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Offlineakira_akuma
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Xcom 2
    #22861147 - 02/03/16 08:08 PM (8 years, 1 month ago)

i might have to get a PC upgrade.



it's released tomorrow.

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OfflineBeanhead
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Re: Xcom 2 [Re: akira_akuma]
    #22861576 - 02/03/16 09:43 PM (8 years, 1 month ago)

Yup hope to win it soon :3

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Re: Xcom 2 [Re: akira_akuma]
    #22869216 - 02/05/16 10:20 PM (8 years, 1 month ago)

Am only about 4 hours deep at this point, but feeling quite satisfied thus far.

Combat mechanics are pretty spot on, there is a good balance of rewarding moments and "goddamnit did I really just let that happen?" moments.
Interesting variation to level maps already.

All sorts of character customization for each member of the squad to play around with.








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Offlineakira_akuma
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Re: Xcom 2 [Re: Tantrika]
    #22869267 - 02/05/16 10:36 PM (8 years, 1 month ago)

not only does A, it look cool (first shots i've seen are from you, Hoss, LOL) but B, it's supposed to be tailored as fuck and C, oh fuck did i just let that happen moments are my FAVORITE from Xcom...learning from my mistakes is the whole point of learning how to kick-ass.

damn i so wanna play it but my computer would shit the bed if i cracked this game open...i need a better comp cause it's PC only! i love it! i like that they made that choice!

keep us updated at your leisure!

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InvisibleTantrika
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Re: Xcom 2 [Re: akira_akuma] * 1
    #22870806 - 02/06/16 11:06 AM (8 years, 1 month ago)

Really like how they handled the graphics, it looks crisp and clean and animates well; the system of zooming in for combat scenes works well in providing extra attachment to the characters.
Just let me know if my screenshot bullshit is too obnoxious. :cookiemonster:

Do not think the system specs are very high, being a largely turn-based game.  Have heard of a few people having issues with FPS drops at times even though they out perform the recommended specs, so it might be that it is not all that optimized.
Personally only see 'fps drops' on the animated loading screens, and presume that is because it is loading the whole map at the same time as showing those animations.

Those oh fuck moments hit really well with character building -- when a game gets me customizing characters beyond stats, it increases my attachment to them, and makes it that much more involved of a feeling when shit goes sour.
Like when a game can make be thankful that some of my best units came back from a mission so injured they will be out of commission for a month, just because I was so grateful they survived at all.  It is one thing to have to level up a new pool of skills and stats, but you can't bring a likable character back from the dead.

...which brings me to my only 'criticism' of the system.  The customization is so high that, if I wanted to, I could basically just stylistically clone any character design I wanted to preserve beyond perma-death.

Aside from characterization, I like how it handles the overworld system.  Flying around in a stolen spaceship setting up guerilla armies to resist the alien overlords keeps the game engaging between the combat runs.
Research and Engineering projects on the ship receive just enough from cut scenes to feel meaningful in a story manner rather than just being tech and item trees.

The maps look great in terms of detail and style, there is a nice variety of backdrops and mission styles and layouts.  Keeps things feeling fresh even on radiant missions that essentially provide the same objective just on a different map.










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Offlineakira_akuma
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Re: Xcom 2 [Re: Tantrika]
    #22870900 - 02/06/16 11:37 AM (8 years, 1 month ago)

yeah getting a professional back on the field after hospital stay in the first one was always a good feeling, -- and no, the screen shots are awesome. :grin: put as many as you want.

they really out did themselves with this one, it looks like. Xcom was something that needed to be revived like it was, and remastered; and now improved on even still.

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InvisibleTantrika
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Re: Xcom 2 [Re: akira_akuma] * 1
    #22872570 - 02/06/16 07:53 PM (8 years, 1 month ago)

Quote:

akira_akuma said:
yeah getting a professional back on the field after hospital stay in the first one was always a good feeling, ...




