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XCOM 2 |OT| Be Aggressive! Be Be Aggressive!

Steel

Banned
Ok this UFO attack is driving me crazy. I've tried literally everything I can at this point. Concealed ranger isn't working out since the enemies are covering the entire battlefield. No amount of Snipers on Killzone can even put a noteworthy dent in their forces and I even made a strategy where within a single move I can take out the spike with rockets but even then I get some random bullshit come my way like a shock trooper come paralyze a troop so I can't leave.

I'm caught between making a new save so I can at least go back to playing the game or dropping it and going back to EU to be honest. I've spent most of the my day just trying anything and everything to either avoid the fight or at least survive it and I'm getting nowhere with it.

Suggestion: First couple turns move up grenadiers, then proceed the blow a hole in whatever obstacles block LOS to the object.

Snipe away while keeping everyone else back but one sacrificial grenadier for squadsight.
 
Oh man things have been going flawlessly lately which means something tragic is about to happen!

I've got three engineers on a power conduit and once that finishes I'll be able to start building my comms finally. Psi op in a few days, just got the advanced grenade launcher so I think that means everything is up to Tier 2 as far as research goes.

I have a question about the advanced grenades/weapons/etc. So that version of the foundry is the only way to obtain those, right? You can't just build them outright? Kinda sucks that I have to wait if I want to outfit more than one person with EXO stuff. Also, with the advanced ammo/grenades, is it up to RNG as to what I get? I still haven't seen bluescreen rounds and after skulljacking an advent trooper, well I'd sure as hell like to have some of those handy. Thank god for flashbangs.
 

Lanrutcon

Member
Never even noticed that in the build options to be honest but yeah I'm gonna be making one when I start a new save. Damn my squad was really shaping up the way I wanted them too.

Gives you 4 heavy turrets around the perimeter. 2 shots a round each, and can overwatch. They are stupidly good at drawing fire for the first few rounds.

Btw, have you tried grenadiers? 2 grenadiers can destroy the beacon from a health distance away. Also, if you can get someone near enough your sniper can squad sight the beacon and take shots at it.

Oh, and mimic beacons because they are flat out broken.
 

Erheller

Member
And this is why you build a Defense Matrix early on and staff it with an Engineer.

I always build a Defense Matrix now. The Avenger assault is one of the few missions that can destroy your campaign if you lose it, so taking the turrets can directly help save a campaign. Not to mention that the turrets are actually really good. 85 aim, 8-10 damage, two shots per turn (if the defense matrix is being staffed).

Armed to the teeth continent bonus? First time I've got that one. Seems like it could be powerful as hell, having 3 slots for mods.

That continent bonus is insane.

Oh man things have been going flawlessly lately which means something tragic is about to happen!

I've got three engineers on a power conduit and once that finishes I'll be able to start building my comms finally. Psi op in a few days, just got the advanced grenade launcher so I think that means everything is up to Tier 2 as far as research goes.

I have a question about the advanced grenades/weapons/etc. So that version of the foundry is the only way to obtain those, right? You can't just build them outright? Kinda sucks that I have to wait if I want to outfit more than one person with EXO stuff. Also, with the advanced ammo/grenades, is it up to RNG as to what I get? I still haven't seen bluescreen rounds and after skulljacking an advent trooper, well I'd sure as hell like to have some of those handy. Thank god for flashbangs.

I think you get EMP's and bluescreen rounds after an autopsy, and it'll show up in the build menu of engineering (not as a random project in the Proving Grounds).
 
Yeah, Bluescreen Rounds and EMP Bomb aren't random; they're single-build utility items like Flashbangs or Medkits.

AP/Talon/etc. are the RNG Proving Grounds ammo.
 

Vena

Member
So, I have a weird glitch and maybe someone here can enlighten me on a solution or if its just borked for good.

I'm on Commander/IronMan so obviously can't exactly go back to old saves. Anyway, I had a Supply Raid mission where I spent most of the time sneaking until I had a clear attack on ~8 enemies in a clump (2x Matrix, 2x Archons, 3 ADVENT, and 1 MEC), I bombed them with a combination of Haywire (on MEC) -> Fuse on Mec -> Acid Bomb -> Plasma Bomb and they all died pretty much on the spot but what I hadn't noticed was that the enemies never "reacted".

