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atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Hick Magnet posted:

No joke: If you press Caps Lock on the skyranger loading screen, the game will stop rendering new frames and then load super quick. It doesn't always work, though, it seems to mostly only work for me on the post-mission screen and not the pre-mission screen.

Pre mission screen is not just loading the map into menory, it is running the procedural map generation to create the map (which means that screen still takes time even with an ssd)

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DLC Inc
Jun 1, 2011

I saw videos and screens of wrist-mounted flamethrowers and rockets in early footage. How the hell do I get those? Haven't seen that at all.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
Get an exo-suit, it's a 2nd tier armor suit.

deep dish peat moss
Jul 27, 2006

Gremlin healing is cool as hell, I was doing the Defense mission and I lined everyone up at the ramp while sending one guy with conceal around the edge of the map. I planned on having him wait until the enemies there cleared up (turns out they don't, you have to trigger them) when suddenly two pods decided to turn around and run halfway backward across the map to reveal him. He got surrounded and knocked unconscious but in the process triggered all of the pods I was waiting for. They moved around and a few approached the ramp, allowing me to gremlin revive him from the other side of the map while he killed the beacon, re-concealed and dashed back around the edge of the map to the Skyranger. It took way longer than it should have if I was doing it the "real" way but it was neat.

Harrow
Jun 30, 2012

Has anyone used the Leader Pack mod? I can't decide if I want to bother installing it on my Commander campaign.

deep dish peat moss
Jul 27, 2006

Harrow posted:

Has anyone used the Leader Pack mod? I can't decide if I want to bother installing it on my Commander campaign.

I use it, but I modded it to have no training time for leader abilities. It wasn't worth it to me when training my leader would take one of my strongest soldiers out of the rotation for 10 days each rank. This way it works pretty much like it did in Long War, except instead of having a limited number of leader spots to give out, you can only bring one leader on each mission.

Subwooper
Dec 25, 2006

Phasers armed and ready.
:wooper:
after forgetting to back up my saves i am ready to start from ground zero once again. maybe with mods this time :pcgaming1:

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Hick Magnet posted:

I use it, but I modded it to have no training time for leader abilities. It wasn't worth it to me when training my leader would take one of my strongest soldiers out of the rotation for 10 days each rank. This way it works pretty much like it did in Long War, except instead of having a limited number of leader spots to give out, you can only bring one leader on each mission.

That sounds like a good idea, wheres the .ini configs at in the workshop/main folder?


Subwooper posted:

after forgetting to back up my saves i am ready to start from ground zero once again. maybe with mods this time :pcgaming1:

Join us! :getin: Heres Robthulu/Goonzilla's collections of fun times to get you started.

Internet Kraken
Apr 24, 2010

slightly amused

SynthOrange posted:



Also if holo-target worked with pistols, Face-off would be ridiculous.

Modding Xcom has such amazing results.

deep dish peat moss
Jul 27, 2006

Thyrork posted:

That sounds like a good idea, wheres the .ini configs at in the workshop/main folder?

\Steam\SteamApps\workshop\content\268500\577517577\Config\XComLW_OfficerPack.ini

At the very top under Debug settings change INSTANTTRAINING=false to =true

FraudulentEconomics
Oct 14, 2007

Pst...

Hick Magnet posted:

I use it, but I modded it to have no training time for leader abilities. It wasn't worth it to me when training my leader would take one of my strongest soldiers out of the rotation for 10 days each rank. This way it works pretty much like it did in Long War, except instead of having a limited number of leader spots to give out, you can only bring one leader on each mission.

Are you totally against things that pull your soldiers out for X amount of days? My specializations mod was going to use similar mechanics to that (Get extra useful ability, lose soldier for 5 days). Is it just that the time is so drat long or what?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Did today's hotfixes improve much performance-wise?

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

FraudulentEconomics posted:

Are you totally against things that pull your soldiers out for X amount of days? My specializations mod was going to use similar mechanics to that (Get extra useful ability, lose soldier for 5 days). Is it just that the time is so drat long or what?

Making it work like psi-training does would be more friendly, even if you added extra costs to it and/or made the training time longer to compensate.

Harrow
Jun 30, 2012

So far, the biggest difference I'm noticing between Commander and Veteran is that every early game enemy has just 1 more HP on Commander and that makes so much more difference than I would have expected.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!

Harrow posted:

So far, the biggest difference I'm noticing between Commander and Veteran is that every early game enemy has just 1 more HP on Commander and that makes so much more difference than I would have expected.

