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Jabor
Jul 16, 2010

#1 Loser at SpaceChem
So apparently if you whiff on skulljacking, you still deal damage if you had a stock equipped on your rifle.

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Away all Goats
Jul 5, 2005

Goose's rebellion

This game rules.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Vib Rib posted:

What crates? This isn't the first time I heard those mentioned but I have no idea what you're referring to.

Some objective McGuffin that looks like a crate. You have to defuse a bomb on it.

Nelson Mandingo posted:

Two power plants, both staffed, one on the +10 bonus and one upgraded will get you every building slot with a unique structure except the final one- but if you upgrade both plants then you will have a power surplus. This is assuming you get the +5 power upgrade from the world map. Same deal with resistance communications.

Thanks. Although I don't think I have a power continental bonus?

Demiurge4
Aug 10, 2011

From Beagle's twitter :allears:

Beaglerush posted:

This guy I'm vsing right now has 4 lids, a gatekeeper, and his mic stuck on Open. "This guy is an absoloute oval office", he says idly to no-one.

Beaglerush posted:

Other great quotes: screaming "No thank you!" to his girlfriend, and sputtering "you can do that?" in wonder aftergrenading his burrowed lid

Beaglerush posted:

X2 MP with an open mic opponent amazing. An Australian man is shouting "BULLSHIT" while my Ranger waypoint-dances in front of his last unit

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Is there a way to get the soundtrack without having got the Digital Deluxe version? I got the GMG version which had the resistance warrior DLC and I just got the Reinforcement pack, but neither contains the soundtrack. It's bollocks that I can't purchase it.

DeliciousCookie
Mar 4, 2011
I will say swords are weird, especially with their chance to miss, but I kinda think it makes a bit of sense. If you upgrade the sword with the lancer's corpse, you'll get a sword that can stun if you don't kill. Which might be a bit overpowered if you can effectively run up to anything and take it out consistently, or if you use other swords, apply some kind of DOT or whatever other kinda effects they get later on. Not to mention, later skills like the automatic attack when enemies get too close would get ridiculous.

That said, I have been wondering how to actually improve it. The first skill you get could probably use a buff, either raising the accuracy, or give you a second attack if you miss the first. While I'm not sure if 100% accuracy would be ideal, I think that some kind of change is needed cause just +2 damage isn't really that big of a deal in comparison to always starting in stealth and staying in it.

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry
What's everyone's build orders at the moment?

I've found myself building:

1) Guerilla Tactics (gotta get that increased squad size ASAP)

2) Advanced Warfare Centre (100% bonus to heal is just too good)

3) Power relay (because you need to)

4) Resistance Comms


Anyone do something much different?

Fans
Jun 27, 2013

A reptile dysfunction

Vib Rib posted:

What crates? This isn't the first time I heard those mentioned but I have no idea what you're referring to.

Occasionally you'll get a mission to hack a crate.

The only hackables outside of objective stuff are those red light towers. Some of which can be really good. Restore action points for my entire team? Yes please.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Well it's a start, but I'd really like a more elegant way to do this*. Also maybe fix weapon attachments so they don't do this lol:



*I was thinking of making it so buying a weapon upgrade also ups the base damage of the previous weapons, allowing you to select which style of weapon on the fly without having to mess with swapping the models entirely

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Krazyface posted:

There's no achievement for killing a sectopod with a sword, what the gently caress Jake?

A while back but seriously. Needs an achievement called "Rules of Nature".

Carcer
Aug 7, 2010
Is there anything that I can modify to reduce the length of time someone stays injured? I know about the HQ scanning bonus and the AWC reducing healing time, but I'm sick of having people who lose 3 hp while in predator armor bieng laid up for 10 days.

