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Author Topic: XCOM 2  (Read 179034 times)
lamaros
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Reply #175 on: February 10, 2016, 03:33:54 PM

Finally finished the game.

With bug fixes and a few quality of life patches/mods this game will likely be one of the best TBS game I've ever played. As it is at the moment it's still really really good despite the issues. For anyone on the fence I highly recommend it.

Probably going to just tool around with the character pool and some of the quality of life mods for a little, and hope there is a patch for some of the bugs and optimisation issues before I do an ironman run.

It's a shame about the 6 soldier cap, so many of my veterans had to miss out on the final battle.

Megrim: The last few missions, once I had maxed out research and equipment and finally got a Psi operative up, were easier. The last mission was one of the easier in the game. I'm speculating, but I think that going back in with an optimised build on the strategy layer might mean you'd get to this point sooner than I did. That said, I didn't ironman and did replay a few missions over the course (I failed base defence about 15 times, but then I can replay that one for free, so it doesn't really count), so I expect ironman would still be a good challenge on legendary.
« Last Edit: February 10, 2016, 03:42:30 PM by lamaros »
Threash
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Reply #176 on: February 10, 2016, 05:24:30 PM

I know they are already pretty op as it is but psi damage abilities should bypass shields just like they bypass armor.

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Fabricated
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Reply #177 on: February 10, 2016, 07:47:31 PM

I dicked around on the geoscape grinding out supplies/intel/research and stomping shit on retaliation missions and everything that popped up rather than bothering with the Avatar Project stuff until I was 3 dots off it being completed.

Then I marathoned 3 Avatar Project site assults in a row and knocked off almost all of the progress. Getting all my Plasma weaponry and powered armor first really helped- I clowned a Sectopod and Archon with them never being able to attack. Incidentally haywire protocol is insanely useful and grind out a good hacker to use it.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
Megrim
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Reply #178 on: February 10, 2016, 08:22:38 PM

It sounds a bit like it might be worthwhile to wait for the inevitable expansion like with EW, so that they can smooth out / add the missing bits.

One must bow to offer aid to a fallen man - The Tao of Shinsei.
lamaros
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Reply #179 on: February 10, 2016, 08:54:50 PM

It sounds a bit like it might be worthwhile to wait for the inevitable expansion like with EW, so that they can smooth out / add the missing bits.

Yeah, I expect you will get better value then. There are three DLC due by summer (US), so I expect by the time the last of them comes out the game will the best value prior to a big expansion. However the game is still very very good now, and I expect will be more re-playable than the first game. Anyone who likes TBS should get it now, one of the best ever.
Khaldun
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Reply #180 on: February 11, 2016, 03:58:24 AM

Stat tracking for the playerbase.

https://xcom.com/xcom-2-stats

I'm kind of surprised that so many deaths are from collateral damage.
Merusk
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Reply #181 on: February 11, 2016, 05:17:53 AM

I'm not. First there's the falling damage which is a new thing (at least, I never fell to death in X1) and then there's cars exploding. It's very easy to use a car for necessary cover only to have an alien patrol pop up and tag the auto which then explodes at the end of their turn. Or wipe the floor out from under your troops, having them fall to their death as in the above video.

Also fire and persistant damage like poison are probably in that category as well.

ed: Also, hearing you guys talk about Chryssalids and seeing Zombies on the death chart makes me realize I haven't encountered one at all yet. Only just hit the new version of a floater last night, too. I must still be way behind on the story. I haven't researched Plasma weaps but have power armor and know that goo is people.
« Last Edit: February 11, 2016, 05:20:04 AM by Merusk »

The past cannot be changed. The future is yet within your power.
lamaros
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Reply #182 on: February 11, 2016, 05:21:42 AM

I'm not at all confident in those stats. The number of times I've had a mission that's said "100% accuracy" when it clearly wasn't makes me doubt their stat gathering system.
Jade Falcon
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Reply #183 on: February 11, 2016, 05:29:31 AM

1.1 billion in property damage due to windows and doors being kicked in and jumped through.When I've defeated the aliens I won't be leaving a forwarding address.
Threash
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Reply #184 on: February 11, 2016, 07:18:07 AM

I'm not at all confident in those stats. The number of times I've had a mission that's said "100% accuracy" when it clearly wasn't makes me doubt their stat gathering system.

It says "shot accuracy" i know for a fact it does not count sword misses.  I'm surprised at the zombie kills, I've never even had a zombie get an actual turn.

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Khaldun
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Reply #185 on: February 11, 2016, 08:59:16 AM

Yeah, I'm also surprised--a zombie up makes me target the sectoid who made him, 2 for 1 deal. But I also haven't gotten to chryssalids, and their zombies sometimes got me in XCom1.
Threash
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Reply #186 on: February 11, 2016, 09:00:43 AM

It might be from gatekeepers, I've only faced one and was in a good enough position to one turn it.

