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

Sblargh

Banned
Well, the advanced warfare... Center? Anyway, it definetly gives unique skills. My ranger got something called rupture that is a garanteed crit that makes the target take 3 extra damage from all other attacks.

Every time I use it, I reread the description to make sure there is no catch.
 
Do you know the file? I would immediately change it to 50/50.

XComGameData_WeaponData.ini

FRAGGRENADE_BASEDAMAGE=(Damage=3, Spread = 0, PlusOne = 20, Crit = 0, Pierce = 0, Shred=1, Tag = "", DamageType="Explosion")

Plusone = 20 is the culprit.
It means 20% chance to add one damage.

Same for other grenades in the file.
 
Anyone ever wonder why Grenades do 4 damage so rarely?

Ini says:
Grenades have a 80% chance to do 3 damage and only 20% chance to do 4 damage.
Bigger booms and volatile mix abilities should change this, no?
I'm regularly doing 6+ DMG with my main grenadier right now and sometimes one grenade is enough to wipe out a pod of mid-game enemies when bigger booms procs.
 

Nete

Member
Time to scrap my Veteran game, as I already seen all the systems and everything the game can throw at me (but the last mission), and start the real game: Commander/Ironman. GAF-COM*, wearealreadydead.jpg.


*Those who didn't see it, we released an udpate of the Character Pool yesterday. Already at 31 members.

Well, the advanced warfare... Center? Anyway, it definetly gives unique skills. My ranger got something called rupture that is a garanteed crit that makes the target take 3 extra damage from all other attacks.

Every time I use it, I reread the description to make sure there is no catch.

That's a Grenadier Colonel skill. And is nuts, yeah.
 

Sblargh

Banned
Time to scrap my Veteran game, as I already seen all the systems and everything the game can throw at me (but the last mission), and start the real game: Classic/Impossible. GAF-COM*, wearealreadydead.jpg.


*Those who didn't see it, we released an udpate yesterday. Already at 31 members.



That's a Grenadier Coronel skill. And is nuts, yeah.

Oh, now I feel like a noob, thanks a lot!
 

Falk

that puzzling face
The catch is a cooldown, I guess.

But yeah, considering I stack crit stuff on Rangers, the guaranteed crit component is just as nuts, and the 3 damage feels like it's just as useful on Rangers as it is on Holotargeting Grenadiers.

Need to test if the debuff applies only if you hit, or if you do damage (i.e. stock)
 
Bigger booms and volatile mix abilities should change this, no?

No, they just add more damage. The chance to roll high is still only 20%.

Fraggrenade with volatile mix would be 5 base damage + 20% chance to add one more damage point.

Edit: Crit Chance with "bigger booms" is 20% by the way.
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
saturation fire or rupture? both sound good, but im not sure I want ANOTHER skill that uses up all my ammo (saturation fire)

rupture +3 dmg from all attacks sounds super useful too if it counts for all the units
 

pislit

Member
I just had two ridiculous bugs, the "negative days" scanning (solved by loading a previous save), and Codex and her clone being invisible in the map.

BTW, what happens to captured soldiers? I read they can be taken back in a mission, but is this real and true unlike the 95% chance of hitting?

I left behind 3 of my well-armed and upgraded operatives because that VIP rescue mission is fucking impossible.
 

Falk

that puzzling face
Now I need to Rupture -> Fan Fire a sectopod.

SHOT TO BITS WITH A PISTOL.

BTW, what happens to captured soldiers? I read they can be taken back in a mission, but is this real and true unlike the 95% chance of hitting?

I've had it happen to me so it's real, but I can't vouch that it's a guaranteed thing. In fact I'd be very surprised if it was a guaranteed thing.
 
No, they just add more damage. The chance to roll high is still only 20%.

Fraggrenade with volatile mix would be 5 base damage + 20% chance to add one more damage point.
Oh.... That's unfortunate, but like I said, I'm easily mopping the floor with mid-end game enemies right now. And though I agree that 20% is too low I think 50-50 would just tilt the game ever so slightly in your favour.... At least on normal/veteran.
saturation fire or rupture? both sound good, but im not sure I want ANOTHER skill that uses up all my ammo (saturation fire)

rupture +3 dmg from all attacks sounds super useful too if it counts for all the units

Both skills are useful but I keep rupture on my main grenadier coz mid-late game is packed with bullet sponge enemies. Saturation fire just doesn't have the same utility coz the cone of fire is pretty narrow, unlike kill zone.
 

