Emergency Evac Edition
XCOM GENERAL (full information, all links):
Beagle's Live & Legendary:
https://www.youtube.com/watch?v=K-qpBV9U9FE [Embed] [Embed]
XCOM Operatives videos:
https://www.youtube.com/watch?v=jWtntHx74qA [Embed] [Embed]
https://www.youtube.com/watch?v=7RyNRJg65cI [Embed] [Embed]
Long War download link:
/xcg/'s Long War FAQ (new players read this shit):
Dreadnought MEC Trooper voicepack:
Extra perks to add for Training Roulette:
hugely detailed spreadsheet:
Alternate in-game text .inis (AYY LMAO):
>b15f : https://dl.dropboxusercontent.com/u/19805654/ayylmao.7z
/xcg/ Operation Name Generator 0.1 (doesn't take effect until you get a new mission):
So close to 1000 posts in the last thread.
>still unable to comprehend what I'm saying
>still thinks rushing is a tactic after I explained it to him
You are irredeemably retarded.
A lot of that is correct though.
The performance is fucked even for a lot of people with rigs that should have zero issues running this. There's a lot of janky shit of getting hit by dumb things just flat out through solid walls or by impossible angles from guys on the roof above you. The 8 turn missions can be complete horse shit if the procedural generation really feels like doling out a fucked up map. Their RNG still has some dodgy shit going on that they don't actually document anywhere in the game.
Is there an .ini setting controlling Bradford's bitching in terror missions? I see the civs are getting killed on the opposite maps, thanks, I don't need a 10 second lecture on it each time it happens.
Deadeye seems good, but it has a -20% chance to hit, which makes it pretty weak unless you have max ranked sniper.
I usually pick Lightning Hands. The pistol is actually quite good.
>Have to extract a VIP
>Extraction point is on a roof
>Only one way up
>A fucking civilian is stood blocking the only way up to the fucking roof
>Can't make it move
That's fucking bullshit. Mod to remove/kill pointless civilians when?
What's the point of going on the roof if the enemies can just target me through the ceiling? Seriously
Also thanks for the bind, underground snek
>thaw out the commander (you) out of goo
>"thank god we found now we can win"
>people saying how good and much of a badass you are
And despite this he shouts shit that's fucking obvious.
Yes, Bradford. I know civvies are dying, but this random map put all of them in a group next to a pod half across the map.
there is no point to doing anything other than flanking or taking full cover, unless your guy has a perk relating to height advantage. buildings and rooftops are entirely cosmetic.
>hacking risk vs reward
>emphasizing concealment vs. going loud
>high ground advantages
oh wait because some missions have turn limits all this stuff is null and void
>Overwatch stronger than ever before due to multiple enemy types that simply do not respect its pressure and willingly slaughter themselves by rushing at a line of shotgun and pistol OWs
>People still bitching about turn timers and 'hurr I have to run and gun every mission no variety' across the internet
Holy shit the mainstream market was a mistake.
That's a plasma rifle.
Other than some severe frame loss from time to time the game runs fairly well for me. I have gotten some weird bugs and crashes but nothing that's stopped me from progressing.
Jesus Christ how horrifying.
Although I agree that this game is more difficult than vanilla EU/EW, bitching about difficulty is silly right now when the load times are so fucking long.
Also glitches everywhere, none of which seem to help you either.
If they don't fix this soon, theres gunna be hell to pay.
That really annoys me. I want to do some stealth missions for a change of pace, and yet every patrol on the map is slowly moving towards me.
What the fuck.
>mag weapons and unlocked squad size 2
>Pick veteran difficulty because I want to make sure I get a feel for the new game mechanics and tactics without getting too frustrated with them and burning out on the game fast.
>First non-tutorial mission, meet my first pectoid, He raises a zombie
Oh fuck I wonder how fast that thing moves, hope it doesn't hit like a crys zombie
>move back a bit, shoot it down, leave one guy on overwatch in to prevent sextoyd advance.
>It advances without triggering overwatch somehow, mindcontrols overwatcher.
Oh damn, oh well that's not too bad, at least it looks like they cant move on their first turn mindcontroled. Jane Kelly is pretty close too, I'll just run her up and slash.
>Kelly gets oneshot by overwatch
>Another soldier panicks and oneshots the mindcontroled soldier.
Im like 10 missions in now though and thats the only time the game has given me the slightest difficulty, I haven't lost anyone else and most missions I don't even take damage. Is it just me or is this game, on Veteran at least, way too easy? I remember default difficulty on EU being much more challenging, but maybe dozens of LW runs have just made me better.
Yeah, even with good soldiers you're almost never going to get those 90%+ attacks unless you're pointing the gun at their face.
I played 20 hours and haven't even managed to get one guy to captain, so I've been stuck using 5 units. Haven't even had a base defense mission yet either.
Playing on Commander if that makes any difference.
Finally finished it.
Surprisingly I enjoyed it more then EU.
>Implying a TFTD DLC/sequel isn't on it's way after that fucking ending cutscene
My strategy game sucked, took me forever to get armour upgrades, ended up doing the final mission in plated and a regular exo.
awful performance however the final mission had some of the worst.
This is a great game and is an improvement over the last xcom in every conceivable way.
