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[XCOM] XCOM 2.5 is XCOPS

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    hippofanthippofant ティンク Registered User regular
    Rami wrote: »
    Pretty sure my game is bugged.

    I had the dark event that adds Lost to every mission for 6 weeks but now, at least 3 months later, Lost still show up in every mission whenever there is an explosion. Any grenade use, sectopod dying etc. is spawning ~8 lost a turn on me.

    Yeah. That's a bug. There's a mod on the workshop for that, but IIRC, it won't fix broken campaigns.

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    GarthorGarthor Registered User regular
    Rami wrote: »
    Pretty sure my game is bugged.

    I had the dark event that adds Lost to every mission for 6 weeks but now, at least 3 months later, Lost still show up in every mission whenever there is an explosion. Any grenade use, sectopod dying etc. is spawning ~8 lost a turn on me.

    Yeah, that dark event is bugged. There's a mod to fix it.

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    RamiRami Registered User regular
    ugh I don't want to start again

    Some people on reddit are also saying that doing another mission with the lost sitrep will fix the problem, so hopefully I can try that out soon.

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    DracomicronDracomicron Registered User regular
    Oh snap, I have that dark event pending...

    Then again I've killed all the rulers and Chosen, and I'm just waiting on plasma research to do the endgame.

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    TerrendosTerrendos Decorative Monocle Registered User regular
    Does increasing Will mean your soldiers can go longer before they get tired? Or does it just mean that as soldiers get tired they will be less likely to panic?

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    DarkPrimusDarkPrimus Registered User regular
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    GarthorGarthor Registered User regular
    Terrendos wrote: »
    Does increasing Will mean your soldiers can go longer before they get tired? Or does it just mean that as soldiers get tired they will be less likely to panic?

    The largest source of fatigue in a mission is spotting enemies. Each enemy your squad spots will penalize each soldier a random amount of will, from 1 to, I dunno, like 5. This loss of will is capped at 1/3 of their maximum will, so they can't cross the Tired threshold from full Will, no matter how many enemies there are in a mission.

    Beyond that, you get penalized for various things that, generally, can cause panic: taking a wound, squadmates dying, that sort of thing. It's kind of arbitrary.

    Anyway: more Will means your soldiers are more likely to be able to do two consecutive missions without getting Tired, especially on lower difficulties where there are fewer enemies (more likely to hit the 1/3 cap on Legendary). It does reduce the chance of panic if they're Tired but at a lesser effect because you're already talking about a soldier missing at least a third of their will. It also protects against Psionic attacks.

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    DrascinDrascin Registered User regular
    edited September 2017
    Well, first game of WotC down. I absolutely stomped the final mission holy carp. I don't think any of my guys even got hurt in the final fight (one got shot in the big base area, but I healed that). The first avatar was killed hilariously without even seeing me - Dragunova stuck a mine on him from stealth, and then Mulder deadeye crit'd him.

    The third avatar was executed from a random first shot from Dragunova that I was just trying to strip his armor with, too. So that was hilarious. I was all "okay, so now with this I can setup a Ionic storm with the templar and- wait. Oh. He died. Welp. So that's that I guess".

    This is the all-star team that did it:
    5p7oQxc.png

    EDIT: As a note and fun fact, by the way: apparently the final mission counts as two for Will purposes. As you can see everyone there was full, and everyone ended well below half Will despite the 1/3 max will loss per mission. So keep that in mind if you don't go with fully fresh troops.

    Drascin on
    Steam ID: Right here.
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    klemmingklemming Registered User regular
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    The Warlock wasn't even a challenge. Turns out I wasted my supplies on making a couple of Mindshields, as he never got the chance to attack.
    First appearance, I used run & gun and rapid fire with my Ranger, who was armed with the Assassin's gun, and Talon ammo for good measure. 20 and 28 damage in one turn, then take the opportunity to use the free move to go stand where I'm guessing reinforcements will be showing up.
    After that, it went even easier.

