|
RBA Starblade posted:What's the best way to get intel fast? No missions or events have offered it in a few months. Bring a skulljack/skullmine (forget which one) and stab some fools
|
# ? Feb 10, 2016 01:24 |
|
|
# ? Jun 3, 2024 12:46 |
|
Mr. Whale posted:Playing on commander, they seemed more suicidal than threatening. A lot of the time they either miss their target or only do 2 damage to them. I think they get replaced pretty quickly with other advent variants too. Tell that to Coolguye
|
# ? Feb 10, 2016 01:25 |
|
MikeC posted:In other news, does Commander have stronger stun lancers that crit more? Seems to be few counters to them until you get more squad size to just overwatch them down as they come in. I think the counter to stun lancers is Specialists using Aid Protocol. It vastly increases the dodge chance on your troops. If there's a stun lancer near your guy, just put an Aid gremlin on him. Works even better if you've upgraded the gremlin to give Covering Fire to whoever it's aiding.
|
# ? Feb 10, 2016 01:26 |
|
Is there a mod yet to allow you to (safely) swap out gun upgrades? It's really frustrating that I can't swap those quickly and easily between missions or troops. It is really frustrating that a scope that simply screws onto a gun cannot be removed without demolishing it.
|
# ? Feb 10, 2016 01:27 |
|
Flashbang counters lancers. Also works as a mini-mimic beacon honestly when everyone is covered. Does Burning make enemies skip their turns? Cause they do that a lot.
|
# ? Feb 10, 2016 01:27 |
|
Stun lancers don't always target the healer, but when they do it's Unconscious.
|
# ? Feb 10, 2016 01:29 |
|
Oh hey Iron Rose, got another modding question for you (since the download is gigantic and my data caps are tiny it's gonna take me a while to download it): I've done quite a lot of changes to the localization file and only that file; would it be possible for making all of that into a workshop compatible mod? Or would I have to make a dummy mod and link the actual file on the workshop?
|
# ? Feb 10, 2016 01:30 |
|
Tae posted:Flashbang counters lancers. Also works as a mini-mimic beacon honestly when everyone is covered. Burning prevents the soldier/enemy from using any of its special skills. Forgot if you can still shoot a weapon
|
# ? Feb 10, 2016 01:31 |
|
Why doesn't skull jacking get the same controls as swords? It's very frustrating how few skull jacks I can actually go for because the automatic path wants me to run through a really dangerous unexplored area that might reveal more pods, when I know there's a safe route I can take.
|
# ? Feb 10, 2016 01:31 |
|
Tae posted:Flashbang counters lancers. Also works as a mini-mimic beacon honestly when everyone is covered. I don't know about skipping turns with no other effects, but being on fire can panic them. The best example of this I've seen was one of my ranger setting a lancer on fire by using bladestorm with the fusion blade. The lancer panicked, ran to cover, and then took a flanking panicked shot on my ranger, killing her.
|
# ? Feb 10, 2016 01:32 |
|
Strong Sauce posted:Burning prevents the soldier/enemy from using any of its special skills. Forgot if you can still shoot a weapon Well I ask because burning regular troopers just has them skittish around and they can literally do is shoot the guns.
|
# ? Feb 10, 2016 01:32 |
|
Bruceski posted:Stun lancers don't always target the healer, but when they do it's Unconscious. Yeah, I got that at least three times on commander. Bet you also got greviously wounded "will lowered" results too.
|
# ? Feb 10, 2016 01:33 |
|
Flashbangs and burning can both cancel out abilities I'm pretty sure. I know for certain flashbangs can completely mess up Archons and make them unable to fly, and the disorient affect also prevents Codexes from splitting (you can get the same effect with a capacitor discharge)
|
# ? Feb 10, 2016 01:34 |
|
Terror mission last night was brutal. Only 6 civs made it out. Stun lancers kept wrecking my poo poo, I was only at a 4 trooper squad size, and one died, two getting stunned and the last squaddie was running away from a lancer with only 1 pip of health left. I'm not ashamed to say I save scummed that last shot.
|
# ? Feb 10, 2016 01:36 |
|
Musluk posted:Oh hey Iron Rose, got another modding question for you (since the download is gigantic and my data caps are tiny it's gonna take me a while to download it): workshop integration is an absolute shitshow and you need to wait for the SDK to download in order to upload anything to the workshop. On a related note, you also need to be exceptionally loving careful with your solution and project files, as without them you'll be unable to update your workshop mod even if you manually edit your modID and PublishedField.ID. Wrt the localization question, I assume you're referring to XComGame.int? Basically anything can be a workshop compatible mod, though you'll want to format your file properly so it's as compatible as possible. What changes exactly are you making?
