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Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Getting my sole medic specialist crit and then taken out in two shots from low cover at maximum distance on the second turn of the Blacksite is a kick in the dick. Fortunately I'm a lovely reloader when that stuff happens, though I have Bronzeman to force myself to restart the whole thing instead of just the turn. Still though, 35% to-hit 10% crit critical hit, then 40% to-hit hit from a drat Adv Trooper of all things. Meanwhile I missed three 60-80% shots in a row in the previous mission to save a dude from snek, but fortunately one had a stock so it worked anyway. Gimme some accurate numbers, :xcom:!

EDIT: This is with the mod to change the to-hit rolls back to the EU system, so that first hit was 3.5% chance to crit. The new system is mad stupid and non-intuitive.

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Speedball
Apr 15, 2008

I haven't enabled it yet because I'm not sure about messing with the stability of my computer yet bur Evac All looks soooo good.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

oswald ownenstein posted:

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
Are you referring to the XP leak mod? Because that's not how I see it, I see it as a bulwark against a single Code Black ruining all your chances, a useful bulwark against the two extremes I experience right now of "well I have nothing but an A-team and squaddies" and "man I am drowning in Colonels from mission rewards and not having anything else to spend supplies on", and an incentive to actually maintain a sizable pool of recruits.

Because seriously 50% of mission completed xp is not that much, bring your B and C team guys along to missions, don't have them kill anybody, tell me how long it takes them to level up that way, and then double it. It's a long goddamn time, and even if you're bringing along B/C team guys to level them up you're only bringing one of them, two at max, at a time. Small comfort if four of your dudes suddenly go down.

Crosspeice
Aug 9, 2013

You kinda need a B/C team for Legendary, cause your A team is gonna be out for a WHILE if they get hit, so just to make things easier I got 4 of every class, so I always have a back up if need be. This does also meant I spread out the exp by quite a bit, so I kinda still don't have a Corporal even with Tier 3 everything. It kinda sucks, but it gives me more variety with who to bring and that.

Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world

Danaru posted:



The EVAC All mod feels so satisfying

What you can do is get everyone in the evac zone, then hit 3-3-tab, 3-3-tab, etc. The game doesn't actually prevent you from selecting other soldiers and giving them orders while the evac animation is playing.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Oh wow I didn't know that PSI power was random. Buff "Hunk" Drinklots has 20 more psi than Bradford! He has a 100% chance to dominate Andromedons. :allears:

deep dish peat moss
Jul 27, 2006

Ferrinus posted:

What you can do is get everyone in the evac zone, then hit 3-3-tab, 3-3-tab, etc. The game doesn't actually prevent you from selecting other soldiers and giving them orders while the evac animation is playing.

But then I don't get to watch all of my soldiers get on ropes at the same time like the 90s action movie heroes they are.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

CapnAndy posted:

Are you referring to the XP leak mod? Because that's not how I see it, I see it as a bulwark against a single Code Black ruining all your chances, a useful bulwark against the two extremes I experience right now of "well I have nothing but an A-team and squaddies" and "man I am drowning in Colonels from mission rewards and not having anything else to spend supplies on", and an incentive to actually maintain a sizable pool of recruits.

Because seriously 50% of mission completed xp is not that much, bring your B and C team guys along to missions, don't have them kill anybody, tell me how long it takes them to level up that way, and then double it. It's a long goddamn time, and even if you're bringing along B/C team guys to level them up you're only bringing one of them, two at max, at a time. Small comfort if four of your dudes suddenly go down.

You're circumventing part of the challenge of the game every bit as much as just hacking yourself extra supplies or whatever

You don't need to justify it - just saying it's pretty overpowered. I bring my B and C team guys on missions when I can and the decision of when I can do that is just one of the tactical decisions that is part of the game

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

oswald ownenstein posted:

You're circumventing part of the challenge of the game every bit as much as just hacking yourself extra supplies or whatever
Having a tiny safety mat built up over time and with mission XP you earn in the field is exactly the same as just making everything free and not having to worry about supplies? I think we're gonna agree to disagree there.

