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XCOM 2 - Page 66

Forum Index > General Games
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Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2016-02-19 18:20:45
February 19 2016 18:17 GMT
#1301
The bad thing about hacking RNG is that its hard to have a backup plan, either you control/disable the sectopod who has like 30 hp and the ability to take 3/4th of ur soldiers health or just straight up 1shot him) or you fail and have to focus everything on the sectopod, even if you do manage to bring him down then you have to deal with the rest of the baddies.

I have had the 50% off scanning for a month 1-2 and that shit is just straight up broken.
WriterXiao8~~
Talaris
Profile Joined March 2011
Switzerland753 Posts
February 19 2016 18:23 GMT
#1302
On February 20 2016 02:38 BlackMagister wrote:
I think hacking rolls are way too low to begin with. The chance of success for the 2nd bonus is almost always too low to be worth trying and the first bonus is usually around 50/50 on objects with the feedback penalty being more severe than the very minor buff you get. On enemies you can more reliably get the stun bonus with 50/50 on mind control. The only way to increase hacking is the skulljack and a very rare objective hack bonus that will give that specialist a 20+ hack permanently bonus. I've only seen it once and my specialist failed it on a 80% success roll.

I'd prefer higher odds with lower rewards and lower duration on hack mind control. Heck the Psi Class has much higher rewards with higher chance of dominate.


Yeah, the original hacking is in a strange spot.
Right now I'm trying a mod that removes the mission-based +5%/+20% all together and incorporated that into a simple +10/level up (instead of +5).
So far I'm liking it, as ranks matter more now - and less the luck factor. It removes the 200+ hacking genius as well, but as I disliked that mechanic as well, it's fine for me if my hackers max out at 110 (+40 from gremlin).
More consistent that way.
-= Jaedong // HerO // HasuObs // Unholy Alliance =-
Talaris
Profile Joined March 2011
Switzerland753 Posts
February 19 2016 18:27 GMT
#1303
@sectopod: I have to admit that after my 1st playthrough I started to mostly ignore them for 1 round to deal with the other stuff around it. So far it's the easier strategy for me.
As kipsate said you'd have to focues everything on it and thus keep the aliens alive. But Sectopods just got like 70 aim, so I rather take that risk of getting hit by 1 big shot from the sectopod than getting 3+ medium damage shots from other opponents at 80%+.

-= Jaedong // HerO // HasuObs // Unholy Alliance =-
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 19 2016 18:31 GMT
#1304
well the way i see it is that if you fail the hack you still have a mimic beacon. i use hacking similar to mindcontrol or low percentage shots. if they hit i have saved one turn, if not i have to spent some consumables.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 19 2016 18:56 GMT
#1305
Any word on the patch to make the game run like less garbage?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 19 2016 19:35 GMT
#1306
On February 20 2016 03:56 Plansix wrote:
Any word on the patch to make the game run like less garbage?

Not much, but Solomon says they are working on it. So yeah, nothing new.

https://www.rockpapershotgun.com/2016/02/19/xcom-2-framerate/

andrewlt
Profile Joined August 2009
United States7702 Posts
February 19 2016 20:37 GMT
#1307
On February 20 2016 03:31 hfglgg wrote:
well the way i see it is that if you fail the hack you still have a mimic beacon. i use hacking similar to mindcontrol or low percentage shots. if they hit i have saved one turn, if not i have to spent some consumables.


I use hacking to save myself the cooldown on stasis. It can potentially free up my psi to do something else. I am more likely to attempt to use hacking to disable enemy units though. It's the hacking street terminals and the like that I usually skip unless I'm pretty much done with the mission.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
February 19 2016 21:02 GMT
#1308
On February 20 2016 02:45 xDaunt wrote:
I see people on Reddit bragging about how they're always hacking Sectopods and other bullshit. I refuse to believe that they are doing this without savescumming out the ass.


Savescumming doesn't work for hacking. You'll get a different percentage every time, but pass/fail chance is always locked unless you change the RNG by moving something else.
renlynn
Profile Joined May 2011
United States276 Posts
February 19 2016 21:06 GMT
#1309
it still lets you bypass the risk. if you fail the hack you can just reload and do something useful with your action instead of getting the fail penalty.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
February 19 2016 21:16 GMT
#1310
Hacking has a large range and you can literally just move a different square before attempting to hack to try again.
WriterXiao8~~
andrewlt
Profile Joined August 2009
United States7702 Posts
February 19 2016 21:20 GMT
#1311
I savescummed to get the control a sectopod achievement. I moved my specialist to the same spot and the RNG results were different each time.
Gorsameth
Profile Joined April 2010
Netherlands22005 Posts
February 19 2016 21:30 GMT
#1312
On February 20 2016 03:17 Kipsate wrote:
The bad thing about hacking RNG is that its hard to have a backup plan, either you control/disable the sectopod who has like 30 hp and the ability to take 3/4th of ur soldiers health or just straight up 1shot him) or you fail and have to focus everything on the sectopod, even if you do manage to bring him down then you have to deal with the rest of the baddies.

