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Kai Tave
Jul 2, 2012
Fallen Rib
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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Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

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?

BlazetheInferno
Jun 6, 2015
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.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
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.

Reverence
Nov 1, 2009

Lunethex posted:

hosed up if true

Although real question, is this recorded from Shadowplay?

Yup, it works pretty well.

BlazetheInferno
Jun 6, 2015

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.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
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 :v:

or god forbid, Gatekeepers :suicide:

Lunethex fucked around with this message at 11:47 on Feb 12, 2016

dogstile
May 1, 2012

fucking clocks
how do they work?

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=#"

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 :v:

or god forbid, Gatekeepers :suicide:

Berserkers are easy, flashbang the lot of them, melee is disabled, you can lounge around quite nicely.

Demiurge4
Aug 10, 2011

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!

toasterwarrior
Nov 11, 2011

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.

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

Tiler Kiwi posted:

my setup was this for the first two floors

guerrilla - power - proving
Adv. com. - workshop - psionics

the only big dick play I advise is rushing and upgrading a workshop early in that exact spot, as it's two free engineers when you need them most. very, very high value thing to get.

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.

neonbregna
Aug 20, 2007

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

Kin33
Jul 3, 2007

Where is your god now?

Gridlocked posted:

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.

Armor asap. Faceless autopsy then muton autopsy take priority over anything else. After that,who cares, the game is easy.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



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.

Dongattack
Dec 20, 2006

by Cyrano4747

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?

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.

yeees, saaaaaaaaaaaaame, help modders heelp im dying

Peewi
Nov 8, 2012

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

Scout as Ranger, Heavy or Soldier as Grenadier, Medic or Spy as Specialist, Sniper as Gunslinger, uhh

Pyro as Psi Ops? :v:

Obviously Heavy and Demoman are greanadiers. Heavy specced into heavy gunner and Demoman specced into explosives.

Or even better, custom mod classes for everyone.

Orgophlax
Aug 26, 2002


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.

Verviticus
Mar 13, 2006

I'm just a total piece of shit and I'm not sure why I keep posting on this site. Christ, I have spent years with idiots giving me bad advice about online dating and haven't noticed that the thread I'm in selects for people that can't talk to people worth a damn.


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

Morzhovyye
Mar 2, 2013

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.

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

Peewi posted:

Obviously Heavy and Demoman are greanadiers. Heavy specced into heavy gunner and Demoman specced into explosives.

Or even better, custom mod classes for everyone.

DemoKNIGHT as a ranger.

Darlan Flame
May 18, 2006

SAVE THE B33R!
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.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

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.
Interestingly I always find I have a problem figuring out what items to bring, as opposed to what characters.
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:



gently caress off
Said it earlier but this is a result of going into geoscape while an important prompt is waiting to be triggered. For instance, you complete a research that gives you a new objective, but exit the research screen while Tygan's still talking and enter the geoscape immediately, bypassing the "new objective" prompt. If it ever ticks past 0 just exit the geoscape ASAP.

Sjonkel
Jan 31, 2012
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?

Broken Cog
Dec 29, 2009

We're all friends here

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?
More or less like a normal melee weapon, including being able to use it after sprinting.

isk
Oct 3, 2007

You don't want me owing you
It also has an immensely satisfying animation. The item is well-named.

Psykmoe
Oct 28, 2008
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 :v:

Harrow
Jun 30, 2012

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
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 :ohdear:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

toasterwarrior
Nov 11, 2011

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 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.

If you pull the trigger (heh) on this, please tell us what happens on a Kill Zone proc :sicknasty:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

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 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.

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

LuiCypher
Apr 24, 2010

Today I'm... amped up!

The Iron Rose posted:

http://steamcommunity.com/sharedfiles/filedetails/?id=621867595&searchtext=

ahahahahahahahahaha


So I posted on the mod page that that's not actually what the CIA calls its employees or what it's rank structure looks like and in response the author deleted my comments and blocked me

agents are intelligence sources, not employees! Sorry this is a pet peeve of mine and I need to bitch

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
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost
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.
It'd be more like Contractor, Engagement Manager, GS-9, GS-11, GS-12, etc. but the problem is that if it's consistent with the CIA the higher they go the less capable they'd be in the field.

necrobobsledder fucked around with this message at 14:26 on Feb 12, 2016

toasterwarrior
Nov 11, 2011
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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.

Perestroika
Apr 8, 2010

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.

victrix
Oct 30, 2007


RBA Starblade posted:

taint reaped again

I got it :haw:

:eng99:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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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Dongattack
Dec 20, 2006

by Cyrano4747
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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