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TopHatGenius posted:Oh my god Mimic Beacons are soo good. I'm was used to the behavior of them for EW but they really are game changers. That and advanced ammo. Next game I have to research the Proving Ground early. Right?? I usually let the advent drop those 'faceless on every mission' events because I can never have enough dead zoidburgs
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# ? Feb 13, 2016 00:28 |
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# ? Jun 13, 2024 06:30 |
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TopHatGenius posted:Oh my god Mimic Beacons are soo good. I'm was used to the behavior of them for EW but they really are game changers. That and advanced ammo. Next game I have to research the Proving Ground early. Assuming you get enough elerium core drops to justify an early proving ground. Elerium Cores are the only tech resource to be entirely RNG and george is getting mad over here Maybe my first mod should just be a tiny one to add an Elerium Core to black market sales lists for each month
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# ? Feb 13, 2016 00:28 |
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Has anyone figured out the cause or solution to the sudden "Can't detect installed mods" bug? Just got it and redownloading everything (including the ignore missing dlc mod) didn't fix it. Have a flawless legend campaign that's like 8 missions in right now that I'd rather not abandon... e: And of course the first time I try it after this post it works fine. VDay fucked around with this message at 00:32 on Feb 13, 2016 |
# ? Feb 13, 2016 00:29 |
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I have never had a repeater visibly proc, despite having half of my soldiers using them. Do they not pop up a notification?
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# ? Feb 13, 2016 00:30 |
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EvilSlug posted:What I really, really want is for someone to model an articulated Kool-Aid Man to put in place of the Andromedon, complete with "Oh Yeah!" sound effects. This needs to happen so bad it isn't even remotely funny.
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# ? Feb 13, 2016 00:30 |
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Zomborgon posted:I have never had a repeater visibly proc, despite having half of my soldiers using them. Do they not pop up a notification? instead of Missed or a damage indicator it pops up Executed! very visible
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# ? Feb 13, 2016 00:31 |
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Zomborgon posted:I have never had a repeater visibly proc, despite having half of my soldiers using them. Do they not pop up a notification? 'executed' is what it says.
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# ? Feb 13, 2016 00:31 |
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Do Psi-Guys level up with experience at all? I've had my first Psi-Guy on my team for 3-4 missions and it doesn't seem like he's gaining any promotions or experience. Is shoving them into a Psi chamber the only way to get promotions?
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# ? Feb 13, 2016 00:32 |
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Overdrift posted:Do Psi-Guys level up with experience at all? I've had my first Psi-Guy on my team for 3-4 missions and it doesn't seem like he's gaining any promotions or experience. Is shoving them into a Psi chamber the only way to get promotions? they do not, but they can go on missions from the psychic radiation tank, you don't need to take them out unless they are forcibly removed by means of injury or death
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# ? Feb 13, 2016 00:33 |
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VDay posted:Has anyone figured out the cause or solution to the sudden "Can't detect installed mods" bug? Just got it and redownloading everything (including the ignore missing dlc mod) didn't fix it. Have a flawless legend campaign that's like 8 missions in right now that I'd rather not abandon... Was Steam offline? I've noticed that when I was trying to debug why XCOM 2 suddenly wasn't working (turns out an update to less gravely wounded was causing it until a hotfix for it got pushed out), that Steam would just flat out not show any of the subscribed workshop mods if it didn't have an active internet connection. Even though they were all downloaded and installed in the right place on the hard drive the game's on.
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# ? Feb 13, 2016 00:34 |
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Motherfucker posted:'executed' is what it says. actually it says "executed!!!" which is exactly my reaction when it happens.
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# ? Feb 13, 2016 00:35 |
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took me ages to figure out you could send psychos on mission from the tank. I ended up bringing out both mine and they were aged like fine wine, just, supremely wrecking everyone's poo poo really hard.
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# ? Feb 13, 2016 00:36 |
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Every time I get an executed!!! proc the camera usually pans so the hit is offscreen and then I'm very confused for a couple of seconds about where the Gatekeeper I was plinking away at went.
