Dick Justice
Banned
Is enemy progression (unit types/quantity, health, damage, etc) tied to the passage of time? Or story progression?
Is enemy progression (unit types/quantity, health, damage, etc) tied to the passage of time? Or story progression?
I stubbornly tried to push forward on legendary a bit more, but the game just crosses a line for me there. Glad it's there for people that enjoy it, but ugh. Now to wait until a properly balanced marathon mode comes out for commander difficulty.
The end mission difficulty spike is real! It all turned into.mad dashes towards the avatars and hope for the best, long range heavy weapon snipes and null lances won me the game
My first time with the game starting on Commander on the first mission (after GateKeeper) I was on a roof and activated a pod.
Has anyone played around with any custom class mods that are worth trying out?
I've not once had a good opportunity to actually use chain shot. It feels like a complete waste, because in moments where I need to take down a target, a better chance to hit is superior to 2x damage every single time.
Even Deadeye has been more useful (even though I've missed plenty of times). A squadsight sniper just has many more opportunities to take advantage of such skills. And this is keeping in mind the monstrous Squadsight penalties, too.
Fires a shot with a penalty of 15 to aim. If it hits, immediately fire another shot at the target. Uses 2 ammo. 3-turn cooldown.
Chain shot is guaranteed to hit on the second shot? The hit % mod I have shows an actual hit % on the second shot of chain (equal to the first I might add, and increased by holo targeting if I have that), but I can't remember any particular instance of it missing, probably because I only fire it when it's 90+ after maluses.
Fires a shot with a penalty of 15 to aim. If it hits, immediately fire another shot at the target. Uses 2 ammo. 3-turn cooldown
I've stacked scopes and aim PCS on a Grenadier, which gave Chain Shot pretty good utility as an armor killer and semi-reliable one hit KO. Still debating if it's worth the effort though. I can shred armor with explosives, and my damage dealers are the rangers, anyway.
These revelations make me wonder why Chain Shot is even there. Seems horribly redundant.
Hail of Bullets is a GOAT-tier skill.
These revelations make me wonder why Chain Shot is even there. Seems horribly redundant.
Hail of Bullets is a GOAT-tier skill.
Armor shredding changes things a bit, hrm. I still wouldn't risk it, personally, because if I shred an enemy once I can at focus them down with the others, vs. missing and being unable to harm them.
That said, I've only played on Veteran so far, so my armor-shredding needs are rather limited.
Here's how it works:
Everytime your soldier gets a kill, they get +1 XP. Everytime they are on a mission where someone else gets a kill, they get 1/4 XP. (It's actually slightly different per class, but this is close enough). So being present for four deaths is the same value as scoring the killing blow.
Those partial points are awarded at the end of the mission, while direct kills are awarded on the spot.
At the end of the mission, the game checks "Does this unit have enough XP to move to the next level now?" If so, you get ONE promotion. If not, you get none. But no XP is wasted or lost.
Here's an example (using made-up numbers):
So we bring Kevin, Todd, and Bob out on a mission. All three are total rookies. Kevin scores a kill, and gets the little "Promotion earned" icon. Todd gets a kill, also getting the little "Promotion earned" icon. Kevin then scores three more kills. The mission ends.
- Rookie - 0 Kills
- Squaddie - 1 Kill
- Corporal - 4 Kills
Kill Scores: Kevin (4), Todd (1), Bob (0).
But Kevin gets 1/4 kill for the unit Todd killed, Todd gets 4/4 kills for the units Kevin killed, and Bob gets 5/4 for the units that Kevin and Todd killed.
Total scores: Kevin (4 & 1/4), Todd (2), Bob (1 & 1/4).
Kevin and Todd were getting their promotion anyway, and now Bob gets one too. So all three become Squaddies at the end of the mission. Note that Kevin actually has enough XP to level up to Corporal, but he doesn't yet. You can only get one rank up per mission. The game doesn't even check for that. It's simply asking the question, "Did it pass the next threshold?". It only asks that question ONCE per mission.
On the next mission, Kevin is guaranteed a level up: He's already passed the threshold. None of his previous kills were wasted.
