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Lunchmeat Larry posted:has anyone made a Big Boss voicepack yet Nothing from the pre-MGS5 era yet. BONUS: MSF Headset and Balaclava hats from Ground Zeroes
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# ? Feb 24, 2016 13:50 |
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# ? Jun 1, 2024 21:47 |
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I just found out that Stock procs can proc Execute procs!
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# ? Feb 24, 2016 14:24 |
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Who is it that manages tags on the steam workshop mods? Like 1% of the mods have any tags to sort them by.
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# ? Feb 24, 2016 14:33 |
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I usually give my specialists this combo, since they take a lot of more random regular damage shots, especially with overwatch. With superior repeater it procs a lot more than you would think.
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# ? Feb 24, 2016 14:34 |
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Kaza42 posted:I have gathered my gang of six resistance fighters, ready to oppose an alien presence on Earth (which has a charismatic front organization and a crazy telepathic leader) You are a prince among men for this screenshot.
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# ? Feb 24, 2016 14:34 |
peak debt posted:I just found out that Stock procs can proc Execute procs! That's how I got the "kill a sectopod in the first round" achievement.
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# ? Feb 24, 2016 14:38 |
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I got mine because bluescreen gunslingers do not gently caress around. I just hit the thing with an acid bomb and went to town on it. Bonus was when it died it blew up the car next to it, which hurt the advent guys behind it.
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# ? Feb 24, 2016 15:14 |
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How do you get acid bombs? Experimental grenades after the project to upgrade your explosives? I've only gotten gas bombs from the project (not that I'm complaining, they're really good). I just finished researching everything too. It's too bad there's not just a vest slot because Hellweave looks neat, but I'll never build or wear it. Smoke grenades (and thus smoke bombs) ended up not very useful either, and flashbangs stopped being handy in favor of other things around the midgame. I've never built the emp grenades either. Items really need balancing, a lot of the time it's not worth it to bring things that aren't frags/plasmas/proximity mines. I have a fully maxed out psi-op, all weapons and armor, a full squad of colonels and some majors as back up (and ten squaddies lmao), my only fatality was still the bugged tutorial, and I have more money than I can spend. I've just done the forge, preparing to do to the codex mission, and have the geoscape under control. I built the turret room too but there hasn't been an Avenger defense yet (though there's a ufo floating around and the UFO Hunt event isn't active). I think I've won, guys. RBA Starblade fucked around with this message at 15:21 on Feb 24, 2016 |
# ? Feb 24, 2016 15:18 |
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RBA Starblade posted:How do you get acid bombs? Experimental grenades after the project to upgrade your explosives? I've only gotten gas bombs from the project (not that I'm complaining, they're really good). I just finished researching everything too. It's too bad there's not just a vest slot because Hellweave looks neat, but I'll never build or wear it. Smoke grenades (and thus smoke bombs) ended up not very useful either, and flashbangs stopped being handy in favor of other things around the midgame. I've never built the emp grenades either. Items really need balancing, a lot of the time it's not worth it to bring things that aren't frags/plasmas/proximity mines. Acid bombs are the acid grenade upgrade; acid grenades are a random result of the experimental grenade project (along with incendiary, etc.). Must be weird RNG on your part. A mod adding a vest-only slot for all T2+ armor would probably not go amiss.
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# ? Feb 24, 2016 15:27 |
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Zomborgon posted:Acid bombs are the acid grenade upgrade; acid grenades are a random result of the experimental grenade project (along with incendiary, etc.). Must be weird RNG on your part. Nah, I meant that I only, apparently, hit the "experimental grenade" button once. I figured the Andromedon autopsy would give them to be honest.
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# ? Feb 24, 2016 15:31 |
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RBA Starblade posted:How do you get acid bombs? Experimental grenades after the project to upgrade your explosives? I've only gotten gas bombs from the project (not that I'm complaining, they're really good). I just finished researching everything too. It's too bad there's not just a vest slot because Hellweave looks neat, but I'll never build or wear it. Smoke grenades (and thus smoke bombs) ended up not very useful either, and flashbangs stopped being handy in favor of other things around the midgame. I've never built the emp grenades either. Items really need balancing, a lot of the time it's not worth it to bring things that aren't frags/plasmas/proximity mines. Proving grounds yields gas grenades, acid grenades, and incendiary grenades. Gas has a bigger area and poisons organics that aren't immune. Incendiary deal slightly higher damage and burn things that aren't immune. Acid shreds like a motherfucker and acid burns anything that isn't immune. In all honesty, frags/mines are extremely potent but there are some times where you want to maintain the cover within an area and remove the aliens, that's where the non-explosives come in handy (along with other useful effects). Flashbangs serve one purpose: to give you an 'oh poo poo' button against early sectoids. Smoke falls short in terms of how much more we have to pull off on our turns, and odds are you aren't just going to smoke someone for the hell of it. If it had additional effects like supports possessed in EW, they MIGHT have some use. As is, they're bad replacements for low cover not being high cover that take up what could be a problem solving frag. Personally I think the specialty armor should have a vest slot instead of a locked slot in the second area. Or maybe just a general use vest slot period (like PCS) that you slapped armor mods into. I refuse to believe that a 20lbs vest is roughly the same "space" in game as a singular frag grenade. Hellweave has a niche spot on a bladestorm ranger, essentially allowing them with a fusion blade to one-shot chryssalids. I'm starting to take notes on an overhaul of sorts, but I really don't want to make any sweeping changes until we see what's up with Alien Hunters and the other DLC that is coming out.
