Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 437 438 [439] 440 441 ... 469

Author Topic: X-Com Chimera Squad  (Read 733482 times)

RAM

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6570 on: June 28, 2017, 12:12:16 am »

I will say though the Long War 2 has a miscommunication problem

The IMMEDIATE instinct of a player when seeing that they don't have to get to 100% is that they can chose to end it early for a harder, but sooner, mission. Yet the reality is that you should always go for 100% no matter what.
I feel that this somewhat defeats the purpose of implementing the mechanic...
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Neonivek

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6571 on: June 28, 2017, 12:14:40 am »

It kind of does I won't lie.
Logged

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6572 on: June 28, 2017, 01:49:44 am »

Regarding the Ability Points System, here's a quote from a firaxis employee (the community manager?):

Quote
Yes! The Faction soldiers all gain Ability Points (AP) when they rank up, so you can always purchase at least one ability from their new rank.
Each soldier also has a new "Combat Intelligence", which modifies how much AP they earn at each rank. Smarter soldiers earn more AP, so they can buy more abilities.
And on top of that, you can then choose to spend any extra AP you've earned from combat (listed as "XCOM AP" on the promotion screen) to purchase additional abilities.
TLDR: Very possible to unlock all of the abilities if you really invest in one soldier, or if they're super smart.

The Training Center (replacing the AWC) can be built to allow regular XCOM soldiers to also use AP as well. AP is in addition to XP and is the primary (if not only) way for Faction soldiers to improve.
Also, apparently according to Solomon's twitter, one of the three branches for Faction soldiers - the "XCOM" Branch - is populated with randomly chosen abilities from the standard classes.
So all classes are like psi ops now?  Can we give every soldier both top level perks?
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6573 on: June 28, 2017, 06:25:27 am »

From twitter:
Someone asked "Regardig Wotc, will it be possible for an xcom operative (excluding psi) to be as strong or stronger than the neww hero unit?"

Solomon replied:
Sure. If you spend a lot of AP on your favourite soldier through the training centre, and give them Chosen weapons: Demigod


No link because I'm on mobile, but it's encouraging that hero troops aren't necessarily always more powerful than an ordinary soldier.
Logged
Old and cringe account. Disregard.

askovdk

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6574 on: June 29, 2017, 02:03:14 am »

EuroGamer put up a 20 minutes list with '112 new things in XCOM 2'
https://www.youtube.com/watch?v=CpLcPIWqK18

It was a very good list of what is known, - almost too good as some of the information would be better to experience as 'emeny unknown'.  :-X
Logged
My HMoM forts :
 Kindletours - A flying silver city.
 Boardstrap - Thermal borehole HoMM5 style.

TheDarkStar

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6575 on: July 05, 2017, 12:05:19 pm »

I picked this game up while it was on sale ($25 for the base game + a few DLCs). What are some good mods for it? What are some non-obvious things to remember when playing it?
Logged
Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6576 on: July 05, 2017, 12:21:52 pm »

Some common pearls of wisdom:
If one squad member is in partial cover the entire squad is in partial cover (because the enemy are all going to shoot the partial cover guy).  Better to have one guy uselessly hunkered down than one guy dead.  Roofs are very good tho, against a small number of enemies you can endure partial cover if it means taking the high ground and killing them quickly.

You can ambush from concealment by throwing everyone on overwatch and shooting or tossing a grenade into the enemy squad.  However you risk not killing all the enemies so try to leave one guy with his move still up (2 or 3 once you have squad size 6).

Stealthing missions never goes well.  View concealment as a way to scout. get good terrain and avoid bad reveals.  Not a way to win without fighting because you wont.

If the shot is less then 90% plan around it missing.  Exception: if things are already desperate sometimes you just have to hope.

Moving forward into undiscovered areas can reveal alien pods.  This makes Rangers a bit underpowered (further worsened by melee weapons being able to miss in vanilla).  If you want to use close range weapons you can retreat so that the enemy will come to you, and then rush forward into the ground you used to occupy.  This has its own risks tho and takes up time.  Common mod to mitigate this is increased melee accuracy.  If you ranger gets stuck out in the open you can use gremlin support and/or smoke grenades to help him out.

If you get a mission where you have to get to the evac zone or your soldiers will be left behind (like a prisoner rescue), fucking rush the mission.  Seriously you always have less time than you think.  "True Concealment" is a common mod to mitigate this problem, by making the timers not go down until you reveal yourself.  There's also a timer rebalance out there that adds I think 4 turns to the clock for all missions.
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6577 on: July 05, 2017, 01:06:08 pm »

Roofs are very good tho, against a small number of enemies you can endure partial cover if it means taking the high ground and killing them quickly.

Depends. I've had snipers picked off regularly because they were too far forward in partial cover on the high ground. Maybe it's the LW2 AI, but I swear it has it out for snipers if they're even marginally a good target. I'm gonna try baiting the AI to shoot at my least covered soldier in partial with Hunker Down though. Probably going to be way better than overwatch or a shitty % to hit unless it's a do or die moment.