|
# ? Feb 10, 2016 01:37 |
|
Operant posted:flashbangs can completely mess up Archons and make them unable to fly, and the disorient affect also prevents Codexes from splitting gently caress. Everyone that isn't a grenadier is holding a flash from now on.
|
# ? Feb 10, 2016 01:38 |
|
Tae posted:gently caress. Everyone that isn't a grenadier is holding a flash from now on. Incendiary grenades have pretty much the same effects, since burning also prevents the use of abilities. Well, they also do damage.
|
# ? Feb 10, 2016 01:40 |
|
After getting 6-member squads, level 3 armor, level 3 weapons, various experimental projects, coverage of everywhere except Asia, a shadow chamber and psi chamber, I think I'm finally ready to make contact with South Africa and do the first real story mission. My priorities may have been slightly skewed on this first run.
|
# ? Feb 10, 2016 01:40 |
|
Mr. Whale posted:Playing on commander, they seemed more suicidal than threatening. A lot of the time they either miss their target or only do 2 damage to them. I think they get replaced pretty quickly with other advent variants too. Yeah, uh, they loving straight up murdered (from full health) 2 of my dudes in one turn. I'm terrified of them.
|
# ? Feb 10, 2016 01:41 |
|
There are actually two separate story chains in this game, and you have to do both to proceed to the final mission. So if you already have the Shadow Chamber then you've already started one of them.
|
# ? Feb 10, 2016 01:42 |
|
Ciaphas posted:Teach me how to play aggressively, in the name of beating ~The Timers~, as an EU/EW player. Do you take half cover? Walk into fog to get a flank? Skip medkits and healing/support perks in favor of damage perks? Dash more? Run into the first group you can ambush. Blast them to hell. Keep everyone out of concealment and blast any new aliens to hell.
|
# ? Feb 10, 2016 01:43 |
|
Away all Goats posted:Bring a skulljack/skullmine (forget which one) and stab some fools Cool, I almost have the proving grounds up so just a matter of time I guess. I can also make a relay in Europe to squeak by and prepare.
|
# ? Feb 10, 2016 01:44 |
|
WhiskeyWhiskers posted:Check \steamapps\workshop\content\268500\ to see if you still have the mod, if you do move it to XComGame\Mods and rename the folder to whatever the .XComMod file is called. My heart beats again, thank you. I was concerned about the 94 Aim sniper than anything else, haha. Insert name here posted:I'm actually working on this right now! Works by adding a second version of the ballistic weapons with mag stats when you build the appropriate weapon in engineering, and a third version when you hit plasma with the plasma stats. The weapon attachments move themselves correctly too so you slap a laser sight on a ballistic shotgun and moves itself to the ballistic shotgun with the mag/plasma stats. Oh poo poo, do link it in the thread when you're done. Nothing gives me the gigglies more than that satisfying ker-clink of a sniper rifle being cocked.
|
# ? Feb 10, 2016 01:45 |
|
One problem I'm having in this campaign is I've got approximately zero access to new engineers. It's beginning to be a serious problem.
|
# ? Feb 10, 2016 01:51 |
|
It took me a long time to realize that waiting for the shielded power nodes to build any generators at all is dumb as hell. You can't expand, so you are constantly cash-starved and the avatar timer becomes a real threat. I still hate all those interruptions whenever you try to scan anything, but most of my early game problems were my own fault because I was trying to conserve the limited number of spaces for building. You can't really fill all of those anyway! I suspect that future dlc will add at least one new structure to build.
|
# ? Feb 10, 2016 01:51 |
|
Bruceski posted:Stun lancers don't always target the healer, but when they do it's Unconscious. I stopped caring about Stun Lancers after a while because I noticed that in my game they'd make a beeline straight for my Gunslinger 9 times out of 10. It was really hard to take them seriously when I put a Mindshield on him to protect against him being knocked out and then promptly get a bullet/mag bolt/plasma lance to the dome every single time they swung at him,
|
# ? Feb 10, 2016 01:55 |
|
Hey, just to let you fine folks know, I've been keeping goonpool updated, but there were also 2500 new posts in this thread at one point when I checked, so I've, uh, not read every post in this thread. If you posted something here and didn't e-mail me, it's probably not in there. Basically, as of the timestamp of this post, if you e-mailed me, your goon should be in there (you can download it and check yourself), or you should have an e-mail from me explaining what went wrong (almost certainly that your pool file was empty due to confusing UI). If neither of those is true, please drop me a line again; you might have gotten spamfiltered or something.
