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Kenshin posted:Killzone is such an amazing skill. I had slightly opposite, I had a Killzone sniper who picked up Guardian. Sadly Guardian cannot proc off of Killzone, but it at least made her extra deadly during the ambushes where Killzone was either on recharge or the enemies weren't arranged correctly for it. I tried using killzone on that grenadier and it was underwhelming. I don't think it worked properly; it says it gives squadsight overwatch, but it sure as hell didn't seem to do that. Maybe that effect is tied to the sniper rifle.
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# ? Feb 9, 2016 22:23 |
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# ? May 21, 2024 18:15 |
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Don't patch it out just make it a loving option in the base game Some kind of modifier A second wave if you will
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# ? Feb 9, 2016 22:25 |
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ZenVulgarity posted:Don't patch it out just make it a loving option in the base game That you have to win on Commander to unlock
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# ? Feb 9, 2016 22:25 |
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StashAugustine posted:That you have to win on Commander to unlock Good
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# ? Feb 9, 2016 22:26 |
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Fangz posted:
It's kinda overly intimidating early on (as it takes a bunch of communication setup to be able to do that first mission), though --- and then almost a non-factor later. Feels like it maybe should have been other at around.
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# ? Feb 9, 2016 22:28 |
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I think the game adjusts what missions appear based on how you're doing. So supply raid missions like the UFOs only appear when you're falling behind, or something like that.
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# ? Feb 9, 2016 22:29 |
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Quick question: The ranger GTS perk about better damage on flanking shots, does that apply to swords too? Because if not that seems like a huge oversight.
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# ? Feb 9, 2016 22:30 |
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I hacked a turret, a lancer stuns and knocks it "unconscious" it wakes up unhacked and now I cannot target it That's... XCOM?...
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# ? Feb 9, 2016 22:30 |
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Internet Kraken posted:I tried using killzone on that grenadier and it was underwhelming. I don't think it worked properly; it says it gives squadsight overwatch, but it sure as hell didn't seem to do that. Maybe that effect is tied to the sniper rifle. I'm guessing that only works if you also have squadsight.
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# ? Feb 9, 2016 22:30 |
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timers made the game more fun for me tbh
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# ? Feb 9, 2016 22:31 |
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VDay posted:Or it just means that some people prefer not to deal with those mechanics for one reason or another. Using this logic the thing that Skyrim most needed in the base game is apparently for all characters to have huge dicks. Just counting down the days until the SeXCOM mod is released. That is the true Avatar Project countdown timer.
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# ? Feb 9, 2016 22:31 |
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Is there a list of relatively safe mods to install? I see on Beagle's stream that he has some sort of numeric HP display, which seems really nice to have given how crowded the HP meters become once targets have more then 12 or so.OddObserver posted:It's kinda overly intimidating early on (as it takes a bunch of communication setup to be able to do that first mission), though --- and then almost a non-factor later. Feels like it maybe should have been other at around. This is why I think it should be slowed down but almost unstoppable. Give us a small handful of missions that can knock a pip or two off, but much fewer than are currently around; to compensate, it takes a lot longer for the meter to fill up. The missions that set it back should be there, but it should feel like you've pushed back very slightly against an inexorable advance. I wouldn't want to change the length of the campaign--maybe make it a little longer so you have more time at the end to play with your endgame upgrades--but make it more about preparing to thwart a massive threat and less about gaming the countdown timer.
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# ? Feb 9, 2016 22:32 |
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Musluk posted:timers made the game more fun for me tbh Hell same
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# ? Feb 9, 2016 22:32 |
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Fintilgin posted:I could actually see them adding extra turns on the timer for the first two difficulty. I think they could even add a bunch of turns, like +50% or even double them, and not really make the game particularly easier. The problem is that the difficulty curve is already pretty steep, and making the easier difficulties even easier would make it steeper still and harder for players to get up to the next tier. You can reach the point where the easier difficulties are just failing to train players to be ready for the higher difficulties. The solution is probably to have a better tutorial that walks you through how to move speedily through a level. OddObserver posted:It's kinda overly intimidating early on (as it takes a bunch of communication setup to be able to do that first mission), though --- and then almost a non-factor later. Feels like it maybe should have been other at around. Yeah but it'd probably suck to lose a campaign 30 hours into it because of the Doom track.
