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Lotish posted:No lie, I want a mod that adds subtitles to every ADVENT bark based on these fine findings. I lost it at HUG THAT poo poo.
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# ? Feb 19, 2016 20:33 |
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# ? May 21, 2024 13:14 |
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Sykic posted:Oh good, Archons can dodge the ground too It has happened to me several times that an Archon has gotten a turn and the screen has suddenly gone black and I'm transported to some kind of jet engine audio hell until the Archon's turn is resolved.
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# ? Feb 19, 2016 20:33 |
monster on a stick posted:Are Archons supposed to be able to fly underground or is this a bug? All of the aliens got Earth genes in the twenty years of Terran occupation. Sectoids got human genes, Mutons got fish genes, and Archons got ferret genes.
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# ? Feb 19, 2016 20:33 |
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If you are doing too good or the aliens are doing too good the game steps in and influences the RNG, especially on lower difficulties. I edited that poo poo out, but is there something like that for hacking, if so anyone know the name of the variables? After 50+ hours played i refuse to believe anymore that these 90%+ hack failures only when i'm doing good are legit. Once in a while sure, but not this much D:
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# ? Feb 19, 2016 20:35 |
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Fuzz posted:I lost it at HUG THAT poo poo. The ethereals say that they're not "hostile" to humans, so maybe ADVENT sees the world like the Pyro does. edit: Now I want a pod where an officer is leading a berserker, the officer marks a target, says "Hug that poo poo" and the berserker takes them like Zangief. marshmallow creep fucked around with this message at 20:49 on Feb 19, 2016 |
# ? Feb 19, 2016 20:35 |
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Dongattack posted:If you are doing too good or the aliens are doing too good the game steps in and influences the RNG, especially on lower difficulties. I edited that poo poo out, but is there something like that for hacking, if so anyone know the name of the variables? After 50+ hours played i refuse to believe anymore that these 90%+ hack failures only when i'm doing good are legit. Once in a while sure, but not this much D: That was something else that confused me: I would open up a hack, and see I have a 90% chance of success; I'd say "Okay, I'll save that for when I need it," then when I go to do it suddenly the success chance is like 67%. What happened? Sometimes even if I haven't moved the success chance will change, always to a lower chance. Do hack difficulties go up every turn?
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# ? Feb 19, 2016 20:38 |
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Lotish posted:It has happened to me several times that an Archon has gotten a turn and the screen has suddenly gone black and I'm transported to some kind of jet engine audio hell until the Archon's turn is resolved. "Someone on Reddit" said that the black screen with engine noise was supposed to be a news helicopter. I wouldn't be quite as annoyed at the Dig-Dug Archons except it's basically teleportation since it doesn't trigger overwatch and it took my main psionic out for a week.
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# ? Feb 19, 2016 20:39 |
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Lotish posted:It has happened to me several times that an Archon has gotten a turn and the screen has suddenly gone black and I'm transported to some kind of jet engine audio hell until the Archon's turn is resolved. I've had this happen as early as Gatecrasher ever since the patch, not once before. "BIT OF OLD VINEGARS" cracks me up every time and I have no idea why.
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# ? Feb 19, 2016 20:40 |
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monster on a stick posted:"Someone on Reddit" said that the black screen with engine noise was supposed to be a news helicopter. ...What? Why would a black screen make someone think "news helicopter"? (not that you'd know, just )
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# ? Feb 19, 2016 20:41 |
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PantsBandit posted:...What? Why would a black screen make someone think "news helicopter"? Reddit. I'm assuming it's bugged reinforcements, like the game expects there to be a flare for the Advent LZ but there isn't because Jake so both the camera and troops get dropped off at (NaN, NaN.) More bugs: I was playing an "extract the VIP" mission when the camera focus changed to the far, far side of the map, played the sound of a gunshot, and told me a random person had been killed, similar to what you'd see in a retaliation mission. It wasn't the VIP, and when I got the mission complete screen, it said all enemies had been killed.
