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Chard
Aug 24, 2010




Is Alien Psi Amp bugged for anyone else? I've slain many a Gatekeeper but I get this poo poo when I try to upgrade:



How to fix?

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MikeC
Jul 19, 2004
BITCH ASS NARC

Odobenidae posted:

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.

I am learning more and more than the ambush mechanic is a trap at times. The fact of the matter is that the ambush mechanic can do exactly the opposite of what you want: leaving the fate of your soldiers in the hands of the RNG god. Consider that an overwatch ambush means you can't decide who they are to shoot, in which order they shoot them, or where you guys end up in relation to survivors after the survivors have scrambled for cover. Cue the alien turn and bad things happen.

They are essential in early game simply because your troops are rookies, you have rifles and grenades and there isn't exactly a lot of options so you might as well take the RNG on ambushes. Later on, especially since Grenadiers control the lion's share of explosives in your squad which is the antithesis of RNG, I almost never set them on concealed overwatch.

Away all Goats
Jul 5, 2005

Goose's rebellion

busb posted:

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.

Or just play bronzeman and don't reload your game just because you missed a 90% shot. Unless you REALLY care about that achievement.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Pumpkinreaper posted:

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:



ok what is that mod called because I can't stop laughing at "loving IDIOT"

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Chard posted:

Is Alien Psi Amp bugged for anyone else? I've slain many a Gatekeeper but I get this poo poo when I try to upgrade:



How to fix?

How many gatekeepers have you killed on missions where you actually get corpses?

(No joke, in my Commander game I actually picked one of my later guerrilla ops based solely on the fact that it had a gatekeeper and was a destroy-the-relay mission rather than a vip one)

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
http://steamcommunity.com/sharedfiles/filedetails/?id=626589171
This mod looks really good. Adds a way to see how much time left before missions/scan events expire. Something LW had but the vanilla game doesn't, for some reason.
If it works as advertised I'll definitely want it.

Mymla posted:

If a gun has both a repeater and a stock, can it execute on a miss?
Confirming again, but yes.

Chard posted:

Is Alien Psi Amp bugged for anyone else? I've slain many a Gatekeeper but I get this poo poo when I try to upgrade:

How to fix?
You probably fought them on missions where you didn't get to keep the corpses. Any mission that ends in EVAC, planned or unplanned, you don't keep corpses. Your first corpse was spent on autopsy. Also you don't get a corpse if the alien dies while you're mindcontrolling it, for some reason.

Rochallor
Apr 23, 2010

ふっっっっっっっっっっっっck

Chard posted:

Is Alien Psi Amp bugged for anyone else? I've slain many a Gatekeeper but I get this poo poo when I try to upgrade:



How to fix?

Check you inventory in one of the tabs (engineering?) to make sure you've got one. Autopsy takes one shell, and remember you only get the shells when you don't extract. Other than that I got no idea.

Harrow
Jun 30, 2012

So far, so good on my new Commander playthrough. In one more supply drop I'll have mag weapons and predator armor, but not gauss weapons quite yet, and I got lucky in that the Blacksite spawned right next to my starting location, so I only had to use one contact to access it. That means I have enough contacts with an unupgraded Resistance Comms to reach the first facility that spawned.

Overconfidence is a slow and insidious killer, I know.

Fajita Queen
Jun 21, 2012

One thing that bugs me is that you can't pick up enemy corpses to take them with you when you extract, like you can with fallen buddies.

Obviously it makes sense for some of them like you wouldn't be able to pick up an Andromedon and throw it over your shoulder but advent dudes and pectoids would make sense.

busb
Mar 19, 2009

Thorgie
Should be a mission to perform a live autopsy. Your VIP is one of your scientists and they have to hack up the corpse for cool stuff while you defend them :getin:

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Ciaphas posted:

ok what is that mod called because I can't stop laughing at "loving IDIOT"

Quoting myself to say I found it

Should have seen that name coming, in retrospect

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Hit the 20 day timer right as a landed ufo hits, I get powered armor, I get a WAR suit, and I have an alien facility and the advent forge to hit. I'm about to poo poo all over the aliens. No further deaths since the tutorial bug, but my hacker is now shaken because of the neural feedback bug. Good thing I have a mindshield! :thumbsup:

Away all Goats posted:

Or just play bronzeman and don't reload your game just because you missed a 90% shot. Unless you REALLY care about that achievement.

I don't know about him but I miss about half of the 95% shots I take, I'd never beat XCOM if I reloaded every time my sniper hosed up. :haw:

Pumpkinreaper
Jan 19, 2010

Ciaphas posted:

ok what is that mod called because I can't stop laughing at "loving IDIOT"

It's a goon made mod on the nexus called ayy lmao. It alters a fair amount of names and text, though your YMMV on whether you like it or not.

