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So mods don't seem to work on my game and I have no idea why. Like, I went into the workshop and enabled true retroactive AWC, it doesn't work. I enabled another mod that is supposed to add the second item slot back to the upper tier powered armors and that doesn't work. Even the enemy pod size increase mod seems to do nothing. I can't tell about the remove aim assist one but I'd guess not. Does enabling the console affect mods? I've subscribed and unsubscribed to them, and I was told there is supposed to be a mods folder but to all appearances there is no mods folder in either my install or anywhere else. Where do mods get stored after download? Any help?
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# ? Feb 17, 2016 22:00 |
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# ? May 21, 2024 17:43 |
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If a gun has both a repeater and a stock, can it execute on a miss?
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# ? Feb 17, 2016 22:02 |
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TheSpiritFox posted:So mods don't seem to work on my game and I have no idea why. Like, I went into the workshop and enabled true retroactive AWC, it doesn't work. I enabled another mod that is supposed to add the second item slot back to the upper tier powered armors and that doesn't work. Even the enemy pod size increase mod seems to do nothing. I can't tell about the remove aim assist one but I'd guess not. The powered armor doesn't get two slots? That sucks.
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# ? Feb 17, 2016 22:02 |
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The heavy weapon is basically its second item. Pretty reasonable imo.
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# ? Feb 17, 2016 22:02 |
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Mymla posted:If a gun has both a repeater and a stock, can it execute on a miss? Yes it can
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# ? Feb 17, 2016 22:04 |
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dyzzy posted:The heavy weapon is basically its second item. Pretty reasonable imo. I haven't unlocked it yet so I was just assuming it's a straight upgrade to Predator armor. If it gets heavy weapons like exo suits then hot drat!
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# ? Feb 17, 2016 22:05 |
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PantsBandit posted:Wow, that has to be the most horribly ugly armor I have ever seen Why do you hate freedom?
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# ? Feb 17, 2016 22:05 |
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RBA Starblade posted:I haven't unlocked it yet so I was just assuming it's a straight upgrade to Predator armor. If it gets heavy weapons like exo suits then hot drat! Oh no I mean the WAR suit (EXO equivalent) acts the same way and has 1 utility slot. Standard tier 3 armor still gets two slots.
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# ? Feb 17, 2016 22:06 |
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FrancoFish posted:I assumed flashbangs were worthless, ala every other game where they exist. Flashbangs are one of the most important items in the game, for much of the game.
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# ? Feb 17, 2016 22:06 |
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dyzzy posted:The heavy weapon is basically its second item. Pretty reasonable imo. Yeah but I want two items and the grapple, I'd give up the stupid run through walls bullshit to get it if I could. Considering skeleton suits and ghost armor in the previous game I thought that this made sense but apparently the developers thought differently. There are mods that do what I want, but none of them work =( The day 1 mods for leadership class or whatever doesn't work either. VVVVVV Yes I am. Launcher boxes ticked and everything. I've unsubscribed and resubscribed to get stuff but shouldn't it show up as a download when I do? Because so far as I can tell subscribing to mods doesn't download anything, at least not that I can tell through the steam downloads window. TheSpiritFox fucked around with this message at 22:12 on Feb 17, 2016 |
# ? Feb 17, 2016 22:08 |
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TheSpiritFox posted:So mods don't seem to work on my game and I have no idea why. Like, I went into the workshop and enabled true retroactive AWC, it doesn't work. I enabled another mod that is supposed to add the second item slot back to the upper tier powered armors and that doesn't work. Even the enemy pod size increase mod seems to do nothing. I can't tell about the remove aim assist one but I'd guess not. Are you also ticking the checkbox in the launcher? You have to subscribe in the workshop and also check the box.
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# ? Feb 17, 2016 22:08 |
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dyzzy posted:Oh no I mean the WAR suit (EXO equivalent) acts the same way and has 1 utility slot. Standard tier 3 armor still gets two slots. Oh cool, got it. Can you upgrade EXOs into WARs or do you just buy new suits?
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# ? Feb 17, 2016 22:11 |
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FrancoFish posted:I assumed flashbangs were worthless, ala every other game where they exist. The disorient effect is very strong as it reduces movement/aim and stop aliens from using most of their special abilities. Also mind control/panic/zombies ends immediately if you fb a sectiod.
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# ? Feb 17, 2016 22:12 |
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Lotish posted:Also, hitting caps lock no longer auto-loads the avenger. I said this after trying it and it not working, and then I just tried it and it did work.
