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I will say this, I was not expecting Jane Kelly, spec'd for swording, to straight up murder a full health muton with a single mag-shotgun blast to the face, that was a pleasantly brutal surprise.
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# ? Feb 12, 2016 11:25 |
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# ? May 10, 2024 07:59 |
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Reverence posted:Can't believe the judges only gave me a 7, the landing was perfect! hosed up if true Although real question, is this recorded from Shadowplay?
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# ? Feb 12, 2016 11:30 |
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You know, all things considered, I'm considering grabbing a 6->8 Soldier Squad mod and an increased enemy pod size mod. I hate having to choose which of so many awesome builds of dudes to take along. Scrap my current saves and start up a new campaign with maximum dudes.
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# ? Feb 12, 2016 11:35 |
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You won't regret it. It's loving awesome destroying 12+ enemies with a single grenade or just having more reason to use heavy weapons in good situations. It can get a bit outrageous early on though, but I'm playing on Legend. I'd also recommend bumping up the base stats of soldiers too.
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# ? Feb 12, 2016 11:37 |
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Lunethex posted:hosed up if true Yup, it works pretty well.
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# ? Feb 12, 2016 11:38 |
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Lunethex posted:You won't regret it. It's loving awesome destroying 12+ enemies with a single grenade or just having more reason to use heavy weapons in good situations. It can get a bit outrageous early on though, but I'm playing on Legend. I'd also recommend bumping up the base stats of soldiers too. Honestly, I was just thinking one of the "one more enemy per pod" kind of thing. I'm a wuss who plays on Veteran and still savescums to hell and back. I also grabbed a "Wound Recalibration" mod that I'll test at the same time. Supposed to make hospital times actually make sense compared to damage taken.
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# ? Feb 12, 2016 11:42 |
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That's super simple to do as well. Just go to DefaultMissions.ini and change the ADVENT ENCOUNTER and OPEN ENCOUNTER variables, look at "MaxSpawnCount=#" That will change regular pods. For example, I often encounter pods of 7 sectoids, vipers, regular Advent, but Boss/Leader pods are left standard so I don't end up loving myself with 7 Berserkers or god forbid, Gatekeepers Lunethex fucked around with this message at 11:47 on Feb 12, 2016 |
# ? Feb 12, 2016 11:45 |
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Lunethex posted:That's super simple to do as well. Just go to DefaultMissions.ini and change the ADVENT ENCOUNTER and OPEN ENCOUNTER variables, look at "MaxSpawnCount=#" Berserkers are easy, flashbang the lot of them, melee is disabled, you can lounge around quite nicely.
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# ? Feb 12, 2016 12:04 |
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dogstile posted:Berserkers are easy, flashbang the lot of them, melee is disabled, you can lounge around quite nicely. Flashbang is really inconsistent. They completely neuter the codex and a variety of enemies but they still allow ADVENT officers and troopers to mark and throw grenades and Andromedons can still throw goop. On the other hand poison grenades are just smaller AOE flashbangs because poison counts as disoriented and they do damage!
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# ? Feb 12, 2016 12:07 |
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BlazetheInferno posted:You know, all things considered, I'm considering grabbing a 6->8 Soldier Squad mod and an increased enemy pod size mod. I hate having to choose which of so many awesome builds of dudes to take along. Scrap my current saves and start up a new campaign with maximum dudes. I'm going to do this after my first successful campaign. Probably pick up a mod with a LW-esque Infantry class too. Hopefully by then there'll be an increased enemy spawns mod that doesn't double the counts because I think that's a bit much.
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# ? Feb 12, 2016 12:36 |
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Tiler Kiwi posted:my setup was this for the first two floors I'm stealing this for my third Ironman attempt. What do you recommend for research order? I've found in my normal/test game armour upgrades are a big deal.
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# ? Feb 12, 2016 12:39 |
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Ferrinus posted:How the gently caress does anything I've posted imply that I'm not playing on ironman, why didn't you read my first post in which I said I'd just beaten the game on commander ironman, and what does ironman difficulty have to do the lovely rules for pod activation? Nice meltdown
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# ? Feb 12, 2016 12:44 |
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Gridlocked posted:I'm stealing this for my third Ironman attempt. Armor asap. Faceless autopsy then muton autopsy take priority over anything else. After that,who cares, the game is easy.