Particularly fond of the PTSD ("Shaken") system in that regard.
A character that is grievously wounded has to go through a hospital stay, but is still left Shaken afterward, leaving a hit to Will.
Getting them back out in the field on a successful mission without injury can remedy the effect, and in turn give them a permanent bonus to Will.
It is nice, because it makes taking previously injured characters back out on new missions risky but rewarding.

Not 100% certain, but think the Shaken effect can also show up on a character that was nearby when a squadmate was killed.

There also seems to be a potential for the personality category to change -- one of my characters has been moody and shifted to the "hard luck" personality since her injuries and her friend dying.

Good stuff.








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Offlineakira_akuma
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Re: Xcom 2 [Re: Tantrika]
    #22872652 - 02/06/16 08:15 PM (8 years, 1 month ago)

Quote:


Particularly fond of the PTSD ("Shaken") system in that regard.
A character that is grievously wounded has to go through a hospital stay, but is still left Shaken afterward, leaving a hit to Will.
Getting them back out in the field on a successful mission without injury can remedy the effect, and in turn give them a permanent bonus to Will.
It is nice, because it makes taking previously injured characters back out on new missions risky but rewarding.




that's so cool! it's JUST like this book i'm reading, Zone One, a zombie book, they have PASD (or PAST, LOL), Post-Apocalypse-Survivor-Disorder :lol: -- aliens, zombies...meh, there's some similarities there!

but damn, that sounds like it'd work perfect as a risk reward management system! you wanna keep using your best most experienced soldiers, and since they'll get a bonus in Will if they DO end up taking a hit in Will after being hospitalized (varying depending on the severity (ie mortality rate in RL :tongue: ), the game encourages the player to risk using them again, in battle, while in a weakened state of Will, which is dangerous, but then if you pull it off, YAY!

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InvisibleTantrika
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Re: Xcom 2 [Re: akira_akuma] * 1
    #22874209 - 02/07/16 07:15 AM (8 years, 1 month ago)

As a system it is solid, it is helping to encourage me to vary my squad builds a bit differently based on if I need to carry a recruit through, a Shaken veteran through, or have a fully trained and healthy squad.
Am also fond of the fact that it serves to deter using a recruit as a meat shield to save a veteran unit in combat -- seeing the commander throw a rookie to the aliens can very easily cause a Shaken character to have a panic attack in combat.
Every unit on the team is already vital, but the way characters can interact mechanically helps drive it home.

Quite fond of the Concealment and Overwatch mechanics as well; drop into a mission unseen, sneak a squad into position, queue them up on Overwatch with reflex shots, attack the enemies with my final squad member, enemies take off running, trigger the attacks of opportunity and drop like flies.
Feels really satisfying to pull off each time.

In terms of squad variation, also really satisfied with class diversity.

Each class has its own specific lines of skills that keep them clearly defined from other classes, and the higher level a soldier is the more clearly defined she becomes.
However, even within the classes there is interesting build variation.  A hacker/robot Specialist is strategically quite different from a healer droid Specialist, and it can be rewarding to run a team with multiple soldiers of the same class in certain scenarios.












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Offlinedaz01
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Re: Xcom 2 [Re: Tantrika]
    #22876082 - 02/07/16 04:40 PM (8 years, 1 month ago)

I heard there is MASSIVE RNG (basically, luck factored and not skill factored) aspects to this game. Is this a big problem? I've heard it can you lose fights. Like, someone had a 85% chance to hit an alien, but they missed and died.


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Re: Xcom 2 [Re: daz01]
    #22876519 - 02/07/16 06:55 PM (8 years, 1 month ago)

Quote:

daz01 said:
I heard there is MASSIVE RNG (basically, luck factored and not skill factored) aspects to this game. Is this a big problem? I've heard it can you lose fights. Like, someone had a 85% chance to hit an alien, but they missed and died.




Have not had anything quite as extreme as that example, but have had a character knocked unconscious and taken down to one health in a single screwed up turn.
For the most part though, anything critically bad has been over a course of multiple errors.
Positioning and tactics mitigate most serious issues I have had.

Only on normal difficulty at the moment though; it could easily be all one-shots and less forgiving at hard and above.

