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PantsBandit posted:Eh, I think they're appropriately rare given how amazing they are. I've got a perception one on my sniper and it's been a complete game changer. This is one of the things that I don't like about XCOM 2: ways to heavily customize a soldier (PCS, weapon modules, and especially +20 bonuses to hacking) that you then can't use while that soldier is recovering from wounds. I want my soldiers to be part of a mostly indistinguishable (except for class) swarm of fighters, not individual special snowflakes I have to wait on.
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# ? Feb 18, 2016 21:33 |
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# ? Jun 13, 2024 06:43 |
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victrix posted:Lower cost to 1 corpse, make them consumable like berserker infusions I like this idea. Mimic Beacons probably wouldn't even need a nerf to their function if they were consumable.
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# ? Feb 18, 2016 21:34 |
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Thyrork posted:E2: This just popped up! Thanks Sykic! Impclassic returns! And here I was writing up a fancy post But yeah, too many days of staring at ini files and one hell of a migraine later, the mod is done! Thanks to everyone who helped test it over the last few days! The idea with Commander+ was to make Legend shorter, reverting some of the more tedious changes (Promoted to grenadier! Also promoted to 45 days in bed!) but keeping most of Legend intact. A bit like Implassic, only without a catchy name. It started out as a personal thing just for myself but half way through I realised there wasn't much of a reason not to upload it to the workshop. I noticed a few people posting here about similar issues with Legend so this mod might be of interest to you. I'd appreciate feedback as this is my first real crack at modding, it would be nice to know if I missed anything. http://steamcommunity.com/sharedfiles/filedetails/?id=627187967
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# ? Feb 18, 2016 21:35 |
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ulmont posted:This is one of the things that I don't like about XCOM 2: ways to heavily customize a soldier (PCS, weapon modules, and especially +20 bonuses to hacking) that you then can't use while that soldier is recovering from wounds. Have you played the original X-COM games? I think that's pretty much their exact philosophy re: your troops.
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# ? Feb 18, 2016 21:36 |
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I'm really, really enjoying XCOM 2. For the heck of it I started a new campaign in EW, and the thing that stuck out to me most (other than the QOL stuff like the target & overwatch indicators), is how slow it is compared to 2.
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# ? Feb 18, 2016 21:36 |
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Fintilgin posted:Time units are probably out of the question, but I wonder how close the game could be modded to resemble "old school" XCOM. you could mod time units in and i suspect a full recreation of UFO defense might even happen someday, but it'll be a hell of a lot of work
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# ? Feb 18, 2016 21:37 |
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Sykic posted:And here I was writing up a fancy post Oh goddamn, and here I just started a Commander playthrough that I'm really enjoying and don't want to abandon This seems like a great mod that I'll definitely use for my next campaign.
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# ? Feb 18, 2016 21:37 |
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Harrow posted:Have you played the original X-COM games? I think that's pretty much their exact philosophy re: your troops. Yes. Both in the 90s and more recently.
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# ? Feb 18, 2016 21:38 |
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Are any of the mod classes good/fun/balanced/done?
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# ? Feb 18, 2016 21:40 |
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malhavok posted:Are any of the mod classes good/fun/balanced/done? I've been using this one: http://steamcommunity.com/sharedfiles/filedetails/?id=618090572
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# ? Feb 18, 2016 21:42 |
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ulmont posted:Yes. Both in the 90s and more recently. I wonder what an "Old X-COM" mod for XCOM 2 would look like. Just take a ton of the design philosophies from the old X-COM games and put them into XCOM 2's engine.
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# ? Feb 18, 2016 21:44 |
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Harrow posted:I wonder what an "Old X-COM" mod for XCOM 2 would look like.
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# ? Feb 18, 2016 21:46 |
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Has anyone tried the workshop mod that lets you craft Elerium Cores in the Proving Ground?
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# ? Feb 18, 2016 21:48 |
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Thyrork posted:This, and also unironically. GAS PUMPS ARE NOT COVER
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# ? Feb 18, 2016 21:54 |
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PantsBandit posted:I've been using this one: http://steamcommunity.com/sharedfiles/filedetails/?id=618090572 Same, and its pretty great. Would recommend also. Deuce posted:GAS PUMPS Whenever I need to assault a gas station, I dread the choice between no cover or high cover behind the pumps.
