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Famethrowa
Oct 5, 2012

Hellburger99 posted:

Frog mask for a proper :getin: squad.

https://youtu.be/81vLH7ITNbE

Please

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Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry
The ascetic of the helmets for the final suits of armour bugged me a bit. I get it's future tech and all but surely you want to minimise the amount of glass in your helmet (without effecting your vision unduly)?

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Kitchner posted:

The ascetic of the helmets for the final suits of armour bugged me a bit. I get it's future tech and all but surely you want to minimise the amount of glass in your helmet (without effecting your vision unduly)?

It's not glass. It's alien invisisteel.

Harrow
Jun 30, 2012

Pyromancer posted:

This bonus only appears on mission objectives, and hackable objectives are only in hack workstation/get stuff from chest/bust VIP out missions. If you get destroy device/protect device/escort VIP instead you don't even get a chance.

Yeah, I know. I try to take those missions whenever I can, and always let my Specialist hack the objective, but I haven't seen the +20 hacking reward even show up on this campaign. I got a couple in my last campaign, but in this one, it's just a no-show. It's to the point that I feel obligated to only take hacking-related missions, even when I need the rewards from the other ones. I didn't for my most recent Guerrilla Op--I really, really needed the Intel reward from a protect the device mission--but still.

I really like Specialists, but this particular campaign is conspiring to make mine useless as a hacker.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
For reference, my specialist got literally no +hack skill rewards, and was still capping out stuns given the proper equipment. Being able to reliably get control would be nice and all, but isn't anywhere near essential.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Ramadu posted:

Wheres my dang mod to let me train more than 2 psi soldiers at a time???? Jake fix your game I think being able to build only one psi lab is a bug.

Wait, is this a thing? drat. Plans for my next playthrough were to do Veteran and rush two Psi Schools instead of Mag Weapons.

Now that I've finished two campaigns, I can't help but feel Psi Ops weren't implemented as elegantly as they could have been. The idea of a fifth class that only unlocks partway through the campaign is interesting, but it's very easy to make it feel superfluous when Psi Rookies aren't worth fielding over your Lieutenants and Captains, or probably even the Squaddies you can churn out. But what really hurts is that they don't gain experience through combat missions, because there's basically no point in taking them in the field until the endgame. They're basically SHIVs that require several months to finish construction, instead of MECs that leveled up with your team. Bringing them on missions is actively harmful, even, because getting wounded will delay their training until they recover, so there's absolutely no point to using a half-trained Psi Op over a real soldier.

On my second game, on Commander, I made a point of rushing a Psi Lab after tier 2 weapons and armor, and I just ended up with 3-4 Maguses that I never used, because why run a Psi Op when I can level up another Major to Colonel? By the time I had a mostly-complete Magus, I never felt intimidated by any of the missions that I HAD to bring along my secret weapon and so I just kept bringing along soldiers that would actually benefit from the combat. I brought my best Magus out for a couple missions for the hell of it toward the endgame, and took him and another full Magus that had literally never seen a single combat mission to dominate my way through the final mission. I really feel like there needs to be some incentive, beyond difficulty, to actually use your Psi Ops in combat. If I'd waited another week, I could have gone on the final mission with a Colonel, my best Magus, and 4 guys who had never seen an alien up close. (And they would be the most powerful team I could field!)

Phenotype fucked around with this message at 16:06 on Feb 21, 2016

The Bramble
Mar 16, 2004

Can i force a soldier with Implacable to end their turn without moving? My ranger is bugged out on the Tower mission and can't move, and I can't try to finish the mission with the rest of the squad because Implacable isn't letting me end my turn.

Crosspeice
Aug 9, 2013

Hahaha, tried to get the David and Goliath achievement, whiffs on a 98% hit. That was the first and last time I'll use swords on this playthrough, they have no place on Legendary.

The Bramble posted:

Can i force a soldier with Implacable to end their turn without moving? My ranger is bugged out on the Tower mission and can't move, and I can't try to finish the mission with the rest of the squad because Implacable isn't letting me end my turn.