Randomized map spawn has screwed me before though; failed a mission after running down turns, but not sure I could have killed my way through the aliens to the objective fast enough given how many there were and where they spawned.

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Offlinedaz01
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Re: Xcom 2 [Re: Tantrika]
    #22876662 - 02/07/16 07:38 PM (8 years, 1 month ago)

Quote:

SweetLeafSamadhi said:
Quote:

daz01 said:
I heard there is MASSIVE RNG (basically, luck factored and not skill factored) aspects to this game. Is this a big problem? I've heard it can you lose fights. Like, someone had a 85% chance to hit an alien, but they missed and died.




Have not had anything quite as extreme as that example, but have had a character knocked unconscious and taken down to one health in a single screwed up turn.
For the most part though, anything critically bad has been over a course of multiple errors.
Positioning and tactics mitigate most serious issues I have had.

Only on normal difficulty at the moment though; it could easily be all one-shots and less forgiving at hard and above.

Randomized map spawn has screwed me before though; failed a mission after running down turns, but not sure I could have killed my way through the aliens to the objective fast enough given how many there were and where they spawned.




I've heard the game is extremely hard and challenging, no matter what difficulty you are on, but the harder difficulties are ludicrously hard.

I've never played the other X-COMs, but I might buy XCOM2 once they get a few patches out and fix the larger problems that I've heard exist.


--------------------
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Edited by daz01 (02/07/16 07:39 PM)

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InvisibleTantrika
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Re: Xcom 2 [Re: daz01]
    #22876707 - 02/07/16 07:48 PM (8 years, 1 month ago)

Played the original Xcom back around when it was released, but did not play any of the more recent titles.
Have a fondness for the genre though, Final Fantasy Tactics was one of my much beloved original Playstation games.

They are quite unforgiving in general, and Xcom deals with lower health pools/more damage than some other games.

A lot of it is about choosing the least worst option, making intelligent sacrifices, using good cover, keeping units healed between skirmishes.

So long as you do not have the expectation that 100% of your units will live through the entire campaign, or that every mission will be a resounding success, it opens up quite a bit.
Making it out of a mission with a single remaining critically wounded unit and a "success" screen is a bittersweet feeling that really makes the game what it is.

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Offlineakira_akuma
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Re: Xcom 2 [Re: Tantrika]
    #22876803 - 02/07/16 08:10 PM (8 years, 1 month ago)

in otherwords, you will lose, you will also win whilst losing soldiers and, and you have to take each battle in stride...THAT is what becomes harder in further difficulties.

fml and my shitty computer. XCOM is such a wicked game...who invented it?

hmmm

Julian Gallop; whom also made Laser Squad for the ZX Spectrum. sweeet, an original  ZX Spectrum game that's awesome.

cool. excellent game design overall. now Firaxis has done more then their due to give it justice, which is what the series deserves.

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Re: Xcom 2 [Re: akira_akuma]
    #22876855 - 02/07/16 08:19 PM (8 years, 1 month ago)

im only on the third mission so far but every level at least one of your characters die. even the tutorial.

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Re: Xcom 2 [Re: chulutu]
    #22898779 - 02/13/16 05:36 AM (8 years, 1 month ago)

I finally started playing Xcom: enemy unknown (the first of this new xcom series) that has been sitting in my steam account for over a year uninstalled and untouched like a male character model in any of Samadhi's games. (DO YOU EVER NOT MAKE EVERYONE A GIRL TO TAKE SCREENIES OF?!?!?>! PERV!)

:wink:


I'm enjoying it but the first one is definitely a lot more 'basic' then I expected with all the great reviews it had.  Going to play it until I finish it (or some version thereof) or I get bored, then start 2.


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Re: Xcom 2 [Re: mndfreeze]
    #22899258 - 02/13/16 10:31 AM (8 years, 1 month ago)

Quote:

mndfreeze said:
I finally started playing Xcom: enemy unknown (the first of this new xcom series) that has been sitting in my steam account for over a year uninstalled and untouched like a male character model in any of Samadhi's games. (DO YOU EVER NOT MAKE EVERYONE A GIRL TO TAKE SCREENIES OF?!?!?>! PERV!)