Having said that, I have never had a game make me this angry and because of that I'm enjoying it less than the last xcom.
Yeah this, I haven't seen many other people mention it but my load times feel long as hell. Mind you not anything crazy, but to the point of "Okay we're loading on a black screen.. loading in skyranger.. have we loaded yet game?" where there really shouldn't be any reason for it to take this long.
>destroy reinforcement flare with explosive
>they come anyway
Lightning Hands for *sure*. Significantly, it allows you to move your sniper and get 2 shots (good for even dedicated snipers), and it has amazing synergy with other gunslinger abilities. It is a bit weak at first, but is much stronger later on.
Deadeye certainly isn't useless however, since it is extremely good at destroying Turrets and other high-armor targets.
Also, in general the Gunslinger perks are better than the Sniper ones (Kill Zone is pretty great though).
Well, you've answered your own question. It's a new game but it's essentially one you've played many times before. I'm dicking around between a few different Vet campaigns (waiting on the patch that will never happen before really getting in there) and it's pretty easy to flawless missions once you get the a handle on the few new things. On Veteran, and probably even on higher difficulties, the main things that are going to get people killed and really give you a run for your money are the things that surprise you or don't work as intended.
I'm honestly tempted to play long war over this, cause the long load screens make me just want to stop playing.
Not to mention sometimes behind unable to view inside buildings that I can enter.
Post shit that pisses you off.
>100% chance to hit
Is there a more annoying bug
This stupid ass bug is so damn annoying. The only solution i have found is to reload into an autosave and finish the mission again
>play on comm
>haven't gotten plasma yet
>getting my shit pushed in due to bad choices
>missions are getting hard as fuck due to no weapons
>i'm 22 hours in
And now I read some random faggot beat it in 18. What the shit.
What's the most beneficial?
I've only seen 2 turrets so far but plenty of panicked/unconcious/stunned allies.
Ran my first black site under veteran, had 15 or so enemies. 2 officers. 1 Mec. Couple of sneks. 1 group of reinforcements.
Ran same black site as rookie. Had 21 enemies. 3 sneks, 2 mecs, 2 groups of reinforcements.
So is this balance?
y'know, i don't like the timed missions as many others around here, but i gotta admit it was kinda cool having to rush with my VIP to the top of a building for evac while advent chased me from all the sides
i left two guys holding them back with fire and they only managed to get to the firebrand in the last turn
the urgency really forces my hand into more aggressive strategies, which is refreshing after EU/EW/LW
Not only does killzone grant a reaction shot against each enemy that moves in the ambush, it also extends to the ayys turn, letting you hit them again. Superior mags are fucking awesome on snipers.
I've haven't had any performance issues.
>game expects me to kill 12 aliens, escort a vip, and do it with two rookies, a corporal, and a squaddie all within 8 turns
>extraction zone is on the other side of the map
boy I sure am having fun right now
Honestly I'd consider Revival to be a much more high reward option but it revolves around you having taken a hit to be of any use. Once you really start curbstomping the aliens Haywire is more useful because a few turns of shutting down a turret can be a lifesaver during concealment phases, especially any involving a train. Don't forget, it also applies to MECs as well.
Same thing happened to me on the first panic mission on Legend. Overwatcher got mindcontrolled, so I thought I would run up my rookie and flashbang the sectoid.
Thankfully he was the only casualty, but it was a lot harder to finish it with only 3 guys from the very first encounter.
Nothing a medic can't handle so far, 12 hours into ironman legendary. You're just bad.
What's the best way to break consealmeant?
>put everyone in position and overwatch before shooting with the last one
>shoot with first soldier and then take positions with other soldiers returning fire or overwatching depending on shot %
>1 more block to the completion of the Avatar project
>Still in North america because I suck
I was lagging behind on my tech initially, when I finally got mag weapons I started going up against Andromedons.
Shit sucked and hurt a lot.
I then just skipped non-important things like
shotguns and snipersand expanded out to rush story missions.
Psi Ops > All
Missions are a shit ton easier when you have a pocet Andromedon/Gate keeper.
I got so used to having a very large roster of levelled soldiers in Long War that I can't adapt to Xcom 2 where wounding a couple of people can basically fuck me.
Anyway, Considering I can't have one of every single spec in the game in a squad, what's the current ideal squad formation?
Gunslinger, 2 Grenadiers/Specialists (one of each spec) and a phantom assault?
Maybe drop a heavy and take a long range killzone sniper on big open maps?
I run 3 Grenadiers 1 Sharpshooter 1 Specialist 1 Ranger. Grenades just solve too many problems. I'm not sure if I'm ever going to get around to Psi Ops, it only finally feels like I'm getting control of the situation in July on Commander 14 hours into the game. All the bases spawned on the other side of the world and I'm finally reaching them now.
I just did the first mission after the tutorial and one guy died, did I fuck up?
I also threw a grenade to the mind controller and it said "loot destroyed"
anyone else find there's just too much shit to do in the strategic map? I find I'm just putting out fires everywhere I go and not making any progress while the aliens sit safely researching the avatar project
A friend told me to savescum until I git gud but I find myself learning how to play the maps instead of learning how to behave in general.
Should I enforce myself to avoid savescumming in order to get good?
