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Broken Cog posted:Whyyyyyyyy can troops panic from taking normal damage? "Sure that grenade almost killed me, but to be fair, it was the normal amount of damage one could expect from a grenade, so overall I feel calm."
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# ? Feb 11, 2016 09:05 |
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# ? May 9, 2024 22:18 |
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I dominated a Gatekeeper early in the final mission. Sweet! Except not to long after it gets hit with a Codex's rift. Since its beam has one ammo pip that never gets depleted, it has no reload button, so now I can't use its beam for the rest of the mission.
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# ? Feb 11, 2016 09:07 |
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The 'get wounded less' in the gts is pretty great.
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# ? Feb 11, 2016 09:07 |
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LibbyM posted:"Sure that grenade almost killed me, but to be fair, it was the normal amount of damage one could expect from a grenade, so overall I feel calm." Why doesn't the aliens panic though?
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# ? Feb 11, 2016 09:09 |
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Beat the game, commander difficulty. Without ironman, jfc. I ran into a crash again on a retaliation mission (a civilian ran from an ADVENT officer into an overwatched MEC, but it was actually a faceless so it took damage and transformed and the enemy turn didn't end) and got the save corruption bug. Final mission talk: it's certainly not the cakewalk the temple mission was, holy crap. I thought the commander's avatar would make the mission a breeze when I saw the abilities it has. I got through it by being a huge cowardly bitch and staying back near the entrance to the final area. Used a mind controlled lancer to draw out the first avatar, then spent a few turns on overwatch before tentatively poking out with a concealed ranger. Turns out if you don't come out to meet them the aliens will congregate at the middle pillar... just within range for the dimensional rift if you sit on the other side of the big wall. Even with that I had to avoid a fuckton of aliens to burn down the last two avatars in one turn. Very much looking forward to crushing my balls in legendary.
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# ? Feb 11, 2016 09:10 |
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Internet Kraken posted:If I disable mods in a campaign but then renable them before loading it again, will that campaign work fine or will it be busted? Yes, if you enable your mods again your saves should load just fine. Mods are loaded as soon as the game launches. Requiring them all to be disabled for ranked multiplayer seems like a way to prevent some very easy cheating.
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# ? Feb 11, 2016 09:11 |
That last mission was surprisingly long! Deaths were the 2 rookies from the tutorial and 2 from when I got too cocky about having new armor, one for each tier. Loss was a mission I bugged out on to not lose dudes to Chryssalid poison. I went with Veteran because I was a pretty mediocre EW player and I lost a lot of troops and missions, so Solomon's comments that Veteran was a lot harder than EW Normal scared me off. He might have been right that individual enemies and situations are tougher, but you have so many more options in XCOM 2 that Veteran ended up feeling easier to me than EW Normal. Just being able to move and launch effective explosives was a huge tactical benefit. My team by the end was pretty much always 2 Psi Troops, 2 Grenadiers, 1 Specialist, and a Ranger or Sharpshooter to taste; I pretty much only took a Specialist for long range hacking, they felt kind of sub par compared to the damage and utility of everything else. Aside, is there a tier 3 Grenade Launcher? Pretty sure I researched everything. Broken Cog posted:Why doesn't the aliens panic though? Because they are psychically supported and genetically engineered cannon fodder or space monsters. Your dudes are just regular roughnecks.
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# ? Feb 11, 2016 09:12 |
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Broken Cog posted:Why doesn't the aliens panic though? They're all essentially Psi-controlled drones. Save for a handful like the Gatekeeper and Codex.
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# ? Feb 11, 2016 09:14 |
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I just discovered two unfortunate things when a Sectoid panicked a heavy gunner grenadier. One is that he ran through a psi-op's solace field and his panic wasn't removed. The other is that the garunteed damage from having a stock on your weapon won't proc armor shreds.
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# ? Feb 11, 2016 09:17 |
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Dr Christmas posted:I dominated a Gatekeeper early in the final mission. Sweet! the best thing to dominate in the final mission isn't the gatekeeper, though it is useful. (spoiler) http://images.akamai.steamusercontent.com/ugc/496888905831184666/F513378E3D96FB7F388E883ABBE7D97BC3562D12/
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# ? Feb 11, 2016 09:18 |
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Turns out it's hack failures, all the way down.
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# ? Feb 11, 2016 09:27 |
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Tiler Kiwi posted:the best thing to dominate in the final mission isn't the gatekeeper, though it is useful. Nice, does that prevent the teleport on taking damage?
