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XCOM 2 - Page 32

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CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
February 06 2016 15:02 GMT
#621
On February 06 2016 23:59 Kipsate wrote:
I just realized that upgrading weapons upgrades it for everyone, that is to say you don't have to make a gun for everyone again

-.-.


Haha yeah I got that feeling with armor as well. 150 credits and 20 alloys for one piece? Saved up 300k and then realized everyone got it. Still pretty nice.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Latham
Profile Blog Joined May 2007
9560 Posts
February 06 2016 15:15 GMT
#622
On February 07 2016 00:01 CuddlyCuteKitten wrote:
Going to need to start making some flashbangs then.

For me the early game was by far the hardest, it has leveled out a bit now once I got armor. Playing on Commander non-iron man.
I've loaded twice so far, once on the tutorial mission with the train (lol) and once on another mission where I outsmarted myself something fierce. Put up a ring of overwatch people around an advent drop, moves a guy 1 tile to the left to get hard cover just in case, a mech comes into view from about half the map away and walks in drawing away all my overwatch shots. Find myself flanked by mech and friends as a squad of advent drops in on the other side.
Think I have lost 4 guys not including the tutorial people in other missions.

Still wondering what your supposed to do with your buildings early on. You have power for 2 buildings, I got a lab and guerilla center for squadsize but it's taking forever to get to a new power node and you can't build anything new, upgrade coms or pretty much anything else.


I've been thinking about exactly the same things outside of missions. What to focus on? In my 1st playthrough I made guerrilla school and lab for skulljack but in hindsight it should've been a comms center. As in the 1st game, you can delay the skulljacking, but if a black site pops up outside your 3 starting region you are pretty much fucked without a comms center.

Tech tree wise, I do believe focusing hard on modular and then magnetic weapons is the way to go. Autopsies become instant if you delay them long enough. Now the question is *when* do you throw in the rebel radio and comms tech? After modular and before magnetic, or all the way after magnetic? Or before modular even, and then just focus hard on magnetic.
Predator armor (plate armor) after armor alloys is also pretty good.

For rewards you want engineers obviously, until you have like 3 at the very least, and hard cash (supplies). You'll be forced to take 1 scientist along the way anyway I think.
So the 2 essential buildings will be guerrilla school (officer school) for wet work (25% more XP) and squad size. Comms center for building comm towers (money and region control) and finally.... the 3rd building should be a power generator IMO. Delay the weapons lab (foundry) until you get down to tier 2 cuz fuck skulljacker, its not essential and a waste of resources.

The good thing is - you don't manufacture weapons 1 by 1 anymore. If you pay the 125 supplies for magnetic rifles, all rifles get upgraded to it and all soliders who had rifles previously, get magnetic rifles by default. So don't waste weapon upgrade drops on your silly Tier 1, wait for magnetics to start modding.

I have a theory that you can go into the 1st terror mission with magnetic weapon which should help immensely. You can also delay 1st black site until after 1st terror which you should do.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 06 2016 16:09 GMT
#623
ok finished my first playthrough on commander/savescumming and it took me about 25 hours. the final battle is ridiculously hard and trumps everything xcom1 or 2 throws at you.
i liked the difficulty curve although psi still seems to considered an extra and the game is not balanced around it which makes the late game very easy. i had only two low level psionics but stasis is way to strong and trivializes most of the late game missions.
the strategy part is still a bit underwhelming. at first it looks like you have a lot of choices but after clearing the blacksite it slows down and you just fly from site to site waiting for a mission to pop up. so its more or less the same problem xcom 1 had, just a tiny bit better.
i love the new mission design and procedual generated maps. sometimes you have to think a bit outside the box to complete the objective if things dont go as planned on the first few turns and thats awesome.

i am going for an ironman run next and i am quite sure that i will fail horrible because the game is hard.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
Last Edited: 2016-02-06 16:14:18
February 06 2016 16:11 GMT
#624
I just encountered my first Gatekeeper. I thought reviving, mind-controlling Sectoids were annoying. That thing is 10 leagues above that. You really, really don't want to reveal that thing with the last move of your turn. Worse than Sectopods.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
February 06 2016 18:01 GMT
#625
Not much more satisfying than Haywire Protocolling a Heavy Mech and having him take off all a Sectopod's armor and half his HP before the Sectopod finally kills it for you.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 06 2016 18:14 GMT
#626
To the people using flashbangs, what's your loadout? I have 5 troops now and I have the grenadiers with grenades, a specialist with a medikit, one guy with a battle scanner and the rangers with that early armor you need to build individually. The battle scanner and that armor that takes up a utility slot don't look that useful so I'm thinking of putting back grenades and adding flashbangs.
Gorsameth
Profile Joined April 2010
Netherlands21687 Posts
February 06 2016 18:15 GMT
#627
Did they change the way armor hp and wounding work?
In Xcom 1 the hp you got from your armor worked as ablative wounds. Damage to them did not need recovery time after the mission.
Seems like this isn't the case for Xcom 2. Would explain why I have so many more wounded all the time ><
It ignores such insignificant forces as time, entropy, and death
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
February 06 2016 18:23 GMT
#628
I think the frequency rate of wounded and the time that yhey spend recovering is longer but I am not 100% sure.

I find myself having to recruit quite a few new people ocasionally and its getting hard when they are still rookies and the soldier school only trains 1 guy
WriterXiao8~~
Godwrath
Profile Joined August 2012
Spain10126 Posts
February 06 2016 18:42 GMT
#629
On February 06 2016 21:11 m4ini wrote:
Show nested quote +
m4ini, that's not true, i play on Legendary and i set up ambushes all the time (i like my snipers on high ground yes or yes). You need to be fast to set up the ambush of course, but that's not hard. Also, don't go full overwatch in ambushes, except if you have very very very good chances at killing the whole pod.


