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The Sectoids being able to mind control and reanimate at the same time is bullshit e:vi literally can not believe I pulled this mission back from that frank.club fucked around with this message at 21:36 on Feb 25, 2016 |
# ? Feb 25, 2016 21:30 |
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# ? May 22, 2024 06:31 |
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WhiteHowler posted:I'm really torn on the timers. Sure, I can see how different ways of balancing the timers could be more/less effective and I think there's been a lot of discussion about it in this thread. My first campaign ended like 4 missions in when I took just a bit too long on a VIP extract because I thought it would just end up in a mission fail, not losing your whole team. That is pretty harsh but now I know and I can respect what's at stake so its turned some missions into real nail biters. Its weird to me to see so many people, game reviewers especially, just completely miss the point of timers and concealment when what they add to the game feels pretty tangible to me.
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# ? Feb 25, 2016 21:37 |
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Pimpmust posted:Some ideas: this is what advent were supposed to be until firaxis realized if they are just 'the army' then you're literally just terrorists throughout the entire game as opposed to the majority of the game
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# ? Feb 25, 2016 21:44 |
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ADVENT: FIRAXIS does political commentary on the militarization of the police force. Man, I can't merge Beags "pious (but secretly sipping that beer) european monk"-look with his deep another-shrimp-on-the-barbie voice. It's so weird. Pimpmust fucked around with this message at 21:51 on Feb 25, 2016 |
# ? Feb 25, 2016 21:49 |
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Speaking of which: http://steamcommunity.com/sharedfiles/filedetails/?id=624820879 Suicide vest.
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# ? Feb 25, 2016 21:50 |
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if ADVENT are the only guys who can reinforce they should probably have had a larger variety of units, especially units who use different weapons like the stun lancers. advent heavy gunner who prefers to use demolish, advent sniper with high accuracy in cover but needs both actions to shoot, advent gunslinger who have a pistol and flashbang, maybe some incredibly bullshit drone guy, idk.
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# ? Feb 25, 2016 21:54 |
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We pretty much are terrorists given we blow poo poo up without flinching.
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# ? Feb 25, 2016 21:58 |
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There's like 3-4 ADVENT unit mods already. The Scout that flanks, the Sniper that pew-pews, the Commander that's just...beefed up + Energy Shield and the Psi-Operative. Still missing a shotgun dude. And a middle-aged overweight mall cop with gunslinger perks at higher difficulties. Pimpmust fucked around with this message at 22:01 on Feb 25, 2016 |
# ? Feb 25, 2016 21:58 |
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Pimpmust posted:Some ideas: https://steamcommunity.com/sharedfiles/filedetails/?id=619302232 Increased enemy squad size https://steamcommunity.com/sharedfiles/filedetails/?id=625780621 more enemy squad size https://steamcommunity.com/sharedfiles/filedetails/?id=619895445 double enemy squad size https://steamcommunity.com/sharedfiles/filedetails/?id=625914499 fearsome sectopod https://steamcommunity.com/sharedfiles/filedetails/?id=628401700 advent sniper https://steamcommunity.com/sharedfiles/filedetails/?id=622778878 patrol when revealed https://steamcommunity.com/sharedfiles/filedetails/?id=626109271 more dark events https://steamcommunity.com/sharedfiles/filedetails/?id=618390218 improved AI https://steamcommunity.com/sharedfiles/filedetails/?id=624558467 stronger Advent https://steamcommunity.com/sharedfiles/filedetails/?id=626617018 call reinforcements https://steamcommunity.com/sharedfiles/filedetails/?id=617993180 remove aim assists https://steamcommunity.com/sharedfiles/filedetails/?id=622133088 smarter sectoids https://steamcommunity.com/sharedfiles/filedetails/?id=577474474 muton centurion https://steamcommunity.com/sharedfiles/filedetails/?id=631501691 all pods active https://steamcommunity.com/sharedfiles/filedetails/?id=628352640 advent psi https://steamcommunity.com/sharedfiles/filedetails/?id=626321555 tougher turrets https://steamcommunity.com/sharedfiles/filedetails/?id=629997737 smarter turrets https://steamcommunity.com/sharedfiles/filedetails/?id=626067667 persistent zombies Have fun Loel fucked around with this message at 22:09 on Feb 25, 2016 |
# ? Feb 25, 2016 22:03 |
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Got most of those, but yes. At this point my game is basically XCOM2: Deathwish
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# ? Feb 25, 2016 22:06 |
It'd be cool if we got an ADVENT flying unit, maybe like the camera drones in Half-Life 2. They could be used for surveillance in the lore and for flanking/marking targets in-game. Officers could get something else instead of Mark, like maybe a non-psi inspire like move that can be used once. Maybe a random XCOM perk like covering fire or salvo. Later in the game advent dropships could be replaced or supplemented with psionic gates, like what the codex or avatar use to teleport into the area. You'd still get a notice (except it'd be a purple glowing orb of some kind instead of a red flare) but instead of some ADVENT you'd get a couple of mutons and an archon.