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# ? Feb 11, 2016 09:27 |
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Famethrowa posted:I'm too stubborn to go down to Veteran difficulty, but Commander is loving brutal early game You don't want that pod to come stumbling in when you are fighting another pod later in the mission.
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# ? Feb 11, 2016 09:29 |
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dyzzy posted:Nice, does that prevent the teleport on taking damage? It does. I wasn't able to find one before that point though. By the time one DID show up, it was kinda hard to keep it alive.
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# ? Feb 11, 2016 09:32 |
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dyzzy posted:Nice, does that prevent the teleport on taking damage? yeah. it's as useful as it sounds.
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# ? Feb 11, 2016 09:33 |
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Just had the worst base defense ever. A commander managed to get around to the side (thanks to 4 sniper failed overwatches). He ends up killing one of the already wounded troops. This then sets 4 of the 5 snipers i had out into panic. The last sniper i had on pistol overwatch then pulls out his pistol and shoots the one previously heavily wounded snipers as he is running towards the enemy. That of course kills him and set a few more people off into panic. So your own people will overwatch their own troops in panic mode. FFS
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# ? Feb 11, 2016 09:34 |
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Shoefish posted:Turns out it's hack failures, all the way down. this is why i never took haywire in ironman.
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# ? Feb 11, 2016 09:39 |
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I've uploaded the first version of my Numerical Health Display mod I've been having some problems making it look good and readable and I am open to suggestions. Note that if I were to make the icons bigger they'd overlap other parts of the UIUnitFlag (at least the name that first pops up when selecting a unit) and that if I made the numbers bigger I wouldn't have room for showing max health. I guess I could just say "gently caress max health" and make the numbers larger. Max shields doesn't seem particularly important and there's no such thing as max armor. Also, what's up with images from Steam not embedding on SA? Here I have to reupload them somewhere else, but they work fine on a different forum I post on.
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# ? Feb 11, 2016 09:57 |
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Uh, I don't think we'll be needing the X4 for this one, Bradford.
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# ? Feb 11, 2016 09:58 |
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Peewi posted:I've uploaded the first version of my Numerical Health Display mod It's a fascinating concept, but I don't really like the look of it and the red numbering is hard to read. Definitely do away with the max health/shields information though, it really doesn't look good. One number might though. It's just a real shame the f1 information screen is gone.
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# ? Feb 11, 2016 10:00 |
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ZoninSilver posted:Someone tried to figure out what ADVENT are saying in combat and I'm literally 12 years old again: I've watched it like five times now and still giggle like an idiot. toasterwarrior posted:Gotta earn your cool poo poo. Bandannas and tats are the medals and rank pins of the new XCOM! Bolow posted:The beret mod is cool and good (not supposed to look like anyone specific, just showing off the beret's coolness) Also it's been updated now with the "Ballcap with headset" combo from EU/EW, which is nice because I dislike having just the ballcap but the headset somehow makes it work. EDIT: Oh yeah speaking of modding, can anyone who's mucked around with the SDK tell me off hand how easy/hard it would be to make a soldier voice pack if I already have the sound files on hand? Nordick fucked around with this message at 10:19 on Feb 11, 2016 |
# ? Feb 11, 2016 10:03 |
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Tiler Kiwi posted:yeah. it's as useful as it sounds. *Indy voice* "Snek...why does it always have to be snektits?"
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# ? Feb 11, 2016 10:03 |
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I almost got hosed over because clicking in lag got my ranger (with volatile explosives) grenade my own drat team without the friendly fire warning.
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# ? Feb 11, 2016 10:18 |
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OH MY loving GOD MY RANGER JUST PANICKED AND THREW A GRENADE AT THE REST OF THE SQUAD
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# ? Feb 11, 2016 10:23 |
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Can you build an Elerium Conduit AND a Power Conduit in the same power relay?
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# ? Feb 11, 2016 10:24 |
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victrix posted:Can you build an Elerium Conduit AND a Power Conduit in the same power relay? Yes
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# ? Feb 11, 2016 10:26 |
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Peewi posted:I've uploaded the first version of my Numerical Health Display mod You don't need numbers for the armor really, I would just put an unobtrusive number in bold red with black borders next to the health bar and be done with it. If it's possible you could consider condensing armor values into a big block if there is 5 or more so instead of a a a a a a it would be A a. Keep the current health bar.
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# ? Feb 11, 2016 10:44 |
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SynthOrange posted:OH MY loving GOD MY RANGER JUST PANICKED AND THREW A GRENADE AT THE REST OF THE SQUAD In around 4 failed campaigns and one succesful, I've had that exact thing happen exactly ONCE. It was responsible for more than half of my total campaign deaths when it happened and I lose my poo poo every time someone with a grenade panics now.