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# ? Feb 12, 2016 12:47 |
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The mod I'm waiting for, and surprised I haven't seen yet, is one that gets rid of Elerium Core gambling and lets you build the specific ammo or heavy weapon you want. Like, I get that its "experimental", but goddamn it, I want a shredstorm cannon, so why the gently caress are you "experimenting" with napalm? I blew two cores on ammo my first game, and got tracer rounds (almost never used) and dragon rounds, which went on my gunslinger. This game, on Commander, I got venom rounds, and from the sound of it, they're strictly worse than the dragon rounds I'm used to. But it feels like a waste to try to gamble up any more ammo. I didn't ever see a Blaster Launcher until right before the last couple missions on my first playthrough, because I'd run out of cores building lovely flamethrowers and gas grenades.
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# ? Feb 12, 2016 12:54 |
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Phenotype posted:The mod I'm waiting for, and surprised I haven't seen yet, is one that gets rid of Elerium Core gambling and lets you build the specific ammo or heavy weapon you want. Like, I get that its "experimental", but goddamn it, I want a shredstorm cannon, so why the gently caress are you "experimenting" with napalm? yeees, saaaaaaaaaaaaame, help modders heelp im dying
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# ? Feb 12, 2016 12:59 |
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Ciaphas posted:Obviously it's in a derpy state right now but I would love to have all the TF2 guys with voice work in my XCOM 2 game Obviously Heavy and Demoman are greanadiers. Heavy specced into heavy gunner and Demoman specced into explosives. Or even better, custom mod classes for everyone.
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# ? Feb 12, 2016 13:00 |
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So the "True Retroactive AWC" mod can be save scummed. Added it with 1 day left on my AWC build, and if I keep reloading my soldiers keep getting different skills.
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# ? Feb 12, 2016 13:14 |
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gently caress off it ticks forever and has completely stopped all events except avatar progress. it even paused my techs until i went back to the main screen and then 15 things popped up and failed all at once
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# ? Feb 12, 2016 13:20 |
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TF2 classes as xcom units seem mostly straight forward to me. Spy is some impossible combination of both ranger trees and the gunslinger tree from the sharpshooter. Maybe just a gunslinger with the ranger's conceal once a mission perk from the AWC. Soldier is a ranger with a WAR/EXO suit and a helmet too I guess. Specialist is definitely medic/engi though.
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# ? Feb 12, 2016 13:23 |
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Peewi posted:Obviously Heavy and Demoman are greanadiers. Heavy specced into heavy gunner and Demoman specced into explosives. DemoKNIGHT as a ranger.
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# ? Feb 12, 2016 13:30 |
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The sword ranger is great in a lot of ways but I wish late game it scaled more like a stun lancer. I had an elite stun lancer hit a guy for 14 damage yesterday, my guy could never do that.
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# ? Feb 12, 2016 13:43 |
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BlazetheInferno posted:You know, all things considered, I'm considering grabbing a 6->8 Soldier Squad mod and an increased enemy pod size mod. I hate having to choose which of so many awesome builds of dudes to take along. Scrap my current saves and start up a new campaign with maximum dudes. I've got a skulljack, mimic beacon, WAR suit (-1 slot), spider suit (-1 again), tracer/dragon/talon/bluescreen rounds, acid/flame/stun grenades, a vest that heals over time, and enough plasma grenades to level a small city, and I need to find a way to bring all these along AND a medkit -- at least one. And maybe a battle scanner. How the hell am I meant to split all this between just 6 people? Verviticus posted:
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# ? Feb 12, 2016 13:43 |
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How does the skulljack work exactly? I just got the mission to use it on an advent officer. Does it work the same way the stunners did in Xcom EU/EW?
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# ? Feb 12, 2016 13:55 |
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Sjonkel posted:How does the skulljack work exactly? I just got the mission to use it on an advent officer. Does it work the same way the stunners did in Xcom EU/EW?
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# ? Feb 12, 2016 13:58 |
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It also has an immensely satisfying animation. The item is well-named.
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# ? Feb 12, 2016 13:59 |
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My skulljack always displays a 70% hit chance on the the regular skullmining attack, but I remember like, 3 misses total in my last campaign. My Specialists have a significantly higher melee success rate than my Rangers, with the caveat that they can only stab Advent guys. At least a hit is a guaranteed kill
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# ? Feb 12, 2016 14:04 |
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My gunslinger Sharpshooter rolled Guardian as his hidden skill. Every time he hits an overwatch shot, he has a 50% chance to make another, with no limit. If I retrain him as a sniper, will he keep that hidden skill? I'm considering switching my sniper and my gunslinger because Guardian seems incredible for a sniper but only kind of okay for a gunslinger.
