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E1M1 posted:Is the "Stop Wasting My Time" mod in a good state? My brain problem is telling me to immediately start up another campaign and I'd like to use this one if it doesn't screw up anything too major
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# ? Feb 16, 2016 03:35 |
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# ? May 21, 2024 16:42 |
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E1M1 posted:Is the "Stop Wasting My Time" mod in a good state? My brain problem is telling me to immediately start up another campaign and I'd like to use this one if it doesn't screw up anything too major Yes, definitely use it. It's awesome. My mod Overwatch All/Others just released an update enabling the ability to overwatch all units except for the currently selected one, which is awesome for setting up ambushes. It's gotten 12k downloads and is one of the most popular mods in the workshop now! Also does not screw up anything. No reported bugs! Check it out if you haven't yet: http://steamcommunity.com/sharedfiles/filedetails/?id=621695447
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# ? Feb 16, 2016 03:44 |
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I wish there was something you could do with mind-controlled enemies if you're able to get them to the Skyranger. There aren't any more interrogations, but maybe you could get some supplies, or a weapon or something off of them. I tried extracting my dominated Andromedon just for the hell of it. One day, maybe, one day...
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# ? Feb 16, 2016 03:45 |
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Rochallor posted:I wish there was something you could do with mind-controlled enemies if you're able to get them to the Skyranger. There aren't any more interrogations, but maybe you could get some supplies, or a weapon or something off of them. This sounds like a fun mod idea... maybe you research an "Alien Control Device" of some kind and then build one in the Proving Ground and you can become the abuductor...
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# ? Feb 16, 2016 03:47 |
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Rochallor posted:I wish there was something you could do with mind-controlled enemies if you're able to get them to the Skyranger. There aren't any more interrogations, but maybe you could get some supplies, or a weapon or something off of them. Intel. Like... 10 intel for finishing a mission with a hacked or mind controlled unit.
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# ? Feb 16, 2016 03:49 |
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Got a quick question about alien behavior that I am not certain about: Can alien attack if they patrol into your position? I am pretty sure they can't (earlier today I had an alien patrol patrolling into my group, they played the activation animation and run for cover but didn't fire). Just want to make sure so I know if I can count on that or not in the future.
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# ? Feb 16, 2016 03:50 |
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So I believe I've run into a bug in the final mission : So I've had all 3 of the Avatars spawn, but I can't find the last one. I've killed endless waves at this point and I simply can't find this guy. This is the 2nd Avatar that I've lost track of, so I technically went out of order. Am I boned, do I need to reload? I truly hope the run isn't lost. YouSpoonyBard fucked around with this message at 04:01 on Feb 16, 2016 |
# ? Feb 16, 2016 03:58 |
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pedro0930 posted:Got a quick question about alien behavior that I am not certain about : Can alien attack if they patrol into your position? I am pretty sure they can't (earlier today I had an alien patrol patrolling into my group, they played the activation animation and run for cover but didn't fire). Just want to make sure so I know if I can count on that or not in the future. No. The first time they see your unconcealed units, a pod will only move into cover (and sometimes overwatch, but I've only ever seen MECs do this on their movement-only turn, personally). If an unaware patrol spots you on the Aliens' turn, they won't attack you.
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# ? Feb 16, 2016 03:58 |
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So how exactly do Proximity Mines work? Because this shield trooper just ran right through the one I laid down and it didn't activate. Bug or is there something I'm missing?
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# ? Feb 16, 2016 03:58 |
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pedro0930 posted:Got a quick question about alien behavior that I am not certain about : Can alien attack if they patrol into your position? I am pretty sure they can't (earlier today I had an alien patrol patrolling into my group, they played the activation animation and run for cover but didn't fire). Just want to make sure so I know if I can count on that or not in the future. No, if they patrol into you when A) you are out of concealment, they do the run for cover as normal, or B) in concealment, and you have cover relative to them. you can have soldiers in red squares and if you wait they wont be revealed unless flanked. If they patrol into you and you are concealed and they flank you/you are out of cover, they will stop to take a shot. In EW second wave, there was an option Itchy Trigger Tentcle where they would either stop and shoot or run to cover.
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# ? Feb 16, 2016 04:00 |
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Lotish posted:So how exactly do Proximity Mines work? Because this shield trooper just ran right through the one I laid down and it didn't activate. Bug or is there something I'm missing? Bug. In my half-dozen times using them, proximity mines have exploded as soon as the first enemy in range takes a turn. I'm not sure if it's any action or specifically movement that triggers it, but a guy running over it should have definitely set it off.
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# ? Feb 16, 2016 04:02 |
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YouSpoonyBard posted:So I believe I've run into a bug in the final mission : I've been told they can teleport outside of the room they spawn in, IE going towards the starting area of the mission. Maybe send some guys that way to see if they're there.