Jesus christ B, you have literally no advantage with A.
With B you can use explosives/flashbangs to neuter any enemies that weren't killed by your opening shot and basically wipe pods.
With A you're relying on RNG, and giving the enemy 2 turns.
i seriously hope one of the dlcs will add picrel
>I just did the first mission after the tutorial and one guy died, did I fuck up?
Can't see how. Rookies are meant to be cannon fodder.
Although they do cost a bit in XCOM2, I'll admit.
>I also threw a grenade to the mind controller and it said "loot destroyed"
Fucker was carrying loot you could pick up after he died. If you kill him with explosives his loot dies with him.
And no, there's no way to know which enemy will drop loot.
>styling all over a mission
>some random advent manages to hit a lucky potshot in my sniper
>it takes 1hp
>"well i dont want my sniper to be wounded, i'll heal her with my gremlins"
>SNIPER GRAVELY WOUNDED 69 DAYS OUT
for fucks sake
Or no turn, if your overwatches are properly stacked. Remember, concealment overwatches are taken without an aim penalty. You essentially get the same shots you would have been setting up with grenades without the resource cost and with an attached risk of allowing the enemy those two turns. I think both have pretty significant benefits. If you know there are only such and such many pods left and have the options to go grenade heavy, then you can trade those tools for safety as is the XCOM way.
Yep, you're constantly being bombarded by missions. I've had a council mission, terror mission and black event mission happen less than a day between.
To be honest I find the game to be incredibly stressful. Doesn't feel like you get to do the things you want to, always someone coming up and interrupting you.
>mfw lock and load in africa
I AM A WARLORD
I BRING REVOLUTION THROUGH FIREPOWER
Chryssalids are bullshit.
The fact they can pop out at dash range, run up to you and then attack you all in one turn is literally cheating.
You are reduced to just overwatch 'stepping' which does not work well on terror missions.
and you best use a bladestorm ranger to be on point lest one gets through your overwatch.
Personally, I think the timers are fine, *but* there should be a significant penalty, rather than a complete failure state. Maybe it triggers 2-3x reinforcements in random parts of the map, and the Skyranger is unavailable for evac for a couple of turns, after witch you have 1 more chance to evac.
>aliens camp the VIP
>expected to just ignore them when they are camping the VIP
>can't wait for them to patrol away because turn limit
boy I guess RNG just favors you.
darkest dungeon had less bullshit rng than this game desu senpai
>Remember, concealment overwatches are taken without an aim penalty.
Wow I've been following the game since it was announced and somehow I've just completely missed this.
>be on 8 turn timed mission to retrieve some data for intel and counter dark event
>fought desperately through 3 pods
>acquired data by second to last turn
>Central: now neutralize remaining ayys
>surrounded by 3 sectoids, 1 active faceless (and a crowd of civies so there's probably another), 1 zombie, and a turret. With 1 rookie, 1 wounded specialist, an out of position/ammo sniper, and a ranger with the data
>gave up, call for evac
I didn't get any of the intel/supply reward, but do I at least countered the dark event?
It's like they added this evac option as a fail bait.
Niggers, you're all wrong.
You set up positions, enter overwatch, end turn and let the alien patrol discover you on their turn.
This gives you a entire squad worth of overwatch fire, AND a free turn to mop up anyone who survived.
>tfw a fucking ADVENT sympathizing civie blocks my way and I can't silently slit his throat
>healing in combat doesnt stop you from being wounded
it's still dumb though. one freaking HP of damage and i treated it right away. why the hell the mission ends up with she putting her intestines away in the skyranger
Something is up with the aiming chances.
I had a dominated Gatekeeper for the majority of the final mission.
I took at least 20 or so shots with his laser beam mouth and didn't hit a single one of them.
They ranged from 50% to 70% and I refuse to believe i'm that unlucky to miss them all.
Why is the skulljack such a worthless piece of shit?
70% chance to even hit in the first place, then 21% chance to gain intel. And if you fail you get zapped for massive amounts of damage too.
>tfw you take statistics in college and to miss 70% shots 20 times in a row would mean you have a better chance of winning the lottery than having that legitimately happen
this shit pisses me off
i need to go around looking for ledges to shoot guys below me and i'm the one in the "vantage point"
they can shoot from wherever they want throught the walls and the ceiling and the fuckers always hit
lost the count of how many goddamn times they got my sniper like that
>Final mission in the final room
get rushed down by 3 stunlancers and end up with one unit unconscious
next room the PSI Avatar mind controlls one of my units
it sapwns in five sectoids, two Egyptian floaters, two big daddies and three snakes
a sectoid mind controls one of my other soldiers
it spawns another PSI Avatar who mind controls another soldier
the commander and two of his lackeys now need to fight off an ass ton of ayys as well as three of his own men
Man this is some grade-a XCOM babies.
Civ standing behind window of house which roof you just jumped off
I remember hearing it in one of the videos on the XCOM youtube channel but now that you say it it's suspiciously absent from tooltips or really touted as justification for a strategy firaxis endorsed in their first gameplay demo.
Overwatching out of concealment FEELS more effective than regular overwatch accuracy, but I'm going to go look at the .inis to make sure now.
I have no idea what the fuck you're talking about anon, I'm running the game on a 64 OS.
