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

I think he means like distance from the center of the blast.

You're right that the other thing makes no sense :p

oh

see that makes sense

Also after watching me miss a 95% shot (and said shot flying straight upwards into the air hilariously), my fiancee commented that maybe the aliens directed breeding towards people who can't aim.
 

Vena

Member
I think he means like distance from the center of the blast.

You're right that the other thing makes no sense :p

This is actually a very logical nerf to any of the blast/concussive nades, though it does nothing to the (imo much more powerful) EMP and Acid grenades.
 
If they nerf explosives, they can just take dodge out of the game. It's nice to have some form of attack that isn't a roll of the dice. Or make it so the cover removing options other than explosives don't actually have a chance to hit, or set yourself on fire.
 
I don't think grenades need to be nerfed. Every class becomes really strong by the end of the game, with the exception of Specialists who are more situational and take a support role (still good enough for me to always bring at least one, however). The endgame just needs to be made more challenging. It gets a little bit boring at that point.
 

Sblargh

Banned
Apparently if you throw an evac on the ground, enemies will (mostly) overwatch instead of shoot. So you can keep doing it an entire mission to manipulate them into not shooting.
 
I don't think grenades need to be nerfed. Every class becomes really strong by the end of the game, with the exception of Specialists who are more situational and take a support role (still good enough for me to always bring at least one, however). The endgame just needs to be made more challenging. It gets a little bit boring at that point.

Playing on legendary? Switching to it when the game gets easy?
 

Hazaro

relies on auto-aim
I'm trying to buckle down through Legendary with as little reloading as possible.

I might just end up tweaking Legendary settings to something a bit above Commander since that's a bit too easy.

A lot of the posts I feel like should mention what difficulty they are playing on for their thoughts on balance.
 

Fantastapotamus

Wrong about commas, wrong about everything
Enemy has two options: Attack some low-level nobody who is badly hurt and basically right in front of them OR attack my super awesome sniper on the other side of the map.
Thanks you stupid Faceless, I really needed that Sniper. Asshole.
 

Sblargh

Banned
I'm trying to buckle down through Legendary with as little reloading as possible.

I might just end up tweaking Legendary settings to something a bit above Commander since that's a bit too easy.

A lot of the posts I feel like should mention what difficulty they are playing on for their thoughts on balance.

I am on the same as you. Commander is too easy, Legendary is kicking me around.
I'll start a run now with a bronzeman mod that creates a save before at the avenger before the start of the mission because it is getting kind of frustrating to replay that first month a thousand times. lol
 
I haven't had a soldier bleed out or go into that state yet
I think there's a mod for this, but I'd like to see bleed-out chance increased as part of any large-scale rebalancing. It makes for interesting gameplay decisions, but I've seen it happen exactly once.
 
So I saw that people were saying grenades are op.

Then I remembered that Psi Operative ability that explodes enemy grenades via psychic powers.

Could you imagine if they gave that shit to the aliens? With your upgrades and everything, it'd be the dirtiest shit ever.

Actually having a grenade nullification effect for the aliens would get you thinking in your toes. Or maybe just a "enemy cannot use utility this turn" ability.

But honestly, I think grenades are fine as they are. Having solid use of grenades seems pretty important in a game all about positioning and flanking, what army wouldn't bring their best grenades?
 

mbpm1

Member
This is actually a very logical nerf to any of the blast/concussive nades, though it does nothing to the (imo much more powerful) EMP and Acid grenades.

it was the long war way of doing it, and probably the easier to balance. But I like grenades being OP, it's all that's saving my ass in timed missions.
 
Grenades need a nerf (mod already exists for this) with damage falloff by distance.

Mimic beacons also need a nerf.

chIb.png
 

cdyhybrid

Member
I'm fine with nerfing Mimic Beacons if they make cover actually worth a shit. Buff it to LW levels. Then you'd also have incentive to bring smoke grenades, which are pretty lackluster at the moment.
 
Disorient and burning debuffs do this.

...do the aliens ever use these?

To be fair, it would be interesting to see enemy grenadiers in a dlc. They rarely use many grenades in my experience.

"Oh yeah, grenades are super great, here, let your squad eat a few."
 