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# ? Feb 11, 2016 10:50 |
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Okay I have my doom clock running out because I put off hitting the bases I knew about and I really need to know if the (late-game story mission as a result of Blacksite success) mission reduces the avatar clock. Because I don't know if I have an alternative at this point. E: ALSO is wetwork retroactive? I was told it was but I'm super lategame and waited all this time to buy it because I basically forgot and it didn't level up a single one of my fairly veteran soldiers.
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# ? Feb 11, 2016 10:50 |
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my soldiers got panicked 4 times early game and without fail every single time the next action the alien took resulted in them moving towards the panicked guy and getting shot and killed by him, who then proceeded to hunker down for a turn and wake up
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# ? Feb 11, 2016 10:53 |
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Vib Rib posted:Okay I have my doom clock running out because I put off hitting the bases I knew about and I really need to know if the (late-game story mission as a result of Blacksite success) mission reduces the avatar clock. Because I don't know if I have an alternative at this point. all blacksite invasions, shadow chamber analysis and avatar site invasions reduce the clock by at least one and this will reset the timer on the clock
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# ? Feb 11, 2016 10:54 |
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I'm glad I had the situation handled when the second story skulljack objective was completed. Sadly after that my save nuked itself thanks to some mod shenanigans. Time for round 3.
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# ? Feb 11, 2016 10:57 |
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During one of the story missions the Skyranger plops me down right next to a Sectopod on the high ground, triggering my ever vigilant specialists!? who immediately runs over and reveals my entire squad. Guess I'm not using concealment for this mission! EDIT: Turns out Rupture and Blue Screen Ammo make short work of even Sectopods. Still, the loss of concealment hurts. Kooriken fucked around with this message at 11:05 on Feb 11, 2016 |
# ? Feb 11, 2016 11:01 |
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Anyone playing on legend difficulty now? I've just finished the commander difficulty and feed I've got a good grasp of the tactics, and ok understanding of build order/ strategic layer. Is it a fun change with the extra long build times and more missions and slower progression?
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# ? Feb 11, 2016 11:03 |
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Vib Rib posted:Okay I have my doom clock running out because I put off hitting the bases I knew about and I really need to know if the (late-game story mission as a result of Blacksite success) mission reduces the avatar clock. Because I don't know if I have an alternative at this point. the missions you get as a result of the blacksite are definitely not lategame at all. More midgame really. You should do the blacksite early. They reduce the doom clock though. Wetwork isn't retroactive.
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# ? Feb 11, 2016 11:05 |
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I have it looking like this right now Gotta get the numbers centered. Getting the text looking and positioned right is a huge pain in the rear end. I'm thinking I'll add a small /x to the bottom right corner of the health icon. White on the yellow armor isn't a good idea.
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# ? Feb 11, 2016 11:06 |
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Vib Rib posted:E: ALSO is wetwork retroactive? I was told it was but I'm super lategame and waited all this time to buy it because I basically forgot and it didn't level up a single one of my fairly veteran soldiers. The Iron Rose posted:Wetwork isn't retroactive. Wetwork is totally retroactive. I had it level someone up, and I've seen another guy get three levels after purchasing it.
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# ? Feb 11, 2016 11:08 |
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SynthOrange posted:OH MY loving GOD MY RANGER JUST PANICKED AND THREW A GRENADE AT THE REST OF THE SQUAD That's nothing. I had my gunslinger throw a grenade on top of my squad... while they were on a second story rooftop. ... It wasn't pretty. The Iron Rose posted:Wetwork isn't retroactive. I can confirm it is retroactive. I've got a retroactive level up as well!
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# ? Feb 11, 2016 11:10 |
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Would it be possible to get a health bar that's just the regular one but instead of a single bar it's broken up into 10s? So if something has 20 hp it has 2 bars of 10, one under the other?
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# ? Feb 11, 2016 11:13 |
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# ? May 9, 2024 22:18 |
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SynthOrange posted:OH MY loving GOD MY RANGER JUST PANICKED AND THREW A GRENADE AT THE REST OF THE SQUAD Nothing like having 2 turns left and getting reinforcements right in the middle of the evac zone. They took a potshot at a rookie who panicked and ran up to a higher level of roof where he cozied up to three other squad mates and the VIP only to drop a grenade a tile in front of himself. I think most of them died even before the three story fall.
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# ? Feb 11, 2016 11:16 |