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# ? Feb 24, 2016 15:32 |
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A separate vest slot would be the best solution. Because of how the game is setup, an item that adds a little health just isn't worth it. Even without mimic beacons I'd still rather bring something else except maybe on a psi ops. Or maybe if instead of health all vests added armor? That might be something to make it more useful, though still probably not that valuable.
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# ? Feb 24, 2016 16:05 |
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FraudulentEconomics posted:Flashbangs serve one purpose: to give you an 'oh poo poo' button against early sectoids. Flashbangs also stop Codices from cloning, teleporting and vortexing, which keeps them useful the entire game. I almost always bring one, even if not on my grenadier.
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# ? Feb 24, 2016 16:08 |
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Either I missed something, or it's really weird that there's no T3 grenade launcher. e: vv true, but it still seems odd when I'm looking at my soldiers and only one type still has weird metal-gridding gear. Zomborgon fucked around with this message at 16:16 on Feb 24, 2016 |
# ? Feb 24, 2016 16:12 |
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Zomborgon posted:Either I missed something, or it's really weird that there's no T3 grenade launcher. You level up the grenades by one rank instead.
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# ? Feb 24, 2016 16:14 |
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Pinely posted:A separate vest slot would be the best solution. Because of how the game is setup, an item that adds a little health just isn't worth it. Even without mimic beacons I'd still rather bring something else except maybe on a psi ops. Without taking into effect the mod that makes health+armor function like it did in EW, there's really no true point to providing armor when it's easily in your best interest to just outright prevent yourself from being shot. A vest can be a grenade or mimic beacon and function either as threat removal or misdirection. A vest just sits there and eats an item slot AND provides no discernible benefit to you. Much akin to how the only truly valuable PCS are Perception and Speed, they're just flat out not useful. Hellweave, on the other hand, DOES serve a purpose when on a ranger. That's roughly it. Going to reiterate just how awesome it would be to have it where you can customize your armor with items similarly to modding your weapon. I really think they should have similar things all across the spectrum. I'd love for an experimental weapons project and armor having mod slots, among other ideas. Edit: Zomborgon posted:Either I missed something, or it's really weird that there's no T3 grenade launcher. Aliens throw grenades, Humans launch them
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# ? Feb 24, 2016 16:18 |
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FraudulentEconomics posted:Aliens throw grenades, Humans launch them Because one day in the past, a human thought Hmmm... I'd reaaaaally like to blow that guy the gently caress up, but he's slightly too far away
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# ? Feb 24, 2016 16:21 |
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One thing I'd say about legend is that the weapon upgrades are too expensive You really spend an absolute ton of supplies on a weapon or sidearm for a single class
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# ? Feb 24, 2016 16:22 |
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Kaza42 posted:Because one day in the past, a human thought Hmmm... I'd reaaaaally like to blow that guy the gently caress up, but he's slightly too far away And now I'm wondering why early pre-gun black powder use didn't see a revival of the atlatl.
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# ? Feb 24, 2016 16:24 |
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Kaza42 posted:Because one day in the past, a human thought Hmmm... I'd reaaaaally like to blow that guy the gently caress up, but he's slightly too far away From the moment the invaders arrived, breathed our air, ate and drank, they were doomed. They were undone, destroyed, after all other of man's weapons and devices had failed, by the tiniest weapons that God in his wisdom put upon this earth. quote:And now I'm wondering why early pre-gun black powder use didn't see a revival of the atlatl. Someone mod thunderpoons into the game.
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# ? Feb 24, 2016 16:26 |
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Zomborgon posted:And now I'm wondering why early pre-gun black powder use didn't see a revival of the atlatl. At least in Europe, they had the Staff Sling, which is a long staff with a fork at the top to throw stones or other projectiles. It was actually used as a primitive grenade launcher, able to fling explosives a serious distance with a high arc. No idea about other places, the only reference I found was its use in Spain.