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# ? Feb 16, 2016 04:03 |
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Vengarr posted:I used my Psi-Ops exclusively in Warden armor and they were still untouchable war gods, so I doubt that would help at all. They probably would have been fine in Kevlar. Well, outside of that, you could separate the ranks from the abilities--i.e. while you could have them sit out missions and just have them learn their skills, their psi score won't level up beyond what a squaddie has without XP.
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# ? Feb 16, 2016 04:09 |
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BenRGamer posted:Well, outside of that, you could separate the ranks from the abilities--i.e. while you could have them sit out missions and just have them learn their skills, their psi score won't level up beyond what a squaddie has without XP. Psi-Score isn't that important either. It only affects Domination and Insanity, which (although great and powerful abilities) aren't nearly as valuable as Stasis, Void Rift or Null Lance. The thing with Psi-Ops is that they are glass cannons without the glass. But if you nerfed their survivability, it would severely limit their usage because it's such a huge investment of time and resources to get a Psi.
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# ? Feb 16, 2016 04:22 |
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Part of the strength of Void Rift is the potential for a followup Insanity though isn't it?
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# ? Feb 16, 2016 04:26 |
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Vengarr posted:Psi-Score isn't that important either. It only affects Domination and Insanity, which (although great and powerful abilities) aren't nearly as valuable as Stasis, Void Rift or Null Lance. sort of. it costs the psi lab, yeah, but then its just auto-pilot. the psi lab isnt even that expensive once you get to a power coil, and you can train two of the fuckers at the same time
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# ? Feb 16, 2016 04:32 |
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If a character pool person is flagged "Rookie" do they ONLY come up as rookies, or can they be council mission reward people too?
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# ? Feb 16, 2016 04:36 |
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Vengarr posted:Psi-Score isn't that important either. It only affects Domination and Insanity, which (although great and powerful abilities) aren't nearly as valuable as Stasis, Void Rift or Null Lance. Can you make the damage scale with Psi?
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# ? Feb 16, 2016 04:37 |
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I finally got a legend campaign off the ground. Then someone got shot, not killed but wounded. But that puts them out for like 40 days. Then on the terror mission two more people got shot, putting them out for ages. So now I have to assault a supply train with 4 rookies and a specalist
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# ? Feb 16, 2016 04:49 |
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Vengarr posted:I've been told they can teleport outside of the room they spawn in, IE going towards the starting area of the mission. Maybe send some guys that way to see if they're there. Apparently I missed a pod on my way to the final room and lo and behold found my target.
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# ? Feb 16, 2016 04:52 |
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started a new game on commander with the idea to do an all-psi squad, on the first mission, in the first turn of combat, my entire squad whiffed 75-85% chance shots and then all got critted and killed on the first four actions advent turn. gonna take a break for tonight.
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# ? Feb 16, 2016 05:07 |
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IMO if you want to try to balance psionics make the psi lab unlockable after you defeat either a gatekeeper or avatar, not a sectoid. I generally have no problem with how OP late game psi soldiers are though, its keeping in the tradition of XCOM starting out horrible outgunned and then being able to completely poo poo on the aliens in the end game.
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# ? Feb 16, 2016 05:10 |
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You know, how viable is Communications Rushing now? Because you're not trying to fight back panic levels, but you DO still need all that goddamn income due to everything being so expensive. I'm considering getting a Comm Room early. Maybe even before a Proving Ground.
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# ? Feb 16, 2016 05:15 |
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Okay, so the mystery of snaketits got resolved (poison sacs?!). What about codextits?
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# ? Feb 16, 2016 05:15 |
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SynthOrange posted:Okay, so the mystery of snaketits got resolved (poison sacs?!). Wifi antennas.
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# ? Feb 16, 2016 05:17 |
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SynthOrange posted:Okay, so the mystery of snaketits got resolved (poison sacs?!). Solid state drives. Gotta store all that data somewhere.
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# ? Feb 16, 2016 05:17 |
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Just beat the game on Veteran, though I was a lovely reloader when poo poo like lucky crits or accidental pods popped. I took this as a learning run and to have a low stress story mode, and next I'll be running a Commander Bronzeman. Last level/ending stuff: By the end of turn 3 I had a Void Rift Insanity Mind Controlled Muton, an Insanity Mind Controlled Andromedan, and an Avatar Mind Controlled Gatekeeper, which I kept the rest of the level, and which ate up like 95% of the fire sent against my team total. Pokeball Mode + Aid Protocol is stupid bonkers, even if Threat Assessment doesn't give them Overwatch. It lost a couple points of armor early on to an Advanced MEC's shred, but a couple Gremlin Heals kept my Krang alive for the long haul. I liked the teaser for the expansion too, assuming they go with what I assume they are going with. I am a bit partial to Cthulhu mythos stuff in general though.
