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Peewi posted:Andromedon's also don't have 30 health. I'm pretty sure he was just writing random numbers as examples. Yeah, XCOM 2 Long War isn't out yet. Mega shield turrets, say, would make for an interesting mod idea though.
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# ? Feb 11, 2016 13:53 |
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# ? May 10, 2024 18:46 |
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Also, gently caress Hacking: The Mod ideas because my modding efforts have to start somewhere I guess: Remove the permanent +20 Hacking stat reward, just give all Specialists (or just all soldiers, really) that +20 innately. Failing to get the lesser reward from a Hacking attempt does not trigger the penalty. Make getting the better reward more likely. So the choice would be between using an action to probably get a small reward with no penalty if it fails, or rolling the dice because you haven't heard the good word about gently caress hacking yet. Give Specialists a free utility item slot that can only be used for actual utility items (so no grenades, ammo, vests), meaning they can bring a Skulljack and Medikit and still have a spare slot/wear Proving Grounds armor. Thoughts?
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# ? Feb 11, 2016 13:55 |
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Wizard Styles posted:Also, gently caress Hacking: The Mod ideas because my modding efforts have to start somewhere I guess: i)Okay, but it's a bit broken. +10 maybe. ii)Bad idea for hacking enemies, good idea for skulljacking iii)Just make skulljacks give +10 hacking skill. Skullmining research bumps it to 25 by default anyway so it'd be an earlier addition.
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# ? Feb 11, 2016 13:59 |
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I'd suggest that the solution to 'gently caress hacking' is to add a permanent +10 or so to hacking skill to all feedback effects. The more you fail, the better you get in future hacks, so the problem self corrects.
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# ? Feb 11, 2016 13:59 |
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I think what bugs me about hacking is the penalties for failing are often really lovely, and the benefits can either be trivial and pointless, so not even worth attempting, or incredibly swingy, so they can make the fight/mission trivial (mind controlling robots is huge). So you either totally avoid it (boring 2 round bonuses, 2 round bonuses for squad with garbage success %), or you roll guaranteed results only, or you roll the dice on strong results if you're in a situation where you can handle a failure. Something a bit more graduated so you want to use hacking, but failure changes the tactical situation without completely loving you over, and success helps you but doesn't win the entire battle would be nice.
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# ? Feb 11, 2016 14:00 |
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Fangz posted:I'd suggest that the solution to 'gently caress hacking' is to add a permanent +10 or so to hacking skill to all feedback effects. I'd like that, I think. Right now the correct approach to difficult hacks is "don't even try," but if you attached a bonus to trying and failing, I'd do it much more often. That would make my missions more interesting as I deal with the feedback, and it would also lead to me having a better hacker in the long run. It's a good idea.
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# ? Feb 11, 2016 14:01 |
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That would kind of make "fail hacks to get more reinforcements to kill for xp/loot" even better, and it's a bit of a gamey strategy to be encouraging.
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# ? Feb 11, 2016 14:02 |
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Bogart posted:^^ It's a supply drop. Gotta pick it up yourself. In the my games/xcom 2/config or whatever folder find either xcomgamecore or xcomgamedata and search for "Unique" It's a series of lines that tell you which items are "unique" and you can delete any line you want to make those items not unique. Grenades are one example, you can do medkits or ammo or whatever else too if you decide you need to pack talon and bluescreen rounds on a rapid fire ranger because there's sectopods on mission or something.
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# ? Feb 11, 2016 14:04 |
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rofl, I just got a hack as we're discussing this that sums up hacking pretty well: Guaranteed mission door hack 100% Increase Hacking by 20 permanently 21% Locate Alien Facility GEE LET ME THINK
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# ? Feb 11, 2016 14:04 |
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Jabor posted:That would kind of make "fail hacks to get more reinforcements to kill for xp/loot" even better, and it's a bit of a gamey strategy to be encouraging. It's certainly gamey, but it might be fun? The main point is that it's more of an interesting decision. Maybe you'd only add this to the more painful feedback effects. Fangz fucked around with this message at 14:09 on Feb 11, 2016 |
# ? Feb 11, 2016 14:05 |
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My specialist has volatile mix, which makes it too bad that he can only carry one grenade at once because wow that grenade just tears the poo poo out of anything.