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# ? Feb 24, 2016 16:29 |
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# ? Feb 24, 2016 16:52 |
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Yay, first ironman Retaliation... Activating 7 troopers and a Sectoid and then have a Faceless pop on the alien turn in the same round sucks. That was a clusterfuck of a firefight - first time I saw a Sharpshooter genuinely run dry without Killzone or a Codex psi bomb involved. Turns out Advent Troopers will start hitting you through high cover if they just try often enough. RIP, Phantom Ranger Gabe Newell. You were too awesome for this world. Also, combat hacker specialist Tri-Ace just got Kill Zone through the AWC. He's gonna become an overwatch monster. Magni fucked around with this message at 16:57 on Feb 24, 2016 |
# ? Feb 24, 2016 16:55 |
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I'd been talking with another goon about some potential mods, and one we've thought up is the concept of Dark Events scaling based on how many times you let them through. Here's a simple set of examples: Viper Rounds starts out simple, but each time you let it pass, it increases in potency. Once it has passed 3 times, getting the Dark Event again will make the upgrade permanent. So 1st = 1 bonus damage + poison. 2nd = 2 bonus damage + poison. 3rd = 3 bonus damage + poison. 4th = permanent. Obviously that can't happen for EVERYTHING, so for Avatar Progress, it'd just scale up each time it passes. So the 1st time would be 1 pip, then 2nd is 2 pips, and 3rd and on is 3 pips (or maybe more, who loving knows). The idea behind this is that the longer you push into the game, the more difficult certain things become. This, alongside another mod that gives Aliens upgrades akin to ADVENT soldier progression (Basic > Advanced > Elite), would serve to prevent the endgame from being a total victory lap. We thought it would be cool if ADVENT and Aliens got incremental upgrades like they did in Long War, because as is most Aliens are just hilariously easy to deal with if they show up late enough. I suppose my main question is how many people would even view scaling dark events as dangerous to their campaigns? Does this add a sort of tactical approach to the Dark Events beyond "gently caress Chryssalids" or "I could really use another engineer?"
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# ? Feb 24, 2016 16:56 |
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How do Dark Events work anyway? It's been a couple months now and only one triggered, Midnight Raids. I keep blocking the "add 2 pips to the avatar project counter" event, but the "ADVENT forces get armor" and "advent facility timer increases by two weeks" one have been pending for ages. When do they actually trigger? Around the midgame three were active at once, and in the early game I spent most of it without one. I don't have an event active right now either.
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# ? Feb 24, 2016 16:59 |
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Okay, it's probably time to wrap up my Commander campaign. At this point, each mission isn't about whether I can succeed--it's about exactly how decisively I'm going to demolish the aliens. The answer is almost always "very decisively." It's not even fun anymore, I'm just steamrolling everything. Kill Zone and double Grenadiers is shockingly overpowered, as is the Armed to the Teeth continent bonus. My Phantom Ranger has a superior repeater, extended magazine, and scope on her shotgun, along with Talon Rounds--she's a shotgun sniper and it's just not even fair to the poor ADVENT bastards. I'm sure the final room of the final mission will actually give me a fight, at least. I went into this Commander campaign thinking I'd never be good enough at the game to survive Legend, but given how quickly this campaign reached steamroll status (pre-Blacksite), maybe I can pull it off. Then again, I was crazy lucky with continent bonuses and I'm swimming in looted weapon mods and perception/speed PCS, so I'm sure that helps.
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# ? Feb 24, 2016 16:59 |
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Harrow posted:Okay, it's probably time to wrap up my Commander campaign. At this point, each mission isn't about whether I can succeed--it's about exactly how decisively I'm going to demolish the aliens. The answer is almost always "very decisively." It's not even fun anymore, I'm just steamrolling everything. Kill Zone and double Grenadiers is shockingly overpowered, as is the Armed to the Teeth continent bonus. My Phantom Ranger has a superior repeater, extended magazine, and scope on her shotgun, along with Talon Rounds--she's a shotgun sniper and it's just not even fair to the poor ADVENT bastards. With how easy Veteran became after the hump I'm thinking I took Solomon's warning about not starting on Commander a bit too seriously. I barely even get wounded now.