I have had the 50% off scanning for a month 1-2 and that shit is just straight up broken.

That is why you have things like Psi Ops who can just stasis it if you fail the hack, clean up his buddies and then focus him dead in 1 go.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 19 2016 21:44 GMT
#1313
Or just don't hack, rupture the fucker, and finish it off with a ranger or a gunslinger.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 19 2016 23:32 GMT
#1314
I'm curious how useful you guys have found the rupture skill. By the time I get it, it seems useful only against sectopods. It's nice to have against gatekeepers, andromedons and avatars but there's enough ways to deal with those that it isn't really that game-changing. On most missions, I would actually prefer my grenadier to use a grenade to shred the armor and damage multiple targets.

A gunslinger with bluescreen rounds is just awesome to deal with sectopods. It makes that three hit skill (face-off?) almost as good as serial.
Gorsameth
Profile Joined April 2010
Netherlands22005 Posts
February 19 2016 23:38 GMT
#1315
On February 20 2016 08:32 andrewlt wrote:
I'm curious how useful you guys have found the rupture skill. By the time I get it, it seems useful only against sectopods. It's nice to have against gatekeepers, andromedons and avatars but there's enough ways to deal with those that it isn't really that game-changing. On most missions, I would actually prefer my grenadier to use a grenade to shred the armor and damage multiple targets.

A gunslinger with bluescreen rounds is just awesome to deal with sectopods. It makes that three hit skill (face-off?) almost as good as serial.

It is an amazing skill (tho indeed it would be better on almost any other class (god the Rupture Sniper I got was beyond sick)) but the ability is still really good. In normal missions you don't really need it but it really shines in the final mission + Show Spoiler +
Where it lets you kill Avatars faster then anything else

The grenade shred is not that big of a deal as a tradeoff since the shot should Shred aswell
It ignores such insignificant forces as time, entropy, and death
Disengaged
Profile Joined July 2010
United States6994 Posts
February 20 2016 10:26 GMT
#1316
Well, I just suffered one of the most, if not the most stupidest, and saltiest way to lose a campaign.

The campaign was going super well. I had power armor, plasma weapons, things were going great. Then comes a VIP escort mission where I encounter my first Andromedons or whatever, "big daddies". It was still very easy, the map wasn't that big and the evac was pretty close. Activated the last pack that was under the evac, didn't think an acid grenade would destroy the roof so I shot it out at the "big daddy" and 2 sectoids. Had 3 turns left, lets just say the RNG wasn't in my favor in the shots department. Like 1 or two turns later, the roof collapses due to the acid grenade, evac is gone, and a new one pops up. It pops up 1 screen away and not a single soldier could dash there, not even the VIP. Everyone got captured. All my best soldiers. Gone.

Lost my best sniper who had about 60+ kills, was max rank, and had serial. Best max rank specialist. Best max rank Ranger. And two captain grenadiers, along with a new grenadier in training.

Then got a relation mission two days later, encountered my first chrysallids there. I even said it to myself, I'm either going to lose the campaign right here, or win the mission and continue on being major life support.

Learn from my mistake. Don't use ANY grenades under the evac or on the evac point, even if you think the type of grenade won't collapse the roof.
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 20 2016 10:47 GMT
#1317
On February 20 2016 08:32 andrewlt wrote:
I'm curious how useful you guys have found the rupture skill. By the time I get it, it seems useful only against sectopods. It's nice to have against gatekeepers, andromedons and avatars but there's enough ways to deal with those that it isn't really that game-changing. On most missions, I would actually prefer my grenadier to use a grenade to shred the armor and damage multiple targets.

A gunslinger with bluescreen rounds is just awesome to deal with sectopods. It makes that three hit skill (face-off?) almost as good as serial.

It's the oppossite for me, normally when i am at that point, i don't care that much about shooting enemies in cover due to how much you can inflate your to hit chance.

It's perfect on a grenadier, as you want them to shred armor + damage in it's first shot. It's an automatic crit which benefits from rupture itself, so instead of 12-14 crit it does 15-17 damage, which is pretty good by itself. What's there not to like ?