Quote
You can ambush from concealment by throwing everyone on overwatch and shooting or tossing a grenade into the enemy squad.  However you risk not killing all the enemies so try to leave one guy with his move still up (2 or 3 once you have squad size 6).

Sitting in overwatch and letting them path in to LOS is vastly superior to launching an ambush on your turn. You also get the benefit of almost point blank range too. Just sayin'.

Quote
Stealthing missions never goes well.  View concealment as a way to scout. get good terrain and avoid bad reveals.  Not a way to win without fighting because you wont.

Without a fight? No. Fighting 1 of the 3 to 4 pods on the map instead of having to grind through all of them? Yes. Were it not for the auto-reveal when you complete the main mission objective, you could absolutely do some missions without ever being seen or fighting.

Quote
Moving forward into undiscovered areas can reveal alien pods.  This makes Rangers a bit underpowered (further worsened by melee weapons being able to miss in vanilla).  If you want to use close range weapons you can retreat so that the enemy will come to you, and then rush forward into the ground you used to occupy.  This has its own risks tho and takes up time.  Common mod to mitigate this is increased melee accuracy.  If you ranger gets stuck out in the open you can use gremlin support and/or smoke grenades to help him out.

This is like the #1 most annoying thing in XCOM2. Revealing new enemies on your turn makes every fight in the game x2 as deadly.

Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

DolosusDoleus

  • Bay Watcher
  • Affably Evil
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6578 on: July 05, 2017, 01:13:53 pm »

UI Mods:
Shut Up Bradford!
Evac All/Others
Stop Wasting My Time

Gameplay Mods (I recommend you wait to use these until you finish a vanilla campaign):
A Better Advent
Grimy' Loot Mod
True Concealment
Long War Alien Pack

Overhaul Mods (DEFINITELY finish a vanilla game before playing these):
Long War 2
XCOM: Total War
Logged
Does that make scientific sense? No? Well it's Earth IV and he's a giant crocodile-man. Use your imagination.
Ongoing Forum Thingamajiggers:
Wikipedia Wars: Revengance

Rince Wind

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6579 on: July 05, 2017, 01:16:49 pm »

I was going to say you can win missions without fighting, then I remembered that it is more of a Long War 2 thing. :D

As in XCOM:EU/EW attack>defence when it comes to research. Lasers are more important than better armor, as killing the enemy before it hits you is vastly superior to surviving badly injured, if at all.
Psi Ops are very strong, but it is still not the best idea to rush them. SPARKs are  - not so strong, you should to Shens mission when you have lasers.

XCOM2 is about controling the enemy so he can't shoot you (well). Flashbangs are your friend, as a lot of special abilities don't work when disoriented, and the reduced movement range is a godsend against melee foes.
Logged

Twinwolf

  • Bay Watcher
  • Probably hanging around Forum Games and Roleplay
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6580 on: July 05, 2017, 01:28:21 pm »

-snip-
I'm not sure you can compare Long War 2 with standard XCOM 2, from what I've looked into they are vastly different. The high ground thing's worked for me as well. Letting them path into LOS runs the risk of them just shooting the person that's exposed - that was specifically patched in after someone (Beaglerush, I want to say) found that.
Logged
Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6581 on: July 05, 2017, 02:17:56 pm »

UI Mods:
Shut Up Bradford!
Evac All/Others
Stop Wasting My Time

Gameplay Mods (I recommend you wait to use these until you finish a vanilla campaign):
A Better Advent
Grimy' Loot Mod
True Concealment
Long War Alien Pack

Overhaul Mods (DEFINITELY finish a vanilla game before playing these):
Long War 2
XCOM: Total War
A Better Advent 2, the original is outdated.

Also, get Accurate Swords if you don't just edit the ini to give swords perfect accuracy yourself.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sanctume

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6582 on: July 05, 2017, 02:19:02 pm »

XCOM2 vanilla, the AI kinda cheat as it knows where you are concealed, and moves  or patrols close to you, or just stays in the perimeter of you range. 

XCOM2 LW2 has a code to divert from this vanilla behavior.  Meaning, all pods will not cheat and patrol towards you but follow a set of patrol way points, and only adjust based on sounds / alerts.

Rince Wind

  • Bay Watcher
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6583 on: July 05, 2017, 02:29:58 pm »

In which file would I change the number of med kit charges? If that is possible.
Logged

ArchAIngel

  • Bay Watcher
  • Infested Pony
    • View Profile
Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6584 on: July 05, 2017, 02:36:14 pm »

I only use one mod, but I will endorse it VERY highly.


Numerical. HP.


You will value it beyond all others after a pure vanilla game.
Pages: 1 ... 437 438 [439] 440 441 ... 469