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StashAugustine posted:Notably Killzone will trigger even if the Sniper is concealed so you can use it to set up an overwatch trap on the aliens' turn.
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# ? Feb 16, 2016 19:36 |
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# ? Jun 10, 2024 12:58 |
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MinibarMatchman posted:love how sometimes the game will just say you can shoot at an enemy straight through a wall. gently caress it man, line of sight be damned we are blowing through this ceiling and loving them up. the destruction you can leave behind is really beautiful, always like to take one last look at how bad I hosed up a blacksite before evac. I like to dominate someone and then leave them parked next to the X4 so when my psionicist leaves they lose domination right before the bombs blow. I'm like the villain in Denzel Washington's Fallen.
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# ? Feb 16, 2016 19:36 |
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Good tips for retaliation missions?
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# ? Feb 16, 2016 19:38 |
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So ammo mods - what's folk's opinions on good/bad and what to use with what? Tracers are pretty obvious, and I've fallen in love with Dragon rounds. Venom rounds seem inferior, though, since poison doesn't lock out some abilities like burning does.
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# ? Feb 16, 2016 19:39 |
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monster on a stick posted:Good tips for retaliation missions? Stay away from civilians, haul rear end, bring battle scanners.
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# ? Feb 16, 2016 19:40 |
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monster on a stick posted:Good tips for retaliation missions?
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# ? Feb 16, 2016 19:43 |
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Tempest_56 posted:So ammo mods - what's folk's opinions on good/bad and what to use with what? Tracers are pretty obvious, and I've fallen in love with Dragon rounds. Venom rounds seem inferior, though, since poison doesn't lock out some abilities like burning does. I like Talons on rangers, AP on lategame gunslingers/snipers, tracers on early-mid snipers and venom/incen on specialists/grenadiers/early gunslingers.
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# ? Feb 16, 2016 19:43 |
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Gobblecoque posted:Suppression seems nice on paper but in my experience the target always moves away, never ever gets hit by the reaction shot, and then shoots from what is probably a better position.
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# ? Feb 16, 2016 19:45 |
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Lima posted:I like Talons on rangers, AP on lategame gunslingers/snipers, tracers on early-mid snipers and venom/incen on specialists/grenadiers/early gunslingers. Bluescreen rounds work better on gunslingers, if you ask me. They do enough bonus damage and all of the heavily armored ayyyys are mechs. Sure Shieldbearers have 3 armor but they got such low HP that you can often kill them through it anyway.
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# ? Feb 16, 2016 19:45 |
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Venom rounds do restrict movement range. Poisoning Stun Lancers and other melee enemies is good strategy, though gas grenades do a better job.
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# ? Feb 16, 2016 19:47 |
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My gunslinger generally packed fire rounds, but I probably would have benefitted from bluescreen. Still, that time I activated every single pod on the map, I'm glad she was packing dragon rounds, because if she hadn't lit all those guys on fire I would have been dead as hell.
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# ? Feb 16, 2016 19:49 |
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Yami Fenrir posted:Bluescreen rounds work better on gunslingers, if you ask me. They do enough bonus damage and all of the heavily armored ayyyys are mechs. Sure Shieldbearers have 3 armor but they got such low HP that you can often kill them through it anyway. Ayys that are a pain to kill and immune to bluescreen; -Andromedons in their first form, despite what common sense would tell you -Archons because lol dodge -Witches The only enemies I find bluescreen rounds really good against in the late game are sectopods and gatekeepers. A gunslinger with bluescreen rounds destroys them but loses out on bonus damage against a bunch of other stuff, which is what kept me from using them unless the enemy loadout favored those units. I had my gunslingers use dragon rounds for the whole game and it worked pretty drat well. Do venom rounds still do bonus damage to stuff that is immune to poison? VVV Just a less spoilery term for avatars. They are called psi-witches in the game files.
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# ? Feb 16, 2016 19:52 |
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Internet Kraken posted:-Witches What is a witch? Is it slang for the thing you get three of at the finale?
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# ? Feb 16, 2016 19:53 |
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Internet Kraken posted:Ayys that are a pain to kill and immune to bluescreen; True. Andromedons are bullshit, though. I just acid bomb em. Seriously, that first form/second form thing is really weird and annoying.
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# ? Feb 16, 2016 20:05 |
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Yami Fenrir posted:True. Andromedons are bullshit, though. I just acid bomb em. Seriously, that first form/second form thing is really weird and annoying. I like that it mixes things up a bit, but I'd prefer it if the first form was had less health and the second had more. As it is it just feels like 'ok it's transformed, I just have to shoot at it a couple more times before it covers the map in acid', rather than 'oh poo poo'.