I still giggle whenever I use a flashbang and see "read a jaden smith tweet" pop up.


edit: Also the screenshot I posted had the Lowtax someone made, miss 3-4 80% shots, getting better soldiers killed and then panicked himself. I don't know if he actually killed anything, but he did get a couple of good shots in.

Pumpkinreaper fucked around with this message at 05:23 on Feb 18, 2016

Megasabin
Sep 9, 2003

I get half!!
The further I get in the game, the more I think the inherent gameplay has major flaws. This is supposed to be a tactical strategy game that simulates small squad combat. I think the alluring part of the gameplay in these types of games is two fold: 1. Using tactics during gunfights to outmaneuver and outsmart your opponents & 2. Enjoying the chaos of the situation as the fights play out.

When you begin to understand how to play Xcom-2 optimally neither 1. nor 2. will ever happen again. Both your own soldiers and the aliens do so much damage in this game, that the optimal way to play is to never let them have a turn. If you let the enemy fire on you, there are going to be dire consequences-- not only do the enemies in this game position well enough/crit often enough that you will outright lose soliders, but literally any damage dealt to your troops results in hospital stays that are potentially cripplingly long. These hospital stays can result in you taking less experienced troops with you next mission, which gives the aliens more opportunities to fire on you, and the pattern repeats.

Preventing this relies on never letting the aliens get a shot off. This actually becomes quite easy to accomplish around mid-game with the tools you are given, provided you are dealing with a single pod. Given that caveat the entire game because managing pod aggro. The focus of every mission becomes engaging only 1 pod at a time, and killing it immediately. Timers are there to try and prevent you from doing this, but it's still very doable, given that most of the timers will account for at least 1 turn per pod, and are generally far more generous than that.

The game essentially becomes a series of puzzles about 1 shotting the opponent, rather than a game that organically simulates interesting firefights. Longer back and forth battles with changing tides/tactics should be the highlight of the game, but it's just not fun to exchange fire, because the penalties for getting hit are so dire. Luckily the engine itself is excellent, so perhaps someone can make a game with adjusted damage.

Chard
Aug 24, 2010




Thanks RE: Gatekeeper corpses, I didn't realize Evac missions didn't bring those with. Any good way to cultivate those? I want the full victory lap if possible.

Phobophilia
Apr 26, 2008

by Hand Knit
Check your inventory screen from the Engineering Tab in the Avenger.

Synthbuttrange
May 6, 2007

Looks like Beagle just grabbed the horse mask. :v:

Vargs
Mar 27, 2010

Megasabin posted:

The further I get in the game, the more I think the inherent gameplay has major flaws. This is supposed to be a tactical strategy game that simulates small squad combat. I think the alluring part of the gameplay in these types of games is two fold: 1. Using tactics during gunfights to outmaneuver and outsmart your opponents & 2. Enjoying the chaos of the situation as the fights play out.

When you begin to understand how to play Xcom-2 optimally neither 1. nor 2. will ever happen again. Both your own soldiers and the aliens do so much damage in this game, that the optimal way to play is to never let them have a turn. If you let the enemy fire on you, there are going to be dire consequences-- not only do the enemies in this game position well enough/crit often enough that you will outright lose soliders, but literally any damage dealt to your troops results in hospital stays that are potentially cripplingly long. These hospital stays can result in you taking less experienced troops with you next mission, which gives the aliens more opportunities to fire on you, and the pattern repeats.

Preventing this relies on never letting the aliens get a shot off. This actually becomes quite easy to accomplish around mid-game with the tools you are given, provided you are dealing with a single pod. Given that caveat the entire game because managing pod aggro. The focus of every mission becomes engaging only 1 pod at a time, and killing it immediately. Timers are there to try and prevent you from doing this, but it's still very doable, given that most of the timers will account for at least 1 turn per pod, and are generally far more generous than that.

The game essentially becomes a series of puzzles about 1 shotting the opponent, rather than a game that organically simulates interesting firefights. Longer back and forth battles with changing tides/tactics should be the highlight of the game, but it's just not fun to exchange fire, because the penalties for getting hit are so dire. Luckily the engine itself is excellent, so perhaps someone can make a game with adjusted damage.

You're right that the game ends up moving in this direction, but I dunno if that's necessarily a terrible thing. It's still fun to figure out how to immediately eliminate/incapacitate everything on the screen with your big box of tools, and every now and then something goes wrong to throw a big wrench in it.