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# ? Feb 25, 2016 22:07 |
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Re: Timer chat I think more of the missions with timers should act like the UFO recovery mission, where the timer doesn't start until you make contact with the aliens. Certainly all the ones where you start in concealment because they don't know you're there should be like that. I saw a few mods that are supposed to do that, but I haven't actually tried any of the timer mods yet.
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# ? Feb 25, 2016 22:08 |
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Crosspeice posted:Also did I seriously fail at a 99%?????? I really doubt that. Congratulations, you are the 1%
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# ? Feb 25, 2016 22:12 |
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Segmentation Fault posted:It'd be cool if we got an ADVENT flying unit, maybe like the camera drones in Half-Life 2. They could be used for surveillance in the lore and for flanking/marking targets in-game. Officers could get something else instead of Mark, like maybe a non-psi inspire like move that can be used once. Maybe a random XCOM perk like covering fire or salvo. Hell, if the modders can figure out how to import XCOM1 units (and maybe give them a touch-up) floaters would work fine I think. The downside to the majority of units in XCOM2 feeling and looking like unique mid-bosses all on their own is that the alien roster is a little short on grunts to back up those guys (there's the Advent Trooper and the Muton... and that's about it?). Seeing multiple Archons/Codex in one pod always looks weird.
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# ? Feb 25, 2016 22:18 |
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Are there even any flying units in the game?
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# ? Feb 25, 2016 22:23 |
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Archon and the Gatekeepers count as flying I think? You just don't normally notice because they'll beeline for your guys and gently caress you up without leaving ground level unless it's the Archon missile massacre attack.
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# ? Feb 25, 2016 22:25 |
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They do fly, but don't get any bonuses for it, so they cannot take fall damage, for instance. But they do have a higher Defense compared to other units, which is technically the same thing.
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# ? Feb 25, 2016 22:28 |
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Game seems to be running less hot lately/after the patch - fans are still running like crazy, but the air coming out isn't scalding anymore. Good job, someone!
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# ? Feb 25, 2016 22:28 |
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They really missed something by not having the advent dudes all be the EW classes.
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# ? Feb 25, 2016 22:33 |
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When I was drawing up a rpg/boardgame for funsies after the original XCOM: EU came out I pitched a alien-controlled world and X-COM vs the resistance/terrorist V-CONTRA organisation Go watch the original 1983 V-miniseries if you haven't, it's basically XCOM2: The TV Series. Michael Ironside vs ADVENT Pimpmust fucked around with this message at 22:46 on Feb 25, 2016 |
# ? Feb 25, 2016 22:36 |
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I wish they had modernized the caped crusader OG Floaters and threw them in as an enemy. They're my favorite from X-COM because of how goofy they look.
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# ? Feb 25, 2016 22:49 |
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Brasseye posted:Im playing ironman for the first time on my second run of xcom 2 and it makes routine guerilla missions or whatever feel like a struggle for survival. Had a full party wipe of all my best dudes about 20 missions in and nearly gave up altogether but somehow have managed to hang in there until the point where Ive got plasma weapons and nearly have the aliens on the back foot. Basically ironman is amazing and everyone should give it a try
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# ? Feb 25, 2016 22:51 |
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SeaTard posted:Re: Timer chat I use 'timer doesnt start until contact' and 're-enter concealment after 2 turns'. Its been fun so far. As an aside, I'm working on a master list of mods that seem to come up a lot in this thread: https://docs.google.com/document/d/15Sr1fnNST5xwhkIGuHixQrbA4uu2bSS0eDVBES-tRM8/edit?usp=sharing
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# ? Feb 25, 2016 23:05 |
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Beagle was a riot on the Firaxis stream. I don't usually like the host dev but they had good chemistry
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# ? Feb 25, 2016 23:06 |
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About to beat the game, never saw an aim pcs or the avenger defense, sniper remained inaccurate and lovely the whole time. Maybe next time around!
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# ? Feb 25, 2016 23:08 |
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Taratang posted:One wipe after successful 20 missions is nothing in XCOM 2. Try racking up a more than dozen deaths in March/April alone and just barely riding the doom clock to something resembling stability 6 months later (Commander/Ironman): "Operation Blood-Soaked Laughter" is a pretty apt mission name for this game.
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# ? Feb 25, 2016 23:08 |
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Brainamp posted:Welcome to math. 1% of the time, it fails every time.