Hazaro

relies on auto-aim
I'm fine with nerfing Mimic Beacons if they make cover actually worth a shit. Buff it to LW levels. Then you'd also have incentive to bring smoke grenades, which are pretty lackluster at the moment.
Yeah the second item I made on Commander was a Smoke, but I never used it ever.
 
I'm fine with nerfing Mimic Beacons if they make cover actually worth a shit. Buff it to LW levels. Then you'd also have incentive to bring smoke grenades, which are pretty lackluster at the moment.

Smoke would be really interesting if it put whoever it first enveloped into Conceal. Like a ninja smokebomb.
 

Erheller

Member
Nice research tree is available now.

https://docs.google.com/presentatio...Oo6kdNBNqZk6E/preview?pref=2&pli=1#slide=id.p

Looks like for most aliens you just need to get one corpse for an autopsy, and can sell the rest without penalty. Here's a list of corpses you may need to keep after the first one:

Non-legendary/Legendary

Advent Trooper Corpses are needed for:
2/4 for Hybrid Materials
2/3 per Nanoscale Vest (lol)
6/12 for Predator Armor
2/3 for Spider Suit
2/4 for EXO Suit

Gatekeeper:
1/2 for the Alien Psi Amp

Viper:
2/3 for Battlefield Medicine
1/2 per Nanomedkit

Sectoid:
1/2 per Mindshield
2/3 for Advanced Psi Amp

Faceless:
2 per Mimic Beacon

Berserker:
1/2 per Overdrive Serum

Chryssalid:
2 per Hellweave

Honestly? The only corpses I'd save from that list are Gatekeeper, Sectoid (Advanced Psi Amp), and Faceless. Viper if you like medkits. Edit: And Trooper Corpses, duh.
 

cdyhybrid

Member
Smoke would be really interesting if it put whoever it first enveloped into Conceal. Like a ninja smokebomb.
Might as well remove Rangers from the game in that case :p

Edit: You can get instant autopsies if you save up enough corpses. I won't be selling any until then.


Yesssss. Been waiting for Star Wars overhauls. Note give me lightsabers, blasters, etc.
 
You can get disoriented by sectoids as one of the more common outcomes of mindspin. Burning... not directly, I don't think.

Not that they ever really bother with mindspins. Zombies and control are much more likely ime.

A good change I think would be to increase the versatility of ADVENT troops as you proceed. Give them more equipment, more abilities, like our guys get.
 
Does unconsciousness ever wear off? I took control of a stun lancer and knocked about half a squad out with that monster before finishing a mission. I know that on our team it doesn't and you either revive them with a protocol or carry them to extraction, but what about the aliens?
 
Nice research tree is available now.

https://docs.google.com/presentatio...Oo6kdNBNqZk6E/preview?pref=2&pli=1#slide=id.p

Looks like for most aliens you just need to get one corpse for an autopsy, and can sell the rest without penalty. Here's a list of corpses you may need to keep after the first one:

Non-legendary/Legendary

Advent Trooper Corpses are needed for:
2/4 for Hybrid Materials
2/3 per Nanoscale Vest (lol)
6/12 for Predator Armor
2/3 for Spider Suit
2/4 for EXO Suit

Gatekeeper:
1/2 for the Alien Psi Amp

Viper:
2/3 for Battlefield Medicine
1/2 per Nanomedkit

Sectoid:
1/2 per Mindshield
2/3 for Advanced Psi Amp

Faceless:
2 per Mimic Beacon

Berserker:
1/2 per Overdrive Serum

Chryssalid:
2 per Hellweave

Honestly? The only corpses I'd save from that list are Gatekeeper, Sectoid (Advanced Psi Amp), and Faceless. Viper if you like medkits. Edit: And Trooper Corpses, duh.
This is really useful, thanks. I was already stocking up on
Faceless and Troopers on my runs, but now I know that I don't need anything more than two Sectoids, three Vipers, one Gatekeeper. Gonna go sell all my other surplus junk (which includes quite a few Gatekeepers!!) now.
Very cool.
 
"Hey, Jake, can you balance mimic beacons? They're OP! Oh, I usually rush development of them, make 6, and use them at every hint of danger. Tee-he-he!"

Self control, people. :D They are VERY nice when you get one of those chain reaction pod activation situations.
 

