ysbreker

XCOM 2

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Probably for the best. They were an optimal strategy, to the point of being unfun.

 

Yup, can't imagine anyone really wants to argue that the item wasn't too good.

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Haha, what?

 

more specifically it has a chance to set the ground tile your gunner is on fire (probably some wild unintended side effect of its cover/environment destroying property), and if that is on fire, your gunner then burns cause he/she was standing in fire :x

 

I will miss how broken old mimic was when behind full cover with defense up by gremlin mark 3.

 

And wow the performance for the game is so much better.  The base view no longer brings the game down to crawl.

 

Edit: Firaxis said saturation fire fix was in the patch, just not in the patch note so I guess time to see if I can safely use saturation fire!

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Alright, played a bit this evening and the performance definitely seems remarkably better so far! Fingers crossed it stays that way.

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I've only had one time to play one evening this week, hopefully this weekend I'll get to check out the performance upgrade as well.  I've never thought it ran terribly, but getting some of the stutter out of screen transitions would be nice. 

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So did anyone else's game break after the update? I can't load my game because it can't find the mods anymore, weird. 

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Fine for me - I get the odd stutter here and there but nothing that's ever caused me any cause for concern - pre or post patch.

Going to state the obvious here but have you tried uninstalling and reinstalling the mods? I use a couple and they've all been fine.

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Fine for me - I get the odd stutter here and there but nothing that's ever caused me any cause for concern - pre or post patch.

Going to state the obvious here but have you tried uninstalling and reinstalling the mods? I use a couple and they've all been fine.

Yep, verified the game cache as well, etc. Will try and work on it today, I am not sure if I am willing to lose 30 hours of playtime! 

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Spider Suit - Health Bonus, no armor, bonus movement, Grapple ability (which is fucking amazing, it's a free action point, even allows snipers to fire after grappling), 1x Utility Item

 

Thanks for the tip! The grapple ability is indeed great. As are destructible environments. I encountered three enemies in a room with only a couple of my soldiers managing a line of sight. I was able to clear the situation by first softening two of the enemies with bullets, throwing a grenade into the room killing the two, and finally taking out the remaining sectoid by grappling to the floor above and sniping it through the hole made by the explosion. This game can feel amazingly satisfying at times.

 

Both of my snipers are now equipped with spider suits, making them at least twice as badass as before.

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The good news is the balancing to the mimic beacons literally won't affect me, because forget use them I've never even built them.

 

The bad news is apparently I should have been using mimic beacons.

 

Is the game running better for everyone? I've been way too deep in the Division to extricate myself and play anything else, but I know part of my reluctance to keep my game going was just the amount of time I had to invest with loading etc to even play a single engagement.

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Played some more last night, and it is still working great for me. Everything is much faster (loading time between missions, and the actions in the missions themselves). While I wouldn't call it perfect, it is dramatically better. I'm not running the Stop Wasting My Time mod (which never worked for me), and I followed their instructions of making sure to press the button that optimizes the settings based on your graphics card. Also definitely make sure you check off the "zip mode" or whatever it is called which speed up a lot of the slower animations.

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post-24580-0-44430500-1458428131_thumb.jpg

 

new random recruit customisation choices are interesting.........

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There is a slider in the option to adjust how often the new outfits are put into the randomized looks, I had to turn it off cause my scientists and engineers were looking way too wild.

 

Really appreciate the powered armor without the gloss though.

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Finally feels like I'm making some progress. I investigated the Alien Forge, destroyed a random facility, killed an Avatar (man, I hope those guys don't become as popular as the Codex did after the first encounter), and am about to investigate Codex brain coordinates.

 

I took my Psi Operative lady along with me on a mission for the first time today, and quickly realized how freaking badass she is. I was able to defeat the Avatar despite triggering a bunch of new enemies while skulljacking the Codex, largely because I mindcontrolled an Andromedon and used it to distract the other enemies. Towards the end of the mission the Andromedon was annihilated by a Sectopod, though, and the empty, non-mindcontrolled suit almost fucked me over. Luckily I had people on overwatch to deal with the situation. As an icing on the cake, my Psi operative finished off the badly damaged Sectopod with a Void Rift that also caused the only remaining enemy to be mindcontrolled, thus ending the mission.

 

I feel like Domination will become more and more crucial as the enemies get tougher and tougher, to a point that I think that I should have two Psi operatives in my squad. I wish I had built the Psi Lab earlier, and trained two operatives in parallel.

 

I almost never do optional hacking. Should I be doing it more? I tried it once recently because I had nothing else to do that turn, and gained control of a random enemy (a sectopod that I didn't even have visual on before, so that was nice). How are the hacking rewards on average?

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Finally feels like I'm making some progress. I investigated the Alien Forge, destroyed a random facility, killed an Avatar (man, I hope those guys don't become as popular as the Codex did after the first encounter), and am about to investigate Codex brain coordinates.

 

I took my Psi Operative lady along with me on a mission for the first time today, and quickly realized how freaking badass she is. I was able to defeat the Avatar despite triggering a bunch of new enemies while skulljacking the Codex, largely because I mindcontrolled an Andromedon and used it to distract the other enemies. Towards the end of the mission the Andromedon was annihilated by a Sectopod, though, and the empty, non-mindcontrolled suit almost fucked me over. Luckily I had people on overwatch to deal with the situation. As an icing on the cake, my Psi operative finished off the badly damaged Sectopod with a Void Rift that also caused the only remaining enemy to be mindcontrolled, thus ending the mission.

 

I feel like Domination will become more and more crucial as the enemies get tougher and tougher, to a point that I think that I should have two Psi operatives in my squad. I wish I had built the Psi Lab earlier, and trained two operatives in parallel.

