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XCOM 2 - Page 27

Forum Index > General Games
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Spazer
Profile Blog Joined March 2009
Canada8033 Posts
February 05 2016 17:22 GMT
#521
Ufopaedia is getting hammered by traffic. Poor guys.

On February 06 2016 01:46 Talaris wrote:
Show nested quote +
On February 06 2016 01:29 Vaelone wrote:
My biggest albeit still a pretty small annoyance so far is that you can hover over a move location and you will see a small icon on the enemies hitbars telling you whether you have LoS to them at that location. Fairly often I can't actually fit the enemy on the same camera view with where I'm about to move and thus I don't know whether I have LoS there or not.

Either I'm missing some way to work around that or it's just annoying design.


To be fair it was supposed to help with viewing angles when fighting in houses or with those pesky slopes, not to determine vision when being 2 screens away and closing in.
For the foremost, rotating the camera helps me in 99% of cases.

For the latter you can count tiles though or get a good feeling of the opponents vision range (~1 screen), there the system fails, yeah. But it's still an improvement over the original one.

Let us pray for LW style camera mods.
Liquipedia
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
February 05 2016 17:38 GMT
#522
So far my experience has been: why can I miss with a sword wtf
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
Last Edited: 2016-02-05 17:51:32
February 05 2016 17:50 GMT
#523
On February 06 2016 01:55 SagaZ wrote:
screw those stun lancers, my poor rookies just can't hit them. (even if they're right in their face and flanked)
welp, that's one campaign lost, game is super hard I am pleased

Yeah stunlancers are though, even though they constantly move themselves into suicidal positions.

And the game updated with the soundtrack for those who bought it
EZ4ENCE
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2016-02-05 17:51:45
February 05 2016 17:50 GMT
#524
does concealment break when i start a turn in a red tile, for example the enemy moved closer to me during his turn?
Kinda dont want to risk it lol


also timers plus random map sometimes is really unfair
Latham
Profile Blog Joined May 2007
9568 Posts
Last Edited: 2016-02-05 17:59:43
February 05 2016 17:56 GMT
#525
On February 06 2016 02:38 Ansibled wrote:
So far my experience has been: why can I miss with a sword wtf


Rofl, exactly. I didn't even notice it had a % chance, I thought it was auto-100% since you put your soldier in melee basically. Then after about 6 successful sword swipes, 1 of my recons goes in for the kill on an insectoid and he misses. I was like "lol wut?" and then I reloaded and saw 88% chance to hit with sword :|

Also the pace is intense much like enemy within, and it kinda delegitimizes snipers or sharpshooters for me. You gotta be constantly moving forward and snipers just lag behind and cant shoot once they move forward, I dunno. I dwindle advent forces with nades and go in for the finishes with swords which seems to fit the fast pace of the "limited turns" playstyle they have.

Also, rookies seem to start with 65 AIM and 45 (or was it 40?) WILL, any way I can randomize this? I'm thinking "Not Created Equally" and "Hidden Potential" to spice it up and potentially buff my early game.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
SagaZ
Profile Blog Joined May 2009
France3460 Posts
February 05 2016 18:05 GMT
#526
I agree, snipers were underwhelming for me too, between the time constrains and the aim penalty to squadsight it's had to set up a good spot, maps also seem to generate big ass buildings and numerous high cover obstacles in the middle of the field, finding a good line of sight is hard
Be nice, buy wards and don't feed double buff.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 05 2016 18:11 GMT
#527
One thing that annoys me is that the game sometimes changes the attitude of character pool characters. It happens to some characters but not for others. It's so annoying.
EZ4ENCE
Frolossus
Profile Joined February 2010
United States4779 Posts
February 05 2016 18:20 GMT
#528
anyone having any luck with graphical performance tweaks?
xDaunt
Profile Joined March 2010
United States17988 Posts
February 05 2016 18:31 GMT
#529
On February 06 2016 03:05 SagaZ wrote:
I agree, snipers were underwhelming for me too, between the time constrains and the aim penalty to squadsight it's had to set up a good spot, maps also seem to generate big ass buildings and numerous high cover obstacles in the middle of the field, finding a good line of sight is hard

I dunno, my sniper is basically carrying my squad. She's my most reliable damage dealer. Sure, snipers aren't as good as in XCOM1 (let's face it, they're retarded OP compared to everyone else), but they still get the job done. Your positioning will need to be closer. I also think that you'll want a lot of the gunslinger talents (lightning hands in particular).

I'm having a really hard time keeping my rangers alive. They keep getting 1-shot critted by one kind of bullshit or another. However, I just unlocked the tier 2 armor, so I'm hoping that I'll be able to keep up a steady rotation of injured rangers as opposed to dead ones now.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 05 2016 18:31 GMT
#530
swords should be 100% hit, any miss with them is a reload or on ironman a dead soldier.

xcom 1 soldier had double action thing and like 95% hitchance in melee, so basically guaranteed hit.
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2016-02-05 18:33:32
February 05 2016 18:33 GMT
#531
On February 06 2016 03:31 LaNague wrote:
swords should be 100% hit, any miss with them is a reload or on ironman a dead soldier.

xcom 1 soldier had double action thing and like 95% hitchance in melee, so basically guaranteed hit.

long war also had sawn off shotguns, 1 tile range, 100% hit, single ammo
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
Last Edited: 2016-02-05 18:52:48
February 05 2016 18:50 GMT
#532
On melee not being 100% hit chance: consider that guaranteed melee hits means that stun lancers suddenly become even more nightmarish...