Harrow
Jun 30, 2012

Vargs posted:

You're right that the game ends up moving in this direction, but I dunno if that's necessarily a terrible thing. It's still fun to figure out how to immediately eliminate/incapacitate everything on the screen with your big box of tools, and every now and then something goes wrong to throw a big wrench in it.

Yeah, I actually enjoy the fact that XCOM is more like a puzzle game than a game about drawn out, complex firefights. It's more about managing probability, playing stealthy, prioritizing threats, and minimizing risk than it is about evolving firefight tactics. That's fun for me, though to be fair, I don't think it's how the game really bills itself, and is probably what leads to a lot of early player frustration. The game is a lot less fun when you play the game expecting engagements to last longer than a single turn.

Megasabin, you're absolutely right in your analysis of what XCOM ends up being about--I just don't agree that it's a flaw.

That late-game difficulty drop-off is an interesting thing, though. Because the game has enough of a lose condition that entering a death spiral due to one or two extremely bad missions is possible, if battles were as difficult in the late game as they can be in the early game, it would be very, very easy to just lose a campaign right at the end, and that would suck hard. If I were to make a mod that amped up late-game difficulty, I think I'd also greatly increase the likelihood that a soldier will enter the Bleed Out state rather than outright dying, and chop wound timers down by a significant amount.

Harrow fucked around with this message at 06:04 on Feb 18, 2016

Chard
Aug 24, 2010




Chard posted:

Thanks RE: Gatekeeper corpses, I didn't realize Evac missions didn't bring those with. Any good way to cultivate those? I want the full victory lap if possible.

Just got another mission and made 100% sure to frag it regular style and got the part, so it was a PEBCAK situation.

busb
Mar 19, 2009

Thorgie

Harrow posted:

Yeah, I actually enjoy the fact that XCOM is more like a puzzle game than a game about drawn out, complex firefights. It's more about managing probability, playing stealthy, prioritizing threats, and minimizing risk than it is about evolving firefight tactics. That's fun for me, though to be fair, I don't think it's how the game really bills itself, and is probably what leads to a lot of early player frustration. The game is a lot less fun when you play the game expecting engagements to last longer than a single turn.

Megasabin, you're absolutely right in your analysis of what XCOM ends up being about--I just don't agree that it's a flaw.

That late-game difficulty drop-off is an interesting thing, though. Because the game has enough of a lose condition that entering a death spiral due to one or two extremely bad missions is possible, if battles were as difficult in the late game as they can be in the early game, it would be very, very easy to just lose a campaign right at the end, and that would suck hard. If I were to make a mod that amped up late-game difficulty, I think I'd also greatly increase the likelihood that a soldier will enter the Bleed Out state rather than outright dying, and chop wound timers down by a significant amount.

If you're talking late game, wound timers are completely trivial on non-legendary playthroughs. With a staffed AWC even the worst grievous wound means you'll miss one, maybe two missions, and you'll definitely have the depth to cover them in GTS trained specialist grenadiers or whatever. Early game is where the wound timers actually hurt you.
legendary wound timers sound hellish though so if you're talking about that then disregard~

i think bringing the bleedout mechanic into the early game is a good idea though. Perhaps shift it to an easier GTS rank and cheaper and move vulture down or something.

Fajita Queen
Jun 21, 2012

37 day wound timer for taking a single point of damage on Legendary is some poo poo.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The shadow chamber's readout on enemy composition is bugged. It tells me I'm going to fight Andromedons, I get Sectopods instead.

Hulk Krogan
Mar 25, 2005



This is probably a really dumb question, but if I checked the option to skip the game launcher, how do I bring it back?

Edit: Nevermind, found it. You have to hold command while launching it from Steam.

Hulk Krogan fucked around with this message at 06:58 on Feb 18, 2016

monster on a stick
Apr 29, 2013


Don't mind if I do, thanks Jake! PS fix your game


Also I had a soldier in full cover shot from full health down to bleeding out by a Sectopod. She was only "wounded." Meanwhile my best grenadier falls through a roof and gets gravely wounded. :argh:

Internet Kraken
Apr 24, 2010

slightly amused
I don't think I ever saw an ADVENT soldier throw a grenade on commander. I keep forgetting they can do it until they blow up my cover instead of missing me.

Also my grenadier with aim is a piece of poo poo and I hate him. Figure I can at least use it to initiate an ambush but no, gently caress head misses his 83% shot against the muton.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Internet Kraken posted:

I don't think I ever saw an ADVENT soldier throw a grenade on commander. I keep forgetting they can do it until they blow up my cover instead of missing me.