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# ? Feb 18, 2016 21:54 |
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ArchangeI posted:This annoys me to no end. Anyone got an idea how hard it is to mod that in? This thread moves fast but there's a mod for that. I made a collection with a lot of QoL stuff like this one and posted it earlier but now it seems to have disappeared from my account EDIT: I can get to it via the link earlier in the thread but I can't seem to find it by poking around my Steam account.
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# ? Feb 18, 2016 21:57 |
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Locke Dunnegan posted:This thread moves fast but there's a mod for that. I made a collection with a lot of QoL stuff like this one and posted it earlier but now it seems to have disappeared from my account I'm starting to compile a list of my ideal gameplay-tweaking mods to use on my next playthrough. This is definitely going on that list. Something like:
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# ? Feb 18, 2016 22:03 |
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Someone earlier asked about Stock + Repeater interactions, and a quick search found some pretty proof
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# ? Feb 18, 2016 22:04 |
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Yeah I need to set aside some time next week to compile some mods for the op - truthfully, I was waiting for the game to get a patch or two and for this thread to stop moving faster than the drat star citizen thread to get some consensus, but coming up on two weeks after release I think the time is here. I am heading out of town this weekend but I will do something with that early next week.
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# ? Feb 18, 2016 22:15 |
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Dunno if it'd make your life easier by making and linking mod collections in a weeks time. Would it?
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# ? Feb 18, 2016 22:19 |
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SynthOrange posted:
It looks just a great as imagined.
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# ? Feb 18, 2016 22:22 |
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Man I can't even find a multiplayer match now. Why you gotta release this game as such a buggy mess Firaxis
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# ? Feb 18, 2016 22:22 |
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Internet Kraken posted:Man I can't even find a multiplayer match now. Why you gotta release this game as such a buggy mess Firaxis I can only play a couple turns of the final mission before crashing. loving christ, Firaxis. edit: nope. can't play any turns Deuce fucked around with this message at 22:36 on Feb 18, 2016 |
# ? Feb 18, 2016 22:31 |
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Anyone with an Ultrawide 21:9 monitor, I just found this mod that fixes several of the camera issues. Things like the "bee hive" actually lines up with the UI and the camera doesn't clip off the tops of people's heads in some of the scenes. Squad load out is still of center.
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# ? Feb 18, 2016 22:35 |
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Thyrork posted:E2: This just popped up! Thanks Sykic! Impclassic returns! Oh that's awesome. Legendary is annoying as poo poo with all the timers. Deuce posted:GAS PUMPS but in defense of newbies, it's not necessarily intuitive that gas pumps and cars are packed with C4, either Soothing Vapors fucked around with this message at 22:41 on Feb 18, 2016 |
# ? Feb 18, 2016 22:39 |
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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. Second weapon mod of choice on my Shotguns is the Autoloader. Its rare that you will need to reload more then 3 times on a normal mission, so having pretty much free reloads on the ranger lets me be sure that he will always have the reach I need him to.
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# ? Feb 18, 2016 22:41 |
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Soothing Vapors posted:Oh that's awesome. Legendary is annoying as poo poo with all the timers. I hid a guy behind a busted up car rotting in the fields on one of those slum/graveyard/train maps because what are the odds that a car which has clearly been neglected for decades is gonna turn into a fuckin' nuke? Apparently those odds were really, really good.
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# ? Feb 18, 2016 22:51 |
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So what am I supposed to do when the final mission starts hanging longer and longer during enemy turns and then locking up completely?
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# ? Feb 18, 2016 22:54 |
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Coolguye posted:Yeah I need to set aside some time next week to compile some mods for the op... That'd be really useful/good, thank you! I'm not sure how its usually done but if there could be mod categories that would be super helpful. Something like gameplay tweaking mods, quality of life mods, highly recommended and additional content mods would be awesome. I have a couple short lists like this already, not sure if their helpful but here: Quality of life: Numeric Health Display Free camera Rotation Stop Wasting My Time Non-tile Snapping grenades Show all Perks Display Hit Chance for Xcom... Additional content: All Long war packs (Muton Centurion Pack, Smg Pack, Leader Pack) Scientist Staff Slots etc. Gameplay Changing: True Retroactive AWC Experimental Item Unlocks etc. Thanks again for the help and quality thread
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# ? Feb 18, 2016 22:58 |
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Deuce posted:So what am I supposed to do when the final mission starts hanging longer and longer during enemy turns and then locking up completely? By the last turn the game was a nearly indecipherable disco of video artifacting for me; it's like the final mission had a soft timer all along.