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# ? Feb 24, 2016 17:00 |
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RBA Starblade posted:With how easy Veteran became after the hump I'm thinking I took Solomon's warning about not starting on Commander a bit too seriously. I barely even get wounded now. If you do a Commander campaign after Veteran, you'll probably find that it starts to feel even easier. I don't think there's enough of a jump between Veteran and Commander, if I'm honest. All I really noticed is that enemies have a couple more HP and your soldiers start with one fewer HP. That, and enemy progression is sped up a bit--things got a little hairy when Muton Centurions started showing up (thanks, mods!), but that didn't last long and it only resulted in one soldier death (still my only death in this campaign). I would've had a pretty tough time if I'd started right on Commander, but coming into it with everything I learned on Veteran, it wasn't any more than a small bump before the game just kind of gave up. Legend is a much bigger difficulty jump, though. From what I can tell, that central XCOM 2 puzzle of "how do I kill all these aliens before they get a turn?" sometimes actually has an answer of "I can't" on Legend, so you may actually need to defend. And then Mimic Beacons show up and well
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# ? Feb 24, 2016 17:05 |
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RBA Starblade posted:How do Dark Events work anyway? It's been a couple months now and only one triggered, Midnight Raids. I keep blocking the "add 2 pips to the avatar project counter" event, but the "ADVENT forces get armor" and "advent facility timer increases by two weeks" one have been pending for ages. When do they actually trigger? Around the midgame three were active at once, and in the early game I spent most of it without one. I don't have an event active right now either. The way I understand it, you get roughly 2 months to handle a dark event. So you're going to get 1 dark event no matter what generally. Most often I leave the Avatar Progress ones up because I can just blow up the facility whenever it happens and that's a bit of a moot point. I specifically leave infiltrators alone because more mimic beacons is a good thing. gently caress Chrysallids though, they always get prevented. I by and large ignore most of the projects because they're so insignificant. Even the cypher one is ignoreable because I can just focus on resource gathering instead of expansion for that month. I feel like they should trigger when you get a monthly supply drop, but they clearly don't.
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# ? Feb 24, 2016 17:06 |
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Okay, so Im starting to encounter beserkers/muton centurions/shield pods, and I havent bought any upgraded weapons or armor. Ive researched up to gauss, but I havent been eager to get new weapons if I lose the old mods on the weapons. (Im using the 3 slot workshop thing). Is it possible to upgrade the weapons and keep the mods? Or do I just push through it?
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# ? Feb 24, 2016 17:08 |
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LowellDND posted:Okay, so Im starting to encounter beserkers/muton centurions/shield pods, and I havent bought any upgraded weapons or armor. Ive researched up to gauss, but I havent been eager to get new weapons if I lose the old mods on the weapons. (Im using the 3 slot workshop thing). Mods will carry over to new weapons, no worries.
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# ? Feb 24, 2016 17:09 |
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Pinely posted:Or maybe if instead of health all vests added armor? That might be something to make it more useful, though still probably not that valuable. I actually put talon rounds and a plated vest on my backup shotgun ranger, along with the war suit. He had blast padding from the AWC. It was... surprisingly effective. I didn't really think it'd do much but only taking 3 damage where you'd usually take 7 does wonders. I'd frequently just leave him in low cover to eat shots whenever I couldn't finish off an enemy in one turn.
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# ? Feb 24, 2016 17:16 |
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The first pip on the SeXCOM Project has been filled. Will we let this doom clock run out?
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# ? Feb 24, 2016 17:18 |
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LuiCypher posted:The first pip on the SeXCOM Project has been filled. Will we let this doom clock run out? You can fill my pip anytime
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# ? Feb 24, 2016 17:19 |
LuiCypher posted:The first pip on the SeXCOM Project has been filled. Will we let this doom clock run out? XCUM
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# ? Feb 24, 2016 17:19 |
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Personally I prefer XXXCOM
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# ? Feb 24, 2016 17:21 |
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not so ruff commander
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# ? Feb 24, 2016 17:21 |
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xcom gonna give it to ya
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# ? Feb 24, 2016 17:23 |
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Kaza42 posted:At least in Europe, they had the Staff Sling, which is a long staff with a fork at the top to throw stones or other projectiles. It was actually used as a primitive grenade launcher, able to fling explosives a serious distance with a high arc. No idea about other places, the only reference I found was its use in Spain. https://en.wikipedia.org/wiki/Petard This was a french design and it left our society with a very nice phrase for "hosed himself" *edit; though this is more the grenade design than the staff.
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# ? Feb 24, 2016 17:24 |
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# ? Jun 1, 2024 21:47 |
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FraudulentEconomics posted:I suppose my main question is how many people would even view scaling dark events as dangerous to their campaigns? Does this add a sort of tactical approach to the Dark Events beyond "gently caress Chryssalids" or "I could really use another engineer?" Also, this is the kind of thing that I could easily see either making a playthrough much more difficult or never mattering at all (the latter even moreso than the former), just based on RNG. That said, I think making Dark Events more dangerous, and some possibly permanent, later in the game is a good idea; XCOM has more than enough tools to deal with them then, so why not give them a boost? I just wouldn't tie it to how often you let a specific one through. FraudulentEconomics posted:gently caress Chrysallids though, they always get prevented.
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# ? Feb 24, 2016 17:25 |