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Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.

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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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

VDay
Jul 2, 2003

I'm Pacman Jones!
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

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

I have never had a repeater visibly proc, despite having half of my soldiers using them. Do they not pop up a notification?

Pomp
Apr 3, 2012

by Fluffdaddy

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.

Final fight tips for those who are still having trouble:

The reinforcements are constant and endless. Burn down the three avatars as quickly as possible or you will eventually find yourself overwhelmed. Either keep your troops together and use mind controlled units to spread the map, or work with two fireteams of 3 that support each other as necessary. If the avatar teleports too far away after a hit, it can absolutely be worth suicide running someone into a position to dink them and get them back into range for heavier hits. If you can mind control units, space them out where your troops aren't so they distract reinforcements and you have something to ding him and TP him back. If you're far enough back in the mission, you can mind control or dominate the gatekeeper right before that section, damage or kill the 4 stunlancers that come after him, then gatekeeper gizz bomb them for zombie bros.
avatars can't teleport around if you bind them with a snake in the middle of the room

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.

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.

Overdrift
Jul 17, 2006

This is Fatherman! He fights crime to earn Sonboy's respect! Is it working?

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?

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

Exposure
Apr 4, 2014

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...

e: And of course the first time I try it after this post it works fine.

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.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

Motherfucker posted:

'executed' is what it says.

actually it says "executed!!!" which is exactly my reaction when it happens.

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
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.

Broken Cog
Dec 29, 2009

We're all friends here
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.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Which of the graphic settings factor in the quality of the faces?

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common
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

dogstile
May 1, 2012

fucking clocks
how do they work?

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...?


...



...



...


GODDAMNIT I'm like 40 hours in with two Exo suits and everyone else is in loving jeans and a t-shirt

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".

ConfusedPig
Mar 27, 2013


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...?


...



...



...


GODDAMNIT I'm like 40 hours in with two Exo suits and everyone else is in loving jeans and a t-shirt

Didn't you think the cost was a bit ridiculous for only 1 piece of armor? :v:

Same goes for all weapons that are not from the proving grounds.

Strong Sauce
Jul 2, 2003

You know I am not really your father.





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...?


...



...



...


GODDAMNIT I'm like 40 hours in with two Exo suits and everyone else is in loving jeans and a t-shirt

What? don't you have to custom make every WAR, EXO and Spider suits ? The only ones that are unlimited are Warden and Predator

ConfusedPig
Mar 27, 2013


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.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
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

Taffer
Oct 15, 2010


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?

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?

Grenades are too powerful and too reliable.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Taffer posted:

Grenades are too powerful and too reliable.

I feel something needs to be powerful and reliable.

waah
Jun 20, 2011

Better stay in line when
You see a Pavel like me shinin

Taffer posted:

Grenades are too powerful and too reliable.

Begun, The Long War has...

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

BlazetheInferno
Jun 6, 2015
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 :ohdear:

BlazetheInferno fucked around with this message at 01:43 on Feb 13, 2016

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

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.

Broken Cog
Dec 29, 2009

We're all friends here
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.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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?

BlazetheInferno
Jun 6, 2015

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.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

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.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Grenadiers also can crit with grenades via guerilla perk.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

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.

Operant
Apr 1, 2010

LET THERE BE NO GENESIS
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.

dogstile
May 1, 2012

fucking clocks
how do they work?

BlazetheInferno posted:

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.

With advanced grenades, acid bombs shred four armour and do a shitton of damage, its brutal as hell

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.

Dongattack
Dec 20, 2006

by Cyrano4747

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.

Final fight tips for those who are still having trouble:

The reinforcements are constant and endless. Burn down the three avatars as quickly as possible or you will eventually find yourself overwhelmed. Either keep your troops together and use mind controlled units to spread the map, or work with two fireteams of 3 that support each other as necessary. If the avatar teleports too far away after a hit, it can absolutely be worth suicide running someone into a position to dink them and get them back into range for heavier hits. If you can mind control units, space them out where your troops aren't so they distract reinforcements and you have something to ding him and TP him back. If you're far enough back in the mission, you can mind control or dominate the gatekeeper right before that section, damage or kill the 4 stunlancers that come after him, then gatekeeper gizz bomb them for zombie bros.

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.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

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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Brainamp
Sep 4, 2011

More Zen than Zenyatta

waah posted:

Begun, The Long War has...

But what will the new horrendous airgame be now?

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