They reacted to Haywire but Fuse went off at the same time as their reaction animation and they were just "frozen" there after. Their turns also didn't do anything but sit around and, for some reason, MEC remained "enemy" while I had full control over it. The mission also wouldn't end (Elimate all Enemies) until I killed the MEC and he wouldn't de-Hack. Upon killing him I also got drops as if I had killed an Ally.

I've since done a few other missions, and one Black Site, and the enemies have simply done nothing but stand around. They don't seem interested in attack or reacting to me at all. I haven't tested to see if restarting the program fixes this (will check tonight after work) but if its permanent then I've kind of borked a good run.

Oh and when the MEC died, it showed up as a casualty in my report. But is not on my Wall of Dead People.
 
Face masks have arrived.
399C2AA0589E6B652B02FA15786657DF9730C35D
 

Sciz

Member
I have a question about the advanced grenades/weapons/etc. So that version of the foundry is the only way to obtain those, right? You can't just build them outright? Kinda sucks that I have to wait if I want to outfit more than one person with EXO stuff. Also, with the advanced ammo/grenades, is it up to RNG as to what I get?

There's a mod that adds experimental items to the normal engineering build list after you create them the first time. Still runs you an elerium core and some supplies for each one, though.
 
just beat it.

cool i guess. for some reason im really underwhelmed compared to xcom. idk.

im excited to play it again in a few months with an obscene amount of mods. is there like...some kind of endless mode? a mode that throws me into random missions or something?

or is beating it just beating it?
 

void666

Banned
Extraction mission. Five turns left. Three enemies remaining, reinforcements arriving.
Next turn, reinforcements show up, pod comes from out of nowhere. One civilian turns into a faceless.
Four turns left and now i have 3 vipers, 2 sectoids, 1 codex, 1 mec, 1 faceless, 2 advent troops...
 
Continent bonuses are randomized? Cool. I have that one in Asia.

Yep.


Let me ask this here before I go through every mod I have installed one by one. Anyone using a mod and have their custom key bindings reset each time the game is started? Just guessing, but I bet it's the Stop Wasting My Time one, but I did install a few more for this new playthrough.
 

cdyhybrid

Member
Extraction mission. Five turns left. Three enemies remaining, reinforcements arriving.
Next turn, reinforcements show up, pod comes from out of nowhere. One civilian turns into a faceless.
Four turns left and now i have 3 vipers, 2 sectoids, 1 codex, 1 mec, 1 faceless, 2 advent troops...
Mimic beacons.
 
Extraction mission. Five turns left. Three enemies remaining, reinforcements arriving.
Next turn, reinforcements show up, pod comes from out of nowhere. One civilian turns into a faceless.
Four turns left and now i have 3 vipers, 2 sectoids, 1 codex, 1 mec, 1 faceless, 2 advent troops...

Blow through the ones between you and the objective and stage a fighting retreat.
 
Stage a perfect ambush on a MEC, a Stun Lancer, and an Advent Trooper.

All six of my guys have clear shots.

Open up with my Ranger shotgun to the Stun Lancer - miss.

Sniper aims at MEC - miss.

Grenadiers both aim at MEC - miss.

Second sniper opens up on Stun lancer, kills him, thank god.

Specialist opens up on MEC - miss.


Six shots, only one hit. Next turn, MEC blows out my sniper's cover with bombs, Advent Trooper shoots her in the face for a kill.

...XCOM, baby.
 

cdyhybrid

Member
Stage a perfect ambush on a MEC, a Stun Lancer, and an Advent Trooper.

All six of my guys have clear shots.

Open up with my Ranger shotgun to the Stun Lancer - miss.

Sniper aims at MEC - miss.

Grenadiers both aim at MEC - miss.

Second sniper opens up on Stun lancer, kills him, thank god.

Specialist opens up on MEC - miss.


Six shots, only one hit. Next turn, MEC blows out my sniper's cover with bombs, Advent Trooper shoots her in the face for a kill.