Of course it's going to run on a 64 OS Jesus fuck.
I've actually had it happen twice, but generally the tactic is literally flawless.
Well if they're all 50% that's a (1/2)^20 chance, so about one in a million.
But yeah the random number generator is pretty bad. It definitely feels like it counts your hits and misses and adjust.
How the fuck does it even work. I used it on a officer for the story objective, but I haven't been able to use it since. It's greyed out each time, and I'm movement range of a officer and have it equipped.
You fucks complained about fatigue too much on Long War, and the devs had to have a way to stop you from having only one Superhero squad that would fuck the entire game if a few died like in XCOM 1, so they added punishing medbay times
Anyone familiar with this square shit? I'm sure it's got something to do with the settings I've turned down but I can't figure which.
I would say they should be longer, but not by much. 1-2 turns at the absolute most, and its really only the missions with an 8 turn limit that I have trouble with. If 8 turn missions were to go up to 9 or 10 turns I think they would be perfect.
Here's the thing, le epic voice honest trailer guy did say "good job fucking the ayys' shit up, commander.", which I guess the main objective was accomplished, but just not the mission overall.
Has anyone tested it?
I think I am having a stroke.
My computer IS x64 (Which is 64 bits, right?) but I still get the 0xc000007b error
sorry for being mentally challenged but I am desperate to kill ayy lmao
i am fucking DONE with this shit man. Guess I'm just going to have to play on veteran because Commander Iron Man is just too fucking hard.
Clear the camp with 3 rookies and 1 ranger. This was literally the last enemy.
This is one of the things that need to be fixed with this game. This isn't even difficulty-related, when a snek pulled my guy from the roof and INTO the building underneath, I knew LoS was bullshit in this game.
Statistically, if the numbers the game shows us are true, close to 7 out of 10 70% shots will hit.
Have you recorded every single 70% shot in your entire history of playing XCOM. I think you'll find the overall statistics will have them hitting much more often than missing.
Keep in mind that people do actually win lotteries quite often.
> anywhere near melee range of aliens
Yeah nah. Or does the drone get to use it? Haven't tried that yet.
But even with +25 hacking and range, you'll still get zapped for 5-7 damage 50% of the time. For 10 or 20 fucking intel.
Why do people complain so mutch about the timers?
Thats the whole point of guerilla warfare, quick attacks in key points before the enemy can retaliate.
And even if you fail a mission, its not the end of the world.
the enemies feel unfair this time around because they're just so fucking strong and while they get countered by certain classes/set-ups, you have no idea who you're going to face in each mission
You might be able to install a 64-bit OS onto your computer instead of the 32-bit one. Usually this means you're using a prebuilt PC, which might not be able to run the game for other reasons as well.
windows key + r
type dxdiag, then hit enter
>System -> Operating System
>System -> Processor
>System -> Memory
>Display -> Name
That would be the vital information.
I've lost two squads to a hail of plasma or whatever the fuck that sea of clones shoots.
I guess I need to just field a squad of heavies and spam grenades since using all other weapons just gives me a map full of these un-overwatchable fucks.
does the shotgun have better accuracy? it's 88% chance to hit even with a rifle. That guy standing at blob's feet missed his point blank rifle shot, which is why they were in that situation to begin with.
>100% shot at that range
>or an 88% sword slice
>takes the sword slice TWICE
This is the person complaining about turn timers.
This is the person complaining about difficulty.
This is the person complaining about reinforcements.
This is the person complaining about Sectoids, Vipers, Mutons, Faceless, Mecs, Archons, Turrets, mimic beacons, grenades, hacking, RNG, misses, hits, flips, flops, and item drops.
>91% chance to hit, 74% crit on Sniper from roof on a codex
>Dodge: Grazed for 6
>my Concealed Shotgun person goes for the other Codex, 97% hit, 98% Crit
>Dodge: Grazed for 7
Fuck dodges ruining a serial chain on the second of 5 people though, hopefully I figure some way to lower their dodge chances.
>right clock on Computer
Then look at system type or whatever.
Or, press the Windows key and R, then type "dxdiag" without the brackets, and see if it says 64 or 32.
>evade UFO again
Is this RNG or locked to fail? I even loaded my save, and tried moving around the map, but it found me again... If so, that's a really annoying mission to beat.
> don't save civs ever
> just kill all aliens
> faceless auto reveals itself
> shoot it to shit in one turn
I've never even seen its attack animation and I didn't even know it regenerated health.
Is there any reason not to always have at least one Rookie in the Gorilla Warfare training? I haven't seen any costs or anything associated with using it, so I've just been using it to round out my roster as long as I've got the active troops to spare.
I know, that's why I said that.
It's still quite possible to miss an entire turn of 90-95% shots, it happened to me a few times in Long War.
But for every shot that missed, I had twenty others that hit.
but xcom has a history of lying about hit percentages.
A shit ton of story is what they cover. The tutorial otherwise just tells you pretty much same as ever, but also "Hey, when there's shit to hack, you can run up to it and then hack it."
So I just got my base taken down by a UFO and when im going to retreat the game is telling me that im going to leave troops behind, but I have everyone about as close to the ship as I can get them.