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# ? Feb 16, 2016 05:23 |
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So I take it the 'leveling' for Psi Ops is just sticking them in the tube to get them a new skill? Mission XP has nothing to do with it? What are the 'must have' powers? EDIT: also I take it 'beat the final mission with nothing but starting weapons' pretty much means take six psi ops plus the Commander Avatar and mind control/dominate your way to victory?
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# ? Feb 16, 2016 05:27 |
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SynthOrange posted:Okay, so the mystery of snaketits got resolved (poison sacs?!). codexes are controlled through a psionic network, the psionic network is xcom2's version of the internet, memetic undercurrents in the psionic network from being connected to humans all around the world force the codex to take a womanly shape because of course the internet has porn
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# ? Feb 16, 2016 05:31 |
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Insert name here posted:Actually they were good in re the XCOM 1 rockets: yes, they did the trick. The problems were the limited supply and the destruction of any loot blasted away by the rockets, PLUS the horrible, horrible accuracy. So many times I was thinking "hmm...is this rocket going to actually travel more than three feet from my rocket launcher or is it going to blow up on the rear end-end of my scout standing three tiles to my left?" Rockets good? heh, nope. And re monster on a stick's question: Domination is a must for Gatekeepers; changes the entire tide of any battle. The other must is Void Rift (maybe I don't remember the name quite right - but it's something like that) if you can catch 4 enemies at once it's game over. Inspiration is great, and so is the passive one that gives everyone near you immunity to panic. Soulfire is great because it really does a considerable amount of damage. Actually the psi troopers are just so good it's ridiculous. I think my next runthrough is going to be nothing but psi troopers and specialists. Psi + combat hacking + skulljacking + best overwatch abilities = hilarious. And a sharpshooter that never even touches a sniper rifle is ludicrous. So good.
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# ? Feb 16, 2016 05:41 |
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What's the goon character pool link? I grabbed one when I first started but I assume it has a lot more people now. Just started my Veteran Bronzeman (just kidding about Commander in my previous post, I'm a literal baby) and 3/4 of my starting team are dudes from my previous run's final team, which kills a lot of the fun. Random recruits are boring but I want a pool that's more than like 25.
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# ? Feb 16, 2016 05:45 |
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E1M1 posted:Is the "Stop Wasting My Time" mod in a good state? My brain problem is telling me to immediately start up another campaign and I'd like to use this one if it doesn't screw up anything too major It's very, very good. It's probably the way the game should be played by everyone.
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# ? Feb 16, 2016 05:47 |
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The only thing it doesnt/cant do is get rid of the hologlobe melt.
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# ? Feb 16, 2016 05:50 |
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KaiserSchnitzel posted:It's very, very good. It's probably the way the game should be played by everyone. What are you guys doing in concealment that you're taking that many turns? e: Oh that's the animation one oops
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# ? Feb 16, 2016 05:51 |
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Made it most of the way through a second campaign, but I'm admittedly getting a bit burnt out after crashing several times over the last few missions in addition to a bunch of other frustrating bugs. I may stop for now. I liked my crew, though. The mod that lets you choose from any of the armor props is fun to play around with. Click for big Vargs fucked around with this message at 06:10 on Feb 16, 2016 |
# ? Feb 16, 2016 05:52 |
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monster on a stick posted:What are the 'must have' powers? Stasis, Inspire, and Domination are the ones I've found to be the most useful.
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# ? Feb 16, 2016 05:54 |
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It's probably easier / quicker to list the crap ones (because Psi troopers are fantastic). E: Fuse (detonate grenades) is really niche. Soul Steal (soulfire heals) and Sustain (personal lifesaving) are both survivability options on a class that doesn't especially need them. Statis Shield (stasis allies) is also niche. Doctor Spaceman fucked around with this message at 05:59 on Feb 16, 2016 |
# ? Feb 16, 2016 05:54 |
Vengarr posted:Solid state drives. Gotta store all that data somewhere.
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# ? Feb 16, 2016 05:58 |
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KaiserSchnitzel posted:in re the XCOM 1 rockets: yes, they did the trick. The problems were the limited supply and the destruction of any loot blasted away by the rockets, PLUS the horrible, horrible accuracy. So many times I was thinking "hmm...is this rocket going to actually travel more than three feet from my rocket launcher or is it going to blow up on the rear end-end of my scout standing three tiles to my left?" I mean yeah 10% of the time they flew hilariously off course and probably kill half your team cause but last I checked a 90% chance to hit is not "horrible"
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# ? Feb 16, 2016 06:01 |
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# ? May 21, 2024 16:42 |
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Doctor Spaceman posted:It's probably easier / quicker to list the crap ones (because Psi troopers are fantastic). Fuse would be cooler and more worthwhile if it didn't cause you to lose concealment.
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# ? Feb 16, 2016 06:07 |