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On February 12 2016 16:54 hfglgg wrote: there is a possible continent bonus for a third upgrade. but other thats it i think.
continent bonuses are random? cause i have never seen that bonus ever yet
btw hacking a mech is only temporary? i wish all temporary control of stuff has a counter
+ Show Spoiler +like the commander at the last mission, his MC is 5 turns cooldown, so does that mean his MC will only last 5 turns?
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On February 14 2016 01:42 zev318 wrote:Show nested quote +On February 12 2016 16:54 hfglgg wrote: there is a possible continent bonus for a third upgrade. but other thats it i think. continent bonuses are random? cause i have never seen that bonus ever yet btw hacking a mech is only temporary? i wish all temporary control of stuff has a counter + Show Spoiler +like the commander at the last mission, his MC is 5 turns cooldown, so does that mean his MC will only last 5 turns? Continent bonuses are random, sector connections are random and only the psi ops Dominate is permanent.
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On February 14 2016 01:42 zev318 wrote:Show nested quote +On February 12 2016 16:54 hfglgg wrote: there is a possible continent bonus for a third upgrade. but other thats it i think. continent bonuses are random? cause i have never seen that bonus ever yet btw hacking a mech is only temporary? i wish all temporary control of stuff has a counter + Show Spoiler +like the commander at the last mission, his MC is 5 turns cooldown, so does that mean his MC will only last 5 turns? Hacking is indeed only temporarily. I wish it was clear with how long though
Regarding the spoiler + Show Spoiler +No it is not permanent and it is random how long it is, which is what has caused me to restart the final mission several times
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Have to redo the final mission set again. Had a whole lot of RNG go the wrong way on me early on, plus I'd forgotten to bring a Sniper along because my best one got hurt. I thought I could just do it anyway and not reload the mistake. Yeah, it was a hilarious long chain of "well, that didn't go my way".
Archons have a higher dodge/miss rate, but I went 1 for 12 on Overwatch shots on Archon charges. I got almost as much out of my 2 dmg Stock than I did all of my plasma-based guns. Though Reaper *finally* paid off: I got 4 Codex kills on 1 turn. That... was Awesome.
Kill Zone is actually really terrible until it finally works. When I first started using it, it really was "Miss Everyone Zone". Then my Sharpshooter hit Colonel and I suddenly pulled off a full 6-shot Kill Zone. What the RNG takes away, sometimes it gives right back. That was just so damn cool.
Anyone seen the numbers on "Bladestorm"? I get that it's a lower chance to Hit, but Bladestorm has made for some utterly hilarious chain of misses. One mission I had a Gatekeeper shooting the relay and it was really quite far away, so I ran my Ranger close enough to trigger the activation. The Gatekeeper moved forward, missed my Ranger. Both Archons missed their melee attacks and my Ranger missed all 3 Bladestorm attacks. I got a Flawless on that mission, haha.
I do look forward to what the Modding community comes up with. I wouldn't mind some more alien & mission types. I also think the Specialist could use a some more skills or a reload time on some of them. The 1-use effect stuff makes it a lot more limited, even if it's fun to Hack aliens. Oh yeah, you can hack a Sectoid via the Advent Towers. I also managed to grab a Sectopod that way for 2 turns. It was on a "destroy the relay" mission, which was made real easy when the Sectopod did it for me.
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after 5 consecutive flawless missions on legendary i got squadwiped because i am an idiot.
why would i play ironman when not 100% concentrated, why? :[
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On February 14 2016 02:59 hfglgg wrote: after 5 consecutive flawless missions on legendary i got squadwiped because i am an idiot.
why would i play ironman when not 100% concentrated, why? :[
Because in XCOM, moving that 1 extra square suddenly agros most of the map onto your head.
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the game should give you a math puzzle before you can enter each mission. someone should mod that in.
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well taking over mech units is always the same duration, have to keep it in mind. Luckily I got owned early in the game ... shut a mech down, mech out for 2 rounds ... learned that current round is included in a not so pretty way lol.
Had luck with Hacking increase, so <3 enemy Mechs. And I like that you can shoot them even when you control them.
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I really don't like some of the current LoS/pod activation rules.If you are moving completely out of sight up to a spot that is full cover and right where sight begins, the pod shouldn't see you.
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you see them, they see you, same principle with mirrors in the gym or creepily glancing at strangers in the subway.
