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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

FraudulentEconomics posted:

So when you get the Squad wide Squadsight hacking buff, does that mean you can hit from across the map with Assault Rifles and Cannons and junk? Trying to get ideas for... things... in a mod and was curious as to whether or not squadsight would even be useful to someone not sniping.

peak debt posted:

Yeah but Squadsight has a pretty nasty to-hit penalty once you go really far so grenadiers and rangers aren't going to hit much.

I dunno about cannons and shotguns, but assault rifles are amazing with squadsight--using the any class any weapon mod to put one on a sniper. It's like Snapshot combined with Squadsight and none of the downsides--little too powerful, even.

I think the best way to do something like that would be to modify squadsight itself to take two actions--so you could still move and shoot, but not outside of your own visual range--which is what I think squadsight combined with snapshot should be

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Hulk Krogan
Mar 25, 2005



Clanpot Shake posted:

What does Solace do?

It's an aura that prevents/removes debuffs like mind control, panic, confusion, disorientation, etc for squadmates within its radius.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Hulk Krogan posted:

It's an aura that prevents/removes debuffs like mind control, panic, confusion, disorientation, etc for squadmates within its radius.

Basically it makes will completely worthless.

If it wasn't already.

dogstile
May 1, 2012

fucking clocks
how do they work?

peak debt posted:

Stasis and Mindcontrol are powerful but ultimately replