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UberJew posted:Codex are impacted by bluescreen and I enjoy having my answer to them be 'just shoot them with the sniper, problem solved' (though if you'd rather not use that ammo then EMP bombs will also oneshot them) Bluescreen rounds work on Codex? Weird, they count as organic for most other things including mind control.
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# ? Feb 13, 2016 21:11 |
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# ? May 10, 2024 02:22 |
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Speedball posted:Bluescreen rounds work on Codex? Weird, they count as organic for most other things including mind control. They are cyber-bodies with what look like meat brains in the codex brain pickup, so that's why I suspect either that or it's a bug, but you can oneshot them with bluescreen snipers and emp all day every day
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# ? Feb 13, 2016 21:13 |
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Fangz posted:Yellow move, not blue move. And again you're requiring the other character do a main gun shot, thus requiring two character turns. Instead of just happening to clip the Codex in the process of grenading a whole horde of other enemies, or face-offing a pack. But...you're dedicating the Reaper guy's turn to taking out the Codex. Either way you're spending a guy's turn to kill the Codex. The odds that a reaper guy will be able to yellow move to a codex and slash it, blue move(because reaper only gives 1 AP) to a clone and slash it, blue move to any other clones that happened to form if you hit more than one codex and slash them, and then still have enough movement to get somewhere to cut someone else aren't super high. You're also not wasting a sharpshooter's turn to face off a bunch of codexes to death because they can lightning hands a guy, single pistol shot a guy, then face off to clean up. I guess I never had to do logic puzzles in my head to kill Codexes. Every other class always solved the problem of accidental Codex splits for me without an issue without having to pass up rapid fire.
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# ? Feb 13, 2016 21:15 |
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Kanos posted:But...you're dedicating the Reaper guy's turn to taking out the Codex. Either way you're spending a guy's turn to kill the Codex. The odds that a reaper guy will be able to yellow move to a codex and slash it, blue move(because reaper only gives 1 AP) to a clone and slash it, blue move to any other clones that happened to form if you hit more than one codex and slash them, and then still have enough movement to get somewhere to cut someone else aren't super high. You're also not wasting a sharpshooter's turn to face off a bunch of codexes to death because they can lightning hands a guy, single pistol shot a guy, then face off to clean up. The first kill procs implacable, so the Reaper guy gets back to 2 AP after the first kill. The +1 AP Reaper gives you per kill can be used for any purpose, including shotgun attacks. You aren't dedicating the ranger's turn to killing the Codex at all. EDIT: VVV It's also amazing for Reaper rangers for obvious reasons. Fangz fucked around with this message at 21:24 on Feb 13, 2016 |
# ? Feb 13, 2016 21:17 |
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RBA Starblade posted:Wait hold on. Grappling doesn't take an action anymore? Hot drat! It's amazing for snipers, especially in urban areas. There's almost always a building close enough to start a height-advantage Killzone+grenade podkill on the first turn.
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# ? Feb 13, 2016 21:18 |
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My best ranger got Chain Shot from the AWC, so I picked Reaper as his capstone ability. Reaper (along with Bladestorm) was really clutch in a few situations but I still wish that swords were some combination of more accurate and more damaging.
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# ? Feb 13, 2016 21:23 |
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If a character dies at on the square adjacent to the only ladder up to the tree fort watch tower she was in, good luck going up there to get them! gently caress this game.
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# ? Feb 13, 2016 21:31 |
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You know, I'm starting to wonder if, somehow there isn't actually a way to increase that starting pool of rookies beyond 8. I don't see any mods doing it, and the only thing I can find in the file actually increases the number of recruitable rookies in the "Recruit" tab, not your actual starting roster. I just want to be free of that drat "not enough soldiers for a full squad" warning after the first mission when 3 soldiers get hurt
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# ? Feb 13, 2016 21:31 |
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The Little Kielbasa posted:Would kill for a mod that eliminated about 90% of the geoscape, God is that a piece of crap. Much worse than EU/EW, and it was the worst part of those games too.
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# ? Feb 13, 2016 21:33 |
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Apoplexy posted:A reminder: The no-miss sword mod exists and is next to mandatory.
