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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

PantsBandit posted:

Mimic beacons need a nerf but I'm not really sure what kind. They're just straight up better than comparable gadgets, like the smoke grenade. Maybe lower the health of the beacon soldier? Or make enemy attacks have 100% cth?

Maybe remove the inherent attraction of them and just have them function as ghost soldiers, that enemies will only attack if they have clear shots on, but that enemies will stop attacking once dead.

That way there would be a tactical element to placing them.

Hieronymous Alloy fucked around with this message at 19:52 on Feb 18, 2016

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Rochallor
Apr 23, 2010

ふっっっっっっっっっっっっck

GoneWithTheTornado posted:

I tweaked shadowstrike to give 100 crit chance because I'm lame baby and wanted to have a reason to occasionally pick it over shadowstep, however this results in shot crit chances higher then 100% which seem to not actually crit. Is there a way to fix this or should I just say goodbye to my cheesy guaranteed concealment crits?

My ranger with a modded shotgun and talon rounds has gotten over a 100% chance to crit before, and he's never not crit. Maybe it's just because of the settings you changed?

Steelion
Aug 2, 2009

Pipski posted:

Eh? Does your soldier's dodge offset the enemy dodge when you're shooting at them or something?

No but at least that way you have the chance to benefit from the same uncontrollable bullshit.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Hieronymous Alloy posted:

Maybe remove the inherent attraction of them and just have them function as ghost soldiers, that enemies will only attack if they have clear shots on, but that enemies will stop attacking once dead.

I didn't realize they inherently were more likely to be attacked? I always figured they get attacked more because it makes sense to give them the lowest defense rating out of your squad, since aliens will almost always fire on the unit with the lowest defense.

If that's the case then they're even more op than I thought lol

Bholder
Feb 26, 2013

PantsBandit posted:

Mimic beacons need a nerf but I'm not really sure what kind. They're just straight up better than comparable gadgets, like the smoke grenade. Maybe lower the health of the beacon soldier? Or make enemy attacks have 100% cth?

You can only have one per squad.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

PantsBandit posted:

I didn't realize they inherently were more likely to be attacked? I always figured they get attacked more because it makes sense to give them the lowest defense rating out of your squad, since aliens will almost always fire on the unit with the lowest defense.

If that's the case then they're even more op than I thought lol

Mutons and berserkers will rush the site where a mimic beacon was even after it has already been killed. It's like they're made out of alien mating pheromones or something.

Removing that ghost bonus is probably the only change they need IMHO.

Hieronymous Alloy fucked around with this message at 19:56 on Feb 18, 2016

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Pipski posted:

Eh? Does your soldier's dodge offset the enemy dodge when you're shooting at them or something?

No but it would even the odds, especially since stun lancers have a dodge stat up there.

I dunno, there's other options.

DefaultGameData_CharacterStats you can mod the enemy dodge rates all to 0 there. Archons have 25 dodge. You better believe I took that poo poo off.

Lunethex fucked around with this message at 19:55 on Feb 18, 2016

Steelion
Aug 2, 2009
Nope, Mimics will pretty much always be the focus of attacks, even in high cover with smoke and aid protocol.

Pipski
Apr 18, 2004

Steelion posted:

No but at least that way you have the chance to benefit from the same uncontrollable bullshit.

True! But when you're up against a timer you need to put the other fuckers down quickly, which is the problem. Anyway, have looked for such a mod and there doesn't seem to be one, so I guess I'm stuck with this ballet of bollocks for now.

Pipski
Apr 18, 2004

Lunethex posted:

No but it would even the odds, especially since stun lancers have a dodge stat up there.

I dunno, there's other options.

DefaultGameData_CharacterStats you can mod the enemy dodge rates all to 0 there.

Aha, that looks like a good option! Will explore, cheers.

e; balls, double post, sorry.

Trast
Oct 20, 2010

Three games, thousands of playthroughs. 90% of the players don't know I exist. Still a redhead saving the galaxy with a [Right Hook].

:edi:

Hieronymous Alloy posted:

They almost always move slightly after the teleport, and that does count. But in some cases they just teleport right into cover and don't move and won't trigger overwatch. It may be a bug, not sure.