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I'm trying different starts for a psi rush and it really seems like I'll end up teching into mag weaps before I even get a chance to build a psi lab. When is the blackmarket supposed to come available? I got well into april without it, so getting real fast psi tech really comes down to RNG if you get elerium from anywhere or not.
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On February 14 2016 06:49 daemir wrote: I'm trying different starts for a psi rush and it really seems like I'll end up teching into mag weaps before I even get a chance to build a psi lab. When is the blackmarket supposed to come available? I got well into april without it, so getting real fast psi tech really comes down to RNG if you get elerium from anywhere or not. Was the same for me. Supply raid on 6th April was the first Elerium I got. Blackmarket opened later in the month (didnt record date).
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Was there some patch/update lately ?
Right now, he game always starts with the default keybinding (which sucks as a lefty) - I can change it, it works as long as I play, but the next time I start the game again, it defaults *grrrr*
Anybody know a solution to that problem ?
(PS: already went to \Documents\My Games\XCOM2\XComGame\Config and looked at the xcominput.ini -- when I change the keybindings ingame, it gets a new timestamp suggesting that it got saved/changed, but still i get the standard keybindings the next tiem I start the game...)
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On February 14 2016 08:30 Talaris wrote: Was there some patch/update lately ?
Right now, he game always starts with the default keybinding (which sucks as a lefty) - I can change it, it works as long as I play, but the next time I start the game again, it defaults *grrrr*
Anybody know a solution to that problem ?
(PS: already went to \Documents\My Games\XCOM2\XComGame\Config and looked at the xcominput.ini -- when I change the keybindings ingame, it gets a new timestamp suggesting that it got saved/changed, but still i get the standard keybindings the next tiem I start the game...)
Is the game overwriting it? In other steam games you can change the file to readonly so that it won't be overwritten.
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I'm not sure, it just started like this 2 or 3 days ago.
Good idea though, thanks - will try that after making my changes.
PS: nope, did not help. =/ Changed key bindings, file got a new time stamp, made it read only. Exited game, started anew - still default keys o.0 As if it did not change the bindings at all ...
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God damn doors. Aren't they supposed to block line of sight? Go into a room through a window with door closed. Relay is in next room, I expect them to hear me break the window even though I'm already revealed, but shouldn't be that big of deal. A pod sees me through the door activates, viper pulls my guy close into vision of a second pod. It all goes to shit after that.
Yay we can open and close doors in this game, doesn't seem to matter with how buggy doors are. When a pod is planning to come through a door the overwatch shots will almost always shoot before they can even to the door and open it.
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ugh my save got corrupted just 1 enemy before finishing the last mission. Just like it happened to me in xcom 1. Welp tomorrow is a new day I guess.
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On February 14 2016 09:24 BlackMagister wrote: God damn doors. Aren't they supposed to block line of sight? Go into a room through a window with door closed. Relay is in next room, I expect them to hear me break the window even though I'm already revealed, but shouldn't be that big of deal. A pod sees me through the door activates, viper pulls my guy close into vision of a second pod. It all goes to shit after that.
Yay we can open and close doors in this game, doesn't seem to matter with how buggy doors are. When a pod is planning to come through a door the overwatch shots will almost always shoot before they can even to the door and open it.
Buildings are often completely broken in XCOM2. It's not uncommon for stuff to see / shoot through floors, roofs, walls or doors for no apparent reason.
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Well I just beat the game yesterday on Commander (no ironman) with dire need of save scumming on the 2nd last and last mission. And with strictly the goal of beating it I'm glad I save scum... one tile difference in both missions especially the very end against the Avatars cost me the entire mission the first time around. Oh well decent storyline and ending... looking to see the possibility of + Show Spoiler +TFTD parts or something like them *cough Lobstermen* in the next expansion or bonus content down the road
Might play the game again when they fix the damn performance issues... could never play with more than 20 FPS this whole time
Oh and 'dodge' and grazed shots for the enemy is such bs... probably the worst of all RNG in this game I hope will eventually have counters in the future
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So has been anyone been trying out mods? Been having issues with mods, some gave me a permanent black screen on my turn so I couldn't see where to move or shoot. Another failure was as soon as the cinematic for the new game start plays I would instantly be jumped to the fail mission screen on Firebrand, but it would be failing a random mission not gatecrasher. The second one happened much more frequently, I don't think any one mod caused it or even any mods conflicting. The fix seemed to be do undo all mods with the refresh button and redo them.
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