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tmp
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Reply #187 on: February 11, 2016, 09:47:26 AM

But I also haven't gotten to chryssalids, and their zombies sometimes got me in XCom1.
dd0029
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Reply #188 on: February 11, 2016, 02:40:19 PM

Chryssalids are rather rare or were for me. I think I only saw them twice, once on a story mission where I trivialized them with a mimic beacon and once on a Retaliation mission.

On that last mission, most of it is trivial, but that last segment is terrible and I lay that squarely on the handcrafted map. It's terribly arranged. The long no cover corridors showed back up. It probably would have been easier had I brought a sniper instead of my gunslinger. I was expecting tighter confines like in all of the other buildings. I can't say I went wrong with my two fully leveled psi operatives.
lamaros
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Reply #189 on: February 11, 2016, 03:38:34 PM

Aye, gunslingers just flat out aren't that great medium to late game, better to bring a grenadier or a sniper.

I'd likely go in with two Psi operatives, one Ranger, one Sniper, one Specialist, and one Grenadier. Give half of them war/exo suits, so they can fire the heavy weapons.

Dominate, Mind Control and Haywire Protocol are that great for the final battle. With the ranger scouting there's no reason for any of your troops to almost ever come under fire.
Threash
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Reply #190 on: February 12, 2016, 05:46:01 AM

Gunslingers with specialty ammo rock.  I put blue screen rounds on mine and she can take down a sectopod in one turn.

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Samprimary
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Reply #191 on: February 12, 2016, 06:57:20 AM

gunslingers will be INVALUABLE in my ironman run. The other tree is optimal in any mission where shit doesn't go south, so it's the go-to tree for when you're essentially reloading all of your fat catastrophes. But if you can't or won't reload, a gunslinger is perfectly suited to being incredibly adaptable to crisis. Any turn where you end up saying 'oh shit' is the sort of condition where you really enjoy those pistoleer talents.

That said, absolutely nothing keeps you from mixing and matching skills between the trees, so it's not like you have to forego Kill Zone to be a gunslinger. And, in a rare moment of XCOM being NICE to you, you can respec soldiers completely. They aren't locked into their selections forever. You can be a pistoleer all through the early and midgame, then respec your surviving snipers to get a hold of the talents which really only shine in lategame, like Deadeye.

That said, I believe that the best snipers are a hybrid build: Long Watch, Lightning Hands, Quickdraw, Kill Zone, Steady Hands, Fan Fire.

Serial is underwhelming by the time you can access it, Kill Zone is amazing enough to be mandatory, Death from Above is much more lackluster in practice than I would have thought (it's essentially free reloads for camped snipers between turns). So, with this combination of skills, you have premium stationary rifle capacity with long watch, kill zone, and steady hands, and the complete "oh shit" button with lightning hands, quickdraw, and fan fire, ready for use the instant your sharpshooter's best laid plans do not survive contact with the enemy.
Merusk
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Reply #192 on: February 12, 2016, 07:43:37 AM

Agreed. My hybrid Lt. sniper is far more useful than my pure Colonel.

Lightning Hands alone has proven to be more useful over time than it first appears, with my ability to take-down problem 1-4 life enemies without wasting a great long-range opportunity or another soldier's attack move. The "Small" penalty from Deadeye was a ~20% loss on a shot for my colonel last night. From 77% down to 56%. No thanks.

DFA vs. Quickdraw? DFA looked good, but the maps take a lot of pleasure of making sure you don't have snipers nests the whole round, so I find I'm at the same elevation or below my targets too often.

I can absolutely see Fan Fire being a requirement for Ironman play. Serial fits for taking-down massed enemies I've exposed and chewed-up, though. I spread out more than is probably good for Ironman play.

The past cannot be changed. The future is yet within your power.
Samprimary
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Reply #193 on: February 12, 2016, 09:09:18 AM

yeah it makes it a kind of a lopsided situation where your sharpshooter is the most able to handle being caught out of place of any class. I  mean, you can fire your pistol five times in a single round, and you also have the ability to fire on your first turn and then elect to run away in the second if your salvo didn't go as planned.

Serial sounded awesome, and in the early game it would have been. DFA sounded awesome, and would have been if it allowed a second rifle shot. return fire is legitimately cool but it sure ain't long watch.
Threash
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Reply #194 on: February 12, 2016, 10:33:55 AM

Serial on my conceal ranger turned her into an unstoppable killing machine, pretty underwhelming on my sniper sharpshooter.

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Ceryse
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Reply #195 on: February 12, 2016, 11:02:45 AM

My long rang sniper, conversely, became the god of death once serial became available. He was already the one with the highest kill count (by a decent, but not huge amount) but once he got serial? He began to out-pace everyone by leaps and bounds. Have to chew up enemies first? Not really a problem with two grenadiers, a gunslinger, specialist (combat hacker based) a ranger, and the long range sniper having lightning hands. Chewing enemies up is what the group excels at, and my high aim long range sniper can then absolutely destroy several pods in one turn (expanded ammo and auto loader modded weapon).