Pressing backspace ends the turn, regardless of how many soldiers can still act.

Otherwise, command console and force end turn.

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

The Bramble posted:

Can i force a soldier with Implacable to end their turn without moving? My ranger is bugged out on the Tower mission and can't move, and I can't try to finish the mission with the rest of the squad because Implacable isn't letting me end my turn.

Hit Delete to manually end your turn.

Hakkesshu
Nov 4, 2009


I was on board with swords until dudes started countering them. Like what's the loving point

NuckmasterJ
Aug 9, 2008
Grimey Drawer
I suck so loving bad at this game. I'm not even at the first blacksite mission and either losing a guy per map to Sectoid panics or I'm getting two or three wounded per map. I'm trying to cheese overwatch and move slowly up but I find I can barely ever get over watch shenanigans going. I just get blasted and panic and blasted.

I need some tutoring on how not to suck.

NuckmasterJ fucked around with this message at 16:24 on Feb 21, 2016

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

SynthOrange posted:

Working on extra smokes.



This looks a lot like a hand coming out of a mouth. :gonk:

Hat ideas, though:

Tiny sombrero
Yarmulke
Gag "arrow through head" headband, possibly the Stun Lancer sword instead
Turban
Googly eye glasses
Fez

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Hakkesshu posted:

I was on board with swords until dudes started countering them. Like what's the loving point

Only mutons counter swords.

By the way, am I understanding right that the Leader mod actually doesn't allow multiple "leader" trained characters to be used on the same map? I thought it would be more like long war where you can deploy more than one officer but only one is commanding, but I'm reading that if I have multiple officers, they literally cannot be on a squad together, which would cause obnoxious man power problems.

Crosspeice
Aug 9, 2013

NuckmasterJ posted:

I suck so loving hard at this game. I'm not even at the first blacksite mission and either losing a guy per map to Sectoid panics or I'm getting two or three wounded per map. I'm trying to cheese overwatch and move slowly up but I find I can barely ever get over watch shenanigans going. I just get blasted and panic and blasted.

I need some tutoring on how not to suck.

Blow up cover, move from high cover to high cover, aggressively flank enemies. Get Squad Size I asap, bring two Grenadiers, get your Sniper nice and high, stack aim bonuses, use Phantom Rangers to plan your next pod kill.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

NuckmasterJ posted:

I suck so loving hard at this game. I'm not even at the first blacksite mission and either losing a guy per map to Sectoid panics or I'm getting two or three wounded per map. I'm trying to cheese overwatch and move slowly up but I find I can barely ever get over watch shenanigans going. I just get blasted and panic and blasted.

I need some tutoring on how not to suck.

Overwatch seems to be a fair bit worse in this game. I don't know the exact penalties to aim between EU/EW and 2, but after installing a mod that shows hit chance on misses I'm seeing a ton of 30-50% overwatch shots when the original shot would have been 70-80+%, so they are pretty severe. I highly recommend moving a little more aggressively until pods pop, then blowing up everything with grenades. If you're shooting at someone behind cover when you still have a grenade, you're probably doing it wrong.

toasterwarrior
Nov 11, 2011
Goddammit, there's a bunch of class mods I want to try out, but it's so early in the game's lifespan that I can see playthroughs getting hosed over by big updates from either Firaxis or the modders.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

SynthOrange posted:

List of possible items: blindfold, vapething, nightvis gogs, horns, tengu mask, chicken mask, baseball bat or golf club sword skins

Double Eye Patch. For rookies.

NuckmasterJ
Aug 9, 2008
Grimey Drawer

Crosspeice posted:

Blow up cover, move from high cover to high cover, aggressively flank enemies. Get Squad Size I asap, bring two Grenadiers, get your Sniper nice and high, stack aim bonuses, use Phantom Rangers to plan your next pod kill.

I dont have two Grenadiers because my dudes keep getting killed and wounded, so i keep taking out recruits.

