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  #151  
Old 02-18-2016, 08:30 AM
BeepKillBeep is offline
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Originally Posted by Garula View Post
I had one of those avenger defender missions. At this point in the game, though, I'm pretty sure I could hold out against the reinforcements pretty much indefinitely. I killed about 40 aliens and had a gatekeeper dominated with a legion of psi zombies when I decided to just bail. Would reinforcements eventually have stopped coming or could I have kept the shooting gallery going forever?
That's awesome! I had one of those mind controlled on a ADVENT VIP capture (or kill) mission from the first pod. That thing was a blast to have.
  #152  
Old 02-18-2016, 09:56 AM
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I ended up mind controlling a Gatekeeper and an Archon in the same turn with Void Rift. However, since they were the final two enemies of a terror mission, the mission just ended successfully with them both sitting there drooling. Kind of a shame, as I was interested in taking the Gatekeeper for a test drive. Mind control and hack are a great way to get a better feel for enemy skills, stats, odds, etc.

Last edited by oft wears hats; 02-18-2016 at 09:57 AM.
  #153  
Old 02-18-2016, 10:44 AM
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Ran into my first Gatekeeper last night. I was surprised that I couldn't hack it because I was sure it was robot. It took three turns to kill, thankfully I had 2 mimic beacons still to use.

Also, I got a couple turns into a base defense before calling it a night. A fully upgraded and staffed defense turret is crazy helpful. It gives you eight extra shots a turn.
  #154  
Old 02-18-2016, 10:51 AM
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Originally Posted by BrianJ View Post
Does the game end when that runs out?
I ran out the timer once just to see what happens. The game just ends, a bit anticlimactically.
SPOILER:
The ADVENT spokesperson guy gives a press conference announcing that XCOM has been completely annihilated. It's not made clear what the Avatar project has to do with that victory, though.
  #155  
Old 02-19-2016, 04:44 AM
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I did a perfect retaliation mission. All 13/13 civilians survived. Who wants to touch me?

It was more luck than good play, but there was some good play too. That's super hard to pull off. I wish there was an achievement for it so I could see how rare it is. There's only an achievement for losing 3 or less.
  #156  
Old 02-19-2016, 06:15 AM
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I did a perfect retaliation mission. All 13/13 civilians survived. Who wants to touch me?

It was more luck than good play, but there was some good play too. That's super hard to pull off. I wish there was an achievement for it so I could see how rare it is. There's only an achievement for losing 3 or less.
Wow, that is impressive! Luck or not. The best I've done is 11 on the mission I described previously where three (of the four) pods started in visual range.

Can we get an AAR for that one?
  #157  
Old 02-19-2016, 06:53 AM
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If I save more than the required six is by accident, since the massive loses in Sidney in 1993 it has been my official policy that the safety of X-COM troops is the first priority in all Alien Terror missions.
  #158  
Old 02-19-2016, 08:10 PM
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Just finished my first campaign on Commander tonight. Holy mackerel, that last battle was hard. I just barely won, but damn was that satisfying. Didn't lose any troops, either (assuming that ending the battle before Spooky and Kickass bled out counts as not losing anyone). Now some spoilery thoughts about the story.

SPOILER:
So, in standard XCOM fashion, there was barely any story resolution, which is disappointing, but expected. I really wanted to see the Volunteer show up, though! Jake Solomon went out of his way to point out that the Volunteer didn't die when the temple ship exploded. I was so sure they would show up in some capacity.

I also wanted to find out what happened to Dr. Vahlen. Everyone seemed to be going out of their way to not talk about her,which made me think she wasn't captured or killed, but instead parted ways with XCOM on bad terms. I could easily see her going too far in one of her experiments and getting thrown out. I was expecting to find her working with ADVENT, willingly or no. Ah well.
  #159  
Old 02-19-2016, 08:26 PM
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Are berserkers exceedingly rare? I've only seen two in almost two full campaigns. They also lost their move on attack trait, which I thought was a cool way to make them unique.