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# ? Feb 16, 2016 20:09 |
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monster on a stick posted:Good tips for retaliation missions? battle scanners, SMGs are OK on a few troops if you have the mod
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# ? Feb 16, 2016 20:10 |
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I'm going to create some Psi rounds (among a few other experimental ammos) this evening. I don't think they'll be very hard to implement based off of my work this past weekend on Experimental Armors (released: Shield Vest. Unreleased: Caustic Vest gives the user an activated ability to trail acid like an Andromedon Shell). My planning notes (I do a lot of balancing planning so some of these may be unbalanced as written but I'll edit as I go): Impact Rounds 67% chance of disorienting, 33% chance of stunning target (may be overpowered, reduce chances?) pushback effect (chance? some enemies are immune) Cryonic Rounds Target loses 1 action point for the next round (i.e. it can either move or attack but not both). Cannot reduce target below 1 action point. Explosive ammo Small AoE explosion on target 1 damage to target and adjacent enemies Can damage cover 20% chance to Rupture target? (15%?) Psi-burst rounds -20 Will, -20 Psi to target. If Will drops below 0, Panic the target If target had >0 Psi to begin with, take bonus damage: 5% of total Psi power, pre-penalty (i.e. target has Psi 80, take 80*5% = 4 damage, then apply the -20 Psi) Kenshin fucked around with this message at 20:13 on Feb 16, 2016 |
# ? Feb 16, 2016 20:11 |
Internet Kraken posted:Ayys that are a pain to kill and immune to bluescreen; Yeah, I think EMP bombs and bluescreen rounds should disable weapons or certain abilities but do less bonus damage to robotic enemies as compensation. Makes it more tactically flexible, too: do I cripple these units or save my EMP for the sectopod later on?
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# ? Feb 16, 2016 20:12 |
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Kenshin posted:I'm going to create some Psi rounds (among a few other experimental ammos) this evening. I don't think they'll be very hard to implement based off of my work this past weekend on Experimental Armors (released: Shield Vest. Unreleased: Caustic Vest gives the user an activated ability to trail acid like an Andromedon Shell). Cryonic rounds would be brokenly overpowered with how the AI in this game works. You can easily force enemies to move by doing things like flanking them, so that ammo would let you render enemies useless for an entire turn. It would basically be stasis but in ammo form.
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# ? Feb 16, 2016 20:14 |
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Megasabin posted:Cryonic rounds would be brokenly overpowered with how the AI in this game works. You can easily force enemies to move by doing things like flanking them, so that ammo would let you render enemies useless for an entire turn. It would basically be stasis but in ammo form. I wonder if instead I can drop their move distance to half normal for one round.
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# ? Feb 16, 2016 20:16 |
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Kenshin posted:I'm going to create some Psi rounds (among a few other experimental ammos) this evening. I don't think they'll be very hard to implement based off of my work this past weekend on Experimental Armors (released: Shield Vest. Unreleased: Caustic Vest gives the user an activated ability to trail acid like an Andromedon Shell). These ammos look insanely great and powerful. Consider stashing them behind a late-game research project to put them with the rest of the victory lap gear. Speaking of insanely-great and powerful special abilities, how hard would it be to create a mod that let you 'prestige' a Colonel-level soldier a la Call of Duty? They drop back to Squaddie or Rookie level, but as they level up this time, they get BOTH upgrade tiers - for example, a prestiged Grenadier might have both Blast Padding and Shredder. The first time they prestige this only applies to Squaddie, the second time it applies to Sergeant, and after they've done it six times they can have every single grenadier perk simultaneously. This is a dubious idea but it amuses me. RiotGearEpsilon fucked around with this message at 20:22 on Feb 16, 2016 |
# ? Feb 16, 2016 20:16 |
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RiotGearEpsilon posted:These ammos look insanely great and powerful. Consider stashing them behind a late-game research project to put them with the rest of the victory lap gear. I'd prefer to scale them back in power, instead.
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# ? Feb 16, 2016 20:20 |
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RiotGearEpsilon posted:These ammos look insanely great and powerful. Consider stashing them behind a late-game research project to put them with the rest of the victory lap gear. One could make the advanced grenades Proving Ground project repeatable, with the upgrade for old ones only happening the first time. Rename it Advanced Ordinance and away you go.
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# ? Feb 16, 2016 20:21 |
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Zomborgon posted:One could make the advanced grenades Proving Ground project repeatable, with the upgrade for old ones only happening the first time. Rename it Advanced Ordinance and away you go. That's a good idea. I'd just need more powerful versions of all the base ammo, but that wouldn't be difficult at all to create. Nice.
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# ? Feb 16, 2016 20:22 |
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Do most enemies. Even have psi? Outside of what, sections, gatekeepers, or codex?
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# ? Feb 16, 2016 20:24 |
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Ramadu posted:Do most enemies. Even have psi? Outside of what, sections, gatekeepers, or codex? They'd be slightly less situational than Bluescreen rounds (due to the Will component)
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# ? Feb 16, 2016 20:26 |
Kenshin, if you're modding in new ammo and grenades, could you take a look at some of the dumb ideas I came up with earlier?
