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Canada8031 Posts
On February 09 2016 01:27 Taf the Ghost wrote: But that's also before we deal with an issue that probably can't be checked outside of the actual code: what definition of "random" is being used in the RNG? Getting a non-streaky RNG is a classic problem with a lot of games. Real randomness exhibits streaks. This is expected, and is part of why gambler's fallacy and gambler's ruin exists. So I'm not really sure what you're getting at here.
A non-streaky RNG implies pseudo-randomness, which we have already concluded that XCOM doesn't use. It's a plain old seeded RNG.
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LOL I didn't expect that the execute proc from gun mod would actually work on the + Show Spoiler +. That's hilarious.
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Grenadiers are the most OP/useful class by far. Volatile mix + Salvo with upgraded grenades are insane. Ive activated 3 pods and killed everything with just 2 grenadiers. Acid+plasma is basically is basically a guaranteed 17-20dmg and 6shred in a huge AOE, with massive range.
For fast evacuations: you can't move during the evac animation, but what you can do is send everyone on the evac zone, then doubletap 3 then tab and repeat really fast, goes a lot faster.
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On February 09 2016 01:59 Xafnia wrote: Grenadiers are the most OP/useful class by far. Volatile mix + Salvo with upgraded grenades are insane. Ive activated 3 pods and killed everything with just 2 grenadiers. Acid+plasma is basically is basically a guaranteed 17-20dmg and 6shred in a huge AOE, with massive range.
For fast evacuations: you can't move during the evac animation, but what you can do is send everyone on the evac zone, then doubletap 3 then tab and repeat really fast, goes a lot faster.
Yup, until you have a sniper in between who's now in pistol overwatch.
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On February 09 2016 01:59 Xafnia wrote: Grenadiers are the most OP/useful class by far. Volatile mix + Salvo with upgraded grenades are insane. Ive activated 3 pods and killed everything with just 2 grenadiers. Acid+plasma is basically is basically a guaranteed 17-20dmg and 6shred in a huge AOE, with massive range. Yeah, I've been fairly consistently taking two grenadiers with me on missions. Explosives fix a lot of problems in this game. One thing that I've been very bad at doing, however, is remembering to build new grenades and ammunition. I've got a shitton of elerium cores that are just going unused.
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Am I the only one that thinks experimental ammo is a trap? I was lucky and got tracers first try and I gave it too my sniper but the other utility items are just way too good to pass up for the minor benefits they give, even when you have the upgraded armors.
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Is Mimic Beacons the best way to deal with sectopods?
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On February 09 2016 02:06 Xafnia wrote: Am I the only one that thinks experimental ammo is a trap? I was lucky and got tracers first try and I gave it too my sniper but the other utility items are just way too good to pass up for the minor benefits they give, even when you have the upgraded armors.
AP rounds are actually quite nice. You can pretty much ignore the armor on all targets except for the Gatekeeper, which makes especially robotic targets much squishier.
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On February 09 2016 01:59 Xafnia wrote: Grenadiers are the most OP/useful class by far. Volatile mix + Salvo with upgraded grenades are insane. Ive activated 3 pods and killed everything with just 2 grenadiers. Acid+plasma is basically is basically a guaranteed 17-20dmg and 6shred in a huge AOE, with massive range.
Until you get fully upgraded psi-troops, which admittedly takes a hell of a long time. But at that point, you have Void Rift, which is 5-6 dmg aoe and that procs Insanity on all biological units in it, which deals 5-7 damage and applies Rupture + one of disorient/panic/mind control. Plus Null Lance and Stasis and the fact that they are on cooldowns instead of ammo, makes them super strong if it isn't an 8 turn limit mission. Have a 2nd psi-troop to drop the another Rift on the first one and boom.