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# ? Feb 9, 2016 22:32 |
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Does Beagle post an active list of what mods he uses
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# ? Feb 9, 2016 22:33 |
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Alright so one of my soldiers got captured during a mission and I got a rescue mission a couple days later. Managed to grab him and she's listed but it says shes wounded and no estimation is given as to when I'm able to deploy her again. What gives, did anyone encounter that as well?
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# ? Feb 9, 2016 22:36 |
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ZenVulgarity posted:Does Beagle post an active list of what mods he uses I want to know which mod is giving him the numeric HP display. That seems really useful.
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# ? Feb 9, 2016 22:39 |
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puschel posted:Alright so one of my soldiers got captured during a mission and I got a rescue mission a couple days later. Managed to grab him and she's listed but it says shes wounded and no estimation is given as to when I'm able to deploy her again. What gives, did anyone encounter that as well? Unrelated to your question, but how precisely did the rescue mission work? I have yet to be in a situation where a capture is really a thing, mostly people just get murdered.
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# ? Feb 9, 2016 22:39 |
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Tae posted:According to steamspy, close to 480k own Xcom 2 so it's doing pretty decent. AWC is worth it for cutting healing time down by half. The bonus ability thing is just gravy.
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# ? Feb 9, 2016 22:40 |
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Musluk posted:timers made the game more fun for me tbh Same here. Having the pressure makes me do riskier things, which really amplify the already bi-polar attitude I have towards the game (eg gently caress yes/gently caress you).
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# ? Feb 9, 2016 22:40 |
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ZenVulgarity posted:Does Beagle post an active list of what mods he uses Harrow posted:I want to know which mod is giving him the numeric HP display. That seems really useful. Personally I'd edit the config INI file that comes with it to turn off the extra grouped health pips and just leave the normal HP bar and the numerical indicator. It's incredibly helpful though.
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# ? Feb 9, 2016 22:42 |
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Tae posted:According to steamspy, close to 480k own Xcom 2 so it's doing pretty decent. I have never once gotten an ability from the AWC I am excited about, and I'm 35 hours in. Where are my Serial Rangers jake you son of a bitch
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# ? Feb 9, 2016 22:43 |
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Vib Rib posted:http://steamcommunity.com/sharedfiles/filedetails/?id=617015579 Yeah, I just found that. Gonna install that as soon as I get home (and do the INI change you recommend, too). I'm guessing this one's pretty safe to install and isn't going to gently caress up my saves, given that it's just a small UI tweak?
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# ? Feb 9, 2016 22:44 |
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Fangz posted:The problem is that the difficulty curve is already pretty steep, and making the easier difficulties even easier would make it steeper still and harder for players to get up to the next tier. You can reach the point where the easier difficulties are just failing to train players to be ready for the higher difficulties. I think players who start on easy may never intend or want to move up in difficulty. My impression was tons of civ players, for example, never break out of chieftain and don't necessarily want to. Edit: feeling badass is more important to them then BEING badass
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# ? Feb 9, 2016 22:46 |
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Fintilgin posted:I think players who start on easy may never intend or want to move up in difficulty. My impression was tons of civ players, for example, never break out of chieftain and don't necessarily want to. I tried out commander it just wasn't fun with the drop in amount of aliens fought. I cant imagine veteran missions with a whopping 7 enemies.
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# ? Feb 9, 2016 22:48 |
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Harrow posted:Yeah, I just found that. Gonna install that as soon as I get home (and do the INI change you recommend, too). EVERY MOD EVER is going to 'gently caress your saves' if you later remove it and try to load the saves. Just to make sure, take backups. Mods that add cosmetics are probably pretty safe, mods that do some ini tweaks are also probably safe, but to be on the safest side you can make backups of your mods as well. They're either in steamapps\common\xcom 2\xcomgame\mods folder, or steamapps\workshop\content\268500\ folder. Also, posting this again: if you press caps lock when returning to avenger from a mission, the loading time is instant for some bizarre reason
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# ? Feb 9, 2016 22:49 |
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Musluk posted:
I tried this three separate times and it never worked.
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# ? Feb 9, 2016 22:50 |
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Coolguye posted:Unrelated to your question, but how precisely did the rescue mission work? I have yet to be in a situation where a capture is really a thing, mostly people just get murdered. It's basically an allied VIP extraction mission, but they start up in a "jail cell" across the map rather than with your squad.
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# ? Feb 9, 2016 22:50 |
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Today I learned that Stun Lancers can do more than Stun Lance. They should do that more often, they suck rear end at the lancing thing but can actually aim their guns.