Last edited by SenorBeef; 02-19-2016 at 08:27 PM.
  #160  
Old 02-19-2016, 08:43 PM
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Are berserkers exceedingly rare? I've only seen two in almost two full campaigns. They also lost their move on attack trait, which I thought was a cool way to make them unique.
I only encountered them on one or two terror missions and the final mission. So yeah, they're rare as far as I can tell.
  #161  
Old 02-19-2016, 09:13 PM
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Yeah, i didn't run into berserkers until the very last mission on my first playthrough. Just lost my ironman save to an after mission crash, which still happens like a third of the time for me, good thing to learn early i suppose.
  #162  
Old 02-20-2016, 12:55 PM
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I haven't finished a playthrough yet, but I've finally reached the point where my troopers have some armor and weapon upgrades going for them and I'm not having to fall back on rookies after every mission.

My crowning achievement so far was during a retaliation mission. I set my sniper up on a rooftop for the height advantage... and then, after I came out of concealment, three Chryssalids jumped up onto said rooftop and went after her in melee combat. Whoops.

She survived the alien turn, so I moved her to the other side of the rooftop, and then had one of her comrades fire his rocket launcher at the Chryssalids, wounding them, destroying the roof, and causing them to fall through to the ground level for additional falling damage. I then went back to my sharpshooter, and then had her use her Faceoff ability to fire her pistol at all of the Chryssalids and finish them all off, which got me the "Now I Am Become Death" achievement.

I only lost one civilian on that mission.
  #163  
Old 02-23-2016, 05:05 PM
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Completely by accident, I discovered another strategy for the use of the mimic beacon. If the enemies are primarily melee guys, they'll run over and try to melee the mimic beacon. If you set up a ranger with bladestorm such that the enemies have to run past him to get to the mimic beacon, the ranger will get one free hit on each of them as they go past.

Just used this to great effect with an archon and a couple of mutons.
  #164  
Old 02-24-2016, 12:32 AM
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When you have a shadow chamber, and it tells you what aliens you'll face on that mission, what is the number next to it supposed to mean? I thought it was alien count, but I just faced 27 alines on a mission that said 11. Is it some sort of difficulty rating?
  #165  
Old 02-24-2016, 01:33 AM
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Are you supposed to build the Shadow Chamber? I wasn't sure .
  #166  
Old 02-24-2016, 08:17 AM
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I wonder if it's viable to have a psi-only squad. It'd take a while to train them up, but then you could run in there and dominate 6 enemies which would be kind of ridiculous. PSI is very powerful - you get a lot of varied abilities, you can train them up rather than needing to level them up, and only training two at a time isn't a huge limitation in normal circumstances.

Last edited by SenorBeef; 02-24-2016 at 08:19 AM.
  #167  
Old 02-24-2016, 09:27 AM
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Do the end of game world stats work for you guys? I got stuck indefinitely at "obtaining world stats"
  #168  
Old 02-24-2016, 12:32 PM
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I got stuck at the global stat lookup, as well.
  #169  
Old 02-24-2016, 01:43 PM
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I think the best way to balance mimic beacons would be for them to get destroyed if the aliens manage to destroy it during their turn.
  #170  
Old 02-24-2016, 02:22 PM
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I rather like that idea. There's already a bit of balance in that the later game basically requires that you toss the mimic behind cover, to increase its chances of surviving the round. But even so, it's still definitely overpowered.

If they do change it in a patch or expansion, my guess is that they'll just make them single-use only. It adds the most balance for the least programming effort. Applying conditional rules or altering the enemy reaction is a lot more effort.

What I would have enjoyed was a bit more depth and flexibility for the stealth options. For example, if you deployed a mimic beacon while concealed, it would instead project an ADVENT unit, and actual units wouldn't bother to patrol to that spot. Or it could project a radius within which the players would appear as ADVENT, and not lose concealment. Again, not likely to see this, but it would have been neat.

