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

Steel

Banned
Trying to do a supply raid mission and there is absolutely no way to get to the haxbox in 8 turns without sacrificing at least 1 trooper.

Even without the timer the fight itself would be *extremely* difficult.

If you have a specialist, they can hack that stuff from long range.
 

mbpm1

Member
That feeling when you do a whole VIP mission without the enemy firing a single shot... Love this game.

Just did a few of those. Got lucky and ran into "clumps" of enemies, one sectoid, two soldiers, etc.

Still in early game but this veteran ironman run is looking a lot more viable.

On a side note, the "Shots fired" must be bugged for snipers.

It happened again, and although I took out enemies on first turn with grenades, blades, and overwatch, my sniper fired a few shots to finish people off and it didn't register on the screen on the ride home.
 

twobear

sputum-flecked apoplexy
UFO Afterlight, and IIRC you don't have to team up with the greys
(though I never finished).

Guys, you know it's not going to be Terror From the Deep, right? Soloman's said pretty plainly that he's not a fan. If they do something like it, it won't be that.

plus wasn't the ending
just supposed to be implying that the avatar survived?
 
FOR FUCK'S SAKE. Rookie gets grazed for 1 damage while dodging, 'gravely wounded' for 26 days

I swear it has to be a random roll or something.
How often gravely wounded turned up was something I thought was tuned way to high after completing the game. Gravely should be near death...which can still happen with one shot.
 

Hazaro

relies on auto-aim
How often gravely wounded turned up was something I thought was tuned to high after completing the game. Gravely should be near death...which can still happen with one shot.
From what I understand it shouldn't. Are you sure they didnt get any other damage like fall, or you healed them back up?

TMK it does a roll of like 1-14 days per CHUNK (20-25%) of HP. If a Rookie takes 25% damage it might be possible that 25% is 2 brackets is two rolls of 1-14 aka 28 days is the maximum.

I installed this though: http://steamcommunity.com/sharedfiles/filedetails/?id=622021770

*
When XCOM 2 calculates wounds, it first looks at the maximum health percentage each soldier lost on the mission (thus, healing your soldiers does not change their potential wounds), and then places them into one of four categories. These categories are 0-20% health, 21-50% health, 51-75% health, and 75-99% health. Each wound severity category has a minimum and maximum value for the number of "wound points" a soldier can recieve. The game then picks a random number between these values, and this number is then translated into days needed for recovery. Depending on how many days it will take to recover, a soldier is then labeled as "Lightly Wounded", "Wounded", or "Severely Wounded" (these labels are purely cosmetic).
 
Gravely wounded is like the only real downside (aside from maybe shaken) for getting your soldier shot. I think it should be punishing and when you're shot by a gun with low armor it should be common, and less common as you rank up or get stronger armor.

And except on legendary, I don't think gravely wounded is even that punishing. When you get the AWC you can get your troops back on their feet in no time. Maybe missing out on a single mission.

I was a big fan of the fatigue system the long war studios guys put into long war for EU. I wish they did something like that here. However, doing that would require major tweaking of the game at this point.

My dream mod at this point would include a fatigue system, in addition to difficult but optional missions that pop up alongside scans. To take it further, it would have additional story elements, such new missions and aliens, etc..
 

Mideon

Member
Comm messages have disappeared in my missions. Anyone else had this?


Fixed it by verifying the game files. Back to it!!
 

GECK

Member
Psy ops turn the game into the joke. Seriously, who balanced that garbage? Void rift with upgraded Insanity is so freaking ridiculous.
 

Rentahamster

Rodent Whores
Would it be weird if I said mimic beacons are ok? Because I don't have an issue with them.

You want to nerf something, let's talk about grenades. There are only 2 things that balance grenades: throwing range, and the amount you can carry. Grenadiers bypass both those limits. Anyone who's played the game at this point have realised how grenadiers just don't have a drawback. They give no fucks about cover, or accuracy, or groups, LOS is a minor annoyance at best and they shred armor. A group running 4 grenadiers would pretty much take the difficulty curve and bend it over.

Yeah. Weapon fragment destruction was a way to nerf explosives in the first game, but now that's not much of a concern anymore.
 

pislit

Member
So, I evaded every objective that would push me to skullmine codex and then fight Raiden, now the game is dropping Mutons and Berserkers left and right on me. LOL. Just completed the Psi-thing and no Psi-person yet, UGH. HOW CAN I.
 

Metroidvania

People called Romanes they go the house?
For all of the 'control' Firaxis gives you, I realized while playing today that dodge/graze, especially with high-profile targets like Vipers, Codexes, and
Avatars
really has the potential to add a level of frustration to the combat.