:wink:
...




Oblivion was the last era where I made male characters on a regular basis. :lol:

There are a bunch of games out there I can play as male characters though; if the game is going to let me choose, going to go all female.

Realistically, my all-female rosters do not even begin to counter-balance the scales of my time spent playing mandatory male characters.  :tongue:

Now if you want to talk perv, my first time playing a female character online was when Jess and I used to play Scarlet Blade prior to ESO -- Korean MMORPG, at the time it was not possible (even lore/story based) to play male characters, everyone was a female and over half the community had paid for the nude option. :lol:



Have been back on GTA5 for a bit recently, should jump back into Xcom at some point but am easily distracted.

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OfflineReposadoXochipilli
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Re: Xcom 2 [Re: Tantrika]
    #22902573 - 02/14/16 02:50 AM (8 years, 1 month ago)

think i am going to bite on this and pick it up for my day off. need something to break up the age of wonders 3 and sc2


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Re: Xcom 2 [Re: ReposadoXochipilli]
    #22971299 - 03/03/16 10:25 PM (8 years, 26 days ago)

Had a little free sick time so I picked this up. Really enjoying it so far. Seems to be a good balance of wanting to learn although as mentioned sometimes things roll snake eyes or 6s.


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OfflineCj-B
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Re: Xcom 2 [Re: ReposadoXochipilli] * 1
    #22980807 - 03/06/16 08:42 PM (8 years, 23 days ago)

Rule of thumb for new players. More damage early-game >>>> better armor. Killing enemies in 1 shot will save you 10x more often than a single extra health point or two.

As far as RNG bullshit and other similarly retarded actions...well they do happen. And they're usually hilarious. Unless you're playing on Iron Man mode and it auto-saves after every move. In which case, they're still hilarious, but also rage-inducing if it was a critical move. I generally brush it off as 'in a real combat scenario things would be happening in a much faster, messier way that precludes perfect accuracy. As in XCOM things like dust and debris flying around or how heavily a soldier is breathing or injury don't effect accuracy. Pretty much the only time I'll reload if this happens is in the event of a total squad-wipe or my Bernie Sanders/Donald Trump/Bob Ross soldiers die.

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Re: Xcom 2 [Re: Cj-B]
    #23143064 - 04/22/16 01:03 AM (7 years, 11 months ago)

Quote:

Cj-B said:
Rule of thumb for new players. More damage early-game >>>> better armor. Killing enemies in 1 shot will save you 10x more often than a single extra health point or two.
...




Would like to come back and +1 this point -- more armour increases the likelihood that if someone takes damage they survive gravely wounded, but increases to damage can make it more likely that the squad survives unharmed.  Better to kill before the Aliens can fight back than weather the brutality.

As another tidbit, having a hacking protocol Specialist on the team can be a life saver.  Being able to override any Sectopod that shows up before it can start attacking can be an enormous advantage.
Every successful hack a Specialist makes seems to level up their skill, so hack early and hack often.

Would like to say, really like how different skillsets can synergize later in the game -- had a U.F.O. ground my ship earlier tonight and had to fight the waves off, but rather than battle to the pillar I just sent a Ranger with Phantom over in stealth and then gunned it down from over by my own platform with my Sharpshooter on Squadsight. :lol:

Also, screenshot spam while I am here. :cookiemonster:










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Offlinedaz01
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Re: Xcom 2 [Re: Tantrika]
    #23143618 - 04/22/16 08:33 AM (7 years, 11 months ago)

I just picked this up today!
It's so fucking fun!

I started the game on Legend difficulty (the second hardest) thinking I would manage but, I feel I got a very very hard starter mission on my first play-through (if the missions are random? not sure) and could not be bothered trying to finish it, so I went to the third hardest and I have been having soooo much fun!
The game seems to have so much depth and variety, with being able to find different loot and different upgrades, etc.
The difficulty is a perfect mix, with the auto saves and manual saving very handy.
If you mess up, you can go back 1 minute and do it all over again, perfecting your strat!

