|
Being lit on fire seems kind of buggy in general. Sometimes when things get lit on fire mid-turn, they seem to get a full turn reset. Like when they start their turn standing in fire, but not yet 'on' fire, they get a free action. Or when an Angry Muton moves up to smack your guy, but your guy is a swords master with the burning plasma sword, so he hits the muton first, and being on fire disables the angry muton's attack, so it just moves to the far side of him, pauses, then moves back. Fuse is the best psi power, especially when you have trainee psychics and crap-tier amps and can't reliably land mind powers. It's like having five grenades. It's even better when the psi amp glowy animation fails to play, and it just happens instantly, like, ha ha he just blew up that alien with his mind. I got a psychic nicknamed 'Vader.' The poo poo they say is gold-plated ham, like, "I think you're on fire!" edit: Also it has no cooldown. Thyrork posted:A resistance base is under fire? Traumatized civilians watching as their homes burn and possibly in danger of being caught in a crossfire? Arm the entire squad with Hellfire Projectors. Anything that can be blamed on ADVENT is a PR win, which is why civilian collateral kills don't count against you. StringOfLetters fucked around with this message at 20:46 on Feb 22, 2016 |
# ? Feb 22, 2016 20:38 |
|
|
# ? Jun 3, 2024 10:07 |
|
necrobobsledder posted:Who would have ever thought that Blaster bombs might have a challenger for most destructive weapon in the XCOM ground arsenal? That is the beauty of Shredstorm. It's the next best thing to a drat air strike. True! Not to mention a standard sniper shot with bluescreen rounds kill a codex straight up.
|
# ? Feb 22, 2016 20:39 |
|
Ciaphas posted:My very very first experimental ammo build gave me tracer rounds. That poo poo went on my pistoleer so fast you have no idea. OK. I really wish the game was a bit more verbose in it's explanations of things, cause I had no idea the experimental stuff would give random results. gently caress.
|
# ? Feb 22, 2016 20:39 |
|
StringOfLetters posted:Being lit on fire seems kind of buggy in general. Sometimes when things get lit on fire mid-turn, they seem to get a full turn reset. Like when they start their turn standing in fire, but not yet 'on' fire, they get a free action. Or when an Angry Muton moves up to smack your guy, but your guy is a swords master with the burning plasma sword, so he hits the muton first, and being on fire disables the angry muton's attack, so it just moves to the far side of him, pauses, then moves back. I've actually never got to use Fuse. I've always found null lancing, void rifting, dominating, stasis and other stuff (even straight up just shooting their gun) far more useful. I mean, it's not like it's a low level ability given how it works. not to mention the enemy grenades kinda suck, and are stuck to enemies where they don't really do an aoe damage. It's just... so impossibly low on the priority list for me, which is kinda sad because it's a cool ability - in theory.
|
# ? Feb 22, 2016 20:41 |
|
Yami Fenrir posted:I've actually never got to use Fuse. I've always found null lancing, void rifting, dominating, stasis and other stuff (even straight up just shooting their gun) far more useful. I mean, it's not like it's a low level ability given how it works. not to mention the enemy grenades kinda suck, and are stuck to enemies where they don't really do an aoe damage. It's just... so impossibly low on the priority list for me, which is kinda sad because it's a cool ability - in theory. It's a pretty handy skill for taking out cover, but the point you're likely to have a dude with fuse available, you should already be flush with options to do that. Most of 'em are generally plasma grenades, but still. Not really a niche that desperately needs filling. Plus, it's on a soldier who doesn't really care about cover and generally has better things to be doing with their turns. That said, it's really satisfying when you get that one-in-a-million situation where it's actually an effective tactical option.
|
# ? Feb 22, 2016 20:48 |
|
Psi-Op Bradford has stasis, dominate, soulfire, null lance, and fuse now, along with fortress and solace. Psi-Op Bradford also dominated a gatekeeper on his first try and sent it to kill a sectopod. Psi-ops are hilarious.
|
# ? Feb 22, 2016 20:50 |
|
Fuse would be nice if it blew up all the grenades/rockets on a target regardless of how many are left. And did more damage too!
|
# ? Feb 22, 2016 20:57 |
|
I find fuse is often pretty handy for destroying cover/shredding armor without using up your own grenades.