    Then I got a VIP kill/capture mission that could have gone better. No injuries (and the Archon King finally suicided himself by charging my bladestorm ranger), but someone took a shot at my Spark, got intimidated, panicked, and turned around and shot the VIP.
    Also, I couldn't get a good after action picture, as no-one wanted to shoo the pigeon away:
    cs5js744oco7.png

    Nobody remembers the singer. The song remains.
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    Genji-GlovesGenji-Gloves Registered User regular
    Where's the file located on steam so I can look at my sweet posters?

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    finnithfinnith ... TorontoRegistered User regular
    C:\Users\<username>\Documents\my games\XCOM2 War of the Chosen\XComGame\Photobooth\

    Bnet: CavilatRest#1874
    Steam: CavilatRest
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    DracomicronDracomicron Registered User regular
    finnith wrote: »
    C:\Users\<username>\Documents\my games\XCOM2 War of the Chosen\XComGame\Photobooth\

    My photobooth is borked. It doesn't save anything for longer than a few minutes.

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    NogginNoggin Registered User regular
    Huh... just started a retaliation mission and my specialist's gun is completely out of ammo

    that's great

    Battletag: Noggin#1936
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    DuriniaDurinia Evolved from Space Potatoes Registered User regular
    klemming wrote: »
    Also, I couldn't get a good after action picture, as no-one wanted to shoo the pigeon away:
    cs5js744oco7.png

    ...and in the process you made a kick ass album cover!

    For business reasons, I must preserve the outward sign of sanity.
    --Mark Twain
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    NogginNoggin Registered User regular
    Just had a guy get flanked and killed when a patrol revealed someone else

    Because despite being in cover based on where ADVENT used to be, they got a free shot when they engaged and flanked (thanks beaglerush!)

    At least it was a rookie, right after I got squad size +1, and after been rewarded a bunch of free soldiers

    Battletag: Noggin#1936
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    RainfallRainfall Registered User regular
    finnith wrote: »
    HamHamJ wrote: »
    Pulling a dude you need to kill out of high cover and into the middle of your team is super useful. Like, it is also one of the Templars best abilities and a Skirmisher can just do it from level one.

    And then if you need to kill a pod on the other side of the map, a Skirmisher with a bond and a good grapple spot can do that.

    Yeah the only caveat is that the ability can miss, no? I think Skirmishers and the associated scanning ability might have some good early game benefits, but scale worse compared to the other faction units/std units with the right training abilities.

    It can miss, but the Skirmisher has a pretty good aim progression, the grapple attacks don't use the Bullpup's range accuracy modifiers, and you almost always have high ground. It's quite reliable! And of course ignores Dodge.

    The bigger issue is that it doesn't work on a large number of aliens.

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    Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    Is the templars psi push move any good? Does it stun?

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    DarkPrimusDarkPrimus Registered User regular
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    I love it when randomizing stuff gives you the seeds for something great. In this case, pressing random ended up with a camera angle where the doorway was blocking part of the squad... so I worked with it!

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    klemmingklemming Registered User regular
    Is it me, or is the Hunters rifle not that great?
    Yay a bunch of free weapon mods and all, but not having an expanded clip kinda cripples killzone.

    Nobody remembers the singer. The song remains.
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    LeumasWhiteLeumasWhite New ZealandRegistered User regular
    It only needs one action to fire. So you can move and shoot, and Death from Above to your heart's content with all those reloads.

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    DrascinDrascin Registered User regular
    People told me that Killzone no longer triggered off a "pod discovered" move, which is basically when it seemed most useful, so honestly I'm not sure I ever actually made use of it in this campaign.

    The Hunter's rifle is amazing for a variety of things, among them the ability to shoot as a single action. Honestly, after I got it, my entire strategy started to revolve around my two high level sharpshooters.

    Steam ID: Right here.
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    klemmingklemming Registered User regular
    Drascin wrote: »
    People told me that Killzone no longer triggered off a "pod discovered" move, which is basically when it seemed most useful, so honestly I'm not sure I ever actually made use of it in this campaign.
    Really? I've used it to ambush pods all the time. Spot while in stealth, set up killzone, then hit them with whatever I've got, and killzone shoots them as they scramble for cover. It feels like it's worked the same as it always has.