Is this a bug or in the unconscious person im carrying fuck it up?
>watching a streamer
>just uses mimic beacons to trivialize fights
There's nothing better than baiting out all the enemy melee units with one
Mine died in two attacks though, I wonder if they've changed it because Beagle's survived more on a harder difficulty
You can almost entirely counter them with PCS and gun mods, it's ridiculous
No it doesn't. It has a history of bugged outputs failing to show a recently added factor or failing to remove a recently discarded factor. Assuming you are viewing a to-hit percentage as designed, without unintended bugs (in EU/EW, resolved by reloading), the RNG is honest and proven.
>He didn't seem that good.
He's literally the best, and unfortunately that still wasn't good enough. Believe it or not all those useless Rookies that get gunned down after missing three consecutive shots and panicking are also the Best of the Best. You have to understand, all of these aliens are designed to kill on a genetic level. Even the little Sectoid bastards from the first war are crack shots with the plasma pistols mounted on their armor.
XCOM seem to have canonically reached the level of technology that would allow them to produce Carapace Armor (evident from the Resistance Warrior armor) and probably Laser Weapons as well. The problem is that with their base destroyed, their head of research missing, and almost no resources to actually produce anything other than ballistics, they just couldn't replicate the process.
To be fair, Daddy Shen and Little Shen have done some very impressive work despite the fact that they had almost nothing to work with over the span of 20 years.
Consider it from the alien's perspective.
They can fuck you up, permanently fuck your roster up with a couple of lucky stun lancer charges, why wouldn't they.
I've lost 2 good men to unavoidable stun lancer crits. Literally just run from the edge of vision range all the way to my sniper and kill him in a single hit.
>Beagle makes a big deal about so much more new content and streams with XCOM 2
>streams for a couple hours at launch and hasn't done anything since
>no new video in nearly a week
Is he finally completely burnt out?
>watching a streamer
>they use tactics that most newbies ignore
wew and then some other gypsy fuck will go around and say something about a streamer who has no idea what theyre doing
>faceless can reveal themselves, run up and slap you in one turn
>stun lancers can run out of the fog of war and whack you unconscious
>absolutely no way to guarantee a kill with an assault rifle
that's extraterrestrial command, infant
Have you actually played legendary?
Unless it was easy difficulty or something, those 'trivial' fights were literally 1 or 2 mistakes away from being squadwipes.
That's how Xcom 2 is often, it's almost as deadly as Long War, though that's probably because I'm still getting used to it.
I thought as much. But the UFO chased me a second time regardless of me trying two different things... so I'm not sure how that works.
Is it possible to save scum during missions then? Example: miss a shot, reload save, try again?
>>faceless can reveal themselves, run up and slap you in one turn
This has yet to happen to me. They can't run&gun like lancers can so that makes them more manageable
>stun lancers can run out of the fog of war and whack you unconscious
FUCK stun lancers and their suicidal across-the-map sprints
Skulljacks work just like Ranger Swords, so you can sprint and use it on the same turn.
*Obviously* you do not use it in the middle of a battle. Rather:
1. Equip the Skulljack on a Specialist for the +25 Hacking bonus. This is the primary benefit.
2. If the last enemy on a map is, say, a Stun Lancer, you can hack it for a bit of bonus intel in the mission (Specialists should succeed at the minor intel 90%+ of the time). If it fails, you are going to kill it anyways.
Just think of it as a Hacking trinket, that has the added benefit of occasionally giving you some extra intel if there is an isolated solider. Significantly, it *does* kill the solider even from full health, so a 70% instant-kill can be a worthwhile tactical option if you are out of options.
Oh, in that case pick Phantom. I personally never go into melee unless it's absolutely necessery because it's not a guaranteed hit like a shotgun blast is, and moving around on the battlefield is pretty good once the fight has started, so you can get some good flanking movement going.
he's not streaming because he can't properly show HOW SMART HE IS when he doesn't know how to cheat the AI
he literally ragequited because he was getting his ass kicked and people can't see the mighty beagle not making fun of the game
Stun Lancers have way too much fucking health considering they only need to get into your face once to seriously incapacitate or remove a soldier from play. It feels like being knocked unconscious, which is just another version of bleeding out, is the most common roll out of being stunned, disorientated or crit for a fuckton of damage.
Faceless only do this if you're a pussy. I've had them take their turn within mine because I was loitering around a civilian. If you actually run up to a civ and it turns out to be a faceless, they morph but don't get to take a free swing so you can just kill them then and there.
Is there any way to put out fire other than revive protocol? It seems a bit insane your soldiers don't know how to stop drop and roll. Should be able to hunker and have them pat out the flames.
Buildsings cost more, enemies have better aim, health and armor and use skills a lot more.
TB said Veteran was too easy, but that was the preview build. They have since buffed the difficulty in the release.
Start with Veteran and then go try Commander with a bunch of mods in the future.
swords start as the biggest damage you can do with anything
even explosives and snipers
and you can use them literally everywhere with yellow sprinting
what the hell are you talking about
You assume the last remaning unit actually has intel. Most of the time they won't.
And is 20 intel really worth the gamble of having your specialist in the hospital for a few weeks? Maybe if he's had a few +20 permanent hacking bonusses so he can 100% it, i'll consider it.