Speaking of stealth, has anyone tried to solo an Avatar Base mission yet? I've heard it's one of the easier ways to complete those missions. While it seems a bit ruthless, I could see myself hiring a fresh rookie and sending them in alone. Once they set the bomb, the mission succeeds even if the party is killed, right?
  #171  
Old 02-24-2016, 02:27 PM
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Originally Posted by DigitalC View Post
I think the best way to balance mimic beacons would be for them to get destroyed if the aliens manage to destroy it during their turn.
Isn't that how it already works? I thought once the beacon was destroyed, the aliens starting attacking other targets.
  #172  
Old 02-24-2016, 02:42 PM
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He means that if it gets destroyed, the item is removed from inventory and can't be reused on a subsequent mission.
  #173  
Old 02-24-2016, 03:03 PM
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He means that if it gets destroyed, the item is removed from inventory and can't be reused on a subsequent mission.
Yeah this. I have seen suggestions to make them single use only, but that seems a bit harsh with the 2 faceless corpses required per, having it be destroyed if it actually gets destroyed should be a balanced compromise.
  #174  
Old 02-24-2016, 03:12 PM
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True. If they made such a mod, they could also alter the cost or something. Or they could make it so it's only lost if deployed on an evac mission. Though that wouldn't have as much of a tactical trade off.
  #175  
Old 02-25-2016, 05:37 AM
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Trying a commander playthrough with actual ironman mode enabled. I know I generally recommend against that, but the temptation was too high with my psuedo-ironman mode last run and I reverted a two awful mission results where everyone died to ridiculousness.

To offset the difficulty somewhat, I'm running a mod that lets me add a 7th and 8th squad member.

I'm also trying true concealment, which is the one that reduces timers, but doesn't start the countdown until you break stealth. That seems like a more fun way to do things than to be on the clock even though you haven't been detected yet.

Last edited by SenorBeef; 02-25-2016 at 05:38 AM.
  #176  
Old 02-25-2016, 09:29 AM
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I'm a little disappointed how concealment works when you have a ranger still concealed. I was doing a VIP rescue mission last night. Took care of the first two pods easily. My ranger scouted ahead and spotted the last POD (featuring a gatekeeper). Looking at the red detection symbols, there was a clear path to the VIP and the extraction zone. I figured I could just keep everyone else out of those red zones and be good.

Nope, the red zones only apply to those in concealment. My specialist was spotted, I got hit hard, and the VIP died. I made it to the extraction zone with one turn left and four gravely wounded soldiers.
  #177  
Old 02-25-2016, 09:45 AM
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Yeah, once you're out of concealment, it's all line-of-sight. If one of your unconcealed units gets LOS to a pod, you both see each other. Heck, it even partially applies to controlled enemy units. Last night, I was on an Avatar sabotage mission, and ended up making a reckless decision that activated 10 of the enemies on the map, with three flanking me. I managed to hack one of the two turrets that was near the edge of my vision, which immediately activated a second turret and three Vipers, bringing the enemy count up to 14. It was a hell of a fight, but I managed to make it out with minimal injuries only. Very fun, but I was still annoyed that hacking a unit activated more enemies due to the increased LOS.

Last edited by oft wears hats; 02-25-2016 at 09:45 AM.
  #178  
Old 02-26-2016, 10:04 AM
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The wounding system is too random. I had a guy taken down to 1 hp, healed back up to 9, and then taken back down to 1 again. So he was about as hurt as you can be. But he just qualified as "wounded" with a 7 day recovery time. Meanwhile it seems guys who get hit for less than half their HP often come up gravely wounded with 2-3x that recovery time.

Commander ironman is going surprisingly well with very few losses so far. I haven't even progressed to the point where I can unlock 7-8 soldiers per mission, so that isn't even helping yet. Cash has been tight though - I'm almost into June and I don't have a proving grounds up yet and only 4 resistance contacts - Intel has been tight too, not enough intel to make new contacts.
  #179  
Old 02-26-2016, 10:10 AM
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I've been dodging UFOs left and right. Is that a thing that just happens in Commander mode? There's no dark event about a UFO hunting me down - I've just spotted one flying around 3 times.
  #180  
Old 02-26-2016, 10:16 AM
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Just completed my second play through at the highest difficulty setting (not Ironman though). This time I put in a number of mods for various things that were on Steam. A mod for new terrain, one to increase squad size, another to allow me to build everything I researched, a couple others. They definitely enhanced the game, though nothing so far is at the level of Long War to really change things. I'm hoping there are going to be some good game enhancements in the DLCs as I think I've taken the game as it is about as far as I want to right now.
  #181  
Old 02-26-2016, 11:20 AM
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So this happened. I needed that cover, too.
  #182  
Old 02-26-2016, 11:37 AM
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Xcom Barracks has some fun characters you can download. I did a pretty good cast of Predator but someone else already had one up there. Ah well. The L4D cast is surprisingly good. And of course you didn't know you needed Macho Man in your squad.