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# ? Feb 25, 2016 23:11 |
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WhiteHowler posted:I installed the All Soldiers Gain XP mod that helps with this on my higher-difficulty runs. So is there a way to get two uses of your EXO/WAR suit weapon? I thought I saw some people mentioning firing their Shredder Cannons off twice, but I tried speccing a Grenadier to that "use grenade item twice" ability and that didn't work, they still only get one use of the rocket launcher. I think I'm gonna keep it anyway because I put Acid Grenades in the grenade slot, bwahahahaha, but I may hand the WAR suit off to my Specialist.
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# ? Feb 25, 2016 23:12 |
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CapnAndy posted:So is there a way to get two uses of your EXO/WAR suit weapon? No. But bear in mind - it does work with Salvo.
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# ? Feb 25, 2016 23:15 |
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Boy was this mission a bad time for los to bug out and not tell me there was a pod right in front of me, and also for mimic beacons to stop working. Also I fired a proximity mine and it opened a door, for some reason. e: Using Gremlin Heal just triggered another pod, further away from the direction it went, what in the gently caress. e: My front most soldier couldn't see any enemies until I overwatched another soldier ten tiles behind him this level is broke as hell. RBA Starblade fucked around with this message at 23:27 on Feb 25, 2016 |
# ? Feb 25, 2016 23:19 |
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RBA Starblade posted:Also I fired a proximity mine and it opened a door, for some reason. Oh hey I've seen this happen too. Also gremlins are just plain hosed up. Checking the hacks on a security tower has triggered a pod and dropped concealment on me. And if you roll phantom via AWC on a specialist just take that soldier out to pasture if you know what's good for you.
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# ? Feb 25, 2016 23:27 |
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RBA Starblade posted:About to beat the game, never saw an aim pcs or the avenger defense, sniper remained inaccurate and lovely the whole time. Maybe next time around! That's strange, even with a Scope and height advantage, Snipers are pretty great and easily exceeds aim of above 100% most of the time. ...you were removing everyone's cover, right? Cause at least the Aim PCS lets you just ignore low cover with enemies. I will admit I wasn't too hot with Killzone, my Sniper did tend to miss those shots, so I preferred to just remove an enemy from the pod, no question, much better.
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# ? Feb 25, 2016 23:28 |
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I'm all about some minor buffs to this or that, but you're nuts if you think a mod that lets you bring your A team to every mission every time and not have to worry about your other soldiers gaining xp is "not overpowered at all" Having to take and level up B team / C team squad members is part of the balancing act. It's a single player game so hack in god mode for all I care but don't delude yourselves into thinking it's not that big of a change
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# ? Feb 25, 2016 23:32 |
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Oh lord I didn't know Chryssalid burrowing could activate, then give them a full turn during your turn. Crosspeice posted:That's strange, even with a Scope and height advantage, Snipers are pretty great and easily exceeds aim of above 100% most of the time. Yep. Usually hovered around 80% with height advantages. Usually hit maybe twice a mission. The mission I gave up on them was his 40% to hit an exposed muton.
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# ? Feb 25, 2016 23:34 |
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https://www.youtube.com/watch?v=M1hZ5XnAmKE *AlternateAccount has panicked!*
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# ? Feb 25, 2016 23:37 |
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RBA Starblade posted:Yep. Usually hovered around 80% with height advantages. Usually hit maybe twice a mission. The mission I gave up on them was his 40% to hit an exposed muton. Did you expand out the to-hit to see why they were so lovely?
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# ? Feb 25, 2016 23:39 |
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Orgophlax posted:Hahaha, that'll learn me to train 2 psi-ops. Did second to last mission, got her gravely wounded, and no way to heal her before the last mission. Just Soulsteal her back to health.
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# ? Feb 25, 2016 23:40 |
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RBA Starblade posted:Yep. Usually hovered around 80% with height advantages. Usually hit maybe twice a mission. The mission I gave up on them was his 40% to hit an exposed muton. Well that's unfortunate, I'm a bit biased since my Sniper is the most consistent damage dealer I have and out of my two playthroughs, the guy that always has the most kills, no doubt.
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# ? Feb 25, 2016 23:43 |
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The EVAC All mod feels so satisfying
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# ? Feb 25, 2016 23:48 |
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# ? May 22, 2024 06:31 |
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-Dethstryk- posted:Did you expand out the to-hit to see why they were so lovely? In that instance it was squadsight. 80% is what he had when he was in range of most targets. He missed all but three shots in killzone the entire campaign, too. quote:Well that's unfortunate, I'm a bit biased since my Sniper is the most consistent damage dealer I have and out of my two playthroughs, the guy that always has the most kills, no doubt. For me it's the Gunslinger, and she's also significantly better at hitting with the rifle than the other guy.
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# ? Feb 25, 2016 23:53 |