I just wanted to say that whoever this Ryan guy is on the XCOM 2 team, he's bro as fuck.
One of the few programmers that really nicely commented everything he did. Going through all of these scripts and a lot of them are barebones as fuck.
Upgrade your weapons
I was trying to wait until I got like some godlike upgrade to spend my resources on but you're basically brick walled from progressing unless you upgrade your weapons. On the bright side, you upgrade for everyone so upgrading to Mag Rifle gives all your rookies pretty good damage.
Post your three best (Or favorite) soldiers.
I restarted my game after it became apparent that I had I was moving too slow with my technology to keep up with the aliens. I've got access to the black site again now. Should research better weapons and armor before going in there this time?
My first death in Xcom 2.
I should've guessed what would happen if I tried to slash a Muton, but I learned the upsetting way.
So lets say the Avatar project timer starts, runs down to like 5 days and then you do a black site. The next time the timer starts does it take off from that same five days or does the timer itself restart?
So is it possible to run xcom2 on dx10? Minimum stated as 11, I have one of the top dx 10 gpus (yeah that's toaster by modern standards but still...) and first one worked wonders. There is also some patch I found on google but it looks shady. Anyone tried to run it on a shit hardware?
Why does Bradfords gun at the beginning have special mods that look different from most of the mods that we usually get?
Are they even in the game or does Bardford just have a special gun?
Innate defense so you'll only have about 60% chance to hit them best case scenario, massive dodge so GRAZED GRAZED GRAZED and a massive health pool.
How about you give them a few armor pips too, Firaxis? No fucking fun allowed.
>calling the dead a fool in their own epitaph
Get Mag weapons as soon as possible. They're worth more than armor. After you got the rifles get Predator armor as soon as possible.
After that you could possible rush Psi chamber and get access to Psi Operatives, who are hilariously powerful.
Nigger what are you doing.
I have s single major ranger that I take on literally every mission because the motherfucker just dodges every hit and in one day I'll have tier 3 armor research, and I could have picked weapons and had them already.
>Warning to others that this seems to be extremely unstable! I tried loading a replay & about 5 minutes into it windows forced the game to close due to lack of memory. Task Manager had the game using over 13GB of my 16GB of RAM
WELP. guess I'm out then.
What happened: found 2 groups in concealment and a cannon
>put everyone in overwatch
>shot at snek
>snek half HP
>they move out, two overwatch triggers kill snek and exalt
>more exalt move out
>exalt commander and another one gets killed by the other two overwatchs.
>two stunstucks go for my ranger
>he dodges both
>cannon shoots at my sniper
That was fucking amazing to watch, my god.
once you get the arc blade upgrade which you can get really early, the blade is pretty amazing for early game
X2 has a much more interactive early game than EW in terms of actively buying equipment like Mimics and skills which you can just re-train later.
I ended up rescuing 2 civilians, the rest were faceless..the actual civilians were pushed to the back of the map to only be shot down by advent
>3 ayys by a car
>shoot a nade on it hoping to blow 'em all up
>car on fire and shieldbearer is among them with 1 hp
>SQ sniper with 20% to hit left
>the round goes through the car killing all 3
>"MISSED THE TARGET"
the scanning machine perk thing should've just been increased vision and reveal faceless because it being an action is retarded since you don't sustain that vision, they just fucking go back into the shadows and by the time you use it close to a civi, they're already in fuck you range
Of course. Preview build was easy as fuck, now that he's playing the release build he's been being dragged over the floor like a mop by the game.
For example, they barely ever saw anything else other than ADVENT in previews and the occasional alien. No three man Muton gank squads or anything.
Seems to confirm the game started development as early as November 2013. At least that's the earliest script I've found so far. Probably was based off of XCOM EU scripts, since it was all about game state and game management.
There's a lot of intertwined references and shit as you'd expect and the documentation is pretty poor so it's hard to see who does what and what does why. I'm trying to find where a lot of the managers are.
I think in theory each site has a certain number of progress ticks attributed to it, so taking one out takes out that exact number.
I dunno if that's actually how it works tho, could just be one of those 'devs suggested it but it's not quite true' things.
I agree, but when it's fair game to have enemies that are not only immune to melee but damage the player for employing it, it's invalidating an entire skill tree. No other class has a similar counter. Damage from skulljack feedbacks can occur to any class. Snipers don't accidentally kill themselves for shooting at squadsight range. There isn't a shieldbearer skill that knocks grenades back to the grenadier. Specialists aren't at risk of getting HIV from medkits and no one ever hijacks your gremlin to use against you.
No, i had my scout run up and give vision for my snipers to destroy the beacon and the next turn he was gunned down by a firing squad of 10 advent. His sacrifice will be forever remembered.
I wrote it. I do not intend to write many more, though. My men will not make a habit of throwing their lives away.
Performance is what Xcom expects from them.
Tenacity is what I demand from them.
I think the main problem is that the timer and the mob groups don't affect each other
you could have a 11 turn timer with a bunch of adventshits and ayys and a 6 turn timer with MECs and sneks and that's only in the early game
>I should've guessed what would happen if I tried to slash a Muton
>ranger with 1 hp tries to slash a Muton with 2 hp
Given that I've just seen Bladestorm kill a guy on the other side of a building and up on the roof, I'm quite grateful that the discovery of Muton melee counters was so painless.