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# ? Feb 17, 2016 22:13 |
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RBA Starblade posted:Oh cool, got it. Can you upgrade EXOs into WARs or do you just buy new suits? New suits, unfortunately. I would like a project to reclaim cores from older models of gear.
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# ? Feb 17, 2016 22:13 |
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Lima posted:The disorient effect is very strong as it reduces movement/aim and stop aliens from using most of their special abilities. Also mind control/panic/zombies ends immediately if you fb a sectiod. Holy poo poo. I figured it was like "hur dur -15 accuracy" or something other horrid poo poo.
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# ? Feb 17, 2016 22:16 |
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Lotish posted:New suits, unfortunately. I would like a project to reclaim cores from older models of gear. As usual, there's a mod for that. edit: okay I don't know how that even happened but fixed the link. Dallan Invictus fucked around with this message at 22:33 on Feb 17, 2016 |
# ? Feb 17, 2016 22:17 |
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FrancoFish posted:Holy poo poo. I figured it was like "hur dur -15 accuracy" or something other horrid poo poo. I think its aim reduction is 40 and mobility reduction is 4 or 5 IIRC. It's significant. Flashbacks are amazing, the only downside is that cover blocks their effects so it has to be thrown behind the cover of enemies.
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# ? Feb 17, 2016 22:20 |
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Okay, so I have dragon ammo on my overwatch specialist with a repeater, and the alien turn burn damage can also execute. Good stuff. The euphoria from this was immediately countered with a turn three gatekeeper activation from off screen plowing through the laptop I wanted to hack.
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# ? Feb 17, 2016 22:22 |
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Dallan Invictus posted:As usual, there's a mod for that. Wow that's one hell of a mod. Can you fly a UFO?
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# ? Feb 17, 2016 22:23 |
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FrancoFish posted:Holy poo poo. I figured it was like "hur dur -15 accuracy" or something other horrid poo poo. Yeah, I wouldn't have bothered with flashbangs if I hadn't been reading this thread. They're incredibly useful. I'd take one over a regular grenade on anyone but a grenadier. They're particularly amazing for fighting codexes (codices?), since it stops them from doing all that annoying poo poo they do.
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# ? Feb 17, 2016 22:23 |
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WhiteHowler posted:What affects a soldier's increase in hacking skill? Just hacking a lot? Promotions? Those PCS things (I've never found a +hack one)? This is my lead hacker in my second campaign. The window is from last night's mission to get a thing.
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# ? Feb 17, 2016 22:23 |
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I am quite a ways into my commander campaign, and I'm getting sick of being told that I don't have very many scientists, and that I should get some more. Practically every time I do anything in the Avenger I am notified of this fact, that we are low on scientists and need more, and if we have more stuff will get done faster! Too bad I have 100% of research done.
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# ? Feb 17, 2016 22:24 |
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Trast posted:This is my lead hacker in my second campaign. The window is from last night's mission to get a thing. I would love to get those instead of the crap I'm getting. quote:I am quite a ways into my commander campaign, and I'm getting sick of being told that I don't have very many scientists, and that I should get some more. Practically every time I do anything in the Avenger I am notified of this fact, that we are low on scientists and need more, and if we have more stuff will get done faster! The shadow chamber needs at least 5 for some projects, so it's bitching about that. Unless you did those already too in which case lol.
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# ? Feb 17, 2016 22:26 |
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Walrus Pete posted:Yeah, I wouldn't have bothered with flashbangs if I hadn't been reading this thread. They're incredibly useful. I'd take one over a regular grenade on anyone but a grenadier. They're particularly amazing for fighting codexes (codices?), since it stops them from doing all that annoying poo poo they do.
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# ? Feb 17, 2016 22:26 |
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Lotish posted:New suits, unfortunately. I would like a project to reclaim cores from older models of gear. EXO suits are still about as protective as t3 medium armor (i think you're down 1 net hp?) and rockets never stop being useful, so you can just keep using them until you have or alongside WAR suits
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# ? Feb 17, 2016 22:27 |
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Trast posted:This is my lead hacker in my second campaign. The window is from last night's mission to get a thing. I had a hacker in my first game that could do that on Veteran, but when I tried to give my whole squad run and gun, instead of succeeding my hacker took successive feedback hits until she died. I'm talking 12+ HP in "feedback" for a successful hack.