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# ? Feb 18, 2016 23:00 |
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Truecon420 posted:Quality of life: To add to the health display, there's an alternative one (Show Health Values: http://steamcommunity.com/sharedfiles/filedetails/?id=617015579&searchtext=) that I personally like more because it retains the health meter and armor icons--it just puts a little numeric count to the right of it. I like having the quick visual indicator of the health meter with numbers to just save me from having to count health pips on Sectopods and such. Both of these mods are really good and it's definitely a preference thing, so I'd list both.
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# ? Feb 18, 2016 23:00 |
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Harrow posted:To add to the health display, there's an alternative one (Show Health Values: http://steamcommunity.com/sharedfiles/filedetails/?id=617015579&searchtext=) that I personally like more because it retains the health meter and armor icons--it just puts a little numeric count to the right of it. I like having the quick visual indicator of the health meter with numbers to just save me from having to count health pips on Sectopods and such. Word, that's fair, I know I just like to see armor and shield values summed up as well right next to it, helps me with quick math. I also don't like the aesthetics for Show Health, although I know you can change that.
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# ? Feb 18, 2016 23:03 |
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I think a general rule before you complain about XCOM lack of difficulty and such is to post what mods you are using. Stuff like true retro AWC or bleed out can make a huge difference in gameplay.
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# ? Feb 18, 2016 23:03 |
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Truecon420 posted:Word, that's fair, I know I just like to see armor and shield values summed up as well right next to it, helps me with quick math. I also don't like the aesthetics for Show Health, although I know you can change that. Yeah, Numeric Health Display is definitely more aesthetically pleasing overall. Maybe I'll give it another try and play with the INI to make the boxes smaller or something, because having the little numbers floating off to the right with Show Health Values is definitely not ideal. MikeC posted:I think a general rule before you complain about XCOM lack of difficulty and such is to post what mods you are using. Stuff like true retro AWC or bleed out can make a huge difference in gameplay. Probably difficulty level, too. Veteran and Commander both let you snowball out of control pretty early on, much earlier than Legend apparently does. For my next playthrough I'll probably use that Commander+ mod and some other difficulty increases like larger pod size, then balance it out with True Retro AWC, bleed out, no wounds unless your base health gets damaged, choose AWC perks, etc. Basically, I want to make it harder on myself so that I really want those mods and they feel like they're balanced. I'd love if the game was hard as nails in the late-game, just as long as there are some options in place to make it less long-term punishing when things go wrong. Harrow fucked around with this message at 23:09 on Feb 18, 2016 |
# ? Feb 18, 2016 23:04 |
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Milestone hit.
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# ? Feb 18, 2016 23:14 |
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Whoever has compalined about snakes falling off clearly hasn't run into these 3 snake pods I keep having to kill on legend. GRAZE GRAZE GRAZE GRAZE GRAZE Archons are probably going to make me want to stop playing.
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# ? Feb 18, 2016 23:15 |
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Internet Kraken posted:Whoever has compalined about snakes falling off clearly hasn't run into these 3 snake pods I keep having to kill on legend. I want to mod out enemy dodge chance and just give dodgey enemies more health to compensate. Even if it's functionally the same amount of shots to kill them, it's just so loving frustrating to see that "Dodge - Grazed!" pop-up. Either that, or just display their dodge chance in the confirm shot window so that you at least know what your odds are.
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# ? Feb 18, 2016 23:16 |
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ulmont posted:I want my soldiers to be part of a mostly indistinguishable (except for class) swarm of fighters, not individual special snowflakes I have to wait on. They are? Other than Jane from the tutorial, gently caress if I could tell you what the name of any of the guys in my game. I just know that my main squad is two rangers, two specialists, and then a grenadier/psi.
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# ? Feb 18, 2016 23:18 |
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Harrow posted:Either that, or just display their dodge chance in the confirm shot window so that you at least know what your odds are. This wouldn't actually make you feel any better when an Archon with 25% evade rate dodges three shots in a row.
