|
Vib Rib posted:All right, I guess if I have to mix and match manually I will. I went through and manually increased pod sizes in DefaultMissions.ini. In entries like ConfigurableEncounters=(EncounterID="ADVx3_Standard", \\ MaxSpawnCount=4, \\ LeaderInclusionExclusionCharacterTypes="AdventGlobal", \\ FollowerInclusionExclusionCharacterTypes="AdventGlobal") I edited the MaxSpawnCount from 3 to 4. Did the same for every other MaxSpawnCount entry. Bigger pod sizes definitely make the game more tense and I highly recommend doing so. You also get slightly more corpses for slightly more supplies off the market, so theres that I guess.
|
# ? Feb 18, 2016 08:21 |
|
|
# ? May 22, 2024 03:56 |
|
Kooriken posted: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. On that note, is Saturation Fire affected by soldier aim? Wondering whether to put it on my gunner-grenadier or grenadier-rear end-grenadier.
|
# ? Feb 18, 2016 08:37 |
|
Not a Step posted:I went through and manually increased pod sizes in DefaultMissions.ini. In entries like Actually I think I've had a bit of insight. It appears that there are two kinds of pods in this game. The majority of defined pods have predefined contents (used often in missions, like the endgame pods, or in specific points like dark events with faceless, and lots of story mission instances). However the kind you usually run into come from a much smaller category: those that pull from pools. They just define how many enemies, what their relative strength is (weaker/even/stronger than the player) and what pool they pick their constituents from. And there's only like, six pools. Basically you have Open (anything), Advent only, Not bosses, Not terror mission, Not terror or bosses, and Bosses. I think if I just change everything that pulls from "not terror" and "not terror or bosses" to "open" and "not bosses" respectively, I can integrate Berserkers and Chryssalids into standard pods. And if I add Vipers and Sectoids to Advent pods, I'll get to see more of them, too. Archons, Mutons, and Andromedons and I might leave as they are. They seem common enough. Though if I'm really feeling sadistic I might alter the bosses pool to include Avatars. Here's hoping I've understood this properly!
|
# ? Feb 18, 2016 08:55 |
|
Vib Rib posted:And if I add Vipers and Sectoids to Advent pods, I'll get to see more of them, too. You understood the structure correctly. Why would you want more sectoids though?
|
# ? Feb 18, 2016 08:57 |
|
Some people have said that sectoids are too rare after the early game but that's not my experience. I just did the blacksite mission on legend and I think I killed 8 of those fuckers.
|
# ? Feb 18, 2016 09:00 |
|
Count Uvula posted:You understood the structure correctly. Why would you want more sectoids though? I'm not alone in thinking Vipers were brief though, right?
|
# ? Feb 18, 2016 09:01 |
|
Vib Rib posted:I feel like they fell off heavily after the start. Maybe I just had a lucky campaign? It's pretty random. I've had two very different experiences in two Veteran campaigns in terms of enemies I get.
|
# ? Feb 18, 2016 09:02 |
|
Pumpkinreaper posted: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. That jaden tweet thing is god damned amazing and I am still laughing a minute after I read it.
|
# ? Feb 18, 2016 09:05 |
|
Not a Step posted:I went through and manually increased pod sizes in DefaultMissions.ini. In entries like I did this with my current commander right. Downloaded the mod to bump up the squad size to 8, then went through and added 3 mobs to every pod. It's been an absolute blast, and it's extremely entertaining with some of the situations that can happen with that many enemies.
|
# ? Feb 18, 2016 09:09 |
|
Man, having the Shadow Chamber research pause real research is such a drag since by doing so you effectively pause all your other tech progress. It really should be in addition to it so you don't have to choose between sweet-rear end plasma weapons or another 9 days for them to figure out that the body in the suit is the alien equivalent of a blank form letter.
|
# ? Feb 18, 2016 09:12 |
|
If I want to make a simple mod such as having the line-of-sight indicator also give an indication of when you have a flank, what would I go looking for? Can I change the color directly from a file or would I need to make it in Photoshop?
|
# ? Feb 18, 2016 09:17 |
|
CardTech posted:I did this with my current commander right. Downloaded the mod to bump up the squad size to 8, then went through and added 3 mobs to every pod. It's been an absolute blast, and it's extremely entertaining with some of the situations that can happen with that many enemies. 3 seems like a lot though, especially since you're basically increasing most pod sizes by x2 (or more) but only increasing your squad by 1.5x at most. Did you bump the difficulty down, or how are you handling it?
|
# ? Feb 18, 2016 09:24 |
|
This may or may not have been said already, but do the Avatars start showing up after a certain research / mission? A single one wiped my legendary run, and I want to postpone meeting them in the next run if possible. edit: Or is it just skullmining a Codex that I should avoid next time?
|
# ? Feb 18, 2016 09:47 |
|
It only happens when you stab someone's brains.
|
# ? Feb 18, 2016 09:52 |
|
LCN posted:edit: Or is it just skullmining a Codex that I should avoid next time? Pretty sure it's only this thing, so you can choose when to have that fight.
|
# ? Feb 18, 2016 09:53 |
|
Vib Rib posted:So did you just search-replace "podsize=5" to "podsize=8" and go down from there? I'm thinking that's the best method but I wasn't sure how many to add, or if bumping up squadsize=1 pods would have some sort of catastrophic consequence. For the most part, that's almost exactly what I did. Certain pod make-ups I only bumped by maybe 2 or so depending on what they contained. I'm only maybe halfway into it, and so far it's been challenging but for the most part it hasn't been anything super ridiculous outside of a few instances (popping multiple pods a chaotic mess, and running into a 5-beserker pod twice on a terror mission was a bit much). It's definitely not balanced or anything, but I've been having fun messing around with it and going through it. I also downloaded the mod that pauses the time limit on timed missions until your squad is revealed. So far it's seemed like a fair bump to account for the larger sizes.
|
# ? Feb 18, 2016 10:16 |
|
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. to me it makes way more sense - you're up against what should be superior firepower all the time. its reasonable that your elite squad of supermen should be all about Kill And Run as opposed to longer drawn out fights EW and especially long war was a lot more like this and it also made sense - in that you're fighting a defensive war, not waging terrorism
|
# ? Feb 18, 2016 10:25 |
|
toasterwarrior posted:On that note, is Saturation Fire affected by soldier aim? Wondering whether to put it on my gunner-grenadier or grenadier-rear end-grenadier. never take it over rupture
|
# ? Feb 18, 2016 10:34 |
|
IMO Archons should not get dodge on top of their insane defense & HP.
|
# ? Feb 18, 2016 10:58 |
|
Welp, getting close to the end of my Commander run. Next up, Ironman Legendary. With the Goonpool and starting pool mechanics. Who will survive?
|
# ? Feb 18, 2016 11:05 |
|
toasterwarrior posted:On that note, is Saturation Fire affected by soldier aim? Wondering whether to put it on my gunner-grenadier or grenadier-rear end-grenadier. Rupture is definitely more attractive unless they can fix the above, plus the fact a grenade is guaranteed damage (grenades grenades grenades) and you're very unlikely to have your enemies lined up for you (the cone is really small) whereas the radius of a grenade generally will do the same trick either way and is probably more reliable at cover destruction.