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# ? Feb 19, 2016 20:52 |
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Sykic posted:Oh good, Archons can dodge the ground too I managed to blow up an Archon on a rooftop with a proxy mine, he had four health left and died to fall damage
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# ? Feb 19, 2016 20:53 |
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Does anyone know how possible it is to mod in allowing alien actions on the player turn? I feel like the berserker needs a redesign to make it actually dangerous, and I'd like to try out something that would allow it to have a free action (or a chance at one) during the player turn any time it is not fired upon or otherwise contained. This would move it to the top of the threat pile, where it should be, and create more situations that actually feel dangerous in the midgame.
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# ? Feb 19, 2016 20:56 |
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monster on a stick posted:Reddit. I'm assuming it's bugged reinforcements, like the game expects there to be a flare for the Advent LZ but there isn't because Jake so both the camera and troops get dropped off at (NaN, NaN.) Your terrorist action was the perfect cover for a premeditated murder. "Oh no those dirty XCommunists killed my girlfriend!"
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# ? Feb 19, 2016 20:57 |
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heckyeahpathy posted:Does anyone know how possible it is to mod in allowing alien actions on the player turn? I feel like the berserker needs a redesign to make it actually dangerous, and I'd like to try out something that would allow it to have a free action (or a chance at one) during the player turn any time it is not fired upon or otherwise contained. This would move it to the top of the threat pile, where it should be, and create more situations that actually feel dangerous in the midgame. i'll bet reintroducing the berserker's "move towards enemy when shot at" ability will also reintroduce the stuttering fps bug
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# ? Feb 19, 2016 21:01 |
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I was getting pissed at the AWC for giving me hunker twice in a row on high level dudes. And then the RNG shat out as the result of a single mission a sniper with run n gun, a grenadier with serial, and a specialist with rupture I can now make a single move for better cover or to line enemies up before engaging killzone. Or use serial, fire a grenade to destroy cover, and then mop up every single exposed enemy and fire another grenade to finish the turn. Or just rupture that loving archon so it doesn't take my entire turn with all of my dudes to kill it. Oh and a random question anyone know how shredder and AP rounds interact? I don't have any to play with yet so I was wondering.
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# ? Feb 19, 2016 21:02 |
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heckyeahpathy posted:Does anyone know how possible it is to mod in allowing alien actions on the player turn? I feel like the berserker needs a redesign to make it actually dangerous, and I'd like to try out something that would allow it to have a free action (or a chance at one) during the player turn any time it is not fired upon or otherwise contained. This would move it to the top of the threat pile, where it should be, and create more situations that actually feel dangerous in the midgame. Bring back the move on being hit mechanic from EU and let it use its attack if that brings it next to a unit. e: ah yes, fun times in LW when you'd rocket a pod of like 4 berserkers and grind the game to a halt
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# ? Feb 19, 2016 21:02 |
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Ravenfood posted:Is this the "international voices pack project" or whatever? The ones where they just pulled the EU localization files? Yes. Note that they're also asking for "volunteer voice actors" so it might become dogshit in the future.
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# ? Feb 19, 2016 21:14 |
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khy posted:Aside from 'Bring a Psiops' (My lab's construction completes in ~7 days) what's the best strategy to deal with archons? I went from flawless 75% of my missions to 3/6 wounded the second they showed up. Despite 70% hit chances I swear we're landing closer to 30% of our shots on them.
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# ? Feb 19, 2016 21:25 |
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Lesson learned: don't use cars as cover when fighting andromedons, because their fists will blow them the gently caress up
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# ? Feb 19, 2016 21:28 |
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Assuming you can hit them. Even characters with perception PCS and scopes can have a hard time getting high percentages on those fuckers, and then they dodge 25% of the time anyway. More than any unit I prefer to use my guaranteed hits on them because they're so shifty.
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# ? Feb 19, 2016 21:28 |
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Has anyone looked into adding a third faction to the game by modding? Specifically, Resistance Fighters. Give them rookie stats, pistol or rifle, and have a pod of them in place patrolling in retaliation and other 'resistance fighters in the area' type missions. set them as friendly to Xcom, hostile to aliens, and in conceal missions can blow your cover
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# ? Feb 19, 2016 21:32 |
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Lotish posted:Assuming you can hit them. Even characters with perception PCS and scopes can have a hard time getting high percentages on those fuckers, and then they dodge 25% of the time anyway. More than any unit I prefer to use my guaranteed hits on them because they're so shifty.
