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Phobophilia
Apr 26, 2008

by Hand Knit
Buh buh buh if my troops aren't at max or near max hp at all times, the next shot that hits will kill them :ohdear:

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Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



idonotlikepeas posted:

I decided to try my hand at this modding thing, with a little update that lets you buy upgrades to the Guerilla Tactics School that rank up rookies you train there (to a max of one below your max rank soldier). Feel free to give it a try and let me know if it crashes your game and deletes your ironman saves and curdles your milk and insults your mother:

http://steamcommunity.com/sharedfiles/filedetails/?id=630838743

This looks interesting, I wonder how it might play with https://steamcommunity.com/sharedfiles/filedetails/?id=623935276

Ravenfood
Nov 4, 2011

Phobophilia posted:

Buh buh buh if my troops aren't at max or near max hp at all times, the next shot that hits will kill them :ohdear:
Evac them, keep them at the back, or failing that, build your resistance on their corpses (rank dependent). A rookie is 25 supplies. A squaddie is 25 supplies and 5-10 days in the GTS. The extra damage they put out more than justifies the risk of death unless they're your highest rank soldier and you're pushing for squadsize upgrades. And if they're high rank/valuable, the inverse difficulty curve means you've probably got the situation under control without their help.

E: mod looks like it could be cool.

Ravenfood fucked around with this message at 09:16 on Feb 23, 2016

dyzzy
Dec 22, 2009

argh
Made it!



So, a warning about the continent bonus that lets you swap out PCS and weapon mods- be careful when messing with that stuff for the final mission. My specialist was wounded on the network tower mission and I swapped out his conditioning PCS while doing loadouts for the end. All of a sudden he stops slouching like he's hurt and I think I've stumbled on a way to make the game think he isn't wounded anymore. In fact, the exact opposite happens and I show up to the last mission with 5 of my roster rather than 6 :suicide: The specialist is nowhere to be seen.

In the end my pet gatekeeper, who tanked/dodged nearly everything in the final room, became an honorary specialist.

My two deaths in the campaign were 1) a corporal who got one-shot by a muton from lower elevation (my fault for leaving him in half cover) and 2) a sergeant who missed evac from a VIP escort by one turn. Rather than allow himself to be captured, he valiantly charged an archon guns blazing.

Phobophilia
Apr 26, 2008

by Hand Knit

Ravenfood posted:

Evac them, keep them at the back, or failing that, build your resistance on their corpses (rank dependent). A rookie is 25 supplies. A squaddie is 25 supplies and 5-10 days in the GTS. The extra damage they put out more than justifies the risk of death unless they're your highest rank soldier and you're pushing for squadsize upgrades. And if they're high rank/valuable, the inverse difficulty curve means you've probably got the situation under control without their help.

E: mod looks like it could be cool.

tbf I only spec into medics once I have an A-team of Captain+. Before that, sure, I'll fry advents with combat protocols and leave squaddies to die.

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

Jon Do posted:

Modding question for increasing squad size:

Is there any reason that I would change \XComGame\Config\DefaultGameData.ini (to "m_iMaxSoldiersOnMission=6") and yet not get 6 soldiers default?

I keep trying to fix it, and it's real annoying, cause I'm not sure whether Gatecrasher should have 4 or 6 rookies now. So I've been making new campaigns, playing through Gatecrasher with 4, and then scanning until my first mission for testing.

I have the DefaultUI.ini "MaxDisplayedSlots=8" and the UI "Max Squad Size Fix" mod enabled as well. I mean, I guess I can scrap my whole mod stack and try this edit without it, but I don't see why that would help due to the nature of the edit. I'm confused as to why this doesn't seem to be working. None of the mods seems to edit DefaultGameData.ini.

I don't recall exactly where, but Beagle did mention during his early escapades with ini modding that there were other values that needed to be edited in order for the starting squad to actually change.

toasterwarrior
Nov 11, 2011
As someone who uses the LW Leader mod, Medics make good officers. Your core abilities are situational so the officer can shoot dudes when you don't need any healing, and the passive boosts from a max-level officer are worth it.

JainDoh
Nov 5, 2002

Mordaedil posted:

I don't recall exactly where, but Beagle did mention during his early escapades with ini modding that there were other values that needed to be edited in order for the starting squad to actually change.

poo poo, I was afraid it was going to be something like that. The confusing part is that none of the squad size edit mod readmes mention anything else. Also, my first *random* mission still only lets me take 4.