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# ? Feb 11, 2016 14:07 |
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Also someone please mod Suppression Fire so it's less 'Suppression ' She lights herself on fire most of the time
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# ? Feb 11, 2016 14:13 |
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Musluk posted:i)Okay, but it's a bit broken. +10 maybe. ii) Oh yeah, I totally forgot about hacking enemies. Then again, you're still using an action and ability use for a stun. How likely is it to get a stun with fully upgraded gear and the +20 bonus? Taking control of a Sectopod should always be a hard thing to achieve, though, certainly. iii) Frontloading Skulljack bonuses seems like a good idea. I don't see how that relates to the free item slot, but the free item slot for Specialists should probably be its own thing anyway since its not directly related to hacking and afaik you can't make Workshop mods modular. victrix posted:I think what bugs me about hacking is the penalties for failing are often really lovely, and the benefits can either be trivial and pointless, so not even worth attempting, or incredibly swingy, so they can make the fight/mission trivial (mind controlling robots is huge). Jabor posted:That would kind of make "fail hacks to get more reinforcements to kill for xp/loot" even better, and it's a bit of a gamey strategy to be encouraging.
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# ? Feb 11, 2016 14:13 |
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In DefaultGameBoard.ini, what are the variables that determine the Skyranger and Avenger's flight speeds? I know it's cheating, but I'd like to speed them up a tad- and by a tad, I mean by 100x or summat of the sort.
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# ? Feb 11, 2016 14:25 |
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Wizard Styles posted:ii) Oh yeah, I totally forgot about hacking enemies. Then again, you're still using an action and ability use for a stun. How likely is it to get a stun with fully upgraded gear and the +20 bonus? Taking control of a Sectopod should always be a hard thing to achieve, though, certainly. This is on a colonel guy with +20 bonus and +25 from skulljack with a gremlin II on an advent advanced MEC. I'll see in the future if the +5 from hacking stuff reddit spewed out is right.
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# ? Feb 11, 2016 14:26 |
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Musluk posted:
Because I'm an idiot for ages I thought that box on the right was the chance of success, because when you hack an objective the box on the left is the "what's your chance of success box". So I started getting pissed off when I failed every thing 75%+ chance of success hacking attempt, but I was actually failing the 25% or less success of hacking attempts That particular example is pretty stupid though, as haywire is basically just mind control, and yet you can easily get 100% mind control against most things. Also no word of a lie I was idling on the avenger last night and central pops up saying: "Latest word is there's some crazy guy on resistance radio calling himself Van Dorn, he doesn't sound like the type of recruit we want"
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# ? Feb 11, 2016 14:37 |
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Musluk posted:I'll see in the future if the +5 from hacking stuff reddit spewed out is right.
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# ? Feb 11, 2016 14:44 |
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https://fat.gfycat.com/AstonishingAcclaimedKob.webmWizard Styles posted:
I'm not sure, rather check myself. Some stuff they spewed out turned out to be right, for example the caps lock to load back to lagvenger trick.
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# ? Feb 11, 2016 14:45 |
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Playing on Vet/IM and from the middle to the end of April, the Avatar Project went from four pips to full? wtf
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# ? Feb 11, 2016 14:45 |
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I went from 5 to 10 because they built another facility. Thankfully I just skulljacked, can research that tech in a week, and I've got an exo suit, mag weapons, and predator armor for the blacksite whenever I need it. And dragon breath rounds! By the way, exo suits: should I build as many as possible or is there a reason to leave them off certain members of the squad (besides the sniper)?
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# ? Feb 11, 2016 14:48 |
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I love it when my soldiers panic during an enemy turn, because they usually go for taking a free shot, and I can just have my Specialists wipe the panic during the next turn and give them back their full move again.
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# ? Feb 11, 2016 14:48 |
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RBA Starblade posted:I went from 5 to 10 because they built another facility. Thankfully I just skulljacked, can research that tech in a week, and I've got an exo suit, mag weapons, and predator armor for the blacksite whenever I need it. And dragon breath rounds! Regular Predator armor gets you an extra utility slot, good for custom ammo and such, but the EXO suit gets the rocket launcher/flamethrower/etc. Thus, having something replace your grenade (praise be to our Lord the Grenade) on an EXO is not so detrimental. Either one is good; I'd put EXO on Grenadiers and maybe rangers, Spider on snipey sharpshooters, and Predator on specialists, pistoleers, and the rest.