I was just playing Civ5 and airdropped an XCOM unit behind enemy lines, right next to the enemy's capital. Upon landing, the once hidden surrounding tiles were revealed and there were vast swathes of Greek artillery and infantry units, as far as the eye could see. Moments later, my XCOM unit was killed by a dozen or so artillery strikes and an achievement popped up "That's XCOM baby!" lol
For those of you who are good at math: Rapid Fire vs. Chain Shot.
I got both on a ranger.
Chain Shot:
-15% aim penalty on the first shot.
If first shot hits, the second shot is guaranteed to hit.Never mind I remembered it wrong
If the first shot misses, the second shot doesn't fire.
Rapid Fire:
-15% aim penalty on both shots.
If the first shot hits, the second shot takes its own individual roll to hit.
If the first shot misses, the second shot still fires.
Now, it seems that Rapid Fire is usually better since both chances to fire will always occur. However, my gut says that at above a certain percentage to hit, Chain Shot might be better statistically, since the second shot is always guaranteed to hit if the first shot hits. Or am I just thinking nonsense?
I wouldn't know what equations to use to calculate the odds right now.
Would it be possible to mod mimic beacons so they were ignored by enemies who were in a position to see it get thrown/land?
You should have a scope on your ranger to negate that aim penalty and rangers tend to be much closer so aim is better already and shotguns have a higher crit chance. They aren't even comparable to me.
They do randomly ignore it sometimes. I've never understood why, but I've lost soldiers to face punches from Andromedans because of this.
Ah what an amazing start to another legendary run. High ground, full cover, nope advent officer don't give no fucks about your defenses. Crit kill from across the way. Then two members of the squad panic.
I want to try out that Remove Operation Gatecrasher mod but apparently it causes wicked stuttering.
Oh, hey glitches, you are my psi op this campaign!
Oh, by the way, you died on your first mission.
I also feel like snipers are more of a hindrance in this version of XCOM compared to EU. They simply don't deal enough damage to off set their low shooting mobility, particularly with the turn sensitive missions. I would much rather have an extra Heavy. Do snipers gain a more important role as squad members in higher difficulty settings?
With the grapple armors available (as grapple doesn't cost you an action and immediately gets your sniper to a height advantage position) and smart positioning, a sniper can basically take a shot at any enemy unit on the map. Negate the aim penalties and give a sniper some extra crit chance alongside AP rounds and those heavier units just drop. Killzone with extended mags can give let a sniper single handedly wipe an enemy pod on activation.
I guess I would have to play more with a sniper with grapple armor to realize the full benefits. What are the specifics of Killzone? The unit can fire at any enemy who moves or shoots from a designated "v" shaped zone? It sounds like a kick-ass ability, but I've never been able to use it really effectively. Maybe I should work on that too.....
Yeah, everything that takes action in the cone gets shot at. It's a great way to end an entire pod in the early and mid game for ambushing, and put a dent in a lot of things for the late game. It's also a good defensive tool to lay down over the general area of enemies mid-mission. Also it will activate on every enemy movement, so if an enemy takes two different positions or if they position and fire, you're taking two shots at them. Finally, it seems to have infinite range as far as I can tell, though it's reliant on squadsight so you will get diminishing returns the further out things are.
Basically with my sniper I'll grapple and park their butt for a few turns. Grapple has a two turn recharge and you can actually use it to swing from point to point like a less inventive spiderman. It doesn't use a movement point and you can fire your sniper right after.
Damn....when you put it that way it sounds like a grapple sniper is a must for harder difficulties.
Worst part about snipers is figuring out which spec to take on most missions. Gunslinger just destroys high health targets with the right ammo equipped, while a more traditional sniper gives you all sorts of height and overwatch advantages. Kill zone also makes saturation fire a nice ability to trigger with, and anything that actually makes saturation fire OK is nice in my book. Getting kill zone on a different class so you can do it twice is something else, too.
I do both. Long watch, Lightning hands, quick draw, killzone, steady hands and the one where you shoot the pistol 3 times.