You can do it? Good for you. I have trouble. I'm not good when it comes to turn based strategy games. What now, am i not allowed to enjoy the game because of an idiotic design-decision that nobody asked for? Why not make it optional?

Come on now. A sniper on high ground is btw not an ambush. An ambush is an ambush. As in, you get into a position in concealment, and wait for an enemy to spring the trap, instead of shooting first to "pull" the enemy into it. That certainly does work, most of the times anyway.

Huh ? Stop, you are not making sense, and your semantics argument about ambushes is retarded, like at all. And well, calling it idiotic is kind of funny, specially because it is friggin' enjoyable, but well, somebody already did the job for you:

http://steamcommunity.com/sharedfiles/filedetails/?id=616857663

There is another one, i don't know which one removes the timer and which one adds turns to it. Hope you enjoy it.
Godwrath
Profile Joined August 2012
Spain10126 Posts
Last Edited: 2016-02-06 18:58:38
February 06 2016 18:47 GMT
#630
On February 07 2016 03:14 andrewlt wrote:
To the people using flashbangs, what's your loadout? I have 5 troops now and I have the grenadiers with grenades, a specialist with a medikit, one guy with a battle scanner and the rangers with that early armor you need to build individually. The battle scanner and that armor that takes up a utility slot don't look that useful so I'm thinking of putting back grenades and adding flashbangs.

If you can, 2 grenadiers, 1 specialist, 1 ranger, 1 sharpshooter. The specialist should have combat protocol, as guaranteed damage is king on XCOM.

My loadouts when i have 4 troops.

Ranger flashbang
Specialist flashbang
Sharpshooter frag grenade (for those turns when you need to move, etc)
Grenadier double frag grenade

I try to get faceless autopsies fast to get mimic, and i think advent troopers battlescanners. battlescanner for the sniper, mimic beacon for the fith troop troops if it is not a grenadier, if not depending on the mission i will switch the battlescanner or a flashbang for the mimic beacon. Battlescanner is a live saver in those early retalation missions as it allows you to pop spot the faceless if you scan them, and they are generally useful on every mission allowing for some squad sight goodness or just being able to set up OW traps.

And never, ever equip anything else that isn't grenades on a grenadier. No flashbangs and crap like that.

LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 06 2016 19:26 GMT
#631
i think what really happened is the commander rekt the aliens and then when he had xcom assault the mothership and kill all the psi guys and at the same time explode the whole ship with the volunteer, a typical star trek time anomaly was created and the commander was thrown back in time, but being unconscious for a few days, the aliens managed to capture him and started their world conquest.
Now xcom 2 starts.


Thats gonna be my canon anyways
sacrilegious
Profile Joined September 2012
Canada863 Posts
February 06 2016 19:34 GMT
#632
Ugh playing at 15-18 FPS while I can hear my CPU or GPU fan revving non-stop... hope they will fix the performance issues soon
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 06 2016 19:36 GMT
#633
i THINK performance has to do with lights, like in fallout 4.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2016-02-06 19:47:43
February 06 2016 19:41 GMT
#634
I turned down shadows and that helped a LOT. But there is still a memory leak or something because it gets worse the longer I play. Load times are not great either. Its a fun game, but the performance is not great in the base.

Also, your people heal way faster back at base. It worth spending one day there if you get rocked during a mission and everyone is wounded.

Edit: Apparently turning off AA helps a lot too.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
February 06 2016 19:42 GMT
#635
I turned some settings down but the game runs well enough for me that I don't have performance issues that bother me.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 06 2016 19:57 GMT
#636
Does anyone have any tips on how to best deal with a Codex that spawns as a result of Skulljacking an ADVENT Officer? I just can't seem to find a good way in my current playthrough. I have the first armor upgrade, one EXO suit and the first upgrade to normal rifles, pistols and swords.
EZ4ENCE
daemir
Profile Joined September 2010
Finland8662 Posts
February 06 2016 20:02 GMT
#637
Mimic grenades. Even the clones will teleport to it and try kill it. Also, obviously only engage the codex from the last enemy of the pod, don't try fight other things while fighting the codex.
Kasto
Profile Joined May 2010
473 Posts
February 06 2016 20:19 GMT
#638
For performance, could try this for a little help: https://www.reddit.com/r/Xcom/comments/44d3av/performance_issues_try_this_seems_they_didnt/
Link directly to the old steam thread: http://steamcommunity.com/app/200510/discussions/0/846960628563773260
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2016-02-06 21:01:28
February 06 2016 21:01 GMT
#639
what do i need to use the alien power coil thingies in my ship?


and do i spread out or go for continents?
Gorsameth
Profile Joined April 2010
Netherlands21687 Posts
Last Edited: 2016-02-06 21:06:42
February 06 2016 21:05 GMT
#640
On February 07 2016 06:01 LaNague wrote:
what do i need to use the alien power coil thingies in my ship?


and do i spread out or go for continents?

The Power Coils are simply used by clearing them and building a power generator in that square. It provides 10 power instead of 5 like a normal spot (I believe those are the numbers, inside a mission atm so cant check.

The continent bonuses are nice (some more so then others) but you want to spread, the reason for this is that alien bases can pop up anywhere and you need to unlock the region before you can do them. The longer you wait with going the base the further along the alien project gets.

Edit: Ok now I had some turn bs. 4 Turns to go i'm almost on top of the extraction zone when a reinforcement drops on top of it. The firefight is quickly over but it damages the roof and relocates the extraction zone half way across the map.

No way I can get my team there now...
yay for reloads.
It ignores such insignificant forces as time, entropy, and death
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