...XCOM, baby.
Grenades don't miss.
 
Who says you'd only use one? :p

You can never have enough grenades, or mimic beacons for when you run out.


Um...is there a way to control more than one person on an ambush? I thought once you fire the first shot, the enemies get to react and move into cover, so the best thing to do is put everyone else in overwatch, then launch a shot/grenade to hit them when they dash for cover?
 
I just hacked a tower in an enemy VIP mission and gained control of...the enemy VIP. So the enemy VIP sprinted to the evac with Advent hot on her tail, taking shots. I don't think I've laughed so hard in this game.
 
It's kinda weird that projectiles can no longer miss, now that I think of it. I'm certain that was in XCOM: EU. (And it sure looked ridiculous)

Wonder why they took it away?
Um...is there a way to control more than one person on an ambush? I thought once you fire the first shot, the enemies get to react and move into cover, so the best thing to do is put everyone else in overwatch, then launch a shot/grenade to hit them when they dash for cover?

You're correct. Once the player is revealed, enemies scramble for cover. Since concealed overwatch has no penalty, it's best use is to set up an ambush/crossfire during this scrambling period, while they're still out of cover.

Ideally, you'll want to use the first action to: blow away their cover so they have to move farther, use a special ability, or take down a specific threat.
 

cdyhybrid

Member
Um...is there a way to control more than one person on an ambush? I thought once you fire the first shot, the enemies get to react and move into cover, so the best thing to do is put everyone else in overwatch, then launch a shot/grenade to hit them when they dash for cover?
Oh, no. I don't like relying on overwatch once you've got a decent squad. I prefer opening on the first move of the turn with something damaging that also shreds, then I have almost an entire turn to deal with the pod before they get a chance to attack. Overwatch ambushes are alright early on since you don't have a lot of tools otherwise, but once you're geared up a bit more it's more reliable to just deal with them after activation than to rely on overwatch.
 
It's kinda weird that projectiles can no longer miss, now that I think of it. I'm certain that was in XCOM: EU. (And it sure looked ridiculous)

Wonder why they took it away?


You're correct. Once the player is revealed, enemies scramble for cover. Since concealed overwatch has no penalty, it's best use is to set up an ambush/crossfire during this scrambling period, while they're still out of cover.

Ideally, you'll want to use the first action to: blow away their cover so they have to move farther, use a special ability, or take down a specific threat.


Yeah, this is what I was going for, they just literally all missed 75%+ chance shots except for one guy. Luck was not on my side.


Oh, no. I don't like relying on overwatch once you've got a decent squad. I prefer opening on the first move of the turn with something damaging that also shreds, then I have almost an entire turn to deal with the pod before they get a chance to attack. Overwatch ambushes are alright early on since you don't have a lot of tools otherwise, but once you're geared up a bit more it's more reliable to just deal with them after activation than to rely on overwatch.



I think this is the lesson I'm taking away from this. It's too unreliable.
 

Miletius

Member
Oh, no. I don't like relying on overwatch once you've got a decent squad. I prefer opening on the first move of the turn with something damaging that also shreds, then I have almost an entire turn to deal with the pod before they get a chance to attack. Overwatch ambushes are alright early on since you don't have a lot of tools otherwise, but once you're geared up a bit more it's more reliable to just deal with them after activation than to rely on overwatch.

This. They present overwatch ambushes as something to be desired early on in the game but I haven't found them very useful. If you do that then the aliens pretty much get a whole turn to react after you've set up your ambush. Often times that means somebody is gonna get caught somewhere they shouldn't be after 1 movement turn + 1 normal turn from the aliens. I'd much rather just set up overwatch ambush with snipers, hit the aliens with something else, and then my other guys are free to react once things scramble for cover.
 
T

thepotatoman

Unconfirmed Member
I just learned you should probably rush up to 5 people squads in ironman.

2 Stun Lancers and 1 Sectoid on screen. And then single turn I go from full health to a unit unconscious, another unit unconscious, and another unit mind controlled. Last guy had no chance 4 on 1.

Maybe I should have played it more safe, but that's so hard to do when there's such a tight clock on these missions.
 