I shall attempt to use the goon advice though, thanks!

Dr. Stab
Sep 12, 2010
👨🏻‍⚕️🩺🔪🙀😱🙀

NuckmasterJ posted:

I dont have two Grenadiers because my dudes keep getting killed and wounded, so i keep taking out recruits.

I shall attempt to use the goon advice though, thanks!

Get a GTS and use it to make grenadiers.

FlyingCowOfDoom
Aug 1, 2003

let the beat drop
Anyone been crashing on loading and random alien turns lately? I had no crashes before but in the past few days Ive had 4, just at random points.

malhavok
Jan 18, 2013

Deutsch Nozzle posted:

isnt there a console command that lets you teleport soldiers? one of my troops just went inside an advent van to hack the objective crate, and now she's stuck inside the van for some reason :confused:

Are you sure no one is blocking the exit? your soldiers are fat asses and you can't go around them.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

malhavok posted:

Are you sure no one is blocking the exit? your soldiers are fat asses and you can't go around them.

The games kind of inconsistent on that, I think. Sometimes you can just go between a pair or around someone... sometimes you just can't.

madmac
Jun 22, 2010

Lotish posted:

Only mutons counter swords.

While technically this is true, you also have 2 late game enemies that explode on death, one that's a permanent acid cloud at close range, and pretty much everything is a wall of HPs and Armor the sword can barely put a dent in, especially when you reach the point that you can literally shoot aliens at 100% accuracy with the shotgun from cover for way more damage vs the swords piddly damage and inbuilt whiff chance.

That said I ran a blademaster Ranger to the end of the campaign and they were cool, but I don't think you can really argue that the sword itself scales poorly for a variety of reasons.

quote:

Now that I've finished two campaigns, I can't help but feel Psi Ops weren't implemented as elegantly as they could have been. The idea of a fifth class that only unlocks partway through the campaign is interesting, but it's very easy to make it feel superfluous when Psi Rookies aren't worth fielding over your Lieutenants and Captains, or probably even the Squaddies you can churn out. But what really hurts is that they don't gain experience through combat missions, because there's basically no point in taking them in the field until the endgame. They're basically SHIVs that require several months to finish construction, instead of MECs that leveled up with your team. Bringing them on missions is actively harmful, even, because getting wounded will delay their training until they recover, so there's absolutely no point to using a half-trained Psi Op over a real soldier.

Having just wrapped a Classic Run where I rushed Psionics, I agree. The training thing feels neat at first until you realize that rushing it was pointless because you just leave them cooking in the lab until late game anyway. You can force yourself to bring them out earlier and I did but overall the mechanic just doesn't gel well with the core game mechanics, IMO.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Well drat, my current campaign is bugged out. Every research project I try to start is set to Paused, even if I go to resume it. The progress bar appears, but it says "Paused" where it should say the time remaining, and even Shadow Chamber research starts as "Paused", so I can't advance the story. I have scientists to spare, I've clicked everything related to pausing I can think of, and nothing. :(

Danaru
Jun 5, 2012

何 ??
Swords are a great counter to the Codex's weapon disabling bullshit, and for rushing early-game enemies, but holy poo poo they become absolutely useless in the late game :shepface: Super disappointing.

EDIT:

FairGame posted:

The stun lancers didn't have LOS to the beacon. Why would he expect them to attack it?

That's what I was thinking too, but I thought maybe I misunderstood how they worked. I don't know how he figured they'd notice the beacon :confused:

Danaru fucked around with this message at 17:03 on Feb 21, 2016

FairGame
Jul 24, 2001

Der Kommander

monster on a stick posted:

Also requesting rubber chickens, Nerf guns, and of course




VVVV - speaking of mimic beacons being overpowered, https://www.youtube.com/watch?v=5fGno-SjQ5I&t=20990s

The stun lancers didn't have LOS to the beacon. Why would he expect them to attack it?