The game is slightly buggy, though. I am getting alot of bugs and glitches, mainly visual where enemies and me freeze up, and you just here sounds but see no graphics updating then it all suddenly updates.
I played a straight 6 hours since I bought it... 6 hours ago :feelsgoodman:


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OfflineCj-B
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Re: Xcom 2 [Re: Tantrika]
    #23143784 - 04/22/16 09:51 AM (7 years, 11 months ago)

Quote:

SweetLeafSamadhi said:
Quote:

Cj-B said:
Rule of thumb for new players. More damage early-game >>>> better armor. Killing enemies in 1 shot will save you 10x more often than a single extra health point or two.
...




Would like to come back and +1 this point -- more armour increases the likelihood that if someone takes damage they survive gravely wounded, but increases to damage can make it more likely that the squad survives unharmed.  Better to kill before the Aliens can fight back than weather the brutality.

As another tidbit, having a hacking protocol Specialist on the team can be a life saver.  Being able to override any Sectopod that shows up before it can start attacking can be an enormous advantage.
Every successful hack a Specialist makes seems to level up their skill, so hack early and hack often.

Would like to say, really like how different skillsets can synergize later in the game -- had a U.F.O. ground my ship earlier tonight and had to fight the waves off, but rather than battle to the pillar I just sent a Ranger with Phantom over in stealth and then gunned it down from over by my own platform with my Sharpshooter on Squadsight. :lol:

Also, screenshot spam while I am here. :cookiemonster:






You can also boost a specialists hacking ability by like 30 points by providing them with a Skulljack...which early game is fucking amazing. Should also note that a specialist is a godsend on those missions where you have to hack a computer within --- turns because you can do LOS hacking rather than needing to be immediately next to it. I usually roll with 2 grenadiers. Having 2 grenade launcher shots with significantly increased damage/range/cover destruction is soooooooooooo amazingly useful. I like to play fairly aggressively so being able to wipe out whole pods of aliens with a single shot from 1 soldier (or heavily damage at least 2 of them while destroying their cover so they can be mopped up by the rest of my squad) is a godsend.


By end-game I usually have my sharpshooters, specialists, psi operatives, and rangers outfitted with wraith armor (the grappling hook provides insane range (Sharpshooter straight to the highest roof for his first move to provide squadsight overwatch anyone?) + doesn't use a move + is reusable every few turns) while my grenadiers are outfitted with W.A.R armor for the heavy weapons...usually 1 blaster launcher and 1 shredstorm cannon per squad. Sometimes for missions I know will be tougher I'll swap one of my specialist's wraith armor out for a set of WAR armor cuz that third heavy weapon provides some serious firepower to one of the generally weaker damage dealing classes.

Oh, and as ever. Psi is MASSIVELY OVERPOWERED. Domination + Stasis + Rift + Null Lance + Soulfire (which is guaranteed damage AND heals you), + Insanity. I almost never run more than one because the game becomes simply way too easy if you do.


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Re: Xcom 2 [Re: Cj-B]
    #23144207 - 04/22/16 12:26 PM (7 years, 11 months ago)

Quote:

daz01 said:
...
The game is slightly buggy, though. I am getting alot of bugs and glitches, mainly visual where enemies and me freeze up, and you just here sounds but see no graphics updating then it all suddenly updates.
I played a straight 6 hours since I bought it... 6 hours ago :feelsgoodman:




The longer I play the more I encounter visual bugs, it is particularly prevalent with Archons and Chrysalids triggering Overwatch.  Not sure if it is how they move or what, but it will frequently break my camera and not show the animations for the rest of the enemy turn.
It was comical to me the first time I ran into a Gatekeeper though, because it came out of the portal and triggered my last Overwatch, then the camera bugged out and I could not see the enemy turn but heard horrible sounds like my squad had just been blown up.  Instead, the Gatekeeper had been poisoned at the end of my turn and the poison tick procced the Execution bonus from my gun mod and it had exploded. :lol:

Quote:

Cj-B said:
You can also boost a specialists hacking ability by like 30 points by providing them with a Skulljack...which early game is fucking amazing. ...