I can understand it if you are not using more grenadiers, heavy weapons, etc, but i think you would be just handicapping yourself.
Gorsameth
Profile Joined April 2010
Netherlands22005 Posts
February 20 2016 10:52 GMT
#1318
On February 20 2016 19:26 Disengaged wrote:
Well, I just suffered one of the most, if not the most stupidest, and saltiest way to lose a campaign.

The campaign was going super well. I had power armor, plasma weapons, things were going great. Then comes a VIP escort mission where I encounter my first Andromedons or whatever, "big daddies". It was still very easy, the map wasn't that big and the evac was pretty close. Activated the last pack that was under the evac, didn't think an acid grenade would destroy the roof so I shot it out at the "big daddy" and 2 sectoids. Had 3 turns left, lets just say the RNG wasn't in my favor in the shots department. Like 1 or two turns later, the roof collapses due to the acid grenade, evac is gone, and a new one pops up. It pops up 1 screen away and not a single soldier could dash there, not even the VIP. Everyone got captured. All my best soldiers. Gone.

Lost my best sniper who had about 60+ kills, was max rank, and had serial. Best max rank specialist. Best max rank Ranger. And two captain grenadiers, along with a new grenadier in training.

Then got a relation mission two days later, encountered my first chrysallids there. I even said it to myself, I'm either going to lose the campaign right here, or win the mission and continue on being major life support.

Learn from my mistake. Don't use ANY grenades under the evac or on the evac point, even if you think the type of grenade won't collapse the roof.

Yep had the same thing happen myself tho it didn't even take grenades, just overwatch fire on a reinforcement dropping on the evac point.
Fortunately I wasn't playing Ironman so I savescummed my way out but I would not mind a mod that prevents the roof under an evac from being destroyed. Its practically impossible to do the mission if it happens.
It ignores such insignificant forces as time, entropy, and death
Taf the Ghost
Profile Joined December 2010
United States11751 Posts
February 20 2016 12:21 GMT
#1319
On February 20 2016 19:52 Gorsameth wrote:
Show nested quote +
On February 20 2016 19:26 Disengaged wrote:
Well, I just suffered one of the most, if not the most stupidest, and saltiest way to lose a campaign.

The campaign was going super well. I had power armor, plasma weapons, things were going great. Then comes a VIP escort mission where I encounter my first Andromedons or whatever, "big daddies". It was still very easy, the map wasn't that big and the evac was pretty close. Activated the last pack that was under the evac, didn't think an acid grenade would destroy the roof so I shot it out at the "big daddy" and 2 sectoids. Had 3 turns left, lets just say the RNG wasn't in my favor in the shots department. Like 1 or two turns later, the roof collapses due to the acid grenade, evac is gone, and a new one pops up. It pops up 1 screen away and not a single soldier could dash there, not even the VIP. Everyone got captured. All my best soldiers. Gone.

Lost my best sniper who had about 60+ kills, was max rank, and had serial. Best max rank specialist. Best max rank Ranger. And two captain grenadiers, along with a new grenadier in training.

Then got a relation mission two days later, encountered my first chrysallids there. I even said it to myself, I'm either going to lose the campaign right here, or win the mission and continue on being major life support.

Learn from my mistake. Don't use ANY grenades under the evac or on the evac point, even if you think the type of grenade won't collapse the roof.

Yep had the same thing happen myself tho it didn't even take grenades, just overwatch fire on a reinforcement dropping on the evac point.
Fortunately I wasn't playing Ironman so I savescummed my way out but I would not mind a mod that prevents the roof under an evac from being destroyed. Its practically impossible to do the mission if it happens.


I watched some streams of the game before I got around to buying it, so I had seen that issue with the Evac locations. When it came up during my first playthrough (on normal difficulty), I actually grenaded the location myself, on the assumption it was better to know where I needed to move to and hit 3 aliens/shred armor in one shot. Hilariously, it moved the Evac location behind me. So I killed the last pod and got out with 5 turns remaining. That was nice.

Playing on Legendary now. Oh, wow, much savescumming. The retaliation missions can be brutal. I spent a very long while trying to figure one out, but I finally just gave up and evac'd out. It was the introduction of the Berserkers, and because of the layout of the map, I would always get 8 of the 11 enemies all at once. Yeah, got out cleanly, but I couldn't save that mission. And 28 health Berserkers ain't fun either.
Godwrath
Profile Joined August 2012
Spain10134 Posts
February 20 2016 12:38 GMT
#1320
Dragon rounds make berserkers cry.
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