Watching Christopher Odd's playthrough and I've noticed that his soldiers are super whiny and rude. Why are they like that? Mine are all happy and obedient

I still have no idea how he's stomping the game so easily. Hardest difficulty, and he never, ever, ever has any setbacks. His luck is unholy.
 

samn

Member
Just for fun, I've created an XCOM 2 dodge/crit chance calculator. I hope it will assist as a learning tool to see how dodge and crit are calculated and how they interact. Play with the numbers and see what happens:

http://xcomcalc.nfshost.com/


If people like it or find it helpful then I'll add some extra features to show the range and probability of DMG number based on your weapon type, weapon mod and obviously on your aim/crit/dodge.

Tested in Chrome, IE, Steam Overlay, iPad.
 
I think the worst gripe I have with this gameplay is that the avatar project starts so early, but I'm not sure when the appropriate time would be. It's great to force you to really make smart decisions about your facilities and not just spend forever researching before a particular story beat, but still...
 
Endgame fights are nuts. I just triggered
two Gatekeepers, two Codexes, two Superheavy turrets, and two Elite Troopers
on the same turn (because they weren't moving, so I had to engage them all) and walked away without taking a shot.
 

Sblargh

Banned
I think the worst gripe I have with this gameplay is that the avatar project starts so early, but I'm not sure when the appropriate time would be. It's great to force you to really make smart decisions about your facilities and not just spend forever researching before a particular story beat, but still...

On my I/C run, I did the blacksite almost with plasma weapons. It starts early, but it takes quite a while to become something to worry about.
 
I just learned you should probably rush up to 5 people squads in ironman.

2 Stun Lancers and 1 Sectoid on screen. And then single turn I go from full health to a unit unconscious, another unit unconscious, and another unit mind controlled. Last guy had no chance 4 on 1.

Maybe I should have played it more safe, but that's so hard to do when there's such a tight clock on these missions.
Fill your squad with flashbangs and chunk them everywhere.

This. They present overwatch ambushes as something to be desired early on in the game but I haven't found them very useful. If you do that then the aliens pretty much get a whole turn to react after you've set up your ambush. Often times that means somebody is gonna get caught somewhere they shouldn't be after 1 movement turn + 1 normal turn from the aliens. I'd much rather just set up overwatch ambush with snipers, hit the aliens with something else, and then my other guys are free to react once things scramble for cover.
You're supposed to initiate ambushes with nades. I like throwing them where any cover behind them gets destroyed so they don't have anywhere to run to.
 
Just for fun, I've created an XCOM 2 dodge/crit chance calculator.

How do you calculate Graze, 25% of Aim?


Stage a perfect ambush on a MEC, a Stun Lancer, and an Advent Trooper.

All six of my guys have clear shots.

Open up with my Ranger shotgun to the Stun Lancer - miss.

Sniper aims at MEC - miss.

Grenadiers both aim at MEC - miss.

Second sniper opens up on Stun lancer, kills him, thank god.

Specialist opens up on MEC - miss.


Six shots, only one hit. Next turn, MEC blows out my sniper's cover with bombs, Advent Trooper shoots her in the face for a kill.

...XCOM, baby.

How the hell are you missing that much? Are your sharpshooters on high ground? Cause if they are not, you are doing it wrong. Are you flanking with rangers? And yep overwatch ambushes are not the best solution most of the time, you are just wasting your turn with a single action when you have different skills at your disposal. Besides sharpshooters have their unique form of overwatch which is Kill Zone and that's way better. Consider doing overwatch ambushes just once per mission, usually in concealment that's it.
 

justjim89

Member
It's not letting me do the Avatar Autopsy shadow project because all other shadow projects must be completed, but I don't have any others to do. What gives?
 

cdyhybrid

Member
It's not letting me do the Avatar Autopsy shadow project because all other shadow projects must be completed, but I don't have any others to do. What gives?
Do you have any story objectives still to complete? There might be projects left that you haven't unlocked.
 

void666

Banned
I guess it's time to take a break for a while. Last mission everything that could go wrong, did.
My soldiers missed two 90% shots againts a faceless. Everything went downhill after that.
 
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