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# ? Feb 12, 2016 14:12 |
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Ugggh I'm going to have to rely on Skullmining to get intel from now on aren't I, it's not going to give intel rewards anymore for missions or events is it
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# ? Feb 12, 2016 14:14 |
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My first Skulljack was right beside a rock, and the animation bugged out and I uppercut the officer right in the taint and held it helpless for all to see. It was on the edge of a cliff, so it was basically the beginning of The Lion King. Just got heavy plasma guns, the sound effect is magnificent. I hope this erection stops after four hours, I don't have health insurance
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# ? Feb 12, 2016 14:16 |
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Locke Dunnegan posted:My first Skulljack was right beside a rock, and the animation bugged out and I uppercut the officer right in the taint and held it helpless for all to see. It was on the edge of a cliff, so it was basically the beginning of The Lion King. taint reaped again
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# ? Feb 12, 2016 14:17 |
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Harrow posted:My gunslinger Sharpshooter rolled Guardian as his hidden skill. Every time he hits an overwatch shot, he has a 50% chance to make another, with no limit. If you pull the trigger (heh) on this, please tell us what happens on a Kill Zone proc
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# ? Feb 12, 2016 14:18 |
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Harrow posted:My gunslinger Sharpshooter rolled Guardian as his hidden skill. Every time he hits an overwatch shot, he has a 50% chance to make another, with no limit. Assuming it stacks, Kill Zone and Guardian do indeed seem like an extremely powerful combination. Is the only way to crit on reaction the GTS perk for Specialists? I want those abilities tossed into the AWC pool. Maybe just the Specialist and Ranger ones actually, the Sniper one is underwhelming and the Grenadier one is too specialized. Edit: Steady Hands should have been the Sharpshooter GTS perk imo. Or give them one point worth of armor piercing. Locke Dunnegan fucked around with this message at 14:25 on Feb 12, 2016 |
# ? Feb 12, 2016 14:22 |
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The Iron Rose posted:http://steamcommunity.com/sharedfiles/filedetails/?id=621867595&searchtext= Uh... Yeah, that's pretty bad. You'd think they'd actually go to the website and find out they're called very different things. Like, I dunno, Case Officer.
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# ? Feb 12, 2016 14:22 |
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Also, are you supposed to be able to control the placement of the soldier with a Skulljack the same way you can use swords with a ranger? Because I haven't been able to do that after fiddling with the cursor position for a minute or so and it kind of pisses me off.LuiCypher posted:Uh... Yeah, that's pretty bad. You'd think they'd actually go to the website and find out they're called very different things. Like, I dunno, Case Officer. necrobobsledder fucked around with this message at 14:26 on Feb 12, 2016 |
# ? Feb 12, 2016 14:24 |
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Hahaha, I just watched an Andromedon punch the poo poo out of a hacked turret; so hard in fact that he hosed up the roof they were both on, sending them plummeting to the ground floor.
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# ? Feb 12, 2016 14:29 |
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necrobobsledder posted:Also, are you supposed to be able to control the placement of the soldier with a Skulljack the same way you can use swords with a ranger? Because I haven't been able to do that after fiddling with the cursor position for a minute or so and it kind of pisses me off. Is it always a 70% chance to succeed when skullmining too? I'm about to finish researching it and if I can't get steady intel from it my game is hosed.
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# ? Feb 12, 2016 14:30 |
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RBA Starblade posted:Is it always a 70% chance to succeed when skullmining too? I'm about to finish researching it and if I can't get steady intel from it my game is hosed. Yeah, the 70% chance to hit with the initial attack remains fixed, the chance of succeeding the hack afterwards is variable depending on the hacking skill. Note that you can also set the homebase to provide Intel for idling there.
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# ? Feb 12, 2016 14:38 |
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RBA Starblade posted:taint reaped again I got it
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# ? Feb 12, 2016 14:44 |
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Perestroika posted:Yeah, the 70% chance to hit with the initial attack remains fixed, the chance of succeeding the hack afterwards is variable depending on the hacking skill. Note that you can also set the homebase to provide Intel for idling there. I have it set to that but it's like 4 a day and feels insanely slow and a good way to get screwed if you do it long enough. And I need at least 60-90 to get to a second facility (and there must be a third because the pips on the Avatar Project don't add up). If you get the chance to, do not sell the datapads. They're less common than I thought.
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# ? Feb 12, 2016 14:45 |
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# ? May 10, 2024 07:59 |
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You guys build laboratories on Commander and up? I never build one on my first run and didn't need it either, research was still kinda too fast tbh.
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# ? Feb 12, 2016 14:53 |