AllenShrz

Member
Something is strange... Ive been playing this game since release (normal difficulty), is hard but now I have cleared the bar completely of the avatar project and Im worried since now everything is going so smoothly that the game will throw me a curved ball, I just found
the portal to who knows where
 
Hmm, y'know, I've been wondering.

Why'd they ditch the Chibi-esque exaggerated proportions and intentional plastic-figurine look from Enemy Unknown that were essentially 3D successors to the style of UFO Defense's sprites in favor of photorealism?

Was EU's artstyle meant to be a concession for the low resolution image on consoles and phones compounded by the camera angle or something?
 
Hmm, y'know, I've been wondering.

Why'd they ditch the Chibi-esque exaggerated proportions and intentional plastic-figurine look from Enemy Unknown that were essentially 3D successors to the style of UFO Defense's sprites in favor of photorealism?

Was EU's artstyle meant to be a concession for the low resolution image on consoles and phones compounded by the camera angle or something?

I think I remember them saying it was mostly a stylistic decision (though I wouldn't be surprised if the tech was a factor), so I'd guess that they just decided to go a different way.
 
Hmm, y'know, I've been wondering.

Why'd they ditch the Chibi-esque exaggerated proportions and intentional plastic-figurine look from Enemy Unknown that were essentially 3D successors to the style of UFO Defense's sprites in favor of photorealism?


Was EU's artstyle meant to be a concession for the low resolution image on consoles and phones compounded by the camera angle or something?

Probably because the old models looked like shit, and they look way better now. Wouldn't be surprised if it was due to console limitations.
 
Hmm, y'know, I've been wondering.

Why'd they ditch the Chibi-esque exaggerated proportions and intentional plastic-figurine look from Enemy Unknown that were essentially 3D successors to the style of UFO Defense's sprites in favor of photorealism?

Was EU's artstyle meant to be a concession for the low resolution image on consoles and phones compounded by the camera angle or something?

Probably a stylistic choice to mask the lower-fidelity assets the game had. It was never really a looker, but it still managed to have a really intense, foreboding, even creepy, atmosphere.

Now there's lots more poly's to play around with, which lead to the explosion of customisation and destruction options. And it probably also helped ADVENT look more menacing, instead of fisher-price.
 

Sullichin

Member
Damn it feels good to turn things around. Maxed out psi operative (pretty much), power armor, plasma lance and EMP bombs made my last couple of missions go really smoothly after a couple of shit missions I had to plow through and a couple I skipped so I could heal up / finish research.

Avatar meter is really low but still feel a little behind in base building, I need more engineers
 
Playing on legendary? Switching to it when the game gets easy?

Fair play, I started my first Legendary/Ironman game. Playing with the Improved A.I. mod (but also True Concealment with original turn timers to somewhat balance it) and it's been real tough in the early going, but it's always tough early. I'll see how it progresses.
 

suaveric

Member
I really don't like how the advanced ammo/wrist weapon/etc are developed. I don't have a problem with having to research new types in the proving ground, but I don't like that I can't just make more after the fact. I had one acid grenade on a guy who I had to leave behind and now I just have to wait until I randomly come up with it again. That makes no sense.
 

facelike

Member
This is probably in the this thread somewhere but I found out
that Flashbangs stop the Codex from cloning so you can lay into it and kill it without it flanking you. I just found this out yesterday and I wish I had known much sooner. I think that Flashbangs are the best weapon anyone could use when starting a game, it helps so much.
 

mbpm1

Member
This is probably in the this thread somewhere but I found out
that Flashbangs stop the Codex from cloning so you can lay into it and kill it without it flanking you. I just found this out yesterday and I wish I had known much sooner. I think that Flashbangs are the best weapon anyone could use when starting a game, it helps so much.

Not only that
flashbangs fuck up pretty much all abilities, including melee attacks.
 

facelike

Member
Not only that
flashbangs fuck up pretty much all abilities, including melee attacks.

I've used them on the Archons and Stun Lancers and love how they run in circles while I set up my attack. For some reason, I never used them on the Codex, just used to deal with them the old fashioned way. Makes me think of my battle with the Avatar/human thing that popped out of the Codex, that would have made that fight easier.
 
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