In Xcom:EU and EW the various armors gave a buffer of health that your soldier could lose before they actually got hurt, but it seems to not be the case here and its bullshit that people can lose a tiny amount of health and still be unusable for 10 days

Carcer fucked around with this message at 13:29 on Feb 8, 2016

Chucullinn
Dec 9, 2008
I know this has probably been brought up a ton of times, but holy gently caress are mimic beacons just incredibly broken and overpowered. Like gently caress, you almost don't even have to worry about putting your guys in poo poo situations or bad cover when you have 3-4 mimic beacons per map.

I just accidentally triggered 6 enemies, 2 archons 2 codex and 2 advent lancers. I threw a mimic beacon into full cover near one of them and they ALL focused the beacon, with only one hitting. I wonder (it will) if it's going to be nerfed.

toasterwarrior
Nov 11, 2011

Insert name here posted:


Well it's a start, but I'd really like a more elegant way to do this*. Also maybe fix weapon attachments so they don't do this lol:



*I was thinking of making it so buying a weapon upgrade also ups the base damage of the previous weapons, allowing you to select which style of weapon on the fly without having to mess with swapping the models entirely

Yeah, I'm definitely waiting on your mod. However, if you're thinking of the weapon upgrade method, remember that mods like scopes and magazines won't transfer back to your old stuff when you upgrade tiers.

Kiggles
Dec 30, 2007

Kitchner posted:

What's everyone's build orders at the moment?

I've found myself building:

1) Guerilla Tactics (gotta get that increased squad size ASAP)

2) Advanced Warfare Centre (100% bonus to heal is just too good)

3) Power relay (because you need to)

4) Resistance Comms


Anyone do something much different?

In my Commander difficulty mission, nothing. No engineers to clear debris. GTS is completed, but it doesn't matter. No one has survived long enough to reach Sergeant anyway.

On my Veteran Campaign, I think it's just clearing the bottom level, but had just completed Psi lab, and a while before that Comms. Next up is AWS, because recovery times are becoming a drag, but I may have to completely shake up the layout depending on how I can pull together some power for more Comms. I'll be capped after contacting the next area for a blacksite, and since there isn't much left to build I'd like to get a little headstart so I can initiate contact as soon as I stumble upon a lead.

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves
Any mods worth using for my first play through?

MadJackMcJack
Jun 10, 2009
How the hell do you get an Avenger defense mission? I've had a UFO flying around me several times now, either while scanning or moving from place to place, and yet it just flies around and then buggers off to who knows where.

Also, a semi-related question, when I started the final mission a message popped up saying I could take extra troops. But I only got the usual 6 slots and no way to add anyone else. Am I missing something, or is the message mostly for people without the squad size unlocks?

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Kitchner posted:

What's everyone's build orders at the moment?

I've found myself building:

1) Guerilla Tactics (gotta get that increased squad size ASAP)

2) Advanced Warfare Centre (100% bonus to heal is just too good)

3) Power relay (because you need to)

4) Resistance Comms


Anyone do something much different?

I will drop anything to put up a Psi lab the moment it's available. Other than that, I try to crank out a Workshop before the Comms. GTS top left, AWC top mid, power relay row 2 left, workshop row 2 mid, comms row 2 right, psi lab goes top right as soon as I'm able.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Carcer posted:

Is there anything that I can modify to reduce the length of time someone stays injured? I know about the HQ scanning bonus and the AWC reducing healing time, but I'm sick of having people who lose 3 hp while in predator armor bieng laid up for 10 days.

In Xcom:EU and EW the various armors gave a buffer of health that your soldier could lose before they actually got hurt, but it seems to not be the case here and its bullshit that people can lose a tiny amount of health and still be unusable for 10 days

I completely agree. The length of time people are wounded is by far the worst part of the game.

In a weird bug if you take a wounded person to the "Avenger Down" mission and they don't take any damage they'll be fully usable after it. My two best Rangers were both "Gravely Wounded" with 12 days left and after it were fully done. They start the mission with less health but it doesn't seem to count it unless they actually incur the damage in the level itself.