Avatar countdown is only 12 days now. I almost lost by barely 3 hours because of it. Had to skip a council mission.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

You know it's a bit odd that the loading screens are propaganda posters and the early game plays up getting humanity to fight back when you see none of that happen as you progress. You set up resistance stuff but it's not like you ever see any civilians do anything.

Mr. Baps
Apr 16, 2008

Yo ho?

RBA Starblade posted:

You know it's a bit odd that the loading screens are propaganda posters and the early game plays up getting humanity to fight back when you see none of that happen as you progress. You set up resistance stuff but it's not like you ever see any civilians do anything.

Not in person, but plenty of the missions you get are a result of resistance actions. UFO mission means the resistance shot it down, convoy raid means the resistance attacked the convoy, etc. They're not equipped like XCOM is so they set up an ambush and get the hell out of dodge before ADVENT shows up in force. It'd be nice if there were a handful of armed people fighting back in the retaliation missions, though.

Internet Kraken
Apr 24, 2010

slightly amused

RBA Starblade posted:

You know it's a bit odd that the loading screens are propaganda posters and the early game plays up getting humanity to fight back when you see none of that happen as you progress. You set up resistance stuff but it's not like you ever see any civilians do anything.

Well, they do stuff offscreen. Every time you get a supply raid its because resistance fighters blew up a convoy for you.

It would be cool if you occasionally saw a civ pull out a gun and fight back though. Even if they just died horribly in one turn. That's less bullets going my way! :v:

The Duchess Smackarse
May 8, 2012

by Lowtax

DeliciousCookie posted:

I wonder if maybe theres an accuracy cap on certain classes/weapons for close range. I've had specialists and grenadiers right next to an enemy at point blank range, and still have like a 60-70% chance to hit.

To-hit chance is determined by your aim +/- modifiers, so if your aim is crappy enough, even with the weapon range modifiers you can still have a bad to-hit. Also keep in mind that certain enemies have defense values that lower your to-hit.

You can click the little arrows on the side of the shot panel to show the breakdown, and there's also a mod that makes it auto-show.

POLICE CAR AUCTION
Dec 1, 2003

I'm not a princess



Can someone link a good MGS5 Ocelot file? I'm poo poo at creating characters.

Internet Kraken posted:

Modding Xcom has such amazing results.



I'm so glad I downloaded that Miku mod, I crack up every goddamn time I see someone with that hair.

Gyshall
Feb 24, 2009

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

Internet Kraken posted:

Well, they do stuff offscreen. Every time you get a supply raid its because resistance fighters blew up a convoy for you.

It would be cool if you occasionally saw a civ pull out a gun and fight back though. Even if they just died horribly in one turn. That's less bullets going my way! :v:

Sometimes I see civvies caught in my grenade blasts :kiddo:

Internet Kraken
Apr 24, 2010

slightly amused
Does the bonus hit chance from the Aim skill last over multiple turns until I fire another shot, or will it go away after 1 turn regardless of whether or not I fire?

Pumpkinreaper
Jan 19, 2010
Welp, lost my first commander game. I had the advent countdown going and needed to buy time for my a-team to come back from vacation (also getting the intel needed to get to a country with an alien facility), so when I started an assault on a facility, I had 2 days left on the timer. Accidentally activated two groups, with a third hopping in the next turn, but somehow make it through with one casualty and my gunslinger at low health. Long story short, I didn't realize there was a second sectopod and activated a group prematurely, leading to one soldier knocked out by a lancer, me panicking and trying to pull my guys back to pick off the shieldbearer, getting my gunslinger out of position and dying.

Then everything else fell apart.


Things I learned today:

- Always expect a second sectopod

- The first soldier you give an EXO suit will die/be left behind.

- Shieldbearers are to me as mimic beacons are to ADVENT.

- The text addon a goon made may not be the best thing for morale:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I appreciate that if the Shadow Chamber detects an enemy you haven't seen before, it identifies it as "ENEMY UNKNOWN". :v:

Internet Kraken posted:

Well, they do stuff offscreen. Every time you get a supply raid its because resistance fighters blew up a convoy for you.

It would be cool if you occasionally saw a civ pull out a gun and fight back though. Even if they just died horribly in one turn. That's less bullets going my way! :v:

That's what I mean, you already know there are resistance forces, but it never feels like you're getting people to fight back who aren't already, just organizing them.