Last edited by SenorBeef; 02-26-2016 at 11:38 AM.
  #183  
Old 02-26-2016, 07:37 PM
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Hooray for bugs. My internet was down for several hours tonight, and it seems like XCOM 2 gets a bit buggy in that situation. I had to restart twice because it was having problems loading textures and decided it would never show me the quit menu. Then, once that went away, I completed a mission and the game got stuck right before the casualty report. I had to quit and reload; it gave my soldiers their XP and promotions from the mission, but otherwise acted like I had skipped the guerilla op. Avatar progress, no reward, warning that I shouldn't skip ops. Dandy. And then a retaliation mission right afterwards. This may only be a Veteran Ironman but with all this crap, it's feeling more like Commander.
  #184  
Old 02-27-2016, 07:16 AM
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So I'm playing through commander and knocking down Avatar facilities only pulls back Avatar progress by 1. I thought it was supposed to undo any progress made by that facility? The two facilities were up during the Avatar Project climb to the top, so they have to be worth more than 1.

I'm extremely late to build a proving grounds (and a skulljack to advance the main story) - does that relate to it, or do facilities just eliminate on progress when you take them down? At that rate I'll have a very difficult time stopping the Avatar project, since I have to contact 2-3 new sectors for each facility, and that only grants me -1. I guess I need to haul ass on the main storyline.
  #185  
Old 02-27-2016, 07:50 AM
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The top tier medic talent restoration doesn't actually do what it says it does.

"The Gremlin flies to each squad member, healing or reviving them as needed"

I have 2 panicked guys, one is unconcious, and one (the medic) is hurt a bit. Perfect situation for restoration, right? So I hit it. And... the medic heals himself for 2 hp. That's it. Doesn't do anything for the panicked people (which revive fixes, he even has the revive talent, not that it says he needs it) or the guy bleeding out.

If it worked here, the mission would be saved, easily. Without it I may end up losing 3 guys.
  #186  
Old 02-27-2016, 08:30 AM
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Quote:
Originally Posted by SenorBeef View Post
So I'm playing through commander and knocking down Avatar facilities only pulls back Avatar progress by 1. I thought it was supposed to undo any progress made by that facility? The two facilities were up during the Avatar Project climb to the top, so they have to be worth more than 1.

I'm extremely late to build a proving grounds (and a skulljack to advance the main story) - does that relate to it, or do facilities just eliminate on progress when you take them down? At that rate I'll have a very difficult time stopping the Avatar project, since I have to contact 2-3 new sectors for each facility, and that only grants me -1. I guess I need to haul ass on the main storyline.
You can tell how much an avatar facility is contributing to the project by the little squares under the location. If there's only one square, it's only worth one point of progress. There's also a monument thing in the middle of the Pacific Ocean (or at least that's where it was in my game) that builds up, but you can't attack it. That's where progress from dark events goes. When you complete story missions, you reduce the progress from that place.
  #187  
Old 02-27-2016, 10:01 AM
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Aha, I didn't notice the little square things, that definitely helps.

I was able to set back the ocean HQ a bit by catching up on some story quests.

The game has been getting rougher in a way that it typically doesn't. Usually you have a very tough early game, but if you manage to keep a core group of troops alive, by the time they've got a few ranks under your belt they become easier to keep alive and the game becomes easier. But if you take a major loss, and have to resort to lower quality troops, then suddenly the game is much harder. It's unusual in that way - if they design the curve to assume you'll keep all your troops, it becomes way too hard if you take losses. But if they design it to assume you'll have trouble keeping veterans alive, it becomes too easy. People often say that the game is too easy later on - but that's only if you've had early success and kept it all together.