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# ? Feb 16, 2016 20:30 |
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Segmentation Fault posted:Kenshin, if you're modding in new ammo and grenades, could you take a look at some of the dumb ideas I came up with earlier? Sure. I've just been using the armors and ammos to get myself used to how things are done, what I really want to do is implement two new classes I've come up with that should slot in alongside the others to provide more options. You mean this one? Segmentation Fault posted:Yeah, I think EMP bombs and bluescreen rounds should disable weapons or certain abilities but do less bonus damage to robotic enemies as compensation. Makes it more tactically flexible, too: do I cripple these units or save my EMP for the sectopod later on? Those things shouldn't be too difficult to do, but I'd have to look at the code for Combat Protocol and the Codex AoE attack to see how to do the less damage to organics and weapon disabling.
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# ? Feb 16, 2016 20:33 |
Kenshin posted:Sure. I've just been using the armors and ammos to get myself used to how things are done, what I really want to do is implement two new classes I've come up with that should slot in alongside the others to provide more options. Nah, I came up with some ideas earlier in the thread. Segmentation Fault posted:Was thinking about how the game's more roguelike elements needed more stuff to make things interesting. Dumb grenade/ammo types I came up with:
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# ? Feb 16, 2016 20:38 |
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I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too.
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# ? Feb 16, 2016 20:39 |
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Segmentation Fault posted:Nah, I came up with some ideas earlier in the thread. Shock grenades would be easy to implement. Needle grenades maybe. It might be easier to simply roll hits against enemies in cover instead. Psi grenades: probably easy. Percussion grenades wouldn't be too hard, though I think it might also be fun to use the under-utilized knock-back effect. etc etc
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# ? Feb 16, 2016 20:47 |
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What's a good geoscape process to get into? On Veteran, and I feel compelled to travel/scan every thing that pops up, but it really delays doing objective stuff to set back the Avatar Project. Also, should I be putting towers up in every region (do I need to for the area bonus?) or just specific regions?
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# ? Feb 16, 2016 20:47 |
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Kenshin posted:Yeah, you're right. I've kept waffling back and forth on if they are worth implementing or not, but they would be hilariously overpowered. Yeah, I can see that working. They'd be directly competing with Venom Rounds, but Venom doesn't work on robots, this could.
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# ? Feb 16, 2016 20:48 |
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Trast posted:I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too.
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# ? Feb 16, 2016 20:49 |
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Trast posted:I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too. I figure Labs could be a source of Combat Sims. Maybe semi-random within each type (so a +aim sim upon completeion gives you one of the three possible ranks of it) or completely random if people prefer to not "cheese" nothing but +aim sims. The workshop could do the same with gun parts as well. Slap a timer on crafting both and a resource cost that feels good.
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# ? Feb 16, 2016 20:49 |
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Let's white noise post. Help me come up with names for my guns. I'm going full Warhammer with it, so religious or vaguely religious or vaguely Latin names are in. Preferably with fire-and-brimstone sin / punishment / crusade connotations. This is my list: Absolution (personally I find this a particularly name for a sniper rifle) Purifier Redeemer Confessor Wrath Vengeance Purgation Repentance Deus Vult Crusader Ten is pretty good for my habit of only naming modded guns belonging to nicknamed personnel, and handing the weapons down on death, but I thought I'd share and get ideas.
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# ? Feb 16, 2016 20:50 |
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Kingtheninja posted:What's a good geoscape process to get into? On Veteran, and I feel compelled to travel/scan every thing that pops up, but it really delays doing objective stuff to set back the Avatar Project. Also, should I be putting towers up in every region (do I need to for the area bonus?) or just specific regions? On the region bonus listing, the green bars are how many areas you need to be in contact with, the dots are how many towers you need. You definitely don't want to put towers on ALL areas, they get more expensive to build with every one (which doesn't make any sense if you think about it)
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# ? Feb 16, 2016 20:50 |
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Lesson learned: Proximity mines don't damage Archons
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# ? Feb 16, 2016 20:54 |
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SuperKlaus posted:Let's white noise post. Help me come up with names for my guns. I'm going full Warhammer with it, so religious or vaguely religious or vaguely Latin names are in. Preferably with fire-and-brimstone sin / punishment / crusade connotations. I went with Destiny exotic weapons for my guns. My snipers have Icebreaker, No Land Beyond, and Black Spindle. My ranger has Invective. My specialists have Red Death, Suros Regime, and my Psi-Op has Bad Juju. I named my cannons Answerer and Retaliator though because I'm a nerd but I could have gone with Thunderlord and Super Good Advice. RBA Starblade fucked around with this message at 20:57 on Feb 16, 2016 |
# ? Feb 16, 2016 20:54 |
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# ? Jun 10, 2024 12:58 |
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Tae posted:Lesson learned: Proximity mines don't damage Archons ...why would landmines work on a flying unit?
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# ? Feb 16, 2016 20:56 |