Also my grenadier with aim is a piece of poo poo and I hate him. Figure I can at least use it to initiate an ambush but no, gently caress head misses his 83% shot against the muton.

My Grenadier just got Covering Fire. That's nice though she almost never shoots the cannon.

Kooriken
Dec 27, 2012

This thread is beneath my talent, but I....shall elevate it.
Has anyone taken Saturation Fire on their Grenadier? If so, is it good/better than Rupture? I've picked Rupture every time because it's just so dang good for murdering highly armored jerks that I've never given SF a go.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

Megasabin posted:

The further I get in the game, the more I think the inherent gameplay has major flaws. This is supposed to be a tactical strategy game that simulates small squad combat. I think the alluring part of the gameplay in these types of games is two fold: 1. Using tactics during gunfights to outmaneuver and outsmart your opponents & 2. Enjoying the chaos of the situation as the fights play out.

When you begin to understand how to play Xcom-2 optimally neither 1. nor 2. will ever happen again. Both your own soldiers and the aliens do so much damage in this game, that the optimal way to play is to never let them have a turn. If you let the enemy fire on you, there are going to be dire consequences-- not only do the enemies in this game position well enough/crit often enough that you will outright lose soliders, but literally any damage dealt to your troops results in hospital stays that are potentially cripplingly long. These hospital stays can result in you taking less experienced troops with you next mission, which gives the aliens more opportunities to fire on you, and the pattern repeats.

Preventing this relies on never letting the aliens get a shot off. This actually becomes quite easy to accomplish around mid-game with the tools you are given, provided you are dealing with a single pod. Given that caveat the entire game because managing pod aggro. The focus of every mission becomes engaging only 1 pod at a time, and killing it immediately. Timers are there to try and prevent you from doing this, but it's still very doable, given that most of the timers will account for at least 1 turn per pod, and are generally far more generous than that.

The game essentially becomes a series of puzzles about 1 shotting the opponent, rather than a game that organically simulates interesting firefights. Longer back and forth battles with changing tides/tactics should be the highlight of the game, but it's just not fun to exchange fire, because the penalties for getting hit are so dire. Luckily the engine itself is excellent, so perhaps someone can make a game with adjusted damage.

I agree with this sentiment for the most part. I hate to compare the new xcoms against the original xcom, as a lot of projects stuck to hard to the original mechanics and were boring and lifeless as a result, but I'm really surprised that the newer games went with a single hit or miss shot mechanic for shooting.

I think the nature of the game mechanically dictates that some sort of multiple shot/ multiple dice roll will be more fun and realistic, and would love to see a mod that breaks all the primary weapon damages, except for the sniper rifle, into multiple distinct probability rolls, but keeps the existing structure.


I'm not a modder, but if I were I would have the weapons work as follows:

Shotgun: rolls 5-6 times with a higher total base hit, higher total base damage but successive pellets suffering increasing penalties related to distance (and maybe an armor penalty to differentiate it more from the sword?)

Rifle: same damage, but across a 3 round burst, damage applied singularly to avoid changing armor mechanic

MG: 3-4 shots for current damages, but much lower hit chances


I guess now the question would be how hard is the game to mod if I've only had some exposure to visual basic and java stuff?

Split Pea Superman fucked around with this message at 07:40 on Feb 18, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

solaranus posted:


I guess the next question would be how hard is the game to mod if I've only had some exposure to visual basic and java stuff?

I don't think I'd enjoy that particular mod but something that put in the original idea for the battlescape in EU where aliens and XCOM were constantly firing their guns would be hilarious.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
I always took saturation fire because murdering one super-tough enemy really isn't that difficult even without rupture, and worst-case you can just stasis it or whatever and finish it off next turn.

In contrast, the times when things get really hairy are when there are a lot of enemies, but you just don't have enough actions to deal with all of them at once. So I put a bit of a premium on abilities that deal with more than one enemy like saturation fire and faceoff.

Nix Panicus
Feb 25, 2007

Just beat the game, and I have to say the final room is pretty fun. I had burned a lot of resources getting there so it was rough to handle the mechanics and eventually I was getting overwhelmed. The last round included three faceless, two vipers, two mutons, two andromedons and a gatekeeper on top of the avatar, plus I still had a codex running around I hadn't offed the turn before. Luckily I had a viper from the previous wave still under mind control and just cheesed the last avatar. A satisfying end to the game and overall much better than the scripted fights on board the temple ship. My team was two sharpshooters (one gunslinger, one sniper) two grenadiers (both demolitions) a combat hacker spec and a psi (and my andromedon buddy that I captured from the very first pod and who ended the game with 1 hp). I stopped bringing rangers on missions once the psi was ready to go and I had the firepower to obliterate two pods a turn, rendering ambushes unnecessary.