I've experienced the same thing.

Kenshin
Jan 10, 2007

Hieronymous Alloy posted:

Maybe remove the inherent attraction of them and just have them function as ghost soldiers, that enemies will only attack if they have clear shots on, but that enemies will stop attacking once dead.

That way there would be a tactical element to placing them.
This would work, but I'd make it last two turns to make up for that.

Tiler Kiwi
Feb 26, 2011
id just make them consumables

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Bholder posted:

You can only have one per squad.

That's fair, but I already only use one anyway.

SuperKlaus
Oct 20, 2005


Fun Shoe

necrobobsledder posted:

I'm really not sure what type of rounds are best for snipers if you can choose between bluescreen and AP.

...

Also, is there any freakin' way to lower dodge chance on an enemy? None of the status effects seem to affect dodge and I'd pay good supplies and elerium cores for something to mitigate dodge. 100% chance, 40% critical? Grazed. The RNG that has no counter right now, ugh.

Point one, I prefer AP so my sniper can grease those pesky Shieldbearers in one shot - Codices are easy enough for the rest of my team but late game 3 armor Shieldbearers are annoying.

Point two, try disorient via flashbangs. I have not yet seen Grazed Hit on an Archon I flashbanged first. I may simply be getting lucky though.

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
Improved AI V1.4 apparently made it so not all the aliens are irresistibly attracted to it. Officers and robotics will just treat a meme beacon as a normal dude.

Seems fair. Maybe lower its health too. :shrug: I think they are fine honestly, its a early "Get out of jail free" card.

E: Dug up a link for it. Although I find myself wondering how much of it works. Sectoids certainly did spin more, about as much as they raised a zombie.

Thyrork fucked around with this message at 20:12 on Feb 18, 2016

Megasabin
Sep 9, 2003

I get half!!

Bholder posted:

Good thing you start out with all this.

Drawn out firefights won't solve this either, because even there the point is to make them shoot you less.

I would be more happy if the focus would be more on guerilla warfare, where you face against overwhelming odds, but you don't necessarily need to defeat them, just complete the objective and get out.

Well my initial post did start with saying that the gameplay becomes worse as the game goes on, so sounds like we're in agreement there. I also like your suggestion about making the game more accurately portray guerrilla warfare, with the goal of completing objectives and evaccing out against overwhelming odds.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox

Thyrork posted:

Improved AI V1.4 apparently made it so not all the aliens are irresistibly attracted to it. Officers and robotics will just treat a meme beacon as a normal dude.

Seems fair. Maybe lower its health too. :shrug: I think they are fine honestly, its a early "Get out of jail free" card.

E: Dug up a link for it. Although I find myself wondering how much of it works. Sectoids certainly did spin more, about as much as they raised a zombie.

The issue comes with having a get out of jail free card on every mission, or multiple get out of jail free cards. The tension isn't there when you know you can basically force an entire pod of enemies to skip their turns.

I guess I have the option to just not use it, but I like the idea of the item in theory. It's just a little too strong in practice.

Ben Nerevarine
Apr 14, 2006
Maybe make it so Mimic has 1 HP so there's some risk there that it'll absorb just a single shot instead of essentially skipping the aliens' next turn.

Kin33
Jul 3, 2007

Where is your god now?
I think mimic beacons should work off the enemy will stat. When the AI is deciding which alien will do what it makes a will save for each alien. If they pass they ignore the beacon, if they fail they go after it.

Rochallor
Apr 23, 2010

ふっっっっっっっっっっっっck
I liked the idea that somebody had here of making the beacon last indefinitely but give it 1 HP.

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
As meme beacons need faceless corpses to make, I've had the following on two (and a half) commander difficulty campaigns;

Retaliation Mission 1, 1-2 Faceless. -1 for the Autopsy.
Retaliation Mission 2, 2 Faceless. +1 Beacon.
Retaliation Mission 3, 2 Faceless. +2 Beacons.

Thats 3 months+ into the war. Maybe less if you get the dark event that hastens a retaliation. By then, I'm fairly certain you'll be rocking mags and pred armour.