My unfounded concern is that you have to reach an arbitrary point, early in a campaign, where the squad size would kick in. Hard to test to see if that works. I had heard other people talking about the starting squad for Gatecrasher being 6....

If anyone can shed light on this I'd appreciate it greatly. The entire point of my (unfinished) mod stack was to increase difficulty but add squad size. Maybe the centurion and enemy pod size increase mods to compensate, but see how I do on a higher difficulty first. Sort of kills my whole thing.

JainDoh fucked around with this message at 10:09 on Feb 23, 2016

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

toasterwarrior posted:

As someone who uses the LW Leader mod, Medics make good officers. Your core abilities are situational so the officer can shoot dudes when you don't need any healing, and the passive boosts from a max-level officer are worth it.

I prefer to make my Gunslingers the Officers, because they can shoot then command, shoot twice then command, move then shoot then command, etc. Plus you never need to waste an action making them reload and you will rarely take more than one in a mission, so it all works out well.

toasterwarrior
Nov 11, 2011

Fuzz posted:

I prefer to make my Gunslingers the Officers, because they can shoot then command, shoot twice then command, move then shoot then command, etc. Plus you never need to waste an action making them reload and you will rarely take more than one in a mission, so it all works out well.

Yeah, this is also a good alternative, and not just because officers look cooler with handguns than rifles.

Maybe I should get that Any Weapon, Any Class mod too, just for style.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

Here's a nasty surprise I learned in my current Legendary Ironman run. If a dead XCOM operative is resurrected as a PSI Zombie and you take them down, their body can't be picked up and carried back home. I just lost my Tracer Rounds and Stock/Repeater rifle due to this bullshit.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Ending: XCOM 3: Terror From the Deep! :dance:

I think they improved on everything from the first game. I hope they can keep this up forever.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Fintilgin posted:

Stunlancers are such shits. I sort of feel like bladestorm should be the first, free squaddie ability for rangers (attacking with your sword should be a class freebee) and if you hit it cancels their attack. So you could push your rangers forward to try to try to bait up stunlancer attacks as an early game counter.
I like this idea, Bladestorm is really cool but just a bit too situational to take it over more generally useful things (and Implacable is generally useful unless you one-turn a pod, in which case neither one really does anything), considering the only common enemies it helps against are Stun Lancers.

This is just throwing random ideas at the wall at this point, but I'm kind of thinking of doing a mod that reassigns some Ranger skills and readjusts blade damage. The idea would be that the skill tree would be organized so that conceal and assault abilities would be put opposite each other, and so would shotgun and blade abilities. So wrt overall builds there'd be a choice between conceal + blade, conceal + shotgun, assault + blade, assault + shotgun and hybrid builds.
Blades would probably be focused on spreading damage (and status effects) across targets and chaining kills, while shotguns would stay the high single target damage weapons they are.
The Blademaster damage boost would disappear and be replaced by higher base damage. Blademaster would instead, I don't know, do something else. The easy thing to do would be to tie some other passive bonus to it, like armor piercing, but I don't like forcing people to take an ability just so one of the weapons doesn't fall behind in damage output.

I haven't really gone ahead with any of my mod ideas because the things I dislike and want to change - hacking and blade-focused Rangers - are the things I use the least, so I don't know how much of a change is needed. v:kiddo:v
Guess I should start a Commander+ run without the 100% accurate blade mod and see how these things work out at that level. My Legend run is pretty much dead since I just can't bring myself to play on after getting through the hard early- & mid-game parts; everything on Legend just takes so long.

Mazz posted:

I would absolutely take Rapid Fire over Reaper in my next game, even if you don't roll them both as Phantoms. I cannot explain how good Rapid Fire is when you get the opportunity to flank something like a Gatekeeper, Avatar or Sectopod. You can do upwards of 35 damage in the 2 crits, and the enemy gets no response in between. Give them AP rounds and a speed PCS and they can delete any unit in the game when you need them to. Not only that, they can rush a mob, double tap it, and then use Implacable(sp?) to get the gently caress back into good cover, all in the same turn.
Ranger with Rapid Fire, Serial and Talon Rounds is the dream I hope to live one day.

Batham
Jun 19, 2010

Cluster bombing from B-52s is very, very accurate. The bombs are guaranteed to always hit the ground.

Grand Fromage posted:

Ending: XCOM 3: Terror From the Deep! :dance:

I think they improved on everything from the first game. I hope they can keep this up forever.

Won't be a faithful recreation unless they permanently set the difficulty locked to the highest and ironman mode enabled by default (and make the toggle to unselect iron man mode do nothing).