Last mission was pretty damn fun. Only tip I had going in was to save all use-limited items to the end and it paid off. + Show Spoiler +I also mind controlled a Gatekeeper before reaching the final room and used the Avatar MC on an archon, hacked a mech that came through a portal and got some Psi Zombies with the Gatekeeper, so for once, I was badly outnumbering the aliens :d
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On February 09 2016 02:14 Morfildur wrote:Show nested quote +On February 09 2016 02:06 Xafnia wrote: Am I the only one that thinks experimental ammo is a trap? I was lucky and got tracers first try and I gave it too my sniper but the other utility items are just way too good to pass up for the minor benefits they give, even when you have the upgraded armors. AP rounds are actually quite nice. You can pretty much ignore the armor on all targets except for the Gatekeeper, which makes especially robotic targets much squishier. Yeah, I just got AP rounds. I can't wait to stick them on a gunslinger sniper.
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On February 09 2016 02:06 Xafnia wrote: Am I the only one that thinks experimental ammo is a trap? I was lucky and got tracers first try and I gave it too my sniper but the other utility items are just way too good to pass up for the minor benefits they give, even when you have the upgraded armors. I enjoyed the Tracer (for aim) and AP (ignore armor is great) Ammo. Poison one is garbage, Burning isnt bad but better to bring a grenade instead.
I'm really a fan of Incendiary grenades, more damage then Plasma and a damage dealing debuff.
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Experimental ammo adds 1 to your damage from weapons, including pistols. Gunslingers love extra damage on their pistols as it raises their damage output a lot more than for other classes. Just to put it on perspective, a gunslinger static and not using face off (because with face off it can skyrocket to infinitum targets) can get 5 pistol shots, that means lightning hands, regular pistol shot + fan fire. Each pistol shot will do 1 more damage due to ammo (i use fire ammo, poison works too tho), so that's 5 extra damage.
Talon rounds are also amazing for shotgun rangers, because you get as close as you can for the 100% crit chance, which makes them evaporate enemies.
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On February 09 2016 02:06 WindWolf wrote: Is Mimic Beacons the best way to deal with sectopods?
its the best way to deal with everything.
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On February 09 2016 02:26 hfglgg wrote:Show nested quote +On February 09 2016 02:06 WindWolf wrote: Is Mimic Beacons the best way to deal with sectopods? its the best way to deal with everything. Yeah, mimic beacon is your get out of jail free card. There is no problem that it doesn't solve.
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On February 09 2016 01:15 Faruko wrote: how is the performance ? i wont be buying the game anytime soon (at least for another 3 weeks) but ive heard that its not really that well optimized.
anyone with a 280x ?
The game defaulted to maximum graphics settings which was unbearable so I turned it down to lowest settings immediately. If you want a specific configuration tested I can do that.
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How do you get mimic beacons? I haven't gotten very far into the game yet, been pretty busy. I googled it but only got results from Enemy Within.
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On February 09 2016 02:36 Coppermantis wrote: How do you get mimic beacons? I haven't gotten very far into the game yet, been pretty busy. I googled it but only got results from Enemy Within. Autopsy a Faceless.
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On February 09 2016 02:06 WindWolf wrote: Is Mimic Beacons the best way to deal with sectopods?
I just met my first one and if you have a max level grenadier, with salvo/rupture. Acid nade -> rupture, and a few attacks should kill it really fast.
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On February 09 2016 02:37 xDaunt wrote:Show nested quote +On February 09 2016 02:36 Coppermantis wrote: How do you get mimic beacons? I haven't gotten very far into the game yet, been pretty busy. I googled it but only got results from Enemy Within. Autopsy a Faceless. Thanks. Now I know what research to make top priority next time I get into the game.
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like someone mentioned, i also think it's seeded rng. how do i know this? through all the savescumming i've done so far, rofl. in certain situations you're just bound to hit no matter the percentages it displays, and you can use that to your advantage as lot of save-heavy players can probably attest to. two sided sword, because at the same time you're bound to miss as well. so what do you do instead? not take the shot.
this along with grenades are an easy way to keep missions easy stress free. i just dislike the huge amount of randomness (that you have to play around) more than i do that awful way of playing.
unfortunately (in my opinion), the story is shallow enough to comment on it, but overall it's delivered well and it feels good to progress.
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