Sub Zero

his body's cold as ice, but he's got a heart of gold
I just had two ridiculous bugs, the "negative days" scanning (solved by loading a previous save), and Codex and her clone being invisible in the map.

BTW, what happens to captured soldiers? I read they can be taken back in a mission, but is this real and true unlike the 95% chance of hitting?

I left behind 3 of my well-armed and upgraded operatives because that VIP rescue mission is fucking impossible.

Yeah, captured soldiers show up as VIPs in Council rescue missions. They're also prioritized over the engineers/scientists that you'd normally get
 
saturation fire or rupture? both sound good, but im not sure I want ANOTHER skill that uses up all my ammo (saturation fire)

rupture +3 dmg from all attacks sounds super useful too if it counts for all the units

I found saturation fire a bit too situational and not that effective. Had def more luck with rupture so far but I need to test them more.
 

pislit

Member
I've had it happen to me so it's real, but I can't vouch that it's a guaranteed thing. In fact I'd be very surprised if it was a guaranteed thing.

OMG, I cannot repeat that mission anymore. I really hate those shield-giving robots and my inept hackers / skullminers of specialists. ugh, i have to run with two snipers (without the pistol-heavy inclination) and no rangers and grenadiers in that mission because my people are so wounded. That's why it is so difficult, huhuhuh.

Yeah, captured soldiers show up as VIPs in Council rescue missions. They're also prioritized over the engineers/scientists that you'd normally get



Isn't that a wasted opportunity to recruit engineers?
 
Oh.... That's unfortunate, but like I said, I'm easily mopping the floor with mid-end game enemies right now. And though I agree that 20% is too low I think 50-50 would just tilt the game ever so slightly in your favour.... At least on normal/veteran.

Yes, I agree. Grenadiers are already way too strong.
I just wanted to check if it was my confirmation bias, that I almost never get the 4 damage when I needed it, or if there really was a lower chance for it in the game files
 

Falk

that puzzling face
Yeah, it's also not like you 'get them back for free' if you succeed in that VIP mission. The opportunity cost would have been you getting another scientist/engineer/soldier from that mission instead.

In other words you leave behind a soldier == you lose a scientist/engineer.

So it's bad.


Should have "presses capslock for you on the way back from missions"

Firaxis pls
 

Tworak

Member
https://github.com/BlueRaja/XCom2Mods/tree/master/Stop Wasting My Time
Speeds up the game by removing the pointless pauses after certain actions.
All changes are purely cosmetic.

Changes:
Removed 1-3sec pause after shooting, throwing granades, abilities, etc.
Removed 1 sec pause after getting a kill
Removed 2.75 sec pause after going into cover
Increased unit movement speed by ~20%
Removed slowdown of non-attacked enemies during overwatch slow-mo

http://steamcommunity.com/sharedfiles/filedetails/?id=620600092

I've not tested it yet, but potentially an amazing mod.
Should have "presses capslock for you on the way back from missions"

Firaxis pls

I'm not convinced it's healthy for the game with the capslock trick. I seem to recall getting a bunch of caching errors in the developer logging console. might be related to how the game deconstructs the level after you're done with it.
 

Falk

that puzzling face
Technically you could purchase it, install, load up the character pool for 2 hours then refund.

(Heh)
 

LiK

Member
cleared out all Advent facilities finally last night. I also think I maxed out all weapons I can get. gonna do the final missions tonight and hopefully finish the game.
 

Sblargh

Banned
The thing about rupture on the ranger is that, unlike grenadiers, they actually get a 100% shot at close range, and they have a bunch of tools to get in close range.

It's my main problem solver right now.
 

LiK

Member
oh yea, I finally used that Plasma Beam weapon with Grenadier and HOLY FUCK, that weapon is OP as shit. Destroyed 5 armor instantly and also took 9 life off a Gatekeeper. if I had a full squad of that, it would be like super easy mode.
 

Zareth

Member
The thing about rupture on the ranger is that, unlike grenadiers, they actually get a 100% shot at close range, and they have a bunch of tools to get in close range.

It's my main problem solver right now.

