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XCOM 2 - Page 44

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Godwrath
Profile Joined August 2012
Spain10134 Posts
February 09 2016 12:57 GMT
#861
@Windwolf That's their damage range.
@ Gorsameth yeah, sectoids are the lowest priority target no matter how far you are in the game. They are just plain dumb.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
February 09 2016 12:59 GMT
#862
i'd imagine that their damage range is also maybe nerfed against other aliens to make Psi mind control less powerful

granted its still very powerful.
WriterXiao8~~
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 09 2016 13:30 GMT
#863
It's their real damage range, you can check it out in the .ini.
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 09 2016 13:35 GMT
#864
On February 09 2016 15:55 Xafnia wrote:
Is it just me or are the maps with super high elevated highways are absolute deathtraps?

Never take the highway. Not worth it, just use regular buildings ;P

By the way, on the RNG subject (again), only legendary is truly random, every other difficulty has modifiers to your rolls, and commander doesn't change alien's rolls.

; Aim Assist NormalSquadSize=4 ReasonableShotMinimumToEnableAimAssist=50 MaxAimAssistScore=95
; Rookie AimAssistDifficulties[0]=( \ BaseXComHitChanceModifier=1.2, \ MissStreakChanceAdjustment=10, \ HitStreakChanceAdjustment=-10, \ SoldiersLostXComHitChanceAdjustment=15, \ SoldiersLostAlienHitChanceAdjustment=-10 )
; Veteran AimAssistDifficulties[1]=( \ BaseXComHitChanceModifier=1.1, \ MissStreakChanceAdjustment=10, \ HitStreakChanceAdjustment=0, \ SoldiersLostXComHitChanceAdjustment=10, \ SoldiersLostAlienHitChanceAdjustment=-10 )
; Commander AimAssistDifficulties[2]=( \ BaseXComHitChanceModifier=1.0, \ MissStreakChanceAdjustment=15, \ HitStreakChanceAdjustment=0, \ SoldiersLostXComHitChanceAdjustment=0, \ SoldiersLostAlienHitChanceAdjustment=0 )
; Legend AimAssistDifficulties[3]=( \ BaseXComHitChanceModifier=1.0, \ MissStreakChanceAdjustment=0, \ HitStreakChanceAdjustment=0, \ SoldiersLostXComHitChanceAdjustment=0, \ SoldiersLostAlienHitChanceAdjustment=0 )
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 09 2016 13:42 GMT
#865
that explains why my stupid heavy missed 3 85% shots in a row on legendary.
stupid true random!
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 09 2016 14:36 GMT
#866
On February 09 2016 19:34 Godwrath wrote:
Show nested quote +
On February 09 2016 11:58 Ghanburighan wrote:
I do wonder whether the higher difficulties can be done in ironman without ridiculous luck. Just had my best specialist oneshot by a sectoid who I had disoriented. My guy was in high cover, but when I hit the sectoid with a flashbang, the bastard walked away from my troops and casually sniped the specialist from half way across the map. That can happen a few times, and you can still replace your soldiers. But it seems quite frequent. Did I just get a bad luck streak or is the game designed with way more attrition?
Well i am calling bullshit since sectoid's weapon damage is 3 with no spread. Which means it is always three except if you get flanked because they could crit you. They also have 75 aim, so flashbang reduces it to 15% chance when in full cover, but 55% chance when flanked. They never take shots at full cover troops when flashbanged, but they will if they can flank you, if not, they will go into oveerwatch.

A tip, don't flashbang sectoids if you are not in full cover, and in general, don't flashbang them, just let them do their voodoo crap, deal with the advent troopers first. Flashbang them if you need it badly only because you can't guarantee kill him before a zombie reaches you, or your ranger got mind controlled and was actually the guy to finish it up, stuff like that.

And yes it is possible to complete legendary ironman withouth relying on luck. I would say it is the only way.


Well, I have evidence to the contrary.