Running up to 100%* an enemy, and then getting a dodge for half damage can really, really fuck up a mission. It switches from information being a known range quantity on your soldier's part to something you can't really account in terms of a continuous burden of knowledge.

*While I can't remember specifically, if I was at 98/9 or 100, I'm pretty sure it was the latter.
 
For all of the 'control' Firaxis gives you, I realized while playing today that dodge/graze, especially with high-profile targets like Vipers, Codexes, and
Avatars
really has the potential to add a level of frustration to the combat.

Running up to 100%* an enemy, and then getting a dodge for half damage can really, really fuck up a mission. It switches from information being a known range quantity on your soldier's part to something you can't really account in terms of a continuous burden of knowledge.

*While I can't remember specifically, if I was at 98/9 or 100, I'm pretty sure it was the latter.

It would be nice to nerf dodge a little I agree. Maybe having anything over 90% be impossible to "Dodge". I don't see why it couldn't be modded in.

Psy ops turn the game into the joke. Seriously, who balanced that garbage? Void rift with upgraded Insanity is so freaking ridiculous.

What difficulty are you on? Veteran for instance was already a joke. Magus Psi operatives just made it trivial as all get out. I absolutely need them for my legendary run. It's getting obscenely tough.
 

ISee

Member
Psy ops turn the game into the joke. Seriously, who balanced that garbage? Void rift with upgraded Insanity is so freaking ridiculous.

Also Null lance. Oh you're standing behind hard cover with your 3 points of armor. Here take 11 damage and die. Seriously Psy Ops are the only reason why I still last on ironman commander difficulty. Enemy 'spawn' placement is ridiculous in some missions.

edit:

And Berserker scouting. Berserker scouting is the best.

berserkerscoutingabbno.png
 

GECK

Member
What difficulty are you on? Veteran for instance was already a joke. Magus Psi operatives just made it trivial as all get out. I absolutely need them for my legendary run. It's getting obscenely tough.

Legendary. I can beat pretty much any mission with two Psy only in most cases, no need to even upgrade their weapons. If there is a heavy mech presence I'll add one specialist with Haywire (which should be one use only it's brokenly good).

Game is only frustrating early with squaddies. And a few failed missions early game won't really matter in the long run if you ride the doom timer. So no need to even save scum if that's your thing.
 
Legendary. I can beat pretty much any mission with two Psy only in most cases, no need to even upgrade their weapons. If there is a heavy mech presence I'll add one specialist with Haywire (which should be one use only it's brokenly good).

Game is only frustrating early with squaddies. And a few failed missions early game won't really matter in the long run if you ride the doom timer. So no need to even save scum if that's your thing.

I'm still early on. I'm not save scumming but I've taken quite a few big hits. Early game is just brutal.

By the way I found a bug in the game. The game allows you to load the game right at the end of your last soldiers turn between the gap between your turn and the enemy turn. If you do this it just gives your team another turn as if the enemy had simply ended their turn.

The turn timer goes down one as well, so it's literally just skipping the enemies turn. I tested it a few times just to make sure.
 

J Jizzle

Member
I'm finally able to start my campaign today, may go straight into Ironman mode from beginning. What priorities should i put on my build orders?
 

Rentahamster

Rodent Whores
I'm finally able to start my campaign today, may go straight into Ironman mode from beginning. What priorities should i put on my build orders?
I usually build a guerilla tactics office or whatever it's called as the very first thing I do. +1 team members is pretty valuable
 

samn

Member
I'm finally able to start my campaign today, may go straight into Ironman mode from beginning. What priorities should i put on my build orders?

I would advise not playing ironman for the first run for two reasons

1. you have to disable tutorial mode to play it, which also disables lots of ambient dialogue throughout the playthrough

2. the game has lots of gamebreaking bugs right now which makes it painful when you only have 1 save file
 

Jisgsaw

Member
I'm finally able to start my campaign today, may go straight into Ironman mode from beginning. What priorities should i put on my build orders?

Guerilla school should be a priority.
You'll have to build power relays (try to get them on top of the power chambers) and resistance coms too.
Try to get the psi chamber asap, psi troops are ridiculously OP.


Damn, the game got pretty easy as it went on and my troops got OP, but that last mission was hard as fuck. A specialist may have helped a bit, I forgot to take one...
 