|
# ? Feb 22, 2016 20:58 |
|
Hulk Krogan posted:I find fuse is often pretty handy for destroying cover/shredding armor without using up your own grenades. I used it once on a MEC and its pod before breaking concealment to make them plummet down a two story building (one of them car showroom dealies in the cities, they were over the open room with the car below, sadly didn't hit the car). It was my first time.
|
# ? Feb 22, 2016 21:02 |
|
Thyrork posted:Fuse would be nice if it blew up all the grenades/rockets on a target regardless of how many are left. Yeah, as much fun as it is to make an enemy's grenades explode, usually they spread out enough that making one guys nades explode isn't going to do more than soften one target and remove its cover. Even a muton's plasma nades aren't enough to kill a muton. It would be nice if there was a bonus inside the fuse ability that did extra damage because of the surprise factor, or allowed the explosion to crit. Really it's not a bad ability, but there are usually better moves for the psi-op to make because the rest of their abilities are sick.
|
# ? Feb 22, 2016 21:08 |
|
Gotta get working on a bat mod.
|
# ? Feb 22, 2016 21:09 |
|
Psshaw. My Psi cast Void Rift on a group of three Sectoids at the end, then got the "bonus chance to cast Insanity" on each of them, mind controlling two but killing them all.
|
# ? Feb 22, 2016 21:10 |
|
lol, awesome, someone's made a jeremy corbyn voicepack: http://steamcommunity.com/sharedfiles/filedetails/?id=629421405&searchtext=
|
# ? Feb 22, 2016 21:15 |
|
Fuse does not have a cooldown unlike other Psi Ops abilities so it's worth having as a last ditch guaranteed damage and cover removal for certain pesky targets. Furthermore, using explosives on an enemy means they can't use that against you (I'm thinking of MECs with those AOE missiles...). The biggest annoyance of the missiles isn't the damage, it's that it tends to mean that the cover on those soldiers is gone, which makes them vulnerable to flanking.
|
# ? Feb 22, 2016 21:23 |
|
Pipski posted:lol, awesome, someone's made a jeremy corbyn voicepack: http://steamcommunity.com/sharedfiles/filedetails/?id=629421405&searchtext= A Donald Trump or Bernie Sanders voice pack would be pretty excellent.
|
# ? Feb 22, 2016 21:26 |
|
Was it Ronald Frump they created in the Firaxis stream back when they were showing off the character creator and Blacksite?
|
# ? Feb 22, 2016 21:28 |
|
I downloaded the Garrus Vakarian voice pack and was going to put it on my sniper. Turns out you can only apply it to male snipers though and my top and backup snipers are both women.
|
# ? Feb 22, 2016 21:30 |
|
It was a hard mission. We almost had to pull out. My squad were so relieved afterwards.
|
# ? Feb 22, 2016 21:30 |
|
I'd like to see a chance for retaliation missions to spawn in Advent slums or old earth ruins maps, instead of always in christmas light shanty town. It makes sense that resistance cells would inhabit other places and that Advent would move against them in force when found. Similarly, maybe defend the relay or rescue the vip missions could sometimes spawn in shanty town. Also, as an aside, gently caress loving stunlancers. loving fuckers.
|
# ? Feb 22, 2016 21:55 |
|
You have been banned from XCOM 2 Discussions You have been banned from XCOM 2 Discussions by a forum moderator for your post in "XCOM 2 General Discussions": one time I kissed an xcom snake lady and she forced her tongue so deep she was able to massage my prostate Ban Reason: 3 days. Offensive language is not welcome. Please review the Discussions Rules and Guidelines. This ban will expire on Feb 25 @ 12:55pm. Until then, you will not be able to post in XCOM 2 Discussions.
|
# ? Feb 22, 2016 21:57 |
So do people just sell off all non aim PCs implants then?
|
|
# ? Feb 22, 2016 22:03 |
|
Fister Roboto posted:That's hilarious. But the tears from ironman runs killed by bugs are so sweet and delicious.
|
# ? Feb 22, 2016 22:03 |
|
Liquid Penguins posted:You have been banned from XCOM 2 Discussions bullshit. BULLSHIT.
|
# ? Feb 22, 2016 22:07 |
|
Is there a mod that skips the first mission so I can check if all the armor mods or whatever are working together
|
# ? Feb 22, 2016 22:11 |
|
Why not just load an old save? Or if you're testing only cosmetics jump to the character pool.