Also, I think you're confusing hunkering down and full cover. Afaik only hunkering makes you immune to crits.
Cry 'havoc' and let slip the dogs of war
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2016-02-09 14:43:31
February 09 2016 14:42 GMT
#867
On February 09 2016 20:56 Otolia wrote:
Show nested quote +
On February 09 2016 11:58 Ghanburighan wrote:
I do wonder whether the higher difficulties can be done in ironman without ridiculous luck. Just had my best specialist oneshot by a sectoid who I had disoriented. My guy was in high cover, but when I hit the sectoid with a flashbang, the bastard walked away from my troops and casually sniped the specialist from half way across the map. That can happen a few times, and you can still replace your soldiers. But it seems quite frequent. Did I just get a bad luck streak or is the game designed with way more attrition?

Some tactics are absurdly OP. Mimic beacon is so powerful throughout the game. Just like phantom ranger.

Mimic beacon almost seems like outright cheese. I routinely move my soldiers to no cover positions to get a kill (or pick up loot) and then throw down a mimic beacon to draw fire. I'm at the point now where I'm routinely taking three (one on a grenadier for +2 and one on a non-grenadier for +1) mimic beacons on missions. It outright trivializes the toughest enemies in the game. I suspect that Firaxis will be patching it sooner rather than later.

I kinda like taking two rangers with me on missions. I like the phantom ranger for scouting, but I also like my sword ranger for being able to reliably kill people that the rest of my squad can't reach. Run n' gun and reaper solve a lot of problems -- especially when you get those fat flanking shotgun crits.
hfglgg
Profile Joined December 2012
Germany5372 Posts
Last Edited: 2016-02-09 14:56:53
February 09 2016 14:55 GMT
#868
xcom 1 had ghost grenades which were even stronger in most situations.
i think that the aliens later on are so strong that you cant reliably deal with them without mimic beacons because you are lacking the tools to weaken them.
the stronger aliens later in the game all have some reliable damage with aoe and/or cover destroying abilities. if you leave two+ of them alive they can expose any soldier and crit them to death in one round.

i would have hoped they used the same suppression / disoriented mechanic as long war did. there you could shorten the throwing range of grenades with it.
daemir
Profile Joined September 2010
Finland8662 Posts
February 09 2016 15:13 GMT
#869
I can't wait for someone to mod the wounding system to be more sensible and tie it more to actual damage taken. Like holy shit, my dude with 7 hp just took 1 damage (fire) and then I had him close enough to evac. Results? Gravely wounded and shaken. Oooookay.
Gorsameth
Profile Joined April 2010
Netherlands22007 Posts
February 09 2016 15:14 GMT
#870
On February 10 2016 00:13 daemir wrote:
I can't wait for someone to mod the wounding system to be more sensible and tie it more to actual damage taken. Like holy shit, my dude with 7 hp just took 1 damage (fire) and then I had him close enough to evac. Results? Gravely wounded and shaken. Oooookay.

Yeah if there isn't a mod for it by the time I finish my 2nd playthrough I might look at making one myself.

Xcom 1 system of ablative wounds from armor and a simply % based system of the actual soldiers hp.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10134 Posts
Last Edited: 2016-02-09 15:23:32
February 09 2016 15:20 GMT
#871
On February 09 2016 23:55 hfglgg wrote:
xcom 1 had ghost grenades which were even stronger in most situations.
i think that the aliens later on are so strong that you cant reliably deal with them without mimic beacons because you are lacking the tools to weaken them.
the stronger aliens later in the game all have some reliable damage with aoe and/or cover destroying abilities. if you leave two+ of them alive they can expose any soldier and crit them to death in one round.

i would have hoped they used the same suppression / disoriented mechanic as long war did. there you could shorten the throwing range of grenades with it.

The hardest enemy i had found is a Cerberus, and even tho they have 7 armor and a ton of health (35 i think), i can kill it fast with just 2 soldiers. Rupture + Chain shot from another grenadier, toast. A gunslinger with AP ammo works too.