Tzarnal
Dec 26, 2011

MadJackMcJack posted:

How the hell do you get an Avenger defense mission? I've had a UFO flying around me several times now, either while scanning or moving from place to place, and yet it just flies around and then buggers off to who knows where.

Also, a semi-related question, when I started the final mission a message popped up saying I could take extra troops. But I only got the usual 6 slots and no way to add anyone else. Am I missing something, or is the message mostly for people without the squad size unlocks?


Extra troops seems to mean you get 6 even if you did not unlock 6 slots, and you can take wounded, wounded people take a health penalty going into the mission.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

toasterwarrior posted:

Yeah, I'm definitely waiting on your mod. However, if you're thinking of the weapon upgrade method, remember that mods like scopes and magazines won't transfer back to your old stuff when you upgrade tiers.
Yeah I considered that, but I can't think of anyway else to make it so you can swap between the three types of weapon models easily (short of adding a whole new ui feature to swap individual weapon models around, something quite out of my depth). I really wish I actually knew what I am doing cause right now I'm pretty much fumbling in the dark. :saddowns:

Kiggles
Dec 30, 2007

Insert name here posted:

Yeah I considered that, but I can't think of anyway else to make it so you can swap between the three types of weapon models easily (short of adding a whole new ui feature to swap individual weapon models around, something quite out of my depth). I really wish I actually knew what I am doing cause right now I'm pretty much fumbling in the dark. :saddowns:

Yeah, a UI option is probably the only way to address it, with another option under props. Maybe poke around the source from that adds a button to strip weapons with upgrades from soldiers to get a bit of insight into ui modding. Probably the same, but might give you the jist.

Stormgale
Feb 27, 2010

In case anyone didn't know, you can use killzone to replicate the beaglerush ambush from concealment as the kill zone does not obey the usual "Only overwatch if concealment is broken rule".

I usually use this to handle paired pods, set killzone in the patrol path of the weaker pack, rest of squad overwatches nearer the more deadly one and boom 2 turns of fire for the price of 1

Aphex-
Jan 29, 2006

Dinosaur Gum

Taear posted:

I completely agree. The length of time people are wounded is by far the worst part of the game.

Yup it's pretty annoying. In my game Jane Kelly went down to 4 pips of health in one mission, came back shocked and gravely wounded for 26 DAYS. That's a ridiculous amount of time to put someone out for, especially my favourite ranger. This is on babby difficulty as well.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Stormgale posted:

In case anyone didn't know, you can use killzone to replicate the beaglerush ambush from concealment as the kill zone does not obey the usual "Only overwatch if concealment is broken rule".

I usually use this to handle paired pods, set killzone in the patrol path of the weaker pack, rest of squad overwatches nearer the more deadly one and boom 2 turns of fire for the price of 1

You can also do it out of concealment with a Long Watch Sharpshooter and a Phantom/Conceal Ranger spotter. Overwatch everyone just out of visual range, with the spotter providing Squadsight eyes on the pod you want to nail. Sniper takes the shot from way out of activation range when the pod patrols, pod activates on enemy turn, probably charges forward straight into more waiting Overwatches.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
How long is visual range anyway? I usually have a concealed ranger somewhere, but bumble into sight range while setting up my ambush unless everyone is hidden.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

NaDy posted:

Yup it's pretty annoying. In my game Jane Kelly went down to 4 pips of health in one mission, came back shocked and gravely wounded for 26 DAYS. That's a ridiculous amount of time to put someone out for, especially my favourite ranger. This is on babby difficulty as well.

Occasionally even though I'm succeeding in the mission I feel I've failed if a good character gets hit at all since they're out then for absolutely forever.
I guess I don't feel like I should need 3 full teams of guys. I know that's the norm for people on high difficulties but I'm not on that and I reload whenever anyone dies!

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Fat Samurai posted:

How long is visual range anyway? I usually have a concealed ranger somewhere, but bumble into sight range while setting up my ambush unless everyone is hidden.