By then... I'm pretty sure its OK to have two beacons to cheese. :v: I dunno. Like I said, I don't see a problem, but i wouldn't weep tears of blood if it had less health and wasn't irresistible to all aliens.

It really should just be a normal dude for the AI's decision making process* and some of the skill is deciding "do i throw it into cover and hope it survives longer, or throw it into the open and give the aliens something to prioritize?"

*Assuming it isn't already and people have been making poo poo up about the beacon "taunting" the aliens.


Kin33 posted:

I think mimic beacons should work off the enemy will stat. When the AI is deciding which alien will do what it makes a will save for each alien. If they pass they ignore the beacon, if they fail they go after it.

This would be fine too.

ConfusedPig
Mar 27, 2013


Shab posted:

Maybe make it so Mimic has 1 HP so there's some risk there that it'll absorb just a single shot instead of essentially skipping the aliens' next turn.

That's actually how Beagle tweaked it.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

Beagle has a good eye on making the game harder without completely loving you.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Thyrork posted:

*Assuming it isn't already and people have been making poo poo up about the beacon "taunting" the aliens.
have you never used one?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I'm pretty opposed to making mimic beacons only attractive to some aliens etc etc. That's just a lot of complexity and obfuscation for not a lot of return. The interesting decision should be whether or not you use the beacon and how you use it, not whether you've memorized what all the different alien Will scores are.

bees everywhere
Nov 19, 2002

I miss how in the original xcom you'd walk out of the skyranger on a night mission and you'd have reaction plasma shots coming out of nowhere and you had little idea where it was coming from. Just getting out of the skyranger itself sometimes incurred 2-3 gruesome rookie deaths. I always sent my rookies out in 2-man teams, because chances were one would die and the other would get a chance to avenge him.

It's a long shot but I hope we get a mod one day that recreates this scenario. Soldiers are more expendable, aliens are sneaky and see further than you do, and they often get a free shot at you without you even knowing where it came from. Pods could be 1-alien each and set to wake up nearby aliens when xcom soldiers are spotted.

Soulfucker
Feb 15, 2012

i,m going to kill myself on friday #wow #whoa
Fun Shoe

Ilustforponydeath posted:

It's good to make casualities matter less.

:agreed:



These guys didn't matter a lot since you can always buy more rookies! The colonel in there got mind controlled by Ethereals, so I had to put him down.

Khagan
Aug 8, 2012

Words cannot describe just how terrible Vietnamese are.
What armor, item(s) and PCS should I put on my Psi Operative?

Dee Ehm
Apr 10, 2014
My preferred idea for mimic beacon balance is them as a permanently used consumable. Seems strange that combat stims, and only combat stims fill this role.

That, and maybe making the aliens not totally lobotomize themselves when they see one. I'm fine with them making it a priority target, but they all just absolutely throw tactics out the window and override all their tactics with ravenous hunger that only the bacon can satiate. Enemies run in recklessly, leave themselves completely open to flanks or even flank themselves, and they ignore their usual AI set-up. Even shieldbearers will move in and take a shot before setting up their first shield.

Khagan posted:

What armor, item(s) and PCS should I put on my Psi Operative?

Wraith suit or Warden Armour are probably preferable. Speed might be the best PCS, followed by health and dodge. I'd probably lean towards passive items or even medikits on them if you don't have a gremlin healer, if only because you have so many cooldown active abilities at any one time, situations that call for a grenade you want the psion to void rift, situations that call for mimic beacon you want them to stasis, etc. They're better used by other classes who don't have as many options to juggle to begin with.

Dee Ehm fucked around with this message at 20:47 on Feb 18, 2016

Zifnab
Aug 21, 2005

Hope Springs Eternal
Late game, I got a soldier from a scanning site. Colonel Grenadier, awesome... wait what's his name?



A Chinese guy named "Tiny" Wang? Really XCOM?