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# ? Feb 19, 2016 21:32 |
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Klyith posted:Yes.
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# ? Feb 19, 2016 21:32 |
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POLICE CAR AUCTION posted:Lesson learned: don't use cars as cover when fighting andromedons, because their fists will blow them the gently caress up The only way to deal with Andromedons is to Dominate them and have them use their acid bomb on everything. Ravenfood posted:gently caress. Mods need to be able to be locked down so I don't have to deal with their constant goddamn updates. Just put out the Polish/Russian voicepacks and let it be and do your own voice recording ones later. Just use mods from the Nexus, then you don't have to worry about deleted mods or ones that keep adding stupid poo poo. Speaking of mods, I recommend Elerium Grounds if you are finding yourself short of Elerium Cores - not only does it work, but the modder went through the trouble of creating an INI file if you think crafting one takes too much time/too many resources from his (absurdly expensive) defaults. It's on the Steam Workshop as well.
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# ? Feb 19, 2016 21:40 |
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If you want to keep your mod as is find your workshop folder ( \Steam\steamapps\workshop\content\268500\ ) and look for which folder the mod is in. Copy that folder over to \Steam\steamapps\common\XCOM 2\XComGame\Mods and it'll stay there til you delete it.
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# ? Feb 19, 2016 21:45 |
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SynthOrange posted:If you want to keep your mod as is find your workshop folder ( \Steam\steamapps\workshop\content\268500\ ) and look for which folder the mod is in. Copy that folder over to \Steam\steamapps\common\XCOM 2\XComGame\Mods and it'll stay there til you delete it. Does that require deleting the file in the workshop folder or do you need to unsubscribe in order to not have two versions of the mod (one you want "as is" and another the modder is updating) from interacting?
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# ? Feb 19, 2016 21:47 |
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So I decided that the best way to celebrate my win was to start a new game with Ironman enabled. My practice of adding my A team to the character pool immediately paid off when three of the soldiers I took on the final mission showed up in the first mission -- two of the four who died, and the gunslinger who'd saved the world. And then ADVENT killed her when I accidentally activated two pods at once. I'm sorry, Hitman .
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# ? Feb 19, 2016 22:09 |
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I'll save Ironman for DLC/stability patches, I think.
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# ? Feb 19, 2016 22:12 |
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So I beat Xcom on veteran and had a blast - prolonging the campaign into year 2 just to see what all the things and shinies did - ran with 6 magi in the last mission and cakewalked it as you would imagine. So now I figure I know what the different dudes and dudettes do, lets have a pop at legendary but without the ironman since I dont want to lose a campaign due to bugs - so here I am about 7 or so missions in and generally I have been pretty good, not reloading unless I really screw up like my mouse rightclicks accidentally against the PC chassis type mistake - but then, then I find the mythical +20 hack skill finally on a hack mission. So, being a whiny baby I decide to save to make sure I grab this (since without some bonuses I found hacking to be useless, even with skulljacks etc). So try immediately at 57% chance and see what happens, fail. OK I think to myself, lets try an action and reset the seed, FAIL. Hmm try another action and a new seed maybe. Here is what follows: Try No: 1: FAIL 2:FAIL 3:FAIL 4:FAIL 5:FAIL 6:FAIL 7:FAIL 8:FAIL 9:FAIL 10:FAIL 11:FAIL 12:FAIl 13:SUCCESS!!! On a 57-66% success chance I might add. What are the odds of this streak I wonder? I really do feel like the % chance the game reports is BS sometimes. I understand the concept of chance bias, like if it says 80% I should make it every time!?!?! which obviously is wrong but you cant help but feel that anyway, but seriously on a 2 in 3 chance needing 13 goes to get it seems well out of whack. Anyway, that's my savescum story of finding out how hard it would be to grab a 20 point boost for hacking on Legendary - turns out very hard and utterly impossible on the 1st turn when I first found it. Make of it what you will, but I think something is up fo sho with either the chance reported or some shenigans going on behind the scenes :<
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# ? Feb 19, 2016 22:22 |
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Lotish posted:Does that require deleting the file in the workshop folder or do you need to unsubscribe in order to not have two versions of the mod (one you want "as is" and another the modder is updating) from interacting? Nah, you can unsubscribe if you want, but just select the one at the bottom of the list without the workshop item from the launcher for the one that's not updated.