I got that ability on my ranger and when you combine it with a psi op giving you an extra turn so that you can rupture and then follow that up for a rapid fire it can get pretty ridiculous the amount of damage he can put out.
 

Mupod

Member
Now I need to Rupture -> Fan Fire a sectopod.

SHOT TO BITS WITH A PISTOL.

Acid grenades then fan fire with bluescreen rounds. Would probably kill it even if it had 40 hp instead of 30.

Still not a fan of gunslingers though. He was the first guy to get cut for a psionic. It's just too situational/risky, if I'm in a spot where I've got 3-4 enemies visible and my sniper isn't on a roof with 100% hit chances on them then I've messed up somewhere.

oh yea, I finally used that Plasma Beam weapon with Grenadier and HOLY FUCK, that weapon is OP as shit. Destroyed 5 armor instantly and also took 9 life off a Gatekeeper. if I had a full squad of that, it would be like super easy mode.

my only powered weapon right now is a shredstorm cannon and it is absurd. It's just a 'FUCK EVERYBODY IN THIS GENERAL DIRECTION" button. Instagibs shieldbearers and severely messes up anything armored.
 

Tworak

Member
I wish you could remove slowdown altogether from Overwatch moments. Especially with the heavy gunners and snipers in EUEW, I could go and make a sandwich in the time it took for the shot to actually go off. I get it's supposed to be a "cool guy" moment but man.
yep. I wish turning off action cam disabled the reaction shot action cams too.
 

Mupod

Member
Wait wait wait ammo affects pistols?

Yes, weapon mods don't but ammo definitely does. It's the main strength of gunslinger, poisoning everybody in sight for example. AP ammo is also nice but I find that better used on a real sniper.
 
What Falk says :p

Or if you are really bored, I guess you could go through one of these videos showcasing all the customization options, writing up what do you want on each thing and send it to the GAF-COM email (post #3), so I can create you.

Nah, I think that's a little complicated and probably way more work than is necessary for both of us. I have a good feeling that this game is going to be active for a long time, so I'll put my character in when I eventually pick it up. Plus I'd have to see how everything looks together.

On the subject of mods, I found out there is a True Concealment mod which pauses the timer while you're concealed. Now I can imagine this being somewhat game breaking (this version actually reduces the timer as a trade off, but you can get one with the full timer from his workshop), it's exactly what I'll use in a second playthrough on a "for funsies" run. Yes, I am planning a second playthrough before I even buy the game.
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
grapple up a hill and shoot a guy in the face with the free pistol shot and a normal pistol shot. snipers are so much more useful now
 

ISee

Member
XhchEub.png


Lots of submissions since we published the first wave of recruits, so here comes another batch. Including:


For those who didn't download yet the Character Pool, here you have the full updated Pool.

Those who already have the GAF-COM Pool loaded, you better use this file with only the new recruits so you don't need to check who is already in and who is not to avoid duplicates.


And those who haven't joined our ranks yet, what the hell are you waiting for? Go and check posts two and three for all the info you need.

Thx for the work
 

Mupod

Member
I think I've also been using my gunslinger wrong - fan fire/showdown also count for 'firing your pistol first doesn't end your turn' so you can apparently use both?
 
I think I've also been using my gunslinger wrong - fan fire/showdown also count for 'firing your pistol first doesn't end your turn' so you can apparently use both?

Yep -- so with fan fire you can theoretically empty five shots into the same enemy (assuming you have lightning hands).
 
In the animations I've seen, I love just how badass snipers seem to be. The guns look and sound amazing, and there's something special to their pistol animations that are just top notch.

Which is good because that was my favorite class in EUEW.
 

Crackbone

Member
Time to scrap my Veteran game, as I already seen all the systems and everything the game can throw at me (but the last mission), and start the real game: Commander/Ironman. GAF-COM*, wearealreadydead.jpg.


*Those who didn't see it, we released an udpate of the Character Pool yesterday. Already at 31 members.



That's a Grenadier Colonel skill. And is nuts, yeah.

If I added the original file do I have to just overwrite it after download? If so what does that do mid game? I.e. Will it just keep my original import? Or do I have to go in game and delete then re add?
 
People who have beaten it, trying to get a sense for game length here:

i cleared one avatar project site. is the game pretty much over after clearing them all?
 
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