I don't know i haven't found anything yet that requires you your full squad to take down, which is sad.
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 09 2016 15:57 GMT
#872
TIL: Advent troops in the fog of war can walk into fire and die.
Cry 'havoc' and let slip the dogs of war
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
February 09 2016 15:59 GMT
#873
On February 10 2016 00:20 Godwrath wrote:
Show nested quote +
On February 09 2016 23:55 hfglgg wrote:
xcom 1 had ghost grenades which were even stronger in most situations.
i think that the aliens later on are so strong that you cant reliably deal with them without mimic beacons because you are lacking the tools to weaken them.
the stronger aliens later in the game all have some reliable damage with aoe and/or cover destroying abilities. if you leave two+ of them alive they can expose any soldier and crit them to death in one round.

i would have hoped they used the same suppression / disoriented mechanic as long war did. there you could shorten the throwing range of grenades with it.

The hardest enemy i had found is a Cerberus, and even tho they have 7 armor and a ton of health (35 i think), i can kill it fast with just 2 soldiers. Rupture + Chain shot from another grenadier, toast. A gunslinger with AP ammo works too.

I don't know i haven't found anything yet that requires you your full squad to take down, which is sad.


What about an early game Muton behind non-destructible cover?

I think it was yesterday that I watched a streamer fail to kill one (a soldier missed) so the muton just rekt his squad with a grenade lol
Revolutionist fan
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 09 2016 16:01 GMT
#874
only if you hit everything and they are alone or with weak support.
let your rupture shot miss and you wont down a gatekeeper or sectopod in the same turn and are in deep trouble.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 09 2016 16:03 GMT
#875
I am just here to vent a bit. Fuck my current game and its obsession with giving me snipers. I have 1 ranger, 2 specialist and way to many snipers and gunners. I’m training as fast as I can, but jesus these missions are hard without the high damage dump of the shotgun. But it won't stop giving me snipers. It can't be stopped.

On the other hand, I am learning the many uses of the pistol sniper. But I’ll be happy when I have more shotguns and swords.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Xafnia
Profile Joined July 2010
Canada874 Posts
Last Edited: 2016-02-09 16:18:15
February 09 2016 16:06 GMT
#876
So I started a commander ironman game. I'm up to plasmas and t3 armor, I've only lost 3 men so far, two on my 2nd mission and one before I got t2 armor. Mimic + grenades on everyone = amazing.

I've come to the conclusion that building the special t2 armors is a huge trap. Huge investment costs for super marginal benefits. Also realized wraith armor is for snipers not rangers, Mimic + grenade on ranger is too important, grapple is actually useful on snipers, and they don't get nearly as much use out of the extra slot as everyone else. Didn't buy sword upgrades either, and I'm happy I skipped it, supply is too important.

@Plansix: buy recruits and train them in guerrilla tactics for the classes you need. Buying "leveled" guys at the blackmarket/HQ is way too expensive, especially if it's early on and they're likely to die.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 09 2016 16:21 GMT
#877
I know, but I am in an area of being strapped for supplies as I move to expand my reach and take down an avatar base. And we have had a rash of troops getting rocked during missions. I should be fine in about a week or so. Its just annoying when I am fielding rookies and they keep becoming snipers.

And the tier 2 armor isn’t terrible for its cost. Its pretty cheap to get one or 2 suits. I am not using most of that stuff anyways, I have an exo suit that I just put throw on someone for a little extra firepower.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
Last Edited: 2016-02-09 16:51:34
February 09 2016 16:45 GMT
#878
On February 09 2016 22:35 Godwrath wrote:
Show nested quote +
On February 09 2016 15:55 Xafnia wrote:
Is it just me or are the maps with super high elevated highways are absolute deathtraps?

Never take the highway. Not worth it, just use regular buildings ;P

By the way, on the RNG subject (again), only legendary is truly random, every other difficulty has modifiers to your rolls, and commander doesn't change alien's rolls.