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# ? Feb 17, 2016 22:28 |
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RBA Starblade posted:I would love to get those instead of the crap I'm getting. Check everything is my advice. That is the second hack boost he's gotten this campaign. I had another specialist get one while he was hurt.
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# ? Feb 17, 2016 22:28 |
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When you hack control of an enemy turret/robot/whatever, is there a specific turn amount you control it for? Or is it random? I'm trying to figure out when I should start destroying these things before they turn back on me.
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# ? Feb 17, 2016 22:28 |
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This is great, thank you! --- Is there a mod/trick to get all rookies with randomly colored/patterned equipment and "hi-level" props? I tried "Full Character Customization From Start" mod but it doesn't seem to generate rookies with those props (have to customize them manually).
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# ? Feb 17, 2016 22:29 |
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victrix posted:Key binding question - I use WERD for camera movement, but there's some sort of hard binding for W and R to select left/right on the command palette, which is really loving annoying when I'm trying to move the camera around for a grenade toss or whatever. Reposting this from a few pages ago, any modders in the know about a key binds file hidden somewhere I can change that?
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# ? Feb 17, 2016 22:29 |
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Kingtheninja posted:When you hack control of an enemy turret/robot/whatever, is there a specific turn amount you control it for? Or is it random? I'm trying to figure out when I should start destroying these things before they turn back on me. Completely random, with no indicator when it will run out.
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# ? Feb 17, 2016 22:30 |
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Trast posted:This is my lead hacker in my second campaign. The window is from last night's mission to get a thing. drat, my hacking guy is only at 150, you must have gotten lucky with your rewards in this one. Khisanth Magus posted:Completely random, with no indicator when it will run out. I'm pretty sure it's 2 full turns actually. I remember seeing something in the ini about it.
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# ? Feb 17, 2016 22:31 |
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scaterry posted:Yes it can Does stock miss damage count as a hit for guardian? I'm guessing no.
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# ? Feb 17, 2016 22:31 |
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Trast posted:Check everything is my advice. That is the second hack boost he's gotten this campaign. I had another specialist get one while he was hurt. Oh I do, I've seen the income one once but at 10% at the cost of loving the mission so I passed. The +20 hack one has never appeared. I've had bad luck with the geoscape rewards, continent bonuses (seriously who gives a poo poo about +50% supplies when selling to the black market) and hack bonuses so far. quote:When you hack control of an enemy turret/robot/whatever, is there a specific turn amount you control it for? Or is it random? I'm trying to figure out when I should start destroying these things before they turn back on me. This but for mind control too.
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# ? Feb 17, 2016 22:33 |
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SeaTard posted:drat, my hacking guy is only at 150, you must have gotten lucky with your rewards in this one. I had a turret hacked for at least 5 turns one mission before I lost control.
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# ? Feb 17, 2016 22:34 |
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What would be of more use to a gunner grenadier? A scope and autoloader or an autoloader and expanded magazine. I already have an aim pcs on him, but even at major right now he doesn't have the best chances to hit things although I still get the holotargeting benefit. I'm wondering if a superior autoloader is enough to manage ammo. That plus a scope would probably give me very good aim, but with a magazine I would have more ammo for the 2-3 ammo per shot skills. Unfortunately I didn't get the third weapon upgrade bonus this run.
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# ? Feb 17, 2016 22:35 |
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RoboCicero posted:Wait, holy poo poo, do they stop cloning on damage? If not, are the clones also disoriented? Yep. No cloning, no teleporting, no rift. All they can do is move and shoot, and they're worse at both of those too.
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# ? Feb 17, 2016 22:36 |
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I would go for scope+expanded mag and aggressively seek good cover/high ground so that they can just reload+shoot on turns where the mag is low.
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# ? Feb 17, 2016 22:37 |
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# ? May 21, 2024 17:43 |
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Destro posted:What would be of more use to a gunner grenadier? A scope and autoloader or an autoloader and expanded magazine. I already have an aim pcs on him, but even at major right now he doesn't have the best chances to hit things although I still get the holotargeting benefit. I'm wondering if a superior autoloader is enough to manage ammo. That plus a scope would probably give me very good aim, but with a magazine I would have more ammo for the 2-3 ammo per shot skills. Unfortunately I didn't get the third weapon upgrade bonus this run. I'd go scope, advanced autoloaders were enough that I really didn't ever have to worry about my grenadiers' ammo until literally the endgame mission, even with the occasional use of stuff like hailstorm.
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# ? Feb 17, 2016 22:39 |