    Nobody remembers the singer. The song remains.
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    DrascinDrascin Registered User regular
    I may have been bamboozled, then. Still, I never terribly missed it.

    Steam ID: Right here.
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    SnicketysnickSnicketysnick The Greatest Hype Man in WesterosRegistered User regular
    edited September 2017
    klemming wrote: »
    Drascin wrote: »
    People told me that Killzone no longer triggered off a "pod discovered" move, which is basically when it seemed most useful, so honestly I'm not sure I ever actually made use of it in this campaign.
    Really? I've used it to ambush pods all the time. Spot while in stealth, set up killzone, then hit them with whatever I've got, and killzone shoots them as they scramble for cover. It feels like it's worked the same as it always has.

    That's how it works now, how it used to work was set everyone up concealed in overwatch, lay killzone on the pod in front of you, they move, trigger killzone, reveal the team, get overwatched and then you get your turn. Great fun, but not super balanced. In open combat it's unchanged, just how it functions in concealment.

    Snicketysnick on
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    klemmingklemming Registered User regular
    Huh. I must have just never used killzone while staying in concealment. I guess I figured it always worked like overwatch, so wouldn't have triggered anyway.

    Nobody remembers the singer. The song remains.
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    GoumindongGoumindong Registered User regular
    Drascin wrote: »
    People told me that Killzone no longer triggered off a "pod discovered" move, which is basically when it seemed most useful, so honestly I'm not sure I ever actually made use of it in this campaign.

    The Hunter's rifle is amazing for a variety of things, among them the ability to shoot as a single action. Honestly, after I got it, my entire strategy started to revolve around my two high level sharpshooters.

    It still does. You can definitely use it to ambush pods on their turn.

    It used to be the case that killzone did not respect the concealment status of the shooter such you could use killzone with a concealed sharp on an entire squad on their turn with little to no setup.

    It now does. So in order to killzone pull an enemy pod on their turn the sharp must be revealed and the pod must be visibile in squad sight.
    Rainfall wrote: »
    finnith wrote: »
    HamHamJ wrote: »
    Pulling a dude you need to kill out of high cover and into the middle of your team is super useful. Like, it is also one of the Templars best abilities and a Skirmisher can just do it from level one.

    And then if you need to kill a pod on the other side of the map, a Skirmisher with a bond and a good grapple spot can do that.

    Yeah the only caveat is that the ability can miss, no? I think Skirmishers and the associated scanning ability might have some good early game benefits, but scale worse compared to the other faction units/std units with the right training abilities.

    It can miss, but the Skirmisher has a pretty good aim progression, the grapple attacks don't use the Bullpup's range accuracy modifiers, and you almost always have high ground. It's quite reliable! And of course ignores Dodge.

    The bigger issue is that it doesn't work on a large number of aliens.

    No. They do not. Skirmisher has the same aim progression as rangers and specialists and templars. Behind sharps and reapers

    wbBv3fj.png
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    The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited September 2017
    It's worth noting that Justice and Wrath appear to have an inbuilt +25% aim, which is part of the reason they're so damn reliable (Especially once you stick an aim PCS on the skirmisher).

    Honestly, for me Templars are one i have trouble using - They can be real wrecking balls, but they can also end up kinda dead in the water. Very feast or famine. Maybe i'm just missing something?

    Edit: How to do dirty dirty things with a skirmisher.

    Sitrep: Surgical. take my Skirimisher, a grenadier and a specialist. It's a wipe out the general mission.

    Eventually locate the first set of enemies - a viper and sectoid pair. Skirmisher uses wrath from stealth to zip straight to the sectoid, and one-shots it. Reveal squad. Viper starts to move... and promptly gets punched unconscious by the Skirmisher. Turns out this revealed a second pod, an a stun lancer, and another sectoid. Use justice to pull the stun lancer and punch that unconscious as well.

    Rest of my doods weren't able to do anything about the sectoid, but all it did was try and mind control my Skirmisher. She shrugged that off as well. (Later on, she proceeded to one shot an ADVENT mec for free with whiplash, before ensuring the general had a really bad day with saturdation fire).