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# ? Feb 13, 2016 21:40 |
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The Tier-3 sword having armor piercing on it at least makes sense. It's a plasma blade.
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# ? Feb 13, 2016 21:42 |
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Lunethex posted:
VAHLEN LIVES
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# ? Feb 13, 2016 21:44 |
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Zomborgon posted:It's amazing for snipers, especially in urban areas. There's almost always a building close enough to start a height-advantage Killzone+grenade podkill on the first turn. My sniper finally Got Gud. I'm proud of him.
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# ? Feb 13, 2016 21:44 |
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Chryssalids are the loving worst. I don't even care that they attack on my turn and put permanent poison on my soldiers that kills them and turns them into chryssalids. That's perfectly fine and I don't mind it one bit. But do they really have to aimlessly move around the map in the fog of war, forcing me to slowly blue move/overwatch around the map for like 10 turns after everything else is dead? Jesus christ, just loving attack me.
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# ? Feb 13, 2016 21:51 |
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Somehow I've managed to get in some sort of strange rhythm with missions where they happen in clusters with like three weeks of uninterrupted scanning in between. Avatar Project fills up, gotta go counter it. Immediate guerrilla ops. And then a council mission like a day later. On the bright side, this means that I'm starting to level up soldiers outside of my A-team because I'm usually having to send one or two people to the med bay each mission, but still.
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# ? Feb 13, 2016 21:54 |
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Soothing Vapors posted:VAHLEN LIVES Like there was ever any doubt.
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# ? Feb 13, 2016 21:57 |
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The Iron Rose posted:so this is a most have mod: I really don't get why armor doesn't stop wounds by default. Perhaps it's to try and encourage squad rotation, but it just makes armor seem less worth the cost. Good on the modder for fixing that.
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# ? Feb 13, 2016 21:59 |
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Welp, that was a hell of a ride. RIP Deadlock "That flaming car looks like a good place to take panic cover." RIP Candyman "Yeah, that Sectopod is stunned for one more turn." About 110 of those aliens were killed by my best sniper "Big Shot" who almost bled out as I completed the final mission. It's a terribly grueling mission, I was about two turns from being overrun. After getting psionics late in the game this time around, I think I might try to rush it on the next one. Domination, stasis, null lance... They're all so awesome. Imps fucked around with this message at 22:17 on Feb 13, 2016 |
# ? Feb 13, 2016 22:08 |
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Gunder posted:Is there a way of preventing the Andromedon second stage stuff? Haywire protocol Mymla posted:Chryssalids are the loving worst. I don't even care that they attack on my turn and put permanent poison on my soldiers that kills them and turns them into chryssalids. That's perfectly fine and I don't mind it one bit. Battle scanners will cause them to unburrow (as well as reveal faceless). Mimic beacons will also cause them to unburrow and waste an attack Away all Goats fucked around with this message at 22:14 on Feb 13, 2016 |
# ? Feb 13, 2016 22:12 |
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I suffered a real world casualty due to XCOM. I ran up to the gatekeeper and killed him with a grenadier. When he exploded the magnetic gatling gun sound got stuck on. The next time a grenadier fired the two sounds constructively added. RIP 1 speaker. Thanks Jake.
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# ? Feb 13, 2016 22:17 |
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Its your fault. Xcom 2 should of taught you that speakers can't be trusted.
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# ? Feb 13, 2016 22:35 |
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The Iron Rose posted:so this is a most have mod:
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# ? Feb 13, 2016 22:40 |
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does anyone know if the 2 rookies who die in the tutorial count against the no one dying achievement?
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# ? Feb 13, 2016 22:40 |
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Vib Rib posted:Yeah, I have a swords rebalance mod that makes them stronger and even gives the end tier swords a little armor piercing, and frankly I don't care how much people like Fangz say I'm making them overpowered because if I sink every perk into swords on a guy I want those swords to kick rear end. I dug into the .inis to tweak them a little bit. Added 1 damage to the Arc Blade and Fusion Blade each, 1 AP to both, and 1 Armor Shred to the Fusion Blade. Not a huge buff, but it makes a difference. It's made up for because if I'm getting dudes close enough to be using swords they're always going to be at more risk than anyone else.