H13
Nov 30, 2005

Fun Shoe
Right, so I've heard about XCOM but never played any. This one has me interested.

I'm assuming the game is hard as balls, especially to a newbie. However, other than "Not Being Experienced With XCOM" is there any disadvantage to grabbing XCOM 2 without having played any of the previous games?

Count Uvula
Dec 20, 2011

---

H13 posted:

Right, so I've heard about XCOM but never played any. This one has me interested.

I'm assuming the game is hard as balls, especially to a newbie. However, other than "Not Being Experienced With XCOM" is there any disadvantage to grabbing XCOM 2 without having played any of the previous games?

Nah. There's a bit of a learning curve but it will only be slightly longer for you than someone coming to XCOM 2 from XCOM:EU. Play on Veteran difficulty if you're decent at strategy games, Rookie if you're not.

dogstile
May 1, 2012

fucking clocks
how do they work?
You don't get to experience thin men bullshitting you through full cover?

You don't miss a thing, play the tutorial and you'll see what i mean.

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

H13 posted:

Right, so I've heard about XCOM but never played any. This one has me interested.

I'm assuming the game is hard as balls, especially to a newbie. However, other than "Not Being Experienced With XCOM" is there any disadvantage to grabbing XCOM 2 without having played any of the previous games?

None, but you might want to start out easy and work your way up. Also, remember, better cover is the difference between life and death.

H13
Nov 30, 2005

Fun Shoe
Sweeeeeeeet. I've played a tonne of Civ V and beaten JA2 a few times so I reckon I'll pick this up without too much difficulty.

That said, I'm preparing myself to be utterly dominated by the aliens for a long enough time for me to build up an irrational hatred for the slimy bastards.

peak debt
Mar 11, 2001
b& :(
Nap Ghost

Grand Fromage posted:

I think they improved on everything from the first game. I hope they can keep this up forever.

The Rapid Fire animation was much better in XCOM 1!

Synthbuttrange
May 6, 2007

The killzone animation does it right, so why did rapid fire mess up? Oh well.


Pay no attention to the giant chicken

TheSpiritFox
Jan 4, 2009

I'm just a memory, I can't give you any new information.

Can I just say that I adore the poo poo out of Stop Wasting My Time now. I just set my entire squad on overwatch to welcome a dropship pod and instead of slowly firing one after another there were a rapid fire barrage of weapons fire with the camera flitting back and forth like a coked out cicada and it was glorious.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
I like the Overwatch pause, it adds a nice amount of drama to it. The Rapid Fire and the Void Rift animation is annoying though :(

Synthbuttrange
May 6, 2007

https://www.youtube.com/watch?v=ZozQbqj6U18

Oh poo poo someone managed to get rid of the hologlobe dissolve

http://steamcommunity.com/sharedfiles/filedetails/?id=628187112&searchtext=

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

TheSpiritFox posted:

Can I just say that I adore the poo poo out of Stop Wasting My Time now. I just set my entire squad on overwatch to welcome a dropship pod and instead of slowly firing one after another there were a rapid fire barrage of weapons fire with the camera flitting back and forth like a coked out cicada and it was glorious.

The Roadrunner Gremlins are adorable and also no longer Wasting My Time.

Phobophilia
Apr 26, 2008

by Hand Knit
I also like the overwatch all and evac all mods, they save a lot of tabbing and ying.

Exodee
Mar 30, 2011

SynthOrange posted:

The killzone animation does it right, so why did rapid fire mess up? Oh well.
Face-off does it right as well. It's just rapid fire and chain shot that have the delay for some reason.

TheSpiritFox posted:

Can I just say that I adore the poo poo out of Stop Wasting My Time now. I just set my entire squad on overwatch to welcome a dropship pod and instead of slowly firing one after another there were a rapid fire barrage of weapons fire with the camera flitting back and forth like a coked out cicada and it was glorious.
That's... in the game by default actually, but yeah it looks great. Especially if you mod the game so that you can have like 50 people doing it at the same time, like in that video in the OP. :allears:

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!

LowellDND posted:

This looks interesting, I wonder how it might play with https://steamcommunity.com/sharedfiles/filedetails/?id=623935276

That mod claims to override no classes, so they should work fine together. I actually have about twenty mods installed (including the Long War leader one that also modifies the GWS) and haven't run into any incompatibilities yet, the warning I put in is just because I'm overriding XComGameStateContext_HeadquartersOrder, which has about twenty unrelated things in it. (That particular file is not well set up for modding. Trying to figure out a better way of modifying the rookie training without making Yet Another Facility Slot.)