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    RainfallRainfall Registered User regular
    Templars need Bladestorm. If you activate a three-enemy pod, kill one, melee the other, and activate Parry while leaving your Templar in the open and closer to the enemy than anyone else, they get a second attack with Bladestorm to kill the one enemy and parry the attack from the second enemy.

    Fortress is a really good pickup as well.

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    hippofanthippofant ティンク Registered User regular
    edited September 2017
    Is the templars psi push move any good? Does it stun?

    I tried it. It did not seem good. It disorients, not stuns, and it's in this awkward state of, using it early hurts your mobility too bad losing the blue move, and using it late often just makes it just shitty invert. Might as well just Flashbang.

    It also has a shitty hit rate. And then its chance to disorient is low. So, basically, it does like seven things, and does them all half-assed. With how many points Templars want to spend on cool abilities, hard to justify the investment.

    hippofant on
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    Moridin889Moridin889 Registered User regular

    Rainfall wrote: »
    Fortress is a really good pickup as well.

    Immunity to explosions. So good.

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    PonyPony Registered User regular
    The most absurd Templar skill you can get is Reaper

    If they get that, they become a destroyer of worlds

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    RainfallRainfall Registered User regular
    Pony wrote: »
    The most absurd Templar skill you can get is Reaper

    If they get that, they become a destroyer of worlds

    I got a Templar with Fortress, Fast Hands, Bladestorm, and Reaper. She died :(

    Then my next Templar had Fortress, Faceoff, Bladestorm, and Reaper. So I wasn't too broken up about it tbh.

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    ValiantheartValiantheart Registered User regular
    Pony wrote: »
    The most absurd Templar skill you can get is Reaper

    If they get that, they become a destroyer of worlds

    Can you expand on that? I find late game Templars are incapable of one shotting anything, so I don't see how they would benefit from Reaper.

    PSN: Valiant_heart PC: Valiantheart99
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    Evil MultifariousEvil Multifarious Registered User regular
    edited September 2017
    Has anyone else gotten massive, screen obscuring fire-effect graphical glitches on ps4? It's like, game-ruining.

    Evil Multifarious on
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    durandal4532durandal4532 Registered User regular
    Pony wrote: »
    The most absurd Templar skill you can get is Reaper

    If they get that, they become a destroyer of worlds

    Can you expand on that? I find late game Templars are incapable of one shotting anything, so I don't see how they would benefit from Reaper.

    The damage doesn't go down for Templars as far as I can tell, and they always have 100% to hit.

    So long as every enemy is either at their minimum focus-enhanced damage of like 10-ish, or can be brought there by the Arc Wave thing they can do, you can chain the entire pod.

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    DrascinDrascin Registered User regular
    edited September 2017
    The damage definitely seems to go down for me. After some reapering my Templar has hit for 7 and 6. Still incredibly useful for the final mission. Just removing an entire pod of mecs or advents or vipers from the fight without wasting actions is super useful. Reaper is one of the several reasons my entire team took all of one shot in the entirety of the final mission sequence.

    The only problem is it seems that if you don't kill, you don't get your Momentum off the last hit. So you gotta be careful with that.

    Drascin on
    Steam ID: Right here.
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    AstharielAsthariel The Book Eater Registered User regular
    Im doing retaliation mission right now with a Reaper that has Remote Start.

    I revealed Assassin weak to Reapers hidden in a car.

    I don't know if I should even use Remote Star, it will just feel like cheating at this point.

    Oh, whom am I kidding, on 90 % I will use it anyway.

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    Genji-GlovesGenji-Gloves Registered User regular
    Until she became immune to explosives for me I exploited remote every time I had a chance.

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    Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    think I have to ditch this legendary game. the chosen sabotaged the avenger and gave most of the squad a fear of the chosen. yiiiiiiikes that is brutal.

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    klemmingklemming Registered User regular
    I've mostly thrown them straight into therapy when they picked up a fear, but do they activate once a mission when you encounter the enemy, or for each one of them they see?
    Like, if they're afraid of the Lost, will they have a chance to freak out for each of the six guys in that pod, then each of the six guys in the next pod, and so on, or is it just once?

    Nobody remembers the singer. The song remains.
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