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# ? Feb 13, 2016 00:38 |
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Which of the graphic settings factor in the quality of the faces?
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# ? Feb 13, 2016 00:39 |
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Wait - so building armor from the regular ordering interface (rather than the proving ground) makes an unlimited number of armors of that type...? ... ... ... GODDAMNIT I'm like 40 hours in with two Exo suits and everyone else is in loving jeans and a t-shirt
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# ? Feb 13, 2016 00:59 |
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KaiserSchnitzel posted:Wait - so building armor from the regular ordering interface (rather than the proving ground) makes an unlimited number of armors of that type...? I did this on my first runthrough, gave everyone exo's because i thought you had to build predator one at a time. I thought "ah, that's not really worth it, bit expensive really".
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# ? Feb 13, 2016 01:15 |
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KaiserSchnitzel posted:Wait - so building armor from the regular ordering interface (rather than the proving ground) makes an unlimited number of armors of that type...? Didn't you think the cost was a bit ridiculous for only 1 piece of armor? Same goes for all weapons that are not from the proving grounds.
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# ? Feb 13, 2016 01:16 |
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KaiserSchnitzel posted:Wait - so building armor from the regular ordering interface (rather than the proving ground) makes an unlimited number of armors of that type...? What? don't you have to custom make every WAR, EXO and Spider suits ? The only ones that are unlimited are Warden and Predator
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# ? Feb 13, 2016 01:18 |
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Strong Sauce posted:What? don't you have to custom make every WAR, EXO and Spider suits ? The only ones that are unlimited are Warden and Predator That is exactly what he means. He thought the regular armor suits had to be built 1 by 1 as well.
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# ? Feb 13, 2016 01:20 |
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Hmm, I'm thinking of working on a mod - basically a set of nerfs intended to make the later game a bit more difficult. But maybe not too difficult? Not sure how plausible these ideas are, but some thoughts: 1. Reduce mimic beacon HP and defense by a lot. So mimic beacons will generally only absorb one attack unless very well placed, instead of be the thing the AI whiffs repeatedly on. 2. Change stasis to extremely short range - maybe even melee range? This means that your psi-operative has to risk himself to use it, and also it's unlikely he can get a double action of stasis/then shoot. 3. Limit Killzone to once per battle. However killzone shots no longer require ammo. Anything else need nerfing? Fangz fucked around with this message at 01:34 on Feb 13, 2016 |
# ? Feb 13, 2016 01:30 |
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Fangz posted:Hmm, I'm thinking of working on a mod - basically a set of nerfs intended to make the later game a bit more difficult. But maybe not too difficult? Grenades are too powerful and too reliable.
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# ? Feb 13, 2016 01:35 |
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Taffer posted:Grenades are too powerful and too reliable. I feel something needs to be powerful and reliable.
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# ? Feb 13, 2016 01:38 |
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Taffer posted:Grenades are too powerful and too reliable. Begun, The Long War has...
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# ? Feb 13, 2016 01:39 |
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Fangz posted:Anything else need nerfing? Proximity mines are better than plasma grenades by their very nature, they probably don't ALSO need to do more damage Dominate as temporary mind control like every other mind control ability, and Inspire can probably also do with a nerf (maybe the action is just a move ala indomitable) e: funny as it is repeaters shouldn't proc off stock misses atelier morgan fucked around with this message at 01:44 on Feb 13, 2016 |
# ? Feb 13, 2016 01:41 |
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Okay, random thought. To go along with this "increased squad size" mod, how might I go about increasing the size of the initial pool of rookies from the paltry *8* to something a bit more reasonable? Keeping in mind this will be my first time ever editing the files of a game like this
BlazetheInferno fucked around with this message at 01:43 on Feb 13, 2016 |
# ? Feb 13, 2016 01:41 |
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waah posted:Begun, The Long War has... I'm waiting for the grenade distance/proximity change that Long War made. I think that would do wonders for difficulty. Also loving the pod size mod, gonna keep that in my loadout permanently.
