickSnicketysnick The Greatest Hype Man in WesterosRegistered User regular
    VoodooV wrote: »
    can someone better explain the field teams to me? At first glance, my thought is that I want security teams in each place because the bring down the unrest, but judging by when I tried to do that, the intel cost of security teams goes way up, while the cost of finance or technology teams remains lower, so I get the impression that I should be using a mix, but I guess I don't quite get why I might want to use a technology team as opposed to a finance one. I'm...guessing considering how many slots there are it should be 3/3/3? do certain teams match up with the city sections better?

    The more you put of a particular team, the pricier it gets, which is how they incentivize you placing different types of teams. I don't see any particular advantage of one city district over the other. I just put security on the initial districts I was having trouble with, and then just a mix of finance and tech to fill out the rest. I put more finance than tech, just because it seems like credits is more of a bottleneck than elerium, I've found. I think I have something like 4/3/2 spread, and that is working out so far, but I've only just finished the first investigation.

    Important note is that you can get free teams from various sources, don't ignore these if you have one in every district as they allow you to upgrade a team for free as well, which is excellent.

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