Granted, I am playing on Normal, but still. I loved serial on him; even more so than on my ranger who got it (still good, but not as good in my experience).
Merusk
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Reply #196 on: February 12, 2016, 11:14:22 AM

Goddam do I love those autoloaders. I've only found two my entire game, though. All that seem to drop are +aim scopes and data pads that are worthless because you have to stop research chains to examine them.  Ohhhhh, I see.

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Reply #197 on: February 12, 2016, 12:47:05 PM

Fully specced Sniper-type sharpshooters are amazing if you get them into a primo position and let them just camp there. Gunslingers however are the kings of clutch saves.

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Reply #198 on: February 12, 2016, 01:08:43 PM

Serial on my conceal ranger turned her into an unstoppable killing machine, pretty underwhelming on my sniper sharpshooter.

oh god, serial with shotguns. i wonder how that stacks with implacable. do you get a new move each time?
Zetor
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Reply #199 on: February 12, 2016, 01:30:33 PM

Serial on my conceal ranger turned her into an unstoppable killing machine, pretty underwhelming on my sniper sharpshooter.

oh god, serial with shotguns. i wonder how that stacks with implacable. do you get a new move each time?
Yep, it basically works as a ranged version of Reaper. If you get that combo, I think you're obligated to rename your character Rambo and equip him/her with a red bandana.

(I got Kill Zone on my shotgun ranger, which is also fairly ridiculous, though much weaker than Serial)
« Last Edit: February 12, 2016, 08:22:11 PM by Zetor »

lamaros
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Reply #200 on: February 12, 2016, 03:40:27 PM

So I tested a few mods and started a commander run.

The game is way way faster on non legendary difficulties, as in twice as fast or more. Legendary is 40 hours plus but I expect I can finish this commander run in less than 20.

It makes the game pacing far worse in my view. If someone puts out a mod that adjusts the timers to legendary length for all difficulties I suggest people jump at it.
lamaros
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Reply #201 on: February 12, 2016, 06:15:57 PM

Mods I'm currently subscribed to:

Leader Pack - Ok, a bit eh. I turned it off.
Muton Centurion - Nice extra monster, should always add it.
SMG Pack - Ok, a bit eh, I turned it off.
Capnbubs Accessories Pack - Good cosmetic stuff.
EVAC All - Lets you Evac all, rather than one by one. Nice QOL change.
Free Camera Rotation - Lets you free rotate. Useful in a few situations.
Additional Tattoos and Facepaints - Generally good quality.
Custom Face Paints - Not as good quality but some are ok.
Full Character Customisation - Unlocks all options at any rank.
Military Camoflage Patterns - More camo options.
Ink and Paint - More tattoos.
Stop Wasting My Time - Cuts down on some annoying game pauses.
Quiet, Bradford! - Shuts up Bradford in Retaliation missions at the start.
Expanded Callsigns - More nicknames.
Threash
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Reply #202 on: February 12, 2016, 07:22:25 PM

I was one  kill away from finishing the last mission when i had to leave and now i can't get the game to launch at all.  Fuck everything.

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Threash
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Reply #203 on: February 12, 2016, 07:43:18 PM

Game crashes every time i load a save from the last mission, fuck.

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Big Gulp
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Reply #204 on: February 12, 2016, 07:47:55 PM

So I held off on building magnetic rifles after researching them because they were so expensive, and figured I'd just buy one here and there as my funds allowed.  A very nice surprise to find out that it's just a blanket upgrade to the stock rifle from there on out.  I'll take the (sometimes) pain in the ass mission timers for that kind of quality of life upgrade.
tmp
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Reply #205 on: February 12, 2016, 08:20:54 PM

Yeah, the generic weapon and armour tiers are for the entire team. The ones you get from the proving grounds and smaller stuff like vests, special ammo types etc, are for single soldier.
Khaldun
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Reply #206 on: February 13, 2016, 11:23:33 AM

Yeah, and even better, you don't lose upgrades in the existing older guns.

I think I might use Quiet Bradford at least, simply because it's so fucking annoying in Retaliation missions. If I were really the Commander, I'd come back from a mission and tell him he was fired.

Also

Threash
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Reply #207 on: February 13, 2016, 01:01:49 PM

Is it normal not to run into a berzerker until the very last mission?

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tmp
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Reply #208 on: February 13, 2016, 01:10:00 PM

I think they are scheduled to show up around june/july (or at least that's when they showed up for me, if I remember right) so I guess if you play a really fast game, the aliens don't get opportunity to deploy them?

That said they're pretty rare for me; 2-3 times at most?
Merusk
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Reply #209 on: February 13, 2016, 02:02:07 PM

Quiet Bradford and True Retroactive AWC are good mods to install. The AWC is especially good for the first runthrough where you didn't know to prioritize AWC. If you've leveled-past your hidden ability you'll never get it, as it only is granted at the rank it's rolled. So if you've got a Major or Colonel when you build it, chances are you lost-out on a skill.

I've seen Berserkers twice and just hit Sectopods. Those fuckers suck, but having insta-kill on your Heavy you're using to chew armor down is glorious when it procs.

The past cannot be changed. The future is yet within your power.
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