Heavy floaters/Elite Mutons were absolutely fucking monstrous in Long War. Especially against MECs in b14 where MEC tanking was essentially the best tactic, but HEAT ammo was still insanely powerful and a heavy floater leader could eviscerate even a Goliath.
However there was one big counter. You could spam psi skills on half your troops then use officers with high will to boost everyone's will up to an effective level. Then you could just always spam psi abilities against floater or muton enemies with very good success.
Now psi abilities are more restricted, those kind of strategies don't work, but we still have the heavy floaters.
At least they don't come in pods of 6 any more.
>mfw LW missions with 20+ aliens, nothing but heavy floater pods
Noone down yet just a few wounded. I got the beacon with a private granadier just running straight up while the rest of my squad camped the landing zones. Pulling back might be risky but I guess its the only choice
>ExtraBreakStuffBias=1000 ; Strong bias against AI breaking things when the player isn't looking
>PathHazardBias=1000 ; basically, don't go through a hazard unless absolutely necessary
>AscendingBias=-0.8f ; negative to encourage ascension
Interesting...now if only there was a way to change the pathing bias when pods aren't activated... Then you wouldn't get bizzarre behaviour like advent climbing pipes or mecs randomly jumping up buildings and breaking concealment. Could normalize the patrols to something where you could actually use buidling/high ground to creep close.
the current TF2 audience is basically
>bronies (and other furries)
>people still trying to make money off hats and crates who are too dumb to realize CSGO is more profitable
>nostalgic people who can't let go of the past ever
>"haha, hey billy bob, look at this! these faggots are complaining about floaters!"
>"haha, what a bunch of faggots."
>"yeah i know, let's buff them up like fuck for the sequel, giving them a rocket barrage like sectopods, spears to go inot melee, permanent high cover, and can mvoe half across the map"
And that's how the Archon was born.
Same here for the first hour, then I made bad mistakes and fucked up tech and everything. Now I'm constantly getting my shit pushed in with upgraded enemies everywhere while carrying shit equipment to deal with them.
lol it turns out ironman is more forgiving about rage quits in this game than in EU. shotgun really is 100% at close range.
Barring his immediate use as someone capable of meticulously coordinating a squad of professional soldiers to succeed against seemingly insurmountable odds?
XCOM are true believers, especially Bradford. They dedicate everything they've got to the cause. The enemy do not value life, know no mercy, and do hold to any principle of honor. XCOM is everything they are not: Protectors of human life, symbols of hope, and practitioners of a soldier's honor.
So basically HOOAH NO MAN LEFT BEHIND.
>"I should probably get predator armor before I try this facili-"
>realize I sold almost all my trooper corpses
>and the game's gotten to the point where troopers barely show up anymore
soft Iron Man w/ glitch saves is perfectly doable if you at least look up what the buildings do cause they're pretty important early on and can lock you out of progressing fast
I seriously regret picking deadeye and kill zone on my 2 snipers. These abilities are fucking worthless even with scopes and aim boosters.
They never fucking hit and if they do, it's a grazing hit.
>first terror mission
>Specialist executes a full health Faceless with a 5% that was about to rape a ranger.
>All ayys dead, another Faceless shows up
>It gets a free move and jumps up on top of a building to fuck up the sharpshooter
>Specialist on overwatch executes this full health faceless too.
>add a sniper-themed character to the pool
>start new campaign
>first mission he shows up
>randomly assigned classes forces him to be a close combat ranger man.
considering you're guaranteed all 4 classes at the start I am puzzled as to why you just can't choose which ones you want to start off with yourself.
Weird, I'm three months in and have had two dark events go through total. I bummed around doing a lot of dumb research too but the black market gave me half research for mag and upgraded armour so I got that pretty quick.
Can change the melee weakness modifier on sectoids, and probably assign it to other aliens. Hopefully you can add multiple different modifies so that conceviably every unit has their own level of vulnerability vs. melee.
Time to buff officers :^)
Open-xcom has terror from the deep (just dig around the site to make sure you get it). However, you need the orginal files for both x-com and tftd to make them work. Buy game on steam in bundle or download them somewhere.
Personally, I don't see any reason not to play x-com in openxcom. Its just tons of fixes and improvements that don't actually change the game. And it has an active modding community/mod support.
Hey guys, XCOM1 Long War question:
Should I play with Commander's Choice?
Or does it make things too easy?
Just stop talking if you have no idea what you're talking about.
Retaliation missions are the replacement to terror mission. Black site missions are story missions.
Wait, what? They only get a 10% bonus?
I swear to fucking god it feels like a guaranteed hit. I've seen enemies get critical hits against fuckers in high cover and everything after a officer tosses that debuff on them.
>getting my shit pushed in by pectoids in 1st month
>getting my shit pushed in by lancers in 2nd month
>getting my shit pushed in by faceless
>getting my shit pushed in by archons
>can't stop avatar project countdown since I needed to use all that research and engineering resources just to keep troop deaths to minimum
man you guys must be masochists for liking this stupid game.
Even then it's not worth it. I already slaughter the first pod in one turn anyways.