On this run, though, I'm having the opposite scenario. I had a very successful early game with very few losses, and now I've got a tough squad, but I'm having trouble keeping up with the escalating alien powers and I'm losing high ranking guys fairly frequently, which is making the whole thing hard to hold together.
  #188  
Old 02-27-2016, 05:16 PM
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I just had the best bug happen to me. I hacked the tower to disable the enemies. Disable was supposed to last for two turns. Instead, it lasted for the entire mission. So, all the enemies just sat their like lemons while I shot them to pieces.

One of them was a sectopod.

It was great.
  #189  
Old 02-27-2016, 05:57 PM
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I just had the best bug happen to me. I hacked the tower to disable the enemies. Disable was supposed to last for two turns. Instead, it lasted for the entire mission. So, all the enemies just sat their like lemons while I shot them to pieces.

One of them was a sectopod.

It was great.
I had that happen to me, it carried over to the next mission too. I had to restart the game to fix it.
  #190  
Old 02-29-2016, 11:09 AM
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I had that happen to me, it carried over to the next mission too. I had to restart the game to fix it.
I had this bug happen to me as well. Restarting the game fixed it for me too.

Quote:
Originally Posted by SenorBeef View Post
The game has been getting rougher in a way that it typically doesn't.
I had that issue until I caught up on tech - I prioritized power armor over plasma weapons, and it was tough to kill enemies fast enough. Once I managed to get plasma weapons AND power armor, I felt like things evened out again. Getting a couple of effective Psi's in there who could do some effective stuff made a big difference as well.

My current playthrough I was in really rough shape in the mid-game - I got to the 21 day counter twice before taking out a facility each time - but now I'm close to the end game and I've managed to knock the Avatar counter all the way back down to 2 blocks (this is on Veteran difficulty)
  #191  
Old 02-29-2016, 11:16 AM
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PSI guys seem too powerful. You can train them up without combat, and you can end up loading them with a ton of abilities.

I think a good tweak that makes sense for both the player and aliens is that while you're mind controlling a unit, you can't do anything else but move. Or at least no other psi-abilities. Seems like enough of your attention would go to steering the guy you're mind controlling that you couldn't also act independently. It would still be a very powerful ability even with that restriction.

Last edited by SenorBeef; 02-29-2016 at 11:17 AM.
  #192  
Old 02-29-2016, 11:24 AM
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I just got my PSI guy completely leveled up. He's now a permanent part of my team (replacing my blade ranger who got killed in an Advent facility raid). I agree they are super powerful. Especially once you get the alien psi amp.
  #193  
Old 02-29-2016, 01:30 PM
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Speaking of which, a blade ranger is probably the worst class. Reaper is nice, but the blade just doesn't do enough damage to be effective. I'd like to see a future mod/DLC to change the blade ranger into some sort of stealth warrior. Like if you kill an alien with a blade it won't break concealment if no one sees you. Maybe add a dart gun weapon that wouldn't break concealment either, with different effects (sleep dart, poison dart, tracking dart, etc.)
  #194  
Old 02-29-2016, 07:30 PM
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A fully-trained Psi is intensely overpowered compared to anybody else, but that's kinda their point. They cost about as much as a weapon tier to get going, and it takes half to two-thirds of a campaign to max one out. You're only only ever going to have two, at most, whereas you can just outright buy a new veteran of any other class from the HQ or black market. Fielding your psi is a strategic risk well beyond the regular classes.

Also, they have a bit of an ability hole against pure robots, which is a major disadvantage in the mid-game if you're investing in early psi.
  #195  
Old 02-29-2016, 08:13 PM
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Reaper is nice, but the blade just doesn't do enough damage to be effective.
Blade is speed, specifically turn advantage. High accuracy finishers every turn with no cooldown and no reloading, at all the way out to dash mobility range. Against melee enemies, you generate free attacks in the form of bladestorm, and Reaper is huge turn value. Sure, Serial does the same thing, or the bigger radius explosives, but they all have different enough strings attached to fit different niches.