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# ? Feb 19, 2016 22:22 |
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POLICE CAR AUCTION posted:Lesson learned: don't use cars as cover when fighting andromedons, because their fists will blow them the gently caress up The fastest thing I learned when I went from Veteran to Commander was this simple rule: cars are not cover. Ever. For any reason. A car being damaged on the aliens' turn and then blowing up and killing a soldier before they can move is perhaps the second-most frustrating way to lose a soldier in XCOM 2. (The most frustrating, incidentally, is having a soldier get crit while behind full cover by an enemy that you just couldn't kill on your last turn, because then you tend to feel like you did everything right and the digital dice still hosed you.)
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# ? Feb 19, 2016 22:26 |
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So end of mission crashes (a good 25 to 33% chance for me) wipe out ironman saves. Good thing to learn early i guess.
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# ? Feb 19, 2016 22:32 |
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SeaTard posted:I had a Sectopod walk through the downed UFO alarm, disabling it for me. Wait, you can just blow those up?
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# ? Feb 19, 2016 22:41 |
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POLICE CAR AUCTION posted:Lesson learned: don't use cars as cover Cars are even more explodey than they were in xcom 1. Which is crazy because xcom 1 already exploded cars like it was going out of style. It used to be that the only stuff that would set cars on fire was AoE or shots directly targeting a unit taking cover on that particular car. But now completely incidental shots can set cars on fire anywhere along the bullet path. If you have a sniper in cover behind a car and the ayyys shoot at another soldier 10 squares ahead of them, the stray shots might light up the car. Get in an extended firefight in a city map and you will start hearing explosions of cars that you can't even see. Cars in xcom 1 were your secret ally. It was easy to manage them and keep yourself mostly safe from all but the unluckiest explosions, and the aliens were easy to trap because they didn't know michael bay was on the set. Now the cars are independent operators. Rogue agents of chaos who desire only blood and scorched flesh, with no care which side gets blown up. Do not trust them. Lotish posted:Does that require deleting the file in the workshop folder or do you need to unsubscribe in order to not have two versions of the mod (one you want "as is" and another the modder is updating) from interacting? Klyith fucked around with this message at 22:49 on Feb 19, 2016 |
# ? Feb 19, 2016 22:41 |
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Deuce posted:
Important question, to get Who Needs Tygan do your psychics also need to have tier-one Psi Amps? Because with tier-1 psi amps your powers are way less effective... Also on Commander Difficulty HOLY gently caress BUILD AN AWC IMMEDIATELY! God drat my soldiers were wounded so often none of them ever got to level up. Mistakes were made... Speedball fucked around with this message at 22:48 on Feb 19, 2016 |
# ? Feb 19, 2016 22:44 |
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Harrow posted:(The most frustrating, incidentally, is having a soldier get crit while behind full cover by an enemy that you just couldn't kill on your last turn, because then you tend to feel like you did everything right and the digital dice still hosed you.) I know it puts me in a minority of one, but I actually want to play a mod that makes it so you and the aliens both have a 100% chance of hitting targets that aren't in cover and a 0% chance of hitting any that are, and that also guarantees maximum damage on all shots. I don't enjoy the dice rolling at all.
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# ? Feb 19, 2016 22:55 |
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Just watched Beagle's latest stream and the first mission is really entertaining: http://www.twitch.tv/beagsandjam/v/47373633?t=15m
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# ? Feb 19, 2016 22:57 |
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Maybe ADVENT only allows people to drive Ford Pintos. Can someone look at the model to see if there is a "Hit me and we blow up together" bumper sticker?
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# ? Feb 19, 2016 23:07 |
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Klyith posted:Cars are even more explodey than they were in xcom 1. Which is crazy because xcom 1 already exploded cars like it was going out of style. The aliens must have enforced a type of vehicular darwinism as a pre-cursor to avatar.
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# ? Feb 19, 2016 23:13 |
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# ? May 21, 2024 13:14 |
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Turbosnowy posted:
At 66% your odds of failing 12 times in a row would be .66^12 or about 1 in 146. At 57% it's more like 1 in 850. So, not likely.
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# ? Feb 19, 2016 23:44 |