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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, ! 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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# ? Feb 25, 2016 23:54 |
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# ? May 22, 2024 18:17 |
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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.
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# ? Feb 25, 2016 23:57 |
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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" 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.
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# ? Feb 26, 2016 00:02 |
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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.
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# ? Feb 26, 2016 00:04 |
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Danaru 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.
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# ? Feb 26, 2016 00:05 |
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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.
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# ? Feb 26, 2016 00:06 |
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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.
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# ? Feb 26, 2016 00:07 |
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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. 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
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# ? Feb 26, 2016 00:08 |
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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
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# ? Feb 26, 2016 00:17 |
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So here's what I have for my mandatory mod list, goal being XCOM2/LW :quote:Quality of Life/UI: Does that seem like a good list? Should I add any of the following? quote:Less challenging:
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# ? Feb 26, 2016 00:18 |
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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.
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# ? Feb 26, 2016 00:19 |
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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
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# ? Feb 26, 2016 00:19 |
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LowellDND posted:So here's what I have for my mandatory mod list, goal being XCOM2/LW :
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# ? Feb 26, 2016 00:23 |
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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.
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# ? Feb 26, 2016 00:23 |
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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.
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# ? Feb 26, 2016 00:27 |
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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.
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# ? Feb 26, 2016 00:30 |
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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?)
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# ? Feb 26, 2016 00:31 |
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Welp I was wrong. The Avenger got shot down while researching the Avatar. Time for Operation Heavy Thunder!
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# ? Feb 26, 2016 00:41 |
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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
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# ? Feb 26, 2016 00:45 |
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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
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# ? Feb 26, 2016 00:49 |
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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.
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# ? Feb 26, 2016 00:49 |
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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.
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# ? Feb 26, 2016 00:53 |
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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
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# ? Feb 26, 2016 00:55 |
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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.
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# ? Feb 26, 2016 01:03 |
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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.
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# ? Feb 26, 2016 01:04 |
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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?
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# ? Feb 26, 2016 01:08 |
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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.
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# ? Feb 26, 2016 01:13 |
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 |
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# ? Feb 26, 2016 01:14 |
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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. Yeah, it's a cakewalk with a bit of luck. I kind of miss the tension of the mandatory base defense in Long War.
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# ? Feb 26, 2016 01:16 |
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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): drat, good job recovering from that. Its kind of depressing to see all those dead straw hats
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# ? Feb 26, 2016 01:28 |
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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
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# ? Feb 26, 2016 01:30 |
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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.
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# ? Feb 26, 2016 01:52 |
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LowellDND posted:Does that seem like a good list? Should I add any of the following? What other voice packs and character pools do you guys reccommend?
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# ? Feb 26, 2016 01:52 |
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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) https://steamcommunity.com/sharedfiles/filedetails/?id=632537892 So here's where Im at
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# ? Feb 26, 2016 01:57 |
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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.
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# ? Feb 26, 2016 01:58 |
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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.
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# ? Feb 26, 2016 01:59 |
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I wish there was a mod that made Shieldwall an actual good ability you would ever want to use in any situation
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# ? Feb 26, 2016 01:59 |
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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.
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# ? Feb 26, 2016 02:00 |
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I used it thinking it would give the user cover too nah
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# ? Feb 26, 2016 02:05 |
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# ? May 22, 2024 18:17 |
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Moola posted:I used it thinking it would give the user cover too I didn't notice that and that's incredibly lovely then.
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# ? Feb 26, 2016 02:09 |