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# ? Feb 9, 2016 22:53 |
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Musluk posted:EVERY MOD EVER is going to 'gently caress your saves' if you later remove it and try to load the saves. Just to make sure, take backups. Mods that add cosmetics are probably pretty safe, mods that do some ini tweaks are also probably safe, but to be on the safest side you can make backups of your mods as well. They're either in steamapps\common\xcom 2\xcomgame\mods folder, or steamapps\workshop\content\268500\ folder. So, maybe I'm totally off, but this sounds like if I install the health display mod and later remove it, I might as well just ditch that campaign because it won't work without that mod anymore? Or am I seriously misunderstanding?
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# ? Feb 9, 2016 22:53 |
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It'll work but you will have to gently caress with the game before it will let you load the save again. Basically don't install mods in the middle of a campaign unless you really know you want to keep them.
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# ? Feb 9, 2016 22:54 |
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Ho Chi Minh Holiday Inn posted:AWC is worth it for cutting healing time down by half. The bonus ability thing is just gravy. The Sharpshooter especially, she was easily MVP anyway and hit Colonel long before I even built the AWC. Then I sent her in there because I wondered if retraining could retroactively reveal hidden abilities and, yeah, Shredder.
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# ? Feb 9, 2016 22:55 |
I think taking damage should give a little bit of exp. I had this ranger squaddie chop up a sectoid in the most extreme way possible. Hide her behind some wall, it gets blown up and set on fire, but the fire's not near her. Gotta leave her there on overwatch, reinforcements drop, misses the shot but blows up a dude with a grenade. Fire spreads but she's fine. Well, now we're down to hosed. I gotta get this dirtbag advent vip to extraction and there's an officer in the way. Due to some weird quirk my ranger is the only one who can kill him, and it has to be with the sword, but moving her AT ALL would catch her on fire. So she runs through the flames, guts the dude, and escapes the next turn after losing like half her life. No promotion. This bitch went hard as a motherfucker the whole mission and just got a cot, that's bullshit. Also, questions about engineers and workshops: you staff an actual guy there and that guy operates 2 drones who can go to whatever building you pick next door, right? Then maybe upgrade it so two engineers operate 4 gremlins altogether? How many engineers can be jammed into a com relay, two or one? It's correct to guess that psi lab only takes one soldier at a time and nothing else? I've got a workshop coming online in the middle second row. Above is the hospital, to the right is skunkworks or whatever, left is alien machinery, bottom is alien power cores. If I put a relay to the left and a psi underneath I'm not going to be wasting a gremlin, right?
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# ? Feb 9, 2016 22:55 |
All ADVENT need to use the Stun Lancer AI that is entirely OK with just running up and standing next to you to get off a flank attack. Suicidal ADVENT is the only way to play!
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# ? Feb 9, 2016 22:56 |
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While we're on the topic, has anyone installed any of the mod classes? A couple of them look pretty cool but gently caress if I trust random dudes to make a balanced XCOM class.
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# ? Feb 9, 2016 22:56 |
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SniperWoreConverse posted:Also, questions about engineers and workshops: you staff an actual guy there and that guy operates 2 drones who can go to whatever building you pick next door, right? Then maybe upgrade it so two engineers operate 4 gremlins altogether? How many engineers can be jammed into a com relay, two or one? It's correct to guess that psi lab only takes one soldier at a time and nothing else? Don't know about the workshop, but you can train two soldiers in the Psi Lab by upgrading the facility at a hefty cost.
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# ? Feb 9, 2016 22:59 |
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PantsBandit posted:While we're on the topic, has anyone installed any of the mod classes? A couple of them look pretty cool but gently caress if I trust random dudes to make a balanced XCOM class. Wait until some fully fleshed-out classes with all original abilities that make an attempt at balance come out.
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# ? Feb 9, 2016 22:59 |
The only mod I've hosed with is one that was supposed to add flags, but instead made them white flags. After removing it and loading an old save now some guys have no flags on their uniforms at all. There's just a blank spot, like no space to even put a flag. That frame or whatever is missing. Got it on their bio view still.
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# ? Feb 9, 2016 23:00 |
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The leader template is suppose to be pretty neat, but it limits who can go on missions with who because only one leader can be present in any given mission.
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# ? Feb 9, 2016 23:01 |
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# ? May 21, 2024 18:15 |
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Ok this retaliation mission is bullshit. The map is five sprints long, so that's five turns that civvies die. On top of that they're running from me, so they're running and killing so I can't loving catch up.
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# ? Feb 9, 2016 23:01 |