|
# ? Feb 10, 2016 01:55 |
|
Serious Frolicking posted:It took me a long time to realize that waiting for the shielded power nodes to build any generators at all is dumb as hell. You can't expand, so you are constantly cash-starved and the avatar timer becomes a real threat. I still hate all those interruptions whenever you try to scan anything, but most of my early game problems were my own fault because I was trying to conserve the limited number of spaces for building. You can't really fill all of those anyway! I suspect that future dlc will add at least one new structure to build. By the end of the campaign i had one of everything and two generators and comms rooms, and still had a room left over.
|
# ? Feb 10, 2016 01:55 |
|
Uh. Is the EMP spike mission where you get intercepted unavoidable? I am getting my rear end kicked by about ten billion bad guys that all activate within a few turns of one another, including my first shieldbearers. But I had already disabled the hunter ufo that year by missions, and the one that pops me seems to come out of loving nowhere. If I can't somehow get around this I'm going to end up losing half my operatives to get through it.
|
# ? Feb 10, 2016 01:55 |
|
Stun lancers almost always charge. Right into overwatch. Ranger with an arc blade can also one shot them.
|
# ? Feb 10, 2016 01:56 |
|
I made a terrible mistake. Available now in the updated Goon Pool listing! Thanks idonotlikepeas! Also research chat: how bad off am I for having neglected psionics, about two months in? I find Veteran actually kicking me in the nards with Vipers being, well, actually amazing at crowd control. I should've maybe gone for early armour over weaponry for the sake of extra items, besides.
|
# ? Feb 10, 2016 01:56 |
|
RBA Starblade posted:Cool, I almost have the proving grounds up so just a matter of time I guess. I can also make a relay in Europe to squeak by and prepare. Keep in mind that the basic skulljack only allows you to attempt plot related brainhacking, the skullmine project afterwards allow you to do it on ADVENT enemy types to get intel.
|
# ? Feb 10, 2016 01:59 |
|
Mr. Whale posted:Playing on commander, they seemed more suicidal than threatening. A lot of the time they either miss their target or only do 2 damage to them. I think they get replaced pretty quickly with other advent variants too. Given that their autopsy describes them as being high as loving hell on space PCP, being suicidal and idiotically durable would make a lot of sense.
|
# ? Feb 10, 2016 01:59 |
|
Does the bonus skills from AWC only apply to soldiers who get promoted after the AWC has been built?
|
# ? Feb 10, 2016 02:03 |
|
Ragingsheep posted:Does the bonus skills from AWC only apply to soldiers who get promoted after the AWC has been built? You can uncover abilities by healing or retraining.
|
# ? Feb 10, 2016 02:05 |
|
Elliotw2 posted:By the end of the campaign i had one of everything and two generators and comms rooms, and still had a room left over. I'm pretty sure you were missing something, because you should have 12 rooms total if you've got everything. 2xComms, 2xPower, 1xLab, 1xWorskhop, 1xShadow Chamber, 1xPsi Lab, 1xAWC, 1xGTS, 1xProving Ground, 1xDefense Matrix
|
# ? Feb 10, 2016 02:05 |
|
The Iron Rose posted:workshop integration is an absolute shitshow and you need to wait for the SDK to download in order to upload anything to the workshop. On a related note, you also need to be exceptionally loving careful with your solution and project files, as without them you'll be unable to update your workshop mod even if you manually edit your modID and PublishedField.ID. Yeah, I'm referring to XComGame.int. I'm changing the flyover texts (Disoriented! etc), status update text on the bottom right (Viper is still disoriented!) and the loading screen/game win screen(Soldiers wounded/aliens killed/press a key to return to the avenger etc). Guess I should divide those up for compatability for later on.
|
# ? Feb 10, 2016 02:05 |
|
Ragingsheep posted:Does the bonus skills from AWC only apply to soldiers who get promoted after the AWC has been built? Soldiers get it at a random level, and if they've already passed that level when you unlock the AWC, their skill will unlock instantly. Just go into the skills menu and tab left/right through all your soldiers after you build it. When I did this right after getting it built, two of my soldiers got their perks instantly.
|
# ? Feb 10, 2016 02:09 |
Harrow posted:One problem I'm having in this campaign is I've got approximately zero access to new engineers. It's beginning to be a serious problem. Are you heading back to Resistance HQ after each Supply Drop? I've never been back there and not found a new Scientist and a new Engineer for hire. Granted you have to shell out Supplies for them, which can be a pain, but there's always at least one.
|
|
# ? Feb 10, 2016 02:12 |
|
|
# ? Jun 3, 2024 12:46 |
|
I think it's actually two of a scientist, an engineer and a skilled recruit. And I've had that same issue with an engineer shortage for a good while too because I'd only get scientists and soldiers at HQ.
|
# ? Feb 10, 2016 02:15 |