Holy shit, thanks so much for this.  Never caught on that the Skulljack does that, but this should be an enormous help early on in my next campaign when I try an Ironman run.

Going to need to do better base management the next time around as well, I got around to the Psi lab late and did not start having operatives until I was already onto Plasma/Beam weapons, then was kind of blown away by their ability to run the field.
Do like how Mind Control plays against organics and hacking plays against robots though, it is a nice variation to the CC classes.

As an aside, really enjoy the visual effects on the laser weapons.








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Offlinedaz01
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Re: Xcom 2 [Re: Tantrika]
    #23146943 - 04/23/16 11:08 AM (7 years, 11 months ago)

I got a game-breaking bug yesterday.
My specialist disarmed a bomb in a truck and after it was disarmed, he was STUCK in the back of the truck. This caused me to die and lose.
I had to re-load a new save, luckily it auto-saves and I finished it off.


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OfflineCj-B
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Re: Xcom 2 [Re: Tantrika]
    #23147045 - 04/23/16 11:53 AM (7 years, 11 months ago)

Quote:

SweetLeafSamadhi said:
Quote:

Cj-B said:
You can also boost a specialists hacking ability by like 30 points by providing them with a Skulljack...which early game is fucking amazing. ...




Holy shit, thanks so much for this.  Never caught on that the Skulljack does that, but this should be an enormous help early on in my next campaign when I try an Ironman run.

Going to need to do better base management the next time around as well, I got around to the Psi lab late and did not start having operatives until I was already onto Plasma/Beam weapons, then was kind of blown away by their ability to run the field.
Do like how Mind Control plays against organics and hacking plays against robots though, it is a nice variation to the CC classes.







Skulljack is also an insta-kill on any enemy you can target with it where the strike connects which is pretty damn useful given the specialist's damage output is markedly lower than every other classes. Combine it with wraith armor and you can pull off an instakill from pretty damn far away with the added movement tiles.

Psi is overall vastly more combat effective though. When they're maxed out they're nearly unstoppable. Soulfire does 3-4 (later 5-7) guaranteed damage against organics that also heals you from pretty long ranges. Fuse lets you detonate explosives enemies are carrying to provide a bit of damage (and more importantly destroying their cover), Insanity causes a small amount of guaranteed damage while also causing temp mind control, panic, or berserk. Null Lance has an exceedingly long range and can easily be used to snipe and oneshot enemies from far away. You get straight up immunity to fire, acid, poison, and explosive damage. You make negative mental effects on any squadmates within a certain distance impossible. You get a massive AOE damage ability in Rift that also has a chance to cause any of Insanity's effects (effectively giving you 3 possible mind control abilities, though only 1 is perma mind control) and then you get Domination, the perma mind control...and literally ALL of these except for Domination are either passive abilities or cool-down.


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InvisibleTantrika
Miss Ann Thrope
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Registered: 03/26/12
Posts: 17,138
Loc: Lashed to the pyre
Re: Xcom 2 [Re: Cj-B]
    #23147217 - 04/23/16 12:58 PM (7 years, 11 months ago)

Quote:

Cj-B said:
Quote:

SweetLeafSamadhi said:
Quote:

Cj-B said:
You can also boost a specialists hacking ability by like 30 points by providing them with a Skulljack...which early game is fucking amazing. ...




Holy shit, thanks so much for this.  Never caught on that the Skulljack does that, but this should be an enormous help early on in my next campaign when I try an Ironman run.

Going to need to do better base management the next time around as well, I got around to the Psi lab late and did not start having operatives until I was already onto Plasma/Beam weapons, then was kind of blown away by their ability to run the field.
Do like how Mind Control plays against organics and hacking plays against robots though, it is a nice variation to the CC classes.







Skulljack is also an insta-kill on any enemy you can target with it where the strike connects which is pretty damn useful given the specialist's damage output is markedly lower than every other classes. Combine it with wraith armor and you can pull off an instakill from pretty damn far away with the added movement tiles.