I forgot what the alternative skill is but if it's lightning hands I sure as fuck am taking that next time.
Bradford is alcohol and righteous hatred for aliens wrapped in human skin.
Commander's choice is just more fun and adds a big element to early game strategy imo. It also will not make the game to easy.
This is towards the bottom of the deafualtgamecore.ini
Starts line 1798 on my notepad++
Which, by the way, here's what the source says and what the comments imply:
// bias values are in tiles. if climb bias is 5, the unit would have to path 6 tiles out of his way
// before the climb path is considered preferable.
// bias values apply to the X2ReachableTilesCache as well
var const config float BreakStuffBias; // bias applied when crashing through windows or walls
var const config float ExtraBreakStuffBias; // extra bias applied when it's an AI, that the player can't see, breaking things
var const config float KickDoorBias; // bias applied when kicking a door open
var const config float ClimbBias; // bias applied when climbing up, over, or onto a ladder
var const config float ClimbOverBias; // bias applied when doing climbover
var const config float AIAvoidCoverBias; // when not in alert, the bias value ai will use to avoid walking right up against a wall
var const config float PathHazardBias; // bias applied when we're going to run through fire, smoke, poision, etc.
var const config float ConcealmentBreakingBias; // bias applied when we're going to break concealment.
var const config float AscendingBias; // bias applied when a flying unit is ascending. Should be negative so we favor ascension
var const config float LaunchBias; // bias applied against beginning flight
var const config float LargeUnitOnlyBias; // bias applied when doing traversals that require smashing through walls
Am I the only one who thinks the game has tons of small changes from the previous game that are just worse in every way and make no sense?
The health bar is a good example. It's just worse. It doesn't look better, it's less functional. Why the fuck did they change it?
Why the fuck did they make so much stuff in the game worse that the previous game for no apparent reason?
That video irks me.
Yep, the best example of warriors and warfare is a large, advanced professional army designed to fight one of the largest and most sophisticated armies around (USSR/allies) going up against some goatfuckers with poorly maintained, outdated equipment.
I mean you could argue that Iraq had a highly skilled core of shock troops/tank crews but even they were shit due to no support.
I mean you compare this shit to an actual modern war (WWI or WWII) and all this gay 'warrior' shit melts away and reveals it to be absolute carnage where any feats of valor or daring by either side are just ground into dust and annihilated by a war machine.
I meant it as it being overrated in difficulty by shitters.
>people will defend this healthbar
oh boy, I do love having to count tiny little squares
The panic rate in this game is ridiculous
>Grizzled Sergeant with no debuffs panics because somebody got a scraped toe from an Advent Trooper
The hp bar is fine
Enemies have so much hp in xcom 2, that having those tic tacks to show it would be hell
There's nothing wrong with hp as it is
How much exact hp a unit has does not matter, what matters is how much they have left and if you can kill them
That about it, and at that stage, you're looking at lower hp values anyways
There's also nothing worse in xcom 2 from xcom eu
Xcom 2 is a better game in every sense
Scientists are completely worthless after the first few. I got nothing but scientist rewards my first playthrough and I literally ran out of shit to research constantly because I couldn't get the materials fast enough.
>put sniper on Killzone
>she hits two Advanced troopers and breaks concealment
>enemies move, etc
>wipe a viper, both advanced troopers, a shield-bearer and an Advent MEC in one turn with crits everywhere
That was the most brutal (in my favor) X-com turn I've ever had, that was ridiculous.
>want to get psionics
>don't even have enough supplies to keep up with weapon and armour upgrades
How fucking powerful are psi-ops given that you have to gimp an entire playthrough to get them?
>Soldier takes five damage
>Heal them for all the damage they took immediately
>Ends mission with full health
>CRITICALLY WOUNDED RECOVERY TIME TEN THOUSAND YEARS
The turn timers are manageable in spite of everyone's bitching but this is fucking ridiculous
I don't know, I went with weapons and have no regrets . I got plasma before psionics, which sure as fuck are not making up with the killing power needed for Mechs, Archons, Codexes and Big Daddys.
Because I want to know if I can kill something before I commit to attacking it.
If I can shoot 3 times doing 4-6 damage I know I can do between 12 and 18 damage. To know whether this will kill something or not I need to know exactly how much health it has. And counting it gets really fucking hard when it has like 200 health.
It's a retarded change, and the game is full of things like this. Hopefully someone will mod stuff back to how it was in the previous game.
Where in the ini files can you change/remove the timers?
I don't want to remove them, I'm just trying to trace it all the way back to the turn manager and where they actually tick down the timer.
Because you need to know how much health an enemy has so that you can choose the right troops to take it down or to see if you have enough damage to take it out on that turn.
The 'this is how much damage you do' thing only shows the current troopers damage (which once again, will be hard to count) and also can be buggy and incorrect.
Your reasoning is garbage, large healthbars are a pain to read and there's no excuse for keeping it like that.
>There's no place for angels in our Heaven.
this tbqh, it would be distracting to say the least.
How exactly do I counter Dark Events?
Good, it's to make sure you rotate your units so you don't end up with a bunch of crackshots and the rest rookies, so that when once of your elite soldiers bites the dust the playthrough becomes impossible to complete.