Loel
Jun 4, 2012

"For the Emperor."

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



So here's what I have for my mandatory mod list, goal being XCOM2/LW :

quote:

Quality of Life/UI:
stop wasting my time
instant avenger menus
restart mission button
no startup movies
upgrade reminder
overwatch all
evac all
in game clock
ignore missing content
quick start, ignores first mission
engineer to scientist
quiet bradford
upcoming events in hours
mission time remaining
start with flash and smoke
show health values
show shot breakdown
grenade damage fall off
grenade throwing tweaks
non-tile snapping psi
hazmat fix
strip primary weapons
fire fix
AWC fix
techtree
more maps
different maps

dollhouse stuff:
Capn Bub’s Accessories
full character customization

Gameplay tweaks:
more squad size upgrades
patrol when revealed
beatdown skill
commander+ difficulty

Does that seem like a good list? Should I add any of the following?

quote:

Less challenging:
No squadsight penalties
No AP cost hacking
Flamethrower mod
Bleedout mod
Energy shields
Squad concealment
True Concealment
All soldiers gain XP

More challenging:
Increased enemy squad size
Fearsome sectopod
Advent sniper
Smarter AI
Smarter Sectoids
Stronger Advent
Call reinforcements
Muton Centurion
All pods active
Advent Psi
All pods active
Smarter turrets
Remove aim assists
Alien aim assists

Hulk Krogan
Mar 25, 2005



Hick Magnet posted:

But then I don't get to watch all of my soldiers get on ropes at the same time like the 90s action movie heroes they are.

Also evac for VIPs is on the 1 key and sometimes it'll randomly be 4 on one of your other troops.

dyzzy
Dec 22, 2009

argh

CapnAndy posted:

Having a tiny safety mat built up over time and with mission XP you earn in the field is exactly the same as just making everything free and not having to worry about supplies? I think we're gonna agree to disagree there.

There's a bit of hyperbole in there but yeah, considering the cost of pre-leveled recruits at HQ that's basically what's happening there

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

LowellDND posted:

So here's what I have for my mandatory mod list, goal being XCOM2/LW :


Does that seem like a good list? Should I add any of the following?
Stop Wasting My Time implements the Quiet Bradford stuff, obsoleting it, and you're missing Fancy Dress Party from the dollhouse stuff.

YoungSexualNorton
Aug 8, 2004
These are good for the children's brains.
On the terrorist angle, it is pretty interesting that there are zero penalties for blowing up civilians on regular missions. I tried not to for a long time because I figured you'd at least get chewed out by a talking head. Then I accidentally murdered a whole pack with no consequences. After that point I tried to clip as many as I could with heavy weapons and probably got into the triple digits by the end of the game without anyone even commenting. Pretty hardcore, given that Bradford nearly shits himself when you get down into the single digits on survivors in retaliation missions.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


YoungSexualNorton posted:

On the terrorist angle, it is pretty interesting that there are zero penalties for blowing up civilians on regular missions. I tried not to for a long time because I figured you'd at least get chewed out by a talking head. Then I accidentally murdered a whole pack with no consequences. After that point I tried to clip as many as I could with heavy weapons and probably got into the triple digits by the end of the game without anyone even commenting. Pretty hardcore, given that Bradford nearly shits himself when you get down into the single digits on survivors in terror missions.

I played like that and it got me wondering if it is possible with the engine to tally civilian deaths in XCOM operations to generate a malus for supply from that region, as the group loses public supply. Maybe Firaxis thought about doing it (one of the Dev diaries introducing the slum maps mentioned something along those lines, I think?), but couldn't pull it off with the existing setup.

YoungSexualNorton
Aug 8, 2004
These are good for the children's brains.
I'd bet the framework is there for doing something with civilian casualties. If it's not put to some use in the expansion I'm sure the eventual Long War mod will execute 5 of your soldiers for every civilian you injure.

Exposure
Apr 4, 2014
There's recorded placeholder lines for what was meant to be a public support mechanic. Probably just part of an Geoscape iteration that got scrapped ala how EU went through a bunch of different ideas before they finally settled on one.