Psi is overall vastly more combat effective though. When they're maxed out they're nearly unstoppable. Soulfire does 3-4 (later 5-7) guaranteed damage against organics that also heals you from pretty long ranges. Fuse lets you detonate explosives enemies are carrying to provide a bit of damage (and more importantly destroying their cover), Insanity causes a small amount of guaranteed damage while also causing temp mind control, panic, or berserk. Null Lance has an exceedingly long range and can easily be used to snipe and oneshot enemies from far away. You get straight up immunity to fire, acid, poison, and explosive damage. You make negative mental effects on any squadmates within a certain distance impossible. You get a massive AOE damage ability in Rift that also has a chance to cause any of Insanity's effects (effectively giving you 3 possible mind control abilities, though only 1 is perma mind control) and then you get Domination, the perma mind control...and literally ALL of these except for Domination are either passive abilities or cool-down.




The Skulljack is a creative idea for adding more damage to Specialists; does it count as an attack though, or can the Specialist still automatically enter Overwatch for double move afterward?

One of the other factors that increases the appeal of Psi to me is that the organics are typically more of a pain to deal with than robotics.
Aside from Sectopods, robotics do not really scare me. MECs are kind of chumpy, and Andromedons even start out as Organic on their first bar.

Generally now, if a mission does not tell me there is going to be a Sectopod on the field, I drop my Haywire Specialist out so she is ready to go when I need her on a later mission.

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OfflineCj-B
All the same...I saw it first.
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Re: Xcom 2 [Re: Tantrika]
    #23150632 - 04/24/16 04:15 PM (7 years, 10 months ago)

Quote:

SweetLeafSamadhi said:

The Skulljack is a creative idea for adding more damage to Specialists; does it count as an attack though, or can the Specialist still automatically enter Overwatch for double move afterward?

One of the other factors that increases the appeal of Psi to me is that the organics are typically more of a pain to deal with than robotics.
Aside from Sectopods, robotics do not really scare me. MECs are kind of chumpy, and Andromedons even start out as Organic on their first bar.

Generally now, if a mission does not tell me there is going to be a Sectopod on the field, I drop my Haywire Specialist out so she is ready to go when I need her on a later mission.




Hmm...I'm actually not certain off the top of my head if they'll still automatically go to overwatch after skulljacking. I haven't played in a couple weeks.


Personally I usually use robots as disposable 'meat'shields+recon . I'll hack them and send them right in the middle of a pack of enemies to kill what they can and soak up enemy fire while triggering any pods I haven't seen yet. Andromedons are fantastic for this since you can use the psi mind-control while they're still alive and then immediately drone hack them once they finally die and change over to robotics, they just soak up massive amounts of fire, have a strong physical attack and I think their plasma rifle does like 7-9 damage. Combine with squadsight overwatch via sharpshooter on a roof and maybe a concealed ranger carefully weaving around to flank and you've got yourself the makings of a bloodbath. OR, for the black site missions since they usually have turrets set up on the building, I like to hack those first since they tend to reveal a fuckload of aliens at once and because the turret is generally behind them they'll scatter away from it, leaving themselves wide open for an overwatch crossfire


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OfflineReposadoXochipilli
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Registered: 08/30/05
Posts: 7,501
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Re: Xcom 2 [Re: Cj-B]
    #23152982 - 04/25/16 11:01 AM (7 years, 10 months ago)

Pretty sure it counts as an attack.

Been taking a break from xcom, loaded up some age of wonders again, the two kind of have a similar tactics on the battle front but fantasy.

I started dark souls but still learning the controls decently.

Going to do xcom again at some point, fun length of game were you can do it in bite sized chunks.


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OfflineReposadoXochipilli
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Re: Xcom 2 [Re: ReposadoXochipilli]
    #24339576 - 05/22/17 01:54 AM (6 years, 10 months ago)

Bumping this due to the eye candy.

If anyone doesn't know the long war 2 mod was recently patched and it seems really fun. Lots of new mission types and dynamics plus it seems pretty much bug free so far. 

Well worth the time if you liked the vanilla,  its like an expansion.


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