 

I almost never do optional hacking. Should I be doing it more? I tried it once recently because I had nothing else to do that turn, and gained control of a random enemy (a sectopod that I didn't even have visual on before, so that was nice). How are the hacking rewards on average?

I reckon early rush to Psi Troopers would be a lot more viable if your troopers don't spend as much time in the infirmary as mine seem to do  :wacko: They are very powerful options throughout the game and next time, I intend to get them up and running much much earlier

 

Hacking at the start of the game is very questionable. It's rarely worth the risk. However once you have 3rd tier gremlins it all becomes much more beneficial, and the "permanently upgrade this specialist's hacking ability by 20" option is the reason why you should do this. Get one of your specialists a few of those and any map with Sectopod in it you'll walk as you'll have an 80%+ chance of hacking it each time. Massively overpowered late game. Assuming you can keep them alive that long.

 

I'm currently on a Commander Ironman play-through and the first I've just let run. I struggled badly at the start with some really harsh RNG rolls (i.e. one missed shot at 90%+ leading to total squad wipes the next alien turn) Lost lots of equipment which to be repurchased, finally ground out some degree of stability once I'd got all the 2nd tier weapons unlocked, only to have a brutal "rescue the VIP mission" on a massive map, only 8 turns, and all 3 alien pods apparently grouped themselves in the final area of the map where the extraction point was. Lost 2 guys dead, 3 guys who failed to get out (one unconscious, the other two ran out of time) and got away with the VIP and my last guy running an overwatch gauntlet. So brutal and it left me with no-one ranked higher than Sergeant. Since then I've been rebuilding again with the doom counter one away from tripping, and the two facilities at least 2 sectors away with a distinct lack of intel left.

 

I have to say the strategic layer to this game is so much more forgiving than XCOM:EU's ever was. I would never had won that given the failures I've had in this game! Makes for one hell of an epic campaign though. 

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@Nappi

Because of the fact it's consequences for failure can sometimes be pretty strong Hacking is pretty much either a luxury/emergency choice that as you said often only get's done when there's nothing else to do, or when you are in trouble and need that sectopod disabled "right NOW!", unless you have enough tech skill and equipment (high lvl drones & skullhack upgrade both help) to make it far more reliable. As Sorbicol say's a couple of the +hacking bonuses can be a huge boon

 

 

(i.e. one missed shot at 90%+ leading to total squad wipes the next alien turn) 

 

I had a ranger miss a 96% hit chance two turns in a row last mission >_< i think that's the worst i've seen so far this ironman run. It feels blatantly unfair when that stuff happens but it's bound to happen sometime.

 

Also a minor warning to anyone using it there seems to be a small bug with the steam controller post patch where sometimes it purchases two of a item instead of one in the armoury :P

 

Still at least the mission names are good

 

post-24580-0-26560700-1458509656_thumb.jpg

 

I'm currently about to undertake my 1st ever attack on landed UFO (for some reason they never came up in my 1st playthrough), I got the armour upgrade recently and i now feel hugely more secure.

Feel my base is alot more efficent this time around got the both the AWC, & GW up & running as quickly as i could along with a nice centrally located workshop.

 

 

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Landed UFO are basically beefed up supply raid with a timer.  A tip... you don't have to hack the alien distress beacon, you can destroy it (despite the game warning you about friendly fire) to end the timer.

 

Also there is this bug where swapping out PCS (aim/dodge/will) will permanently boost that stats by 1.  Which is actually ok for most campaigns but if you end up with continent bonus that let you swap PCS and gun mods without destroying them, it basically breaks the game so beware.

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Landed UFO are basically beefed up supply raid with a timer.  A tip... you don't have to hack the alien distress beacon, you can destroy it (despite the game warning you about friendly fire) to end the timer.

 

Also there is this bug where swapping out PCS (aim/dodge/will) will permanently boost that stats by 1.  Which is actually ok for most campaigns but if you end up with continent bonus that let you swap PCS and gun mods without destroying them, it basically breaks the game so beware.

 

If I'd know that the mission I've just aborted I could have waltzed through. There is still so much this game doesn't bother to explain at times!

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Haha.. I wish I had known that too. I got the timer after triggering the Avatar, suddenly making the encounter extra stressful. I reached the distress beacon with my mind controlled Andromedon only to find out that it cannot shut down the beacon. I thought about destroying the computer instead but since it wasn't one of the targets you could aim at, I decided to rush the panel with my ranger instead.

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Umm.. what happens to mind controlled enemies at the end of the mission?

 

I met my first Gatekeeper during a story mission, shat myself, then realized that it is made of flesh and blood and quickly dominated it with my awesome Psi operative. Wiping out the rest of the enemies was very easy after that. However, once the mission was accomplished, the Gatekeeper wasn't among the corpses. I assume that this is because I didn't actually kill it during combat, but I guess it could also be some whacky random thing (I haven't paid attention whether all corpses are collected at the end of the mission). If it is the former, it makes sense I guess, but also sucks because of course I would have totally wrecked that thing once all other enemies had been wiped out if I had been given the chance.

 

I assume that Gatekeeper autopsy gives me something awesome.

 

 

Edit: Fuck it. I re-did the last part of the mission, and this time simply killed the Gatekeeper before it had a change to do anything. Got the corpse. 

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Enemies under active mind control do not die at end of the mission.

 

Also Gatekeeper and Codex are 'robotics' when it comes to bluescreen rounds, which makes bluescreen rounds arguably the best round (next to tracer IMO).

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Bluescreen rounds on a pistoleer sniper are fucking crazy, it's my preferred way to use them. The amount of damage a pistoleer can spread around if you've got some robotic enemies in a single round is stunning. 

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