|
# ? Feb 22, 2016 22:12 |
|
Hieronymous Alloy posted:So do people just sell off all non aim PCs implants then? e: installing a mod that makes injury timers more sensitive to the actual amount of damage taken/takes armor into effect would make this strategy better. Ravenfood fucked around with this message at 22:18 on Feb 22, 2016 |
# ? Feb 22, 2016 22:12 |
|
Hieronymous Alloy posted:So do people just sell off all non aim PCs implants then? Mobility is useful on everyone, especially flank rangers. +Dodge and +HP are nice to help preserve your high-ranked guys who don't aim a lot, like psychics. They're not a game-changer, but making your xcom less likely to die is a solid why not? add-on.
|
# ? Feb 22, 2016 22:16 |
|
ZenVulgarity posted:Is there a mod that skips the first mission so I can check if all the armor mods or whatever are working together Quickstart
|
# ? Feb 22, 2016 22:17 |
|
Not every PCS is super useful but if the RNG is being nice and giving you lots of them they're all worth keeping. Especially if you get the upgrade from the GTS that increases their effectiveness.
|
# ? Feb 22, 2016 22:18 |
|
Fintilgin posted:Also, as an aside, gently caress loving stunlancers. loving fuckers. I can just about live with them, but as soon as I've got a few hours to spare I'm definitely going to figure out how to mod out the Codexes' magic weapon-unloading ability and all manifestations of Dodge. Such a poo poo mechanic, and it actively undermines any attempt at strategy. Should be a simple as ctrl+F'ing through the .ini for 'dodge' and changing everything to zero, I think... Still hoping someone manages to find a way to do something more interesting with the drones, given that hacking is pretty valueless unless you cheat at it. If they could be used for scouting out pods without alerting them, or scavenging dropped items, or illuminating targets, or suicide bombing, or area denial, or pushing enemies off roofs, or rescuing civilians, or just something that gives them some utility / adds tactical options, they'd be a lot more fun.
|
# ? Feb 22, 2016 22:18 |
|
You mean doing double damage to mecs, healing from a distance, giving your guys more defence and stunning the enemy isn't enough?
|
# ? Feb 22, 2016 22:20 |
|
Guys what happens if I throw a grenade at the distress beacon in a disabled UFO? Will that destroy the beacon but I can't stop the signal?
|
# ? Feb 22, 2016 22:21 |
|
|
# ? Feb 22, 2016 22:22 |
|
suction posted:Guys what happens if I throw a grenade at the distress beacon in a disabled UFO? Will that destroy the beacon but I can't stop the signal? It stops the signal but you don't get a chance at whatever hack rewards you might get if you hacked it.
|
# ? Feb 22, 2016 22:25 |
|
I've only been able to hack the beacon two times, all the other times either the Green Kool-Aid Man or a Sectopod has trampled all over it.
|
# ? Feb 22, 2016 22:27 |
|
dogstile posted:You mean doing double damage to mecs, healing from a distance, giving your guys more defence and stunning the enemy isn't enough? Double damage to mecs is useful early on, but by the late game your specialist can do them that much damage with his gun anyway. Healing is obviously useful. Hardly ever used 'Aid' on my playthrough. Couple of times maybe?
|
# ? Feb 22, 2016 22:28 |
|
I swear I have seen screen caps of people using Bradford and Shen as soldiers. Is that a mod?
|
# ? Feb 22, 2016 22:29 |
|
Antti posted:I've only been able to hack the beacon two times, all the other times either the Green Kool-Aid Man or a Sectopod has trampled all over it. I blew it up by accident with the shredder cannon the first time I did that mission. I didn't realize it would go through walls like that.
|
# ? Feb 22, 2016 22:30 |
|
Pipski posted:Double damage to mecs is useful early on, but by the late game your specialist can do them that much damage with his gun anyway. Healing is obviously useful. Hardly ever used 'Aid' on my playthrough. Couple of times maybe? Combat Protocol's 100% hit chance makes it more appealing than risking a 90 percent shot when the stakes are a living sectopod vs. a wrecked sectopod. Combat Protocol also ignores armor and seems to be able to hit without LOS (or it's bugged). It gives you an RNG cushion like grenades: "I can always kill it with CP, so I'll take these 60% shots and maybe be able to save the CP charge"
|
# ? Feb 22, 2016 22:31 |
|
|
# ? Jun 3, 2024 10:07 |
|
Hieronymous Alloy posted:So do people just sell off all non aim PCs implants then? Look at this rear end in a top hat who has so many aim PCS' that he can equip his whole team with them
|
# ? Feb 22, 2016 22:35 |