Falk

that puzzling face
In case you don't check Reddit, here's a post Beagle made. It's actually about something else (addressing criticisms about his clear going from preview build to live) but it does touch on grenades, Grenadiers and what's likely up for the game in balance patches down the road

https://www.reddit.com/r/Xcom/comments/45cbar/beagles_legend_ironman_game_summary/czx9vkb

*snip*

Let's get to the point here - in a finely tuned and knife-edge balanced campaign, these small +1 or +2 HP buffs could be the difference between winning or losing. In the absoloute Grenade-powered snowball that is vanilla, these buffs are welcome but entirely overwhelmed by the same thing that made snowballing in pre-release builds just as easy - when you have 100% reliable cover destruction and aoe damage on call for every fight of a mission, you are taking the RNG out of the game. EU Heavies were known for their ability to do this. XCOM 2 Grenadiers are EU Heavies that can move and shoot grenades, shoot grenades twice, get crit damage and all sorts of other buffs to their grenades, and even get all sorts of different flavours of grenades to be useful for every single scenario imaginable.

I'm confident Firaxis are aware of this and, with their new attention to balancing for the top difficulty, will tune Grenadiers accordingly in a way that benefits the game and everyone who plays it. For now, it is simply burying ones head in the sand to act as though some miniscule HP buffs are enough to counteract that. Those buffs were clearly not aimed at fixing Grenadiers or snowballing. They were small tweaks to fine tune Legend for the average player. Acting as though they are relevant in this context or that they would counteract this much snowballing is delusional.

In other words, to repeat what I said in my original reply to you, more or less:

Just having 1 or 2 of your starting 4 suffer grevious wounds because you can't just 0 turn every pod due to more HP and slightly less brain dead sectoid behavior alone can slow down a snowball.

No, because the Sectoids still prioritize reanimate and mindspin before shooting in every situation I've seen bar disorientation, and because +1/2 HP does not stop you from removing the cover of every enemy you meet and then taking simple followup shots on them.

I hope if this discussion continues it can do so with a more amicable tone. It seems many people have a problem with me since X2's release. I'm not sure why.
tl;dr Grenadiers make X2 into a gear check instead of an RNG-focused battle, and implying that miniscule HP buffs change that (or were ever targeted at changing that) is misguided.

That last sentence is spot-on in my experience.

The point about Grenadiers is they solve EVERY problem. Cover destruction, aoe damage, armor shred, huge damage with chain shot, holo targeting, suppression, special grenade types for any situation, acid fucking grenades, RUPTURE. Salvo lets them do this double. They are the key for every lock, damage wise.
 

cdyhybrid

Member
In case you don't check Reddit, here's a post Beagle made. It's actually about something else (addressing criticisms about his clear going from preview build to live) but it does touch on grenades, Grenadiers and what's likely up for the game in balance patches down the road

https://www.reddit.com/r/Xcom/comments/45cbar/beagles_legend_ironman_game_summary/czx9vkb



That last sentence is spot-on in my experience.

Not sure why Firaxis didn't see this coming when they made flanking shots much less accurate than they were in EW/Long War. Best way to play right now is blow up all the cover and take exposed shots from the safety of the cover you're already in.
 

Roshin

Member
So... I was trying to sneak my phantom ranger into a blacksite facility. While she waited for the right opportunity to move further ahead, I saw two sectopod groups "patrolling" the facility. This meant tearing down walls by walking through them, wrecking stairs, etc. There was not much cover left after they had done their rounds. :D
 

void666

Banned
That's why i usually have two grenadiers in my team. Armed with rocket launchers too.
The destruction left in our path is glorious.

I'm at the end of the game. Just stalling before doing the last missions.
I managed to train a psi ops late in the game.
 

BeesEight

Member
From what I understand it shouldn't. Are you sure they didnt get any other damage like fall, or you healed them back up?

TMK it does a roll of like 1-14 days per CHUNK (20-25%) of HP. If a Rookie takes 25% damage it might be possible that 25% is 2 brackets is two rolls of 1-14 aka 28 days is the maximum.

I installed this though: http://steamcommunity.com/sharedfiles/filedetails/?id=622021770

*

Hm, there's definitely a bug floating around then. I have one soldier that whenever he takes damage always ends up gravely injured. I have predator armour and the last mission he was hurt was for three damage but still ended up gravely wounded. He's also shaken so I've been very attentive about his health through missions so I know he wasn't healed up later or anything.
 

Lanrutcon

Member
In case you don't check Reddit, here's a post Beagle made. It's actually about something else (addressing criticisms about his clear going from preview build to live) but it does touch on grenades, Grenadiers and what's likely up for the game in balance patches down the road

https://www.reddit.com/r/Xcom/comments/45cbar/beagles_legend_ironman_game_summary/czx9vkb



That last sentence is spot-on in my experience.

That's exactly what I said earlier in this thread, before Beagle posted it. Grenadiers are brilliant..
 

Mikeside

Member
Fiiinished


Well that was a great ride.

I hope the modding community really takes off, because I'd love to revisit this with a Long War esque overhaul.
 
just finished up the game...wishing it didn't just end. Would have liked to continue.