Wildtortilla
Jul 8, 2008
I don't have XCOM 2 yet but I've been playing a ton of EW the past few weeks. I just had an idea of something I'd love to see in these games: a helicopter support similar to calling in choppers in MGS5. I'm less concerned with any fire support they may offer and more into the idea of bombarding the enemy with battlefield music of my choice.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

bees everywhere posted:

I miss how in the original xcom you'd walk out of the skyranger on a night mission and you'd have reaction plasma shots coming out of nowhere and you had little idea where it was coming from. Just getting out of the skyranger itself sometimes incurred 2-3 gruesome rookie deaths. I always sent my rookies out in 2-man teams, because chances were one would die and the other would get a chance to avenge him.

It's a long shot but I hope we get a mod one day that recreates this scenario. Soldiers are more expendable, aliens are sneaky and see further than you do, and they often get a free shot at you without you even knowing where it came from. Pods could be 1-alien each and set to wake up nearby aliens when xcom soldiers are spotted.

Time units are probably out of the question, but I wonder how close the game could be modded to resemble "old school" XCOM.

FraudulentEconomics
Oct 14, 2007

Pst...

Khagan posted:

What armor, item(s) and PCS should I put on my Psi Operative?

Personally I did mobility pcs with WAR suits and shredderstorm equipped. Psi Ops have a bunch of answers already but having 4 armor shred at the ready saved my bacon more times than I'd like to admit.

Then again I mostly ran my ranger and 2 psi ops into position while my Grenadier blew up cover, sniper set up killzones, and specialist provided back line support and the occasional repeater overwatch kill. Starting a mission with a domination + killzones was great.

Synthbuttrange
May 6, 2007



http://steamcommunity.com/sharedfiles/filedetails/?id=626235605

Fancy Dress Party has been updated to include a unicorn mask and a wizard hat, as well as enabling them on civilians and off-duty soldiers.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

I found that Fuse is actually quite useful. It basically allows you to blow up cover, shred some armor, and deal some guaranteed damage to an enemy for a turn. What's even better is that you can do it to enemy MECs too, which prevents them from carpet-bombing your troops. Finally, it's never on cooldown which means you can keep on detonating enemies' grenades turn after turn.

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.

SynthOrange posted:



http://steamcommunity.com/sharedfiles/filedetails/?id=626235605

Fancy Dress Party has been updated to include a unicorn mask and a wizard hat, as well as enabling them on civilians and off-duty soldiers.

I love you

Destro
Dec 29, 2003

time to wake up
What weapon mods are you guys using on your shotgun rangers. I use a laser sight for sure, but I'm having trouble deciding on the second mod. Would expanded magazine be best due to rapid fire taking two shots, or maybe the auto loader. Hair trigger might seem useful too, but I'm limited to two mods and it doesn't seem as useful as a magazine or auto loader would be.

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

ProZocK posted:

I love you

This, and also unironically.

E: I'm dying. :xcom:

E2: This just popped up! Thanks Sykic! Impclassic returns! :getin:

E3:

Sykic posted:

^ Click here for Sykic's post instead of drawing attention to mine!

Thyrork fucked around with this message at 22:42 on Feb 18, 2016

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necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost
This should be in the OP and also posted every time someone complains that the newer XCOMs aren't anything like the originals

Destro posted:

What weapon mods are you guys using on your shotgun rangers. I use a laser sight for sure, but I'm having trouble deciding on the second mod. Would expanded magazine be best due to rapid fire taking two shots, or maybe the auto loader. Hair trigger might seem useful too, but I'm limited to two mods and it doesn't seem as useful as a magazine or auto loader would be.
Laser Sight + Repeater because if I'm using my Ranger to get in close, I want an enemy dead, now. Executing Codices that may have gotten a grazed shot is so satisfying it's not even funny. I also managed to snag at least 8 superior repeaters mid-late game and have them on basically every soldier I field. As a result, I get about one enemy per mission that's executed, which helps save ammo 15% if you think about it. Combined with Implacable or Untouchable, giving your Ranger kills also serves as a defensive measure. Stock isn't so helpful because it won't be enough damage to do anything worthwhile to an enemy probably, and the extra action mod is really unreliable with another soldier that fires as often as the ranger and rare to find in my experience.

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