Smiling Knight
May 31, 2011

madmac posted:

Having just wrapped a Classic Run where I rushed Psionics, I agree. The training thing feels neat at first until you realize that rushing it was pointless because you just leave them cooking in the lab until late game anyway. You can force yourself to bring them out earlier and I did but overall the mechanic just doesn't gel well with the core game mechanics, IMO.

I rushed psy in my classic/ironman game, and I thought a mid-level psy guy was still pretty useful. He could dominate a lancer, stasis a nasty alien, give other soldiers actions with inspire, do guaranteed damage with fuse, and have a coin flip to disable archons with insanity. He wasn't a murder machine like a shotgun ranger or as vital as a cover-destroying grenadier, but he did save my bacon a few times.

monster on a stick
Apr 29, 2013

FairGame posted:

The stun lancers didn't have LOS to the beacon. Why would he expect them to attack it?

I believe his assumption was after the squad gets revealed:
- the enemy knows where all your units are (even if the enemy unit can't see/target it from its position)
- the mimic beacon would be counted as one of the revealed units that the enemy knows about

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

madmac posted:

While technically this is true, you also have 2 late game enemies that explode on death, one that's a permanent acid cloud at close range, and pretty much everything is a wall of HPs and Armor the sword can barely put a dent in, especially when you reach the point that you can literally shoot aliens at 100% accuracy with the shotgun from cover for way more damage vs the swords piddly damage and inbuilt whiff chance.

That said I ran a blademaster Ranger to the end of the campaign and they were cool, but I don't think you can really argue that the sword itself scales poorly for a variety of reasons.

I think you missed the point of that response. The original complaint is literally counterattacks from sword attacks, not scaling or explosions or anything like that. Very few enemies actually counter sword attacks, so the poster seemingly first experiencing a Muton counterattack may be put off at the idea of a bunch of later enemies countering them, which isn't the case. You don't need to rehash the "swords are good/bad" debate anytime they are mentioned.

ConfusedPig
Mar 27, 2013


BenRGamer posted:

The games kind of inconsistent on that, I think. Sometimes you can just go between a pair or around someone... sometimes you just can't.

I think you can go through a pair of they're diagonally adjacent, if they are orthogonally adjacent you have to go around them.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

Smiling Knight posted:

I rushed psy in my classic/ironman game, and I thought a mid-level psy guy was still pretty useful. He could dominate a lancer, stasis a nasty alien, give other soldiers actions with inspire, do guaranteed damage with fuse, and have a coin flip to disable archons with insanity. He wasn't a murder machine like a shotgun ranger or as vital as a cover-destroying grenadier, but he did save my bacon a few times.

They are useful, yes, but I do want to point out that, even though it doesn't make sense, enemies can somehow be missed by their explosives blowing up in their pockets. I've actually had that happen 2 out of the 5 times I've used the ability, so either I'm unlucky or it's fairly common. Very useful if they are grouped up or you want grenade-free cover destruction, though.

Megasabin
Sep 9, 2003

I get half!!

madmac posted:

While technically this is true, you also have 2 late game enemies that explode on death, one that's a permanent acid cloud at close range, and pretty much everything is a wall of HPs and Armor the sword can barely put a dent in, especially when you reach the point that you can literally shoot aliens at 100% accuracy with the shotgun from cover for way more damage vs the swords piddly damage and inbuilt whiff chance.

That said I ran a blademaster Ranger to the end of the campaign and they were cool, but I don't think you can really argue that the sword itself scales poorly for a variety of reasons.


Having just wrapped a Classic Run where I rushed Psionics, I agree. The training thing feels neat at first until you realize that rushing it was pointless because you just leave them cooking in the lab until late game anyway. You can force yourself to bring them out earlier and I did but overall the mechanic just doesn't gel well with the core game mechanics, IMO.

Except all you need is stasis, domination, and 1 damage ability. That's 90% if what a psi does. It does suck that getting those 3 skills is pseudo-random, but as soon as you have them, you can field the character and have him be super useful.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
I used Statis like once and never used it again. It doesn't help that my psi guy (If I ever use him before he gets the majority of abilities) is usually carrying the mimic beacons at that point in the game.