Anyways, if you want guaranteed melee, take Reaper. The first hit is guaranteed.

The thing you're missing about sharpshooters is that they have really powerful abilities. Yes, squadsight penalties actually matter now, but that just means your sharpshooters have to get into the thick of things like everyone else.

Snipers are intended to provide high single shot damage. Sometimes you need an enemy to just die - think codexes and highly armored enemies. Look at their ability tree too - they boast serious economy of action. The sheer number of free turns you get with skills like Kill Zone and Serial is staggering.

Gunslingers are multi-target, high DPS units. The pistol is intended to be your primary weapon here. Again, look at how much economy their abilities offer you. Lightning hands with quickdraw means you can have three shots against three targets in a single turn. Faceoff literally lets you hit everyone. Now consider the fact that some ammo types let you apply dots, and suddenly, the gunslinger is shitting out damage left and right.

Action economy is extremely important in XCOM, because winning the tactical layer is about making the aliens die before they can even act. The fewer actions you use to kill a single alien, the higher the chance is that you can kill them all.

On February 06 2016 03:31 LaNague wrote:
swords should be 100% hit, any miss with them is a reload or on ironman a dead soldier.

xcom 1 soldier had double action thing and like 95% hitchance in melee, so basically guaranteed hit.

You can still take run and gun in XCOM 2.
Liquipedia
Gorsameth
Profile Joined April 2010
Netherlands21998 Posts
February 05 2016 19:13 GMT
#533
Ok I'm getting kinda annoyed at the "Surprise your dead" shit going on. Between faceless and Codex's there is just to much stuff that kills you with almost no counter play.

Faceless means instant reload since you need about 3 people who can shoot that turn or you lose someone and what exactly can you do against a codex teleporting behind you and getting a near guaranteed kill on your exposed back?
It ignores such insignificant forces as time, entropy, and death
hfglgg
Profile Joined December 2012
Germany5372 Posts
Last Edited: 2016-02-05 19:21:09
February 05 2016 19:19 GMT
#534
against faceless try to bring a specialist with the scanning skill. it has a huge range (global?) and brings the faceless out in the open. together with not approaching civilians unless you have enough firepower to reliably kill a faceless, terror missions should not be that dangerous for your soldiers. aliens dont seem to target civilians once they are activated so there is plenty of time to take the pods out before you rescue civilians.

LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 05 2016 19:34 GMT
#535
Generic_Melee_Accuracy=10; this only applies to secondary attacks of units whose main attacks are not melee - e.g. Stunlancer, Archon, etc.


oh rip, if i buff my ranger, i buff the lancer


RangerSword_Conventional_BaseDamage=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")


anyone know what the PlusOne is?
Gorsameth
Profile Joined April 2010
Netherlands21998 Posts
Last Edited: 2016-02-05 19:38:33
February 05 2016 19:36 GMT
#536
On February 06 2016 04:19 hfglgg wrote:
against faceless try to bring a specialist with the scanning skill. it has a huge range (global?) and brings the faceless out in the open. together with not approaching civilians unless you have enough firepower to reliably kill a faceless, terror missions should not be that dangerous for your soldiers. aliens dont seem to target civilians once they are activated so there is plenty of time to take the pods out before you rescue civilians.

I have had plenty of aliens shoot civilians after being activated. Heck I had a lancer run away from me to chop down chivies in the fog.
The combination of speed the terror missions want to save at least 6 chivies (some spawns are easier then others ofc) combined with Faceless is just... pointlessly frustrating. If it atleast didn't get to act when it reveals during the alien turn I could probably live with it.

Faceless... I'm mostly dealing with. It just super frustrating.
Teleporting codexes tho. Now that is just retarded ><
It ignores such insignificant forces as time, entropy, and death
xDaunt
Profile Joined March 2010
United States17988 Posts
February 05 2016 19:45 GMT
#537
Popping a faceless when you're already engaged with an alien pack is always bad news. I've done it on all of my retaliation missions so far, which blows. Best I did was escaping with just a gravely wounded soldier. Every other time I had at least one KIA.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 05 2016 20:12 GMT
#538
whats intel on the strategic map, is it important?

I dont know what im doing, i can either make contact or gather intel and there are dark events in preperation that i dont see, do i need intel to see them?
Gorsameth
Profile Joined April 2010
Netherlands21998 Posts
February 05 2016 20:26 GMT
#539
On February 06 2016 05:12 LaNague wrote:
whats intel on the strategic map, is it important?

I dont know what im doing, i can either make contact or gather intel and there are dark events in preperation that i dont see, do i need intel to see them?

No the dark event missions will show up eventually, no idea why they early reveal them.

Intel is a resource like Supply. You use Intel to buy things at the Black Market and to make contact in new regions.
It ignores such insignificant forces as time, entropy, and death
xDaunt
Profile Joined March 2010
United States17988 Posts
February 05 2016 20:34 GMT
#540
Intel is really good for getting stuff from the black market early on. It helps clear some early bottlenecks as your teching to tier 2 stuff.
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