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# ? Feb 11, 2016 14:57 |
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Zomborgon posted:Regular Predator armor gets you an extra utility slot, good for custom ammo and such, but the EXO suit gets the rocket launcher/flamethrower/etc. Thus, having something replace your grenade (praise be to our Lord the Grenade) on an EXO is not so detrimental. Either one is good; I'd put EXO on Grenadiers and maybe rangers, Spider on snipey sharpshooters, and Predator on specialists, pistoleers, and the rest. Thanks, I've got a second exo suit and spider armor in the works, as soon as they finish I'm attacking the blacksite, then making contact in NA, and attack the facility there. I can then make contact in South America to prepare for the second avatar facility. I love the avatar timer. It works a lot better than the doom meter in EU I feel, especially at adding tension. e: I got the "add 2 pips to the Avatar Project" twice in a row. I countered them but I now have double rookie cost (lol), increased detection radii (which so far has meant I am killing the aliens faster, so what a boon that is! Concealment is a trap), and UFO Hunt (this might be a problem). RBA Starblade fucked around with this message at 15:09 on Feb 11, 2016 |
# ? Feb 11, 2016 14:59 |
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Kitchner posted:That particular example is pretty stupid though, as haywire is basically just mind control, and yet you can easily get 100% mind control against most things. Robots can't be mind controlled. Mind control is one-time per mission. High level psi-troopers are much harder to get.
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# ? Feb 11, 2016 15:12 |
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Floodkiller posted:I love it when my soldiers panic during an enemy turn, because they usually go for taking a free shot, and I can just have my Specialists wipe the panic during the next turn and give them back their full move again. I have never seen a panic shot hit.
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# ? Feb 11, 2016 15:12 |
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Fangz posted:Robots can't be mind controlled. Eh, Psi troops just takes time. You don't even have to bring them on missions to level them, so I'd say they're almost easier, or at least safer, to get to max rank.
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# ? Feb 11, 2016 15:14 |
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Broken Cog posted:Eh, Psi troops just takes time. You don't even have to bring them on missions to level them, so I'd say they're almost easier, or at least safer, to get to max rank. They take time, money, elerium, facility space, research tech... Meanwhile Haywire protocol is a level 2 perk, and the game will eventually throw colonel level soldiers at you in the black market or in resistance HQ. Fangz fucked around with this message at 15:19 on Feb 11, 2016 |
# ? Feb 11, 2016 15:17 |
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Fangz posted:They take time, money, elerium, facility space, research tech... I wouldn't try going for a takeover haywire without significant upgrades and ranks on said specialist. And Domination is better on almost all accounts. Edit: You will probably get Psi troopers with dominate before you start getting Colonel specialists.
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# ? Feb 11, 2016 15:19 |
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Fangz posted:They take time, money, elerium, facility space, research tech... I'm not on about having a level 2 perk, I'm on about having a Colonel Specialist with a level 3 gremlin with a skulljack with skull mining only getting 45% chance to hack and take control of something. Which also takes time, money, elerium, research tech. Instead of a facility space it requires surviving a gently caress ton of missions and killing a bunch of dudes, which is harder than waiting for like 40 days.
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# ? Feb 11, 2016 15:20 |
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drat my first foray into legendary turns out to be a bust. Really had a nice team going but I waited too long with updating my weapon tech and now my dudes cant tear through those walls of hp the game starts to throw at me (e.g. Berserkers) before timers run out and I built my power relay on the wrong spot so I don't have power to upgrade my communications relay so I cant make contact with new regions to sabotage the avatar facilities before it gets full which is only 2 pips away and and and
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# ? Feb 11, 2016 15:23 |
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Broken Cog posted:Edit: You will probably get Psi troopers with dominate before you start getting Colonel specialists. Nah. Though it is really close.
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# ? Feb 11, 2016 15:29 |
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If you think you can replace specialists with Psi troopers because Psi troopers are better, then go ahead and try, I guess. But saying every perk needs to be as good as Dominate is *rather* silly.