Show nested quote +
; Aim Assist NormalSquadSize=4 ReasonableShotMinimumToEnableAimAssist=50 MaxAimAssistScore=95
; Rookie AimAssistDifficulties[0]=( \ BaseXComHitChanceModifier=1.2, \ MissStreakChanceAdjustment=10, \ HitStreakChanceAdjustment=-10, \ SoldiersLostXComHitChanceAdjustment=15, \ SoldiersLostAlienHitChanceAdjustment=-10 )
; Veteran AimAssistDifficulties[1]=( \ BaseXComHitChanceModifier=1.1, \ MissStreakChanceAdjustment=10, \ HitStreakChanceAdjustment=0, \ SoldiersLostXComHitChanceAdjustment=10, \ SoldiersLostAlienHitChanceAdjustment=-10 )
; Commander AimAssistDifficulties[2]=( \ BaseXComHitChanceModifier=1.0, \ MissStreakChanceAdjustment=15, \ HitStreakChanceAdjustment=0, \ SoldiersLostXComHitChanceAdjustment=0, \ SoldiersLostAlienHitChanceAdjustment=0 )
; Legend AimAssistDifficulties[3]=( \ BaseXComHitChanceModifier=1.0, \ MissStreakChanceAdjustment=0, \ HitStreakChanceAdjustment=0, \ SoldiersLostXComHitChanceAdjustment=0, \ SoldiersLostAlienHitChanceAdjustment=0 )



Had a highway mission... took me 5-6 tries to find the only path that would allow me to complete the objective destroy one of those red pylon things in 8 turns, and survive without losing 4+ members of my squad.

I basically had to sneak between 3 groups, rush to the objective. By the time i engaged it, i pulled 4 separate pods, but luckily i was running 2x field medics, one of who was max level and had the ability where the gremlin will go and heal every squad member.

If I went left, I would get 2 pods, and couldnt make it to the objective in time because there were 4 walls between me and it, and if i ran into the obj. room, i would get a double mutton + gatekeeper pod added on. And inside the objective room was an Andromedon, and 2 sectoids.

If I went right, I would get 2 pods + the double mutton and gatekeeper pod simultaneously, making it impossible for me to survive/deal with that, and then make it past the 2 additional pods to get to the objective and destroy it before turn 8.

I had to go down the middle, and sneak into a spot where I could destroy a wall, kill the objective, while fighting 4 pods, but at least I managed to not pull the Gatekeeper double mutton pod.

My Blademaster Ranger was the hero of the day.

Set him up in a concealed overwatch against a wall. 1 pod of 3 troopers ran within melee of him, he sliced all 3 as they ran by the wall. Then he shot crit 1 for a kill with his overwatch. Then one of them tried to take cover next to him, so he killed him with a 2nd sword attack.

Another turn I used Reaper on him to cut down an archon, cut down 2 troopers, and take down a 3rd trooper with his shotgun.

Also, while im here, just wanted to say i LOVE the spider exo suit... its basically a free movement on my snipers. As well as getting free pistol shots, and death from above... my sniper is getting 3+ attacks a turn, and I cant even count how many times she has saved me by Shooting at 3-4 enemies at once with that pistol ability.

I really wanna try a run with nothing but Rangers... I think it could be a lot of fun.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 09 2016 16:48 GMT
#879
Things I learned from my latest retaliation strike:
*Civilians run away from mind-controlled aliens/advent.
*Apparently Facelesses does not count as lost civilians. I only lost one civilian early on but then no more, and at the end the game said that I have saved 12/13 civilians even though 2 was revealed as Facelesses
EZ4ENCE
ref4
Profile Joined March 2012
2933 Posts
February 09 2016 16:58 GMT
#880
Does anyone knows if the untouchable achievement (beat game on commander+ without losing a soldier) is disabled by save-scumming?
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