Heh, I'm doing what I can so it doesn't. :) Have a save right before the end, and another one close. I have heard some horror stories of the performance and visual glitches on the last mission, so I was kinda hoping for a patch, but I'll probably pull the trigger soon and beat it.

I still don't like enemies with dodge, but I'm over the hump with some of my dislikes, and love the game just as much as EW now. Just really having a blast. I do still think the two games are different enough that 2 doesn't replace EW fully. Something about those EW abduction mission maps that feel so familiar, and of course MECs and SHIVs, until a mod adds fully functional versions back into 2.
 

pringles

Member
That "oh shit" moment when you trigger 3 groups of enemies on the same turn:

2016-02-13_00006.jpg


And the feeling when you realize you have two snipers with Lightning hands AND Faceoff that have LoS on pretty much all of them:
2016-02-13_00008.jpg


2016-02-13_00009.jpg


2016-02-13_00010.jpg


2016-02-13_00011.jpg


2016-02-13_00012.jpg


2016-02-13_00004.jpg


2016-02-13_00013.jpg


Turned from a potential disaster into one of the most epic moments of my campaign so far. A few stragglers left standing but I only took one hit.
 
W.A.R. armor is half a MEC

True enough. I've been experimenting using it on different classes, after using it only on grenadiers. A rocket attack and a couple of points of armor on a Ranger works nice. If sword attacks had 100% to hit and fixed damage, it could almost give a kinetic strike option also. I think it could work really well on a specialist too, but I'd miss not having a skulljack for haywire, to go along with a medkit.
 
Man this is not going good. I've got about 4 blips left until the avatar project is ready, only just managed to scrape by pushing it back by a bar at the first location and have a lot of wounded troops as a result of it. I've hardly even managed to make any progress outside of the first forced expansion and got one ground relay down so I'm not finding many opportunities to push them back right now either. Get the feeling this first shot is going to be a fail.
 

Sober

Member
Not sure why Firaxis didn't see this coming when they made flanking shots much less accurate than they were in EW/Long War. Best way to play right now is blow up all the cover and take exposed shots from the safety of the cover you're already in.
It's literally unchanged from EU/EW/LW. Exposed shots just means you take your full aim into account on that soldier. Plus or minus aim bonuses. All you get is a crit bonus. Even at the start your soldiers have 65 aim. That's marginally better than a coin flip, but when you factor in low and high cover (+20 def / +40 def) it's a drastic hit to your aim that of course if you just grenade the cover away you already have 50-100% better chance of hitting your target than they were in cover if you didn't already kill the ADVENT trooper behind it or bring a sectoid down 1/4 of it's health and force it to run into cover again.

It's no surprise either Grenadiers are stupid good when running down pretty much either end of the perk tree they have a bunch of cover destruction and guaranteed damage and party debuffs. Anyone who even watched Beagle slowly take apart Long War (as much as most people can, it's still imbalanced, even against him and it gets the better of Beagle sometimes - we're talking about someone who refuses to skip missions in Long War short of a literal roster disaster or because the endgame is in sight) or played Long War knows to conquer some of the other threats like 60+ hp sectopod bosses or a pod of 6 or so 30hp chryssalids and a 75hp boss chryssalid in a turn or two, you need to employ things like party debuffs and optimising your turn to a ridiculous degree and having as many buffs for you/debuffs against the enemy to the fight in your favour to basically kill things as fast as you can.

Honestly I'm not surprised and anyone who's put in even a decent amount of Long War play even on normal difficulty will probably know also how to maximize the gains on their turns instead of doing suboptimal things like plinking at targets in cover for 1/4 chance to hit, etc.
 

Steel

Banned
Whelp. My is almost broke. A zombie spawned beneath the floorboards and now it's taking 2 minutes to load each turn >.>
 
Was surprised that
Vahlen
didn't make an appearance. Pretty sure it was mentioned pre-release that she might turn up.

Yeah, that surprised me too. I was sure
she was going to turn up in some way and possibly even willingly working for the aliens since in the previous game and Enemy Within she seemed to completely disregard any moral boundaries crossed in the name of scientific pursuit
. Maybe DLC?
 

McNum

Member
Hm, thinking I should push towards the end now. The tech tree is only autopsies left, and I've met all aliens except for bosses.

How close am I? I figure the Shadow Projects are the measuring stick. I've done
Blacksite Vial, Codex Brain, and Recovered Stasis Suit. Currently doing Codex Decryption.
That's really close to the end, isn't it?
 

tauke

Member
Just beaten the final mission. RIP to my one solder for whom I never bring any medkit in favour of special grenades and ammo. :(

While I did save scum like nobody business, the final room for the final mission is one heck of a difficulty jump.

Sadly I need to cap the game at 30FPS and even then it still drop occasionally when there is many explosions going on screen.
 
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