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# ? Feb 13, 2016 22:41 |
Are we going to see a fix for vipers being able to pull dudes through full cover or should I just try to get a refund
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# ? Feb 13, 2016 22:41 |
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Internet Kraken posted:Its your fault. Xcom 2 should of taught you that speakers can't be trusted. I'm a little sad that you never get to fight the Speaker. He's clearly a Thin Man, they could have just reused all those old animations and let us take bloody revenge for all the rookies killed through full cover. Number 1 Sexy Dad posted:Are we going to see a fix for vipers being able to pull dudes through full cover or should I just try to get a refund Working as intended? That's what it's for, to pull you out of cover. It has a decent chance to whiff, too.
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# ? Feb 13, 2016 22:43 |
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Number 1 Sexy Dad posted:Are we going to see a fix for vipers being able to pull dudes through full cover or should I just try to get a refund
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# ? Feb 13, 2016 22:46 |
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Playing multiplayer made me realize how lovely the Viper's tongue grab actually is. The range on it is pitiful. Vengarr posted:I'm a little sad that you never get to fight the Speaker. He's clearly a Thin Man, they could have just reused all those old animations and let us take bloody revenge for all the rookies killed through full cover. At least he got the poo poo beaten out of him by angry civs. The reason you don't get to see him die is probably because he's gonna be in the sequel. The ending shows that ADVENT isn't completely gone, just heavily diminished. So he'll probably show up at some point while you're busy fighting off psi Cthulhu.
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# ? Feb 13, 2016 22:47 |
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Number 1 Sexy Dad posted:Are we going to see a fix for vipers being able to pull dudes through full cover or should I just try to get a refund stop being a baby
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# ? Feb 13, 2016 22:48 |
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Number 1 Sexy Dad posted:Are we going to see a fix for vipers being able to pull dudes through full cover or should I just try to get a refund
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# ? Feb 13, 2016 22:48 |
Nordick posted:If full cover made your guys immune to the aliens' tricks, this game would be entirely too easy. Learn to handle it. yeah yeah yeah, what a big man you are. everyone's very proud of you. It seems pretty OP that an attack that moves your guy a quarter of the way across the map and usually permanently incapacitates him also happens to work through walls. Maybe if the cover were destroyed or damaged, so that it at least looked halfway logical, it would be less rage-inducing.
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# ? Feb 13, 2016 22:50 |
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Doing the final mission. Is there something up with the gravity or why is the grenade launcher / grenade range like two meters?
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# ? Feb 13, 2016 22:51 |
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Hey, what do you have to do to get this cutscene? I don't think I've seen it, and I beat the game once already and am halfway through another.
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# ? Feb 13, 2016 22:51 |
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Number 1 Sexy Dad posted:Are we going to see a fix for vipers being able to pull dudes through full cover or should I just try to get a refund You should get a refund.
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# ? Feb 13, 2016 22:51 |
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Anyone know if the game will use mod added part (like Capnbubs Accessories Pack) when it randomly generates troops?
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# ? Feb 13, 2016 22:51 |
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Number 1 Sexy Dad posted:yeah yeah yeah, what a big man you are. everyone's very proud of you. it leaves the snake man out in the open, ready to get demolished, and your trapped shoot man gets a full turn. it's actually basically suicide for the snake man.
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# ? Feb 13, 2016 22:52 |
Foul Fowl posted:it leaves the snake man out in the open, ready to get demolished, and your trapped shoot man gets a full turn. it's actually basically suicide for the snake man. IDK, man I keep getting wiped out by these loving snakes. I don't understand how to kill them and I don't understand what you mean by 'your man gets a full turn' - every time I get slurped it's death in approximately one turn for the trapped shoot man.
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# ? Feb 13, 2016 22:55 |
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1) They only do 2 damage/turn, meaning you can quite happily leave them there for a turn without them dying most of the time 2) They're always out of cover when they're constricting a man so you have a 70% or better shot usually 3) Once you do hit them, your trapped man gets a full turn meaning death of snake.
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# ? Feb 13, 2016 22:58 |
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khy posted:Anyone here use SweetFX?
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# ? Feb 13, 2016 23:01 |
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# ? May 10, 2024 02:22 |
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What is the use of picking up a dead soldier's body?
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# ? Feb 13, 2016 23:02 |