Fangz fucked around with this message at 15:33 on Feb 11, 2016 |
# ? Feb 11, 2016 15:30 |
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So, increased detection radii: On the mission I skulljacked the officer on, I get detected first move by a muton, viper, and stun lancer. Oh no! Everyone's out of cover beacuse it literally just started! Oh, no, wait, the gunslinger shot the lancer. Then shot him again to kill him. Then shot again to wound the Viper. Then the specialist threw a Volatile Frag Grenade and blew up the Muton's cover and armor and killed the Viper. Then the Gunner shot the Muton to death. Concealment doesn't matter at all lmao just go hogwild. That made for an easier engagement than it would have! Later in the mission since I was running low on turns to escort the vip out, the gunslinger used the sniper to blow up the fusion core five inches from him. XCOM then just walked around the building to get to evac. Flawless.
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# ? Feb 11, 2016 15:33 |
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The customization mod is just about the best thing ever. If you're going to dominate minds, you may as well be dapper about it.
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# ? Feb 11, 2016 15:41 |
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Fangz posted:If you think you can replace specialists with Psi troopers because Psi troopers are better, then go ahead and try, I guess. But saying every perk needs to be as good as Dominate is *rather* silly. Now, if every perk was as good as Stasis, well, then it would be game over man, game over, for every alien pod.
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# ? Feb 11, 2016 15:41 |
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RBA Starblade posted:So, increased detection radii: On the mission I skulljacked the officer on, I get detected first move by a muton, viper, and stun lancer. Oh no! Everyone's out of cover beacuse it literally just started! Oh, no, wait, the gunslinger shot the lancer. Then shot him again to kill him. Then shot again to wound the Viper. Then the specialist threw a Volatile Frag Grenade and blew up the Muton's cover and armor and killed the Viper. Then the Gunner shot the Muton to death. Now that my sniper has an advanced scope and tracer rounds, Kill Zone ambushes are just trivializing pods. See the pod with a Phantom Ranger, grapple up high with the sniper, set up Kill Zone, trip the pod with someone else, and watch the sniper drop most of them as they run for cover. It's hilarious.
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# ? Feb 11, 2016 15:44 |
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Harrow posted:Now that my sniper has an advanced scope and tracer rounds, Kill Zone ambushes are just trivializing pods. Grapple up high, set up Kill Zone, trip the pod with someone else, and watch the sniper drop most of them as they run for cover. It's hilarious. I've got a scope and I'm about to get a spider suit so god willing my sniper will finally become good. I'm probably going to end up installing the retroactive AWC skill mod after all because a whole two soldiers have gotten the perk now. I could retrain them one at a time but ugh that's terrible. Does that even work to get it applied? It doesn't seem like it would.
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# ? Feb 11, 2016 15:46 |
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I haven't tested it yet, but I think the Caps Lock trick only works as long as there's no voiceover mission intro going on. I can get CapsLock to speed up loads when I'm exiting a mission where there's no Bradford, but I don't seem to be able to get a speed up while I keep jamming CapsLock until Bradford has finished talking.Broken Cog posted:Edit: You will probably get Psi troopers with dominate before you start getting Colonel specialists.
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# ? Feb 11, 2016 15:49 |
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My problem with hacker specialists is that not only does it have a lesser chance to work than domination, but in terms of threat tier for me it's been Gatekeeper > Andromedon > Muton/Heavy MEC. Sectopods this time around are very fair, which means they get slaughtered. They need some of the bullshit of the original sectopods, whether that's more toughness, more shots per turn, auto overwatch with Guardian, or something! (Mutons/MECs are more scary because of their suicidal lust for grenades) As well my way of thinking on specialists is that a hacker does things in situations you may know you'll encounter, and they are good but not overwhelmingly good compared to the just kill everything strategy. Also BSOD rounds exist. Meanwhile a healer is harder to quantify, but when you need one, you NEED it, and I like the security blanket.
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# ? Feb 11, 2016 15:51 |
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# ? May 10, 2024 18:46 |
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RBA Starblade posted:I've got a scope and I'm about to get a spider suit so god willing my sniper will finally become good. Retraining does work. The retroactive AWC mod just lets you skip the retraining part--it doesn't guarantee you a skill, so some soldiers still won't get one.
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# ? Feb 11, 2016 15:53 |