I had a heavily tweaked .ini, including an AI that greatly preferred high cover (and better cover bonuses, 30/45 like LW), was fine with camping, liked to hang back a bit further and came in groups of four for everything but boss pods, where I went with 3. Which is why seeing a gatekeeper and two andromedons turn up forced my hand on cheesing the avatar. Most of the AI tweaks didn't matter though, because I focused my squad on wiping out entire pods the turn they activated. Getting shot at is for nerds. I'm proud of the fact that I never built a mimic beacon the entire game. I did end up with a half dozen battle scanners though.

Fun game, and I can't wait for a performance patch and maybe some total overhaul mods. Im considering running with 8 soldiers against size 5 or 6 pods next time. Definitely going to push psi a little faster too.

dyzzy
Dec 22, 2009

argh
Chryssalid unburrows just within visual range on the enemy turn. Starts running at my grenadier, who kills it with two overwatch shots (guardian). The skittering sounds don't stop though...

A faceless transforms, since that was the last enemy apparently. Runs towards the squad only to fall to their overwatch. Turn's not over? The corpse of the chryssalid blinks into existence next to the grenadier and proceeds to attack him, but misses and promptly slumps to the floor dead once more. "Status confirmed..."

And I forgot to turn on shadowplay :negative:

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Are there any mods yet that allow all aliens to show up on all missions (after a given point of progression, I don't mean sectopods in the first month) or at least introduce some better variety? I want to see turrets, bersekers, faceless, and vipers show up more often. Feels like the whole game through I only fought a handful of them and they quickly dropped off to nonstop elites and archons. I know some aliens only show up in Retaliation missions now and I'd really like the unpredictableness of running into chryssalids and the like when trying to storm a base or what have you.

They have all these varied enemies, I wish they'd mix it up more.

Nix Panicus
Feb 25, 2007

Vib Rib posted:

Are there any mods yet that allow all aliens to show up on all missions (after a given point of progression, I don't mean sectopods in the first month) or at least introduce some better variety? I want to see turrets, bersekers, faceless, and vipers show up more often. Feels like the whole game through I only fought a handful of them and they quickly dropped off to nonstop elites and archons. I know some aliens only show up in Retaliation missions now and I'd really like the unpredictableness of running into chryssalids and the like when trying to storm a base or what have you.

They have all these varied enemies, I wish they'd mix it up more.

Dig through DefaultMissions.ini for a ton of options to configure pod sizes, who can show up on what missions, who shows up as a group, pretty much everything.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Not a Step posted:

Dig through DefaultMissions.ini for a ton of options to configure pod sizes, who can show up on what missions, who shows up as a group, pretty much everything.
All right, I guess if I have to mix and match manually I will.

While I'm at it, and at the risk of being redundant, what mods are you guys using to increase Squad Size and pod size? I've seen a bunch of competing mods that do basically the same thing but each one is flooded with "this broke my game" comments and with all the people doing playthroughs with more pieces on the board I just wondered what the goon recommended versions are.

heckyeahpathy
Jul 25, 2013
I'm in that sweet spot right now on my legendary run (about to get plasma, powered armor is next, haven't lost anyone important) where I can accidentally activate an extra pod and still have the tools to roll with it. I really wish the game stayed this way throughout, where you're just barely pulling it off when things hit a crisis point, but I can already see the victory lap coming, even on the hardest setting. I also wish there was one less tick on most timed mission countdowns, because I've seen several missions already where being forced to rush at the end would've made all the difference and led to a much more interesting dynamic where maybe I have to leave people behind.

Also: gently caress the doubled time on research and excavating on legendary. I've got a war to win, dammit, and these loving nerds aren't helping.

Internet Kraken
Apr 24, 2010

slightly amused
True agony is getting an amazing grenade out of concealment, force crashing the game to fix a bug, and then not being able to get that grenade set up again because of how finicky the game can be.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Plasma grenade criticals are hilarious. Who needs traps or setup? Just nuke them from orbit.

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monster on a stick
Apr 29, 2013

RBA Starblade posted:

Plasma grenade criticals are hilarious. Who needs traps or setup? Just nuke them from orbit.

Why did I wait so long to make plasma grenades, they just kill everything, and what's left can be dealt with using Faceoff.


Vib Rib posted:

Are there any mods yet that allow all aliens to show up on all missions (after a given point of progression, I don't mean sectopods in the first month)

Make it scale with difficulty. On Legendary, aliens deploy sectopods in Gatecrasher.

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