WhiteHowler
Apr 3, 2001

I'M HUGE!
I just realized... Through my entire Veteran play (which ended in early October), not including the final mission, I saw a grand total of one berserker and four mutons.

The game basically went straight from sectoids/snakes to archons/andromedons/gatekeepers. Is that normal?

peak debt
Mar 11, 2001
b& :(
Nap Ghost

WhiteHowler posted:

I just realized... Through my entire Veteran play (which ended in early October), not including the final mission, I saw a grand total of one berserker and four mutons.

The game basically went straight from sectoids/snakes to archons/andromedons/gatekeepers. Is that normal?

The Muton thing is weird, you should've seen more. Berserkers are "bugged" in the sense that they count as terror unit like Chrysalids and only show up in retaliation missions and the Alien Gate one in a very limited number of months after they replace regular Chrysalids and before they get replaced by elite Chrysalids. In XCOM 1 they were regular infantry units that could show up anywhere.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

WhiteHowler posted:

I just realized... Through my entire Veteran play (which ended in early October), not including the final mission, I saw a grand total of one berserker and four mutons.

The game basically went straight from sectoids/snakes to archons/andromedons/gatekeepers. Is that normal?

Berserkers, yes, but Mutons tend to stick around to the lategame, maybe 2-3 every third mission.

peak debt posted:

elite Chrysalids

Either I never saw these, never noticed some tiny 'Elite' health boost, or you're misremembering something.

Zomborgon fucked around with this message at 14:57 on Feb 23, 2016

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

How long does mind control typically last? Three turns?

Lynx
Nov 4, 2009

Jon Do posted:

poo poo, I was afraid it was going to be something like that. The confusing part is that none of the squad size edit mod readmes mention anything else. Also, my first *random* mission still only lets me take 4.

My unfounded concern is that you have to reach an arbitrary point, early in a campaign, where the squad size would kick in. Hard to test to see if that works. I had heard other people talking about the starting squad for Gatecrasher being 6....

If anyone can shed light on this I'd appreciate it greatly. The entire point of my (unfinished) mod stack was to increase difficulty but add squad size. Maybe the centurion and enemy pod size increase mods to compensate, but see how I do on a higher difficulty first. Sort of kills my whole thing.

The description for this mod explains how to increase the squad size:

https://steamcommunity.com/sharedfiles/filedetails/?id=619112580&

Profanity
Aug 26, 2005
Grimey Drawer
On that note, I've noticed some people have fought Prototype Sectopods, which are smaller and have less health. My first big robot bastard encounter was a regular one though on Commander. Are the prototypes a feature of Veteran/Rookie?

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

WhiteHowler posted:

I just realized... Through my entire Veteran play (which ended in early October), not including the final mission, I saw a grand total of one berserker and four mutons.

The game basically went straight from sectoids/snakes to archons/andromedons/gatekeepers. Is that normal?

That's how my veteran game went too. Mine was probably more like... I dunno... two berserkers and six mutons, but I felt like I barely saw either.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Profanity posted:

On that note, I've noticed some people have fought Prototype Sectopods, which are smaller and have less health. My first big robot bastard encounter was a regular one though on Commander. Are the prototypes a feature of Veteran/Rookie?

I've never seen those and I'm playing on Veteran. Are they part of a special mission or mod maybe?

Profanity
Aug 26, 2005
Grimey Drawer

RBA Starblade posted:

I've never seen those and I'm playing on Veteran. Are they part of a special mission or mod maybe?

I saw one on the GB Quick Look at about the 27 minute mark. Dan's playing on Rookie, with no mods as far as I can tell. He's doing the forge mission though, so it may have something to do with that? Also warning, he's loving shockingly bad at the game.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Are we sure that's not just the Sectopod's stats on Rookie? Sizewise it looks like every Sectopod I've murdered.

toasterwarrior
Nov 11, 2011
Question: does Guardian (50% chance to fire another Overwatch shot if the preceding shot hits) proc on multiple enemies? Or does it only keep going on one target until it fails/misses or the target dies?

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peak debt
Mar 11, 2001
b& :(
Nap Ghost

toasterwarrior posted:

Question: does Guardian (50% chance to fire another Overwatch shot if the preceding shot hits) proc on multiple enemies? Or does it only keep going on one target until it fails/misses or the target dies?

It goes on multiple enemies. I think it's simply coded as a 50% chance to not spend your Overwatch while shooting. I also believe that you cannot get two overwatch shots from Guardian on an enemy that only moves a single square in your vision area.

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