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# ? Feb 13, 2016 01:44 |
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My only worry with the pod size mod is that it will make some of the timed missions impossible unless they drastically increase the timer.
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# ? Feb 13, 2016 01:46 |
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Taffer posted:Grenades are too powerful and too reliable. Hmm, I think the first tier grenades are fine - the early game is pretty hard already. Are the second tier grenades that strong? I tend to get them quite late.
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# ? Feb 13, 2016 01:52 |
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The Avatar Project is at 9 pips (6 in the water plus 3 from alien facilities). I'm about to build the shadow chamber. Do I have any other means of slowing them down at this time besides taking out those two facilities?
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# ? Feb 13, 2016 01:54 |
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Fangz posted:Hmm, I think the first tier grenades are fine - the early game is pretty hard already. Are the second tier grenades that strong? I tend to get them quite late. They do about 5-6 damage instead of 3-4 and shred two armor instead of 1. It's not that big a difference, but in large numbers or in the hands of Grenadiers, it can get pretty drat potent.
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# ? Feb 13, 2016 01:54 |
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Fangz posted:Hmm, I think the first tier grenades are fine - the early game is pretty hard already. Are the second tier grenades that strong? I tend to get them quite late. It's the combination of them and the upgrades grenadiers get that really makes them great.
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# ? Feb 13, 2016 01:59 |
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Grenadiers also can crit with grenades via guerilla perk.
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# ? Feb 13, 2016 02:00 |
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RBA Starblade posted:The Avatar Project is at 9 pips (6 in the water plus 3 from alien facilities). I'm about to build the shadow chamber. Do I have any other means of slowing them down at this time besides taking out those two facilities? You have a metric shitload of avatar project reductions in the tank, don't worry about it
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# ? Feb 13, 2016 02:02 |
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I'm playing Legendary with a shitload of mods on and I'm right now in that part of the campaign where mutons start showing up en masse and you have T2 gear and maybe your first psi operative in the oven. This phase feels like just the right kind of balance. Your troops will not crumple like tissue paper if they get hit once, you start having a reasonable toolbox to deal with threats (plasma grenades and the second inventory slot are huge), and the spongiest enemies are still waiting to show up.
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# ? Feb 13, 2016 02:02 |
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Grenadiers are absurdly powerful because removing cover is absurdly powerful, and unlike in EU you can both move and do this with 100% accuracy, over a broader area.
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# ? Feb 13, 2016 02:05 |
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BlazetheInferno posted:They do about 5-6 damage instead of 3-4 and shred two armor instead of 1. With advanced grenades, acid bombs shred four armour and do a shitton of damage, its brutal as hell
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# ? Feb 13, 2016 02:06 |
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UberJew posted:You have a metric shitload of avatar project reductions in the tank, don't worry about it Awesome, wasn't sure how far along the campaign I was.
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# ? Feb 13, 2016 02:06 |
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EvilSlug posted:What I really, really want is for someone to model an articulated Kool-Aid Man to put in place of the Andromedon, complete with "Oh Yeah!" sound effects. This needs to happen so bad it isn't even remotely funny. The reinforcements are not endless, i found this out when my final avatar bugged out and hid somewhere never revealing himself until i had time to go around the map searching for him.
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# ? Feb 13, 2016 02:07 |
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Fangz posted:Hmm, I think the first tier grenades are fine - the early game is pretty hard already. Are the second tier grenades that strong? I tend to get them quite late. Grenadiers get an ability which lets them take a second action if they chuck a grenade, and an ability that boosts grenade damage by 2, and an upgrade that lets grenades crit. Their damage tapers off a bit at the end (when Psi Operatives, Specialists and Rangers take over) but around the mid-game Grenadiers are extremely powerful and their ability to demolish cover in a wide area at long range never goes out of style.
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# ? Feb 13, 2016 02:16 |
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# ? Jun 13, 2024 06:30 |
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waah posted:Begun, The Long War has... But what will the new horrendous airgame be now?
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# ? Feb 13, 2016 02:19 |