I kept one blade ranger in my roster for all of my L/I run and got decent traction out of them. Damage is not really their problem, as nothing's going to come close to the shotgun for damage anyway. My beef is with their base accuracy. Having to use an aim PCS or tracer rounds for reliable blade attacks undermines some of the value.
  #196  
Old 03-01-2016, 07:28 AM
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A fully-trained Psi is intensely overpowered compared to anybody else, but that's kinda their point. They cost about as much as a weapon tier to get going, and it takes half to two-thirds of a campaign to max one out. You're only only ever going to have two, at most, whereas you can just outright buy a new veteran of any other class from the HQ or black market. Fielding your psi is a strategic risk well beyond the regular classes.

Also, they have a bit of an ability hole against pure robots, which is a major disadvantage in the mid-game if you're investing in early psi.
That's a very good point, but I somewhat disagree about the mech ability hole. Null Lance does a tremendous amount of damage and ignores armor. It's wonderful for any target, and I often find myself using it against sectopods. With the best amp, it knocks off half of their health in one shot. It's true that psi op abilities are far more effective against organic targets, but they can still do loads of damage to mechs.
  #197  
Old 03-01-2016, 11:09 AM
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Blade Ranger is great if you pick the vastly superior rapid fire over reaper and stop thinking of the sword as your main weapon instead of just another tool. You should still be a shotgun ranger, but instead of getting two very good shots per mission (shadowstrike) with your shotgun and conceal you get run and gun every three turns, a slightly more effective sword for those times when you need to attack after a full dash and run and gun is down, immunity to overwatch (which synergies extremely well with the previous one), and an extremely effective chrysallid counter. Conceal rangers are also extremely good, but it is mostly because people think you have to take reaper if you go swords when rapid fire is the obvious choice either way. Nobody even thinks twice about taking untouchable over deep cover, another vastly superior obvious choice that runs the other way.
  #198  
Old 03-01-2016, 11:21 AM
enalzi is offline
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I really wish there was a way to step up a training schedule for the Psi Ops. It's really annoying that you have to stop what you're doing every couple days when you have two people training to pick their next skill.

Also, can we talk about how great the procedurally generated maps turned out? It could've been a disaster, but I think it made this game a lot more fun than EU/EW. I like started out each mission not really having any idea of what I'm going to be seeing.
  #199  
Old 03-01-2016, 11:22 AM
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Quote:
Originally Posted by SenorBeef View Post
PSI guys seem too powerful. You can train them up without combat, and you can end up loading them with a ton of abilities.

I think a good tweak that makes sense for both the player and aliens is that while you're mind controlling a unit, you can't do anything else but move. Or at least no other psi-abilities. Seems like enough of your attention would go to steering the guy you're mind controlling that you couldn't also act independently. It would still be a very powerful ability even with that restriction.
I think the balance for this is it takes a long time to train them up, and they aren't super effective until you can research and build the alien psi amp thingy. Also, the mind control is a one shot deal per mission...once that alien is dead it's used up. So, I don't agree it needs a rebalance as you suggest, though I do agree that once you fully train one up they are pretty awesome. But then, by the end of the game, my other guys are too. In my second play through, even on the hardest difficulty once my guys were fully leveled up and had the best armor and weapons they were pretty much unbeatable, even in the final 2 difficult missions. I wasn't playing Ironman, but I still did the last two missions as if I was (no reloads regardless of what happened) and I managed to do them both without losing a single guy...though they were beat up quite a bit by the end.

Last edited by XT; 03-01-2016 at 11:23 AM.
  #200  
Old 03-01-2016, 11:37 PM
F.Pu-du-he-pa-as is offline
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I attacked a Gatekeeper (is that what they're called? I usually just refer to them as the Super Happy Fun Ball or Super Happy Fun Ball of Death) and two archons with void rift. The two archons ended up disoriented, and the gatekeeper panicked and shot one of the archons.

That felt so, sooo good. I just sat there for a while clapping my hands with glee.
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