BlazetheInferno
Jun 6, 2015

POLICE CAR AUCTION posted:

Can someone link a good MGS5 Ocelot file? I'm poo poo at creating characters.


I'm so glad I downloaded that Miku mod, I crack up every goddamn time I see someone with that hair.

https://www.dropbox.com/s/21rw0g0v5id373b/Blaze%27s%20Pool.bin?dl=0

Tossed a few characters in there, just random characters I either created, or grabbed online and then edited so I felt they were more "accurate". Also I decided to be utterly shameless and include three pure-custom characters because why not.

Other than my self-indulgent three customs, it includes Jacqui Briggs and Cassie Cage from MKX, human Sarah Kerrigan, Hercule from DBZ (THE HERO OF EARTH), Zaeed Massani from Mass Effect (only really edited colors, but hey), also included Big Boss, Solid Snake, and that Revolver Ocelot you asked for.

I'd made Ocelot previously, and based him on Phantom Pain, a few friends commented that it was a really good recreation, so I figured I'd toss him out there.

BlazetheInferno fucked around with this message at 04:27 on Feb 18, 2016

Dr. Video Games 0112
Jan 7, 2004

serious business
Is there a way to view your units' stats while you're in combat? I just saw a screen showing all the stats of one of my units while sitting idle on a turn for a bit, then it disappeared after I tabbed over and I have no idea what key to press to bring it back up again. Keyboard shortcut lists dont have it shown (though I guess it could be from a mod, I dont remember getting anything like that.) Does anyone know what I'm referring to?

edit: Nevermind, Im retarded. It appears if you mouse over a unit's name in the bottom left corner.

Dr. Video Games 0112 fucked around with this message at 04:25 on Feb 18, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

So is kill zone scripted to only work on two enemies max in a pod? They're completely open but the sniper won't fire the third shot no matter what, and he has ammo in the rifle. Not that he wouldn't just miss anyway or anything, but it's the principle of the thing.

Profanity
Aug 26, 2005
Grimey Drawer
Someone mentioned on Beagle's stream on Tuesday a mod that works like the built-in aim indicator for choosing where to move, except it's for showing if you'll flank an enemy. Does anyone know where it is? I can't seem to find it.

JainDoh
Nov 5, 2002

RBA Starblade posted:

Don't run into a squad of mecs and vipers while you fail your hack on a superheavy turret while you also accidentally stumble into a pack of mutons and andromedons.

Not that I would know or anything. :negative:

Skirted around a UFO in concealment, attempting to isolate a pod for limited engagement. End up hiding behind a rock, attempting to pick off a commander and shieldbearer pod, when the other two squads walk directly on top of that squad and then it trips on me. This activates the shieldbearer and SECTOPOD in the UFO.

Active: 1 sectopod, 2 andromedon, 3 elite shieldbearer, 2 elite commanders, 2 sectoids, two elite advent.

In an attempt to survive this encounter, during my FURIOUS savescumming, I overwrote my last safe save. I ended up reloading the campaign autosave. Maybe after this I will try a run, most likely normal or easy, where I don't reload. Bronze or something. I don't know if I could live with the frustration.

FraudulentEconomics
Oct 14, 2007

Pst...

Jabor posted:

Making it work like psi-training does would be more friendly, even if you added extra costs to it and/or made the training time longer to compensate.

This makes the most sense, it's like you're getting pulled out of class to kick rear end, not LOCK YOU IN A loving ROOM AND SHUT THE gently caress UP ABOUT BEING A SOLDIER AND READ.

In terms of a specialization mod, the idea is to have 3 tiers of specialized upgrades for each specialization. So for example, Grenadiers have an Explosives Expert specialization and Heavy Gunner specialization. Originally I thought of making them class extensions and essentially making new skills to fill in the blanks left over, but that seemed a bit too ambitious to start so I went with the specialization route.

The explosives expert has 3 tiers of perks that assist in some way with the grenades side of the tree, while the heavy gunner is all about improving your cannon poo poo on the other side of the tree. The tradeoff is that you can't respec these specialization choices, so you're partially hard-locking your soldier into that role unless you want them to have the other side's perks for some reason, who am I to tell anyone how to play the game.

I've taken a bit of time in trying to make each perk equally viable, but the fact of the matter is that everyone plays differently and one choice just might be a MUST HAVE over another just because of the way another person plays.