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# ? Feb 18, 2016 23:23 |
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# ? Jun 13, 2024 06:43 |
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HA! So the last mission devolved into the X-Commiest clusterfuck possible, and it was amazing, and I loved it. I'd mind controlled an Archon early on in the mission, and had settled into a routine of sending my pet Archon into every room first to trigger the pods while my dudes were safely back in cover. This backfired horribly in the final room, because it turns out that having anyone at all in that room triggers the infinite reinforcements to start coming in, but only an X-COM soldier in the room triggers the cutscene and the first Avatar appearing. So great, now the room is filling up with aliens but there are no avatars there yet, and all I have on scene is a single Archon. I send him around the room spamming Blazing Pinions like crazy while my entire squad runs forward desperately -- and oh yeah, the entrance is a big open hallway because you're supposed to have a chance to actually get to the tables and statues or whatever before the reinforcements take up firing positions, but they were already there, so I had to spend a turn just dashing into cover and not even attacking. Oh, and the Archon takes exactly that moment to break mind control. gently caress gently caress gently caress. I handle the early waves well enough, although my squad's getting somewhat shot up and wounded. And then of all things, it's a Chrysallid swarm that utterly fucks me. I see them coming from a mile away, so I have my sniper reload and put Kill Zone down on their approach path and I stick Jane Kelly, who has Bladestorm, right in a chokepoint. Situation handled, right? Haha no. A muton pops up out of the fog of war and shoots down Jane. Poor Jane Kelly; she went wire to wire and died on the very last mission. Then the sniper misses all her loving shots, the Chrysallids just swarm in on my main group and start chowing down. Combine that with a Void Rift from a codex that I didn't dodge because it wasn't rendered on my goddamn screen at all until it exploded, and my specialist dies that turn, and he had all the loving medkits. I figure at this point it's done, I'm hosed, but I decide I'm gonna slog it out because I sorta want to see if you get a special game over for losing on the last mission and I'm curious if they'll restart me at a checkpoint or what. Eventually I'm down to my commander, who's been chrysallid poisoned (which, it turns out, turns off the passive regeneration), my psi op, who has literally one bar of health left, and my gunslinger, who's at full health. However, I've also killed two avatars, and I can sorta see the last one, dancing around the edges of the fog of war. If I'm going to go out, I'm going to go out swinging. And then I remember the mimic beacons. The mimic beacons which I'd brought with me and then steadfastly refused to use in any previous room, and then again not used even when I was being swarm-murdered, because I was caught up in that "I brought these in case things go bad, oh look things are going bad, well what if they go worse later I might need them then, better not use them" logic trap. But this... this is as bad as it can concievably get. And luckily, both my psi op and gunslinger have one. My psi op throws her beacon and the commander mind controls an andromedon and parks it right next to the beacon, for bonus "hey everybody look over there not at us" points. And most of the aliens up right now are melee-heavy; berserkers, faceless, andromedons, chrysallids, mutons. They all just cluster around the beacon and the andromedon (they kill it, so now there's a shell active which I don't have control over instead). Except the avatar clustered up too. And Void Rift just came off of cooldown. Next turn, my psi op rifts the entire group, the commander shoots the remaining andromedon to death so now it's a shell too, and then my gunslinger runs up and throws her beacon. I place it so the entire group can see it, but it'll take both moves just to get there. The entire melee-happy group rushes the beacon but can't do anything when they get there. And the avatar rushes right in, getting right in the middle of the cluster. Again. And now Dimensional Rift has come off of cooldown. I rift the fuckers and the avatar teleports way back where nobody can see her, and she's still at over half health. Time to go all in. My psi op rushes after the avatar, ignoring cover, but ending up in a square where she can see the avatar and has a good shot. I shoot her, praying as hard as she can that the avatar will teleport somewhere I can see her. Psi op makes the shot, and the avatar... teleports right next to my gunslinger. With a 100% chance to hit and that "now I've got you, fucker" smile that sharpshooters get right before they fire their pistol, my gunslinger saves the world. CapnAndy fucked around with this message at 23:32 on Feb 18, 2016 |
# ? Feb 18, 2016 23:30 |