There's even placeholder lines for the Avenger being intercepted by non-EMP wielding craft (although I'm curious as to what effect having the bar damaged during an attack would do back in that iteration. Lower will?)

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Welp I was wrong. The Avenger got shot down while researching the Avatar. Time for Operation Heavy Thunder!

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

dyzzy posted:

There's a bit of hyperbole in there but yeah, considering the cost of pre-leveled recruits at HQ that's basically what's happening there
Okay, that's a fairer angle, but I'm still not convinced it'll be that drastic. I'm going to enable the XP leak in my next game and we'll see what my barracks looks like in September when they want 200-odd supplies for a Major.

Moola
Aug 16, 2006

Exposure posted:

...how? I'm having a hard enough time keeping up on Legend where they just turn off pod nudging, how the hell do you handle every pod being active at the same time?

its actually not as hard as it sounds, because the enemies have to still move to you and often like to go into overwatch and wait a bit

it makes retreating and using line of sight to block long distance enemies very important

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Bradford why in the gently caress would you send in a naked squaddie from the Avenger's reserves instead of my colonels in powered armor. This is why you were bad at being Commander, Bradford.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

dyzzy posted:

There's a bit of hyperbole in there but yeah, considering the cost of pre-leveled recruits at HQ that's basically what's happening there

Yeah, the whole point of only taking out your A team is you are trying to defer risk, the risk of losing this mission vs the risk of losing later missions. This risk is far greater in Legendary so you need to compensate for it, and it definitely changes the balance of the game to your favour in a big way if you're not forced to compensate with balanced rostering.

Moola
Aug 16, 2006

RBA Starblade posted:

Bradford why in the gently caress would you send in a naked squaddie from the Avenger's reserves instead of my colonels in powered armor. This is why you were bad at being Commander, Bradford.

Bradford is actually 24/7 wasted AF

Hi Jinx
Feb 12, 2016

RBA Starblade posted:

Bradford why in the gently caress would you send in a naked squaddie from the Avenger's reserves instead of my colonels in powered armor. This is why you were bad at being Commander, Bradford.

The only reward you take away from that mission is some XP - if you play your cards right your lower-ranking guys can level up fairly easily here. Alternatively: they are cheaper than mimic beacons, even though not necessarily reusable.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Hi Jinx posted:

The only reward you take away from that mission is some XP - if you play your cards right your lower-ranking guys can level up fairly easily here. Alternatively: they are cheaper than mimic beacons, even though not necessarily reusable.

It was an easy enough mission with blaster bombs and mind control, I just thought it was hilarious. He didn't even get far enough to see an alien. Tygan thought he did a good job at least. :shobon:

Bushiz
Sep 21, 2004

The #1 Threat to Ba Sing Se

Grimey Drawer
I've been thinking about ways to rebalance the game to make it more brutal, without making it more difficult on the strategic level. Like, where a mission that no one dies on is a spectacular success, and missions where more than squad member die are very regular, but where all the deaths don't cause the death spiral they do now and you'd be more concerned with leaving behind the gas grenade and bluescreen rounds than you would be about the captain that was holding them dying. I suppose just making recruits cheaper, XP Leak, and increasing enemy damage and pod size?

Hi Jinx
Feb 12, 2016

LowellDND posted:

So here's what I have for my mandatory mod list, goal being XCOM2/LW :

Just wanted to say thanks; lots of cool and unknown (to me at least) stuff there. I'd be concerned with potential conflicts between all the random bits of code, but you have to take some risks until a pack comes out from a single maintainer.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Alright, so this last mission is loving bullshit, how am I supposed to deal with these fuckers when a pod of codexes come in every single turn and jam all the loving guns every turn? I can reliably get to the very end but by that point there's just too many goddamn codexes.

Apparently once you start a shadow project you can't back out into regular research? So my only geoscape save I'm most of the way thru with the last shadow project and apparently locked into the endgame. If you avoid doing the last mission while trying to build and research stuff, does it cause any actual problems? From the cut scenes it seemed like I really should get on that poo poo instantly.