Just to test waters (and see what initial reactions are), here are the current specializations (no ability info, still hashing that out):

Grenadier:

Explosives & Firearms

Sharpshooter:

Gunslinger & Marksman

Specialist:

Overwatch & Gremlin

Ranger:

Infiltration & Combat

Bushiz
Sep 21, 2004

The #1 Threat to Ba Sing Se

Grimey Drawer

RBA Starblade posted:

So is kill zone scripted to only work on two enemies max in a pod? They're completely open but the sniper won't fire the third shot no matter what, and he has ammo in the rifle. Not that he wouldn't just miss anyway or anything, but it's the principle of the thing.

Seems completely random and bugged. I had two pods right on top of eachother, and set up a killzone with an expanded magaine and full ammo. My sniper took shots at 3 in one pod and 2 in the other, and just let the third run away.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Bushiz posted:

Seems completely random and bugged. I had two pods right on top of eachother, and set up a killzone with an expanded magaine and full ammo. My sniper took shots at 3 in one pod and 2 in the other, and just let the third run away.

Ugh, figured it out. He took two shots. His rifle was empty after. It takes two bullets a guy apparently. Considering that's like the one redeeming feature of my sniper with the hit rate of 20% I'm going to just dump him then.

BlazetheInferno
Jun 6, 2015

RBA Starblade posted:

Ugh, figured it out. He took two shots. His rifle was empty after. It takes two bullets a guy apparently. Considering that's like the one redeeming feature of my sniper with the hit rate of 20% I'm going to just dump him then.

Apparently you forgot to check your ammo before setting up Killzone then - I've done that too.

POLICE CAR AUCTION
Dec 1, 2003

I'm not a princess



BlazetheInferno posted:

https://www.dropbox.com/s/21rw0g0v5id373b/Blaze%27s%20Pool.bin?dl=0

Tossed a few characters in there, just random characters I either created, or grabbed online and then edited so I felt they were more "accurate". Also I decided to be utterly shameless and include three pure-custom characters because why not.

Other than my self-indulgent three customs, it includes Jacqui Briggs and Cassie Cage from MKX, human Sarah Kerrigan, Hercule from DBZ (THE HERO OF EARTH), Zaeed Massani from Mass Effect (only really edited colors, but hey), also included Big Boss, Solid Snake, and that Revolver Ocelot you asked for.

I'd made Ocelot previously, and based him on Phantom Pain, a few friends commented that it was a really good recreation, so I figured I'd toss him out there.

Badass, thanks! Several of these dudes/dudettes now grace my character pool.

Haven't played ME2 in ages but hearing Zaeed's name made me remember how much I love that grizzled fucker.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Oh good neural feedback gives feedback the rest of the mission even on successes. Why do I bother with any of this? All I need are explosions.

BlazetheInferno posted:

Apparently you forgot to check your ammo before setting up Killzone then - I've done that too.

The mission had just started, he had never fired a shot.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
I really want to start a new game in Ironman mode. I do. But I just don't trust the game not to betray me with a horseshit bug like getting spotted and subsequently shot through an entire building of solid walls.

The level of bugginess in this game is genuinely hurting my fun.

BlazetheInferno
Jun 6, 2015

RBA Starblade posted:

The mission had just started, he had never fired a shot.

Then the only explanation I can think of is that he fired and missed without the pop-up showing, or it glitched. Killzone only takes one ammo per target.

busb
Mar 19, 2009

Thorgie
i came across less LoS and flanking bugs in this than in EU at launch. Sucks there are those bugs around but i think people are forgetting how many hosed up bugs were in EU/EW for years, such as teleporting/activating muton packs and straigh t5tile flanks where apparently you couldn't even see your target on some of the lategame UFOs.

Play on ironman, if you're paranoid, backup your savefile manually before each session.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

lmao the scanning protocol doesn't tell you about supply crates, so I blew some up, and it also said a sectopod was a superheavy turret. At least I ran the Andromedon into it!

BlazetheInferno posted:

Then the only explanation I can think of is that he fired and missed without the pop-up showing, or it glitched. Killzone only takes one ammo per target.

I counted, he only took two. It didn't do that weird delay thing where the animations don't work either, it was just the two then it moved on.

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Morzhovyye
Mar 2, 2013

Is there any way to remove/change an AWC ability? Both of my grenadiers have got Phantom and now I have 3 units that stay concealed once every else goes loud. I suppose that's an excellent setup for a pro-strat but all it does for me is gently caress up what little planning ability I have.

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