Megasabin
Sep 9, 2003

I get half!!

Tae posted:

I used Statis like once and never used it again. It doesn't help that my psi guy (If I ever use him before he gets the majority of abilities) is usually carrying the mimic beacons at that point in the game.

It's maybe the best ability in the game if you are good at managing pod aggro.

Pull 1 pod and can't kill everyone in 1 turn --> stasis the 1 beefy you can't kill.

Pull multiple pods by accident --> mimic beacon to save your rear end.

Crosspeice
Aug 9, 2013

Psi Ops are pretty great and Stasis doesn't end your turn, so it lets you quiet down an enemy for one turn while you deal with the rest. I used mine in practically every mission on Commander when I had the chance.

However Psi Ops are pretty rubbish in Legendary. The skills are still as amazing as they always were, but I got mine as early as I comfortably could while trying to get better weapons and armour and prioritizing facilities, but even with an Engineer there 24/7 it still takes around 15 days to train an ability, so they do sit around for a real long time before they can be useful. I'm getting towards the end of my playthrough and my Psi Op only has around 3/4 abilities because it just takes way too long to get to the good stuff and it's a real shame.

Nancy
Nov 23, 2005



Young Orc
I think the Caps Lock trick causes the bug that resets progress on active projects. Every time I've tried it I've had my training/proving grounds/research/etc. reset to max time, and it never seems to happen when I leave Caps Lock alone.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

On the subject of swords, I found a mod that adds Hunter's Instinct to sword attacks, which seems like a natural idea to me.

madmac
Jun 22, 2010

Megasabin posted:

Except all you need is stasis, domination, and 1 damage ability. That's 90% if what a psi does. It does suck that getting those 3 skills is pseudo-random, but as soon as you have them, you can field the character and have him be super useful.

I never said they weren't useful. Just that there's an inbuilt disincentive to take them on missions over dudes that actually need to earn XP, and in any case the amount of time it takes even to get those three useful skills barring insane luck is enough to make rushing Psionics...not really much of a rush. I played a campaign where I took a long time getting psionics and one where I rushed for it, and honestly the difference in timing was barely noticeable. That's all I'm saying really.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Smiling Knight posted:

I rushed psy in my classic/ironman game, and I thought a mid-level psy guy was still pretty useful. He could dominate a lancer, stasis a nasty alien, give other soldiers actions with inspire, do guaranteed damage with fuse, and have a coin flip to disable archons with insanity. He wasn't a murder machine like a shotgun ranger or as vital as a cover-destroying grenadier, but he did save my bacon a few times.

I mean, sure, he's useful, especially once he's got two or three of the best psi powers, but like you said, not head-and-shoulders better than your other soldiers until he's maxed out. And taking him on missions not only doesn't help him get stronger, but can actively delay him getting the rest of the powers if he gets wounded, and takes up a seat on the Avenger over another soldier who needs to promote to Colonel. There's just no real incentive to use him over another guy until he gets all the powers, and even then, you're still just delaying your other soldiers' promotions unless you really feel like you need to psi-cheese a difficult mission.

I did the same thing during my Veteran campaign -- kept my Psi Op as part of the A-team once he had some fun powers -- but it's honestly detrimental to your team, and really just something that's fun to play with.

Phenotype fucked around with this message at 17:44 on Feb 21, 2016

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LizardBeam
May 17, 2005
Not an AmphiBeam

SynthOrange posted:

List of possible items: blindfold, vapething, nightvis gogs, horns, tengu mask, chicken mask, baseball bat or golf club sword skins

Please do the Tengu Mask. I want to make Mr. Karate. I didn't know I wanted it until you said that.

Also: Mission 2 of an Iron Man Legend run. Reinforcements drop in before I am done wiping out a pod. No big deal.

Two stun lancers and an officer. On the second mission. GG, XCOM.

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