I've got all tier three everything except psi amps (and maybe grendade launcher? I only got a andromedon corpse from the second to last mission and don't know what it gives) because I couldn't roll a mission with recoverable bodies. I also have barely any kind of anything from the proving grounds because for the majority of the game I didn't have even one elerium core.

Any advice? I've got two specialists, and one of everybody else on this team and it's just frustrating as gently caress. I almost got it but this last loving step was just a little bit too far to make it.

PS I was very pissed to find out that if you have a guy bleeding out you can't use the ultra medical protocol to get him back in the game, you've got to actually revive him first. Also kind of pissed that I made it all the way to this point and only one squaddie died because a pod of troopers decided to stand still in a poison cloud and all of them shot at her instead of taking cover during an ambush

SniperWoreConverse fucked around with this message at 01:19 on Feb 26, 2016

Hi Jinx
Feb 12, 2016

RBA Starblade posted:

It was an easy enough mission with blaster bombs and mind control, I just thought it was hilarious. He didn't even get far enough to see an alien. Tygan thought he did a good job at least. :shobon:

Yeah, it's a cakewalk with a bit of luck. I kind of miss the tension of the mandatory base defense in Long War.

Brasseye
Feb 13, 2009

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):



drat, good job recovering from that. Its kind of depressing to see all those dead straw hats :negative:

Hi Jinx
Feb 12, 2016

SniperWoreConverse posted:

Alright, so this last mission is loving bullshit, how am I supposed to deal with these fuckers when a pod of codexes come in every single turn and jam all the loving guns every turn? I can reliably get to the very end but by that point there's just too many goddamn codexes.

You can delay the last mission chain as long as you have black sites to reset the doom clock with. I leave it to less than 24 hours left before I do something about it. On Legend this gives you at least 27 days every time in my experience, with plenty of missions to try and get good loot.

As for the mission itself... I did it with two psy and one of each. Dominate a gatekeeper and you're a long way towards success.

Specialists tend to be sort of useless in the last room - if you bring one bring a healer. Reliance on consumables can be a bad thing. Other than that, luck helps too. :p

Synthbuttrange
May 6, 2007

The last mission was the only time I thought 'Gee I could really use that heal all Specialist skill right about now' after getting spirit bombed by an Avatar.

Vincent
Nov 25, 2005



LowellDND posted:

Does that seem like a good list? Should I add any of the following?
The fact that you didn't add this one is a cardinal sin https://steamcommunity.com/sharedfiles/filedetails/?id=627246704&searchtext=bob+ross (bob ross voice pack)

What other voice packs and character pools do you guys reccommend?

Loel
Jun 4, 2012

"For the Emperor."

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



Vincent posted:

The fact that you didn't add this one is a cardinal sin https://steamcommunity.com/sharedfiles/filedetails/?id=627246704&searchtext=bob+ross (bob ross voice pack)

What other voice packs and character pools do you guys reccommend?

https://steamcommunity.com/sharedfiles/filedetails/?id=632537892

So here's where Im at :D

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Oh. :( RIP Councilman. Your balls were as big as Jupiter, and your aim was apparently as good as my Gunslinger based on how you one-shot that one guy.

Away all Goats
Jul 5, 2005

Goose's rebellion

SniperWoreConverse posted:

Alright, so this last mission is loving bullshit, how am I supposed to deal with these fuckers when a pod of codexes come in every single turn and jam all the loving guns every turn? I can reliably get to the very end but by that point there's just too many goddamn codexes.

You can mind control codexes.

Moola
Aug 16, 2006
I wish there was a mod that made Shieldwall an actual good ability you would ever want to use in any situation

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Moola posted:

I wish there was a mod that made Shieldwall an actual good ability you would ever want to use in any situation

I used it exactly once because there was no cover thanks to Andromedons. As it happens, Overwatch doesn't disable it.

Moola
Aug 16, 2006
I used it thinking it would give the user cover too

nah

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Moola posted:

I used it thinking it would give the user cover too

nah

I didn't notice that and that's incredibly lovely then.

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