|
# ? Feb 18, 2016 11:13 |
|
Magni posted:Welp, getting close to the end of my Commander run. Next up, Ironman Legendary. With the Goonpool and starting pool mechanics. The scientists and engineers that end up in the goon pool
|
# ? Feb 18, 2016 12:15 |
|
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. Totally agree. The free move for discovered pods is still a stupid as gently caress mechanic that warps the entire game to favor a style of gameplay that is really boring and exploity, which they tried to combat by slapping timers on top like a band-aid made of poo poo. The fact that everything also deals ludicrous damage, both player and aliens compounds that issue even more. If it wasn't for mind control and hacking being basically guaranteed in the late game I wouldn't have even seen half the enemies doing their abilities because they never got a single shot off. I've never seen an enemy gatekeeper or sectopod do anything - I only know what they can do because I MCed/hacked them and that's just a super sad state for a game. They made all these cool animations and abilities but the game is built so you never see them used unless you take control of the enemy. Oh yeah and the UI is poo poo - holy crap is the XCOM2 UI amateur hour as gently caress especially considering the massive budget they have (no clear indicators which abilities end turns, how many actions they take, there detailed enemy ability/stat breakdown is gone, etc.). Sober posted:It sorta does the job of shooting away cover but the description says you only take a standard shot against enemies in the cone. So yes. Also sometimes it bugs out and sets a fire off beside your grenadier who just fired it. The big difference is that Saturation Fire won't destroy loot and that it applies your ammo effects/possibly even repeater procs. It's the more risky, less powerful economical version of killing a group. DatonKallandor fucked around with this message at 12:34 on Feb 18, 2016 |
# ? Feb 18, 2016 12:31 |
|
Sober posted:It sorta does the job of shooting away cover but the description says you only take a standard shot against enemies in the cone. So yes. Also sometimes it bugs out and sets a fire off beside your grenadier who just fired it. And you'll have other tools for dealing with lined up enemies, like Null Lance or the gently caress You Cannon (I think it's called Shredder Cannon in-game).
|
# ? Feb 18, 2016 12:32 |
|
oh god sober i forgot you post here too
|
# ? Feb 18, 2016 12:36 |
|
DatonKallandor posted:Totally agree. The free move for discovered pods is still a stupid as gently caress mechanic that warps the entire game to favor a style of gameplay that is really boring and exploity, which they tried to combat by slapping timers on top like a band-aid made of poo poo. The fact that everything also deals ludicrous damage, both player and aliens compounds that issue even more. DatonKallandor posted:Oh yeah and the UI is poo poo - holy crap is the XCOM2 UI amateur hour as gently caress especially considering the massive budget they have (no clear indicators which abilities end turns, how many actions they take, there detailed enemy ability/stat breakdown is gone, etc.).
|
# ? Feb 18, 2016 12:47 |
|
Mordaedil posted:So you don't get that the "free" move the aliens get is to allow them a fighting chance or just face being shot down by your squad? I mean, I guess you could set up your squad to overwatch them, but overwatch has penalty to hit too, and the big difference is that your guys are already in cover. You might as well argue that units shouldn't be able to use cover and just have the game be a matter of shooting guys quickly with no strategy. Concealed overwatch actually has no penalty.
|
# ? Feb 18, 2016 12:49 |
|
Count Uvula posted:Concealed overwatch actually has no penalty. I know.
|
# ? Feb 18, 2016 12:55 |
|
Sober posted:It sorta does the job of shooting away cover but the description says you only take a standard shot against enemies in the cone. So yes. Also sometimes it bugs out and sets a fire off beside your grenadier who just fired it. Thanks for the answer! I'll be packing two Demolition Grenadiers with Rupture already so I figured I might as well give the Gunner Grenadier Saturation Fire for variety's sake, and since he'll be a priority recipient for aim boosters I thought an AoE skill that uses shooting would be a good fit.
|
# ? Feb 18, 2016 13:05 |
|
DatonKallandor posted:no clear indicators which abilities end turns. There actually is, there's a small right facing arrow on the uh, right side of the main bar when selecting an ability. Look right above the crit percentage. If that arrow is there the ability will end your turn, as hovering over that arrow will indicate
|
# ? Feb 18, 2016 13:13 |
|
Yes we should go back to the good old days of throwing rookies at doors so they eat reaction fire while the experienced members shoot down the standing aliens.