Who even knows. I just use the LoS indicator. I heard 17 tiles floated around somewhere, though.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

17 was the visual range in EU. It's possible they didn't change it.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

MarquiseMindfang posted:

I just use the LoS indicator.

At 10+ squares it's impossible to see both your dude and the enemy, unless there is something I'm missing (there probably is).

Dongattack
Dec 20, 2006

by Cyrano4747

Fat Samurai posted:

At 10+ squares it's impossible to see both your dude and the enemy, unless there is something I'm missing (there probably is).

You can zoom out with G and err T i think, that combined with angling the camera has let me see every LOS indicator so far, but it's been finicky sometimes.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

Taear posted:

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.

Yeah, having a subpar skill level on your guy to begin with, that barely gets mediocre by the endgame, and relies on being available for missions with workstations/crates and not injured, and actually getting that bonus to be available, and getting lucky enough to get that bonus on a random roll to get good is what kills it for me.

Kiggles
Dec 30, 2007

Dongattack posted:

You can zoom out with G and err T i think, that combined with angling the camera has let me see every LOS indicator so far, but it's been finicky sometimes.

That is an attribute of the free camera mod. It isn't available by default. You have to hold middle-mouse to zoom out with default settings.

Dongattack
Dec 20, 2006

by Cyrano4747

Kiggles posted:

That is an attribute of the free camera mod. It isn't available by default. You have to hold middle-mouse to zoom out with default settings.

Really? I could have sworn i didn't have it installed when someone told me those were the zoom buttons, he didn't mention the mod either when he told me. Oh well, OP you should install that mod.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Tensei posted:

Finished on Veteran last night. What a game. Grenadiers were probably the most useful class overall, but my favorite moment in my campaign was brought on by a Specialist. I hacked into a tower and took the 'control a random enemy for two turns' option. Somehow the game figured it would give me a goddamn Sectopod of all things. I immediately used its cannon to blow away half of the building that the VIP was being kept in, conveniently vaporizing a pod of Archons at the same time, and finished up with like 6 turns to spare. As buggy as it is, the improved terrain destruction really puts this game ahead of EU/EW for me. :allears:

It really brought back the xcom one feeling of "oh gently caress this I don't want to deal with them" and just nuke the building a pod is in

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

elite_garbage_man posted:

taking control of an enemy through hacking one of those pylons will cause you to lose concealment too. Not sure about other hacks.

I can confirm that getting a hack that disorients all enemies on the map does not break concealment, and gives you a nice warning about how many enemies there are and their types.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Kiggles posted:

That is an attribute of the free camera mod. It isn't available by default. You have to hold middle-mouse to zoom out with default settings.

Completely wrong, the middle mouse/z hold zoom exists in the game but so does T/G to do fixed zooms.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Kiggles posted:

That is an attribute of the free camera mod. It isn't available by default. You have to hold middle-mouse to zoom out with default settings.

G and T works fine to zoom unmodded, though I personally just hold Z for that stuff so I don't have to zoom back in again after I'm done checking line-of-sight.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

So I figured out what annoyed me most about the last mission was the lag between actions and twice my camera got stuck in shaky cam mode

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I've been putting off the advent officer research while I did other things, and then wondering why I didn't have a proving grounds. Now I know!

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Peewi
Nov 8, 2012

Is it just me or is the skeleton suit grapple broken? No rope shoots out and the guy doesn't move. Shooting and movement range work off the position that was grappled to, but all visuals, including enemy fire, have the soldier at the old position. When you move, the soldier instantly teleports to the position they grappled to and are back to normal until the next time they grapple.

It's mostly a visual bug, but grenade throwing appears to treat you as being at the old position.

Gridlocked posted:

Any mods worth using for my first play through?

Someone's made a pretty nice looking beret.

I've added Denmark, Finland and Iceland soldier flags.

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