|
# ? Feb 18, 2016 13:20 |
|
DatonKallandor posted:no clear indicators which abilities end turns
|
# ? Feb 18, 2016 13:20 |
|
the UI elements are present but they don't really ever grab you by the collar and go "OKAY LET ME EXPLAIN THE UI TO YOU" it took me ages to remember I can just mouseover the reload to see if it says "Free reload" to see if my autoloader was attached or not Bholder posted:Yes we should go back to the good old days of throwing rookies at doors so they eat reaction fire while the experienced members shoot down the standing aliens. honestly I kinda want to see that. maybe someone will mod that in. also mars. want to go to mars.
|
# ? Feb 18, 2016 13:28 |
|
Sorry to go all "Idea guy" on the thread but, was spitballing ideas at Robzilla as to how to make the Berserkers feel like a slightly more credible threat without making them break you over their knee (Berserkers really disappointed me. ). Kill an Andromedon while doing so and it hits me. When Beserkers die, they "erupt" in a flashbang-like effect. Going with the idea that the suit's drug pumping systems have a non-lethal failsafe. Considering their running range, this should add more presence to them without increasing their survivability. In my mind they are "sturdier stunlancers" who trade a gun for increased health and the risk of going apeshit. Adding anymore survival tools or damage (they can knock people out!) to them would be horseshit. Hey, I don't have coding talent for poo poo, but could someone do that, plus make a lategame Viper (called a From a few pages back; 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? The officer class has the "limited to one, and cant play with other officers" restriction, that ontop of a 8 day sitout timer is the frustrating part for me. 4 days would be better. Waiting is fine. Limited deployment is fine. Both is irksome. Thyrork fucked around with this message at 13:57 on Feb 18, 2016 |
# ? Feb 18, 2016 13:39 |
|
The final tier for Officers takes 16 days of training! Granted, the final perk is powerful (+1 damage to all attacks made by dudes in your command range, the other choice is poo poo), but still!
|
# ? Feb 18, 2016 13:43 |
|
stoasterwarrior posted:The final tier for Officers takes 16 days of training! Granted, the final perk is powerful (+1 damage to all attacks made by dudes in your command range, the other choice is poo poo), but still! Super irritating when my best sniper (and also self insert) was out of commission for the base defense because of that!
|
# ? Feb 18, 2016 13:51 |
|
So I'm not 100% on how the character pool works since I haven't really used it yet. If you specify someone as a class, say, Grenadier, do they only show up as that class? If I recruit rookies and see that person, do I know they're going to become a grenadier? Or do they not even show up unless a post-rookie Grenadier is already up for purchase/available as a mission reward? I just want everyone I'm making to show up in the pool. Should I specify them as rookies or what?
|
# ? Feb 18, 2016 14:02 |
|
.
emTme3 fucked around with this message at 02:55 on Mar 31, 2022 |
# ? Feb 18, 2016 14:03 |
|
Vib Rib posted:So I'm not 100% on how the character pool works since I haven't really used it yet. I think specifying the class just sets their class if they are going to show up as an already leveled soldier, otherwise they show up as a rookie. I saved a sniper from one of my games and they showed up as a rookie, despite being selected as a sniper specifically.
|
# ? Feb 18, 2016 14:09 |
|
|
# ? May 22, 2024 03:56 |
|
I don't think I'd like a version of XCOM 2 where soldier and alien health is cranked up so that firefights last longer just because everything can take more damage. The range of things that can happen in an individual engagement isn't wide enough to avoid that kind of gameplay becoming tedious. The more "realistic" way to handle that would be to make shots just miss more often on both sides, but that would be equally frustrating, if not more frustrating (and make grenades even more important, unless they can also veer wildly off-course). Just casually thinking about it, I think the difficulty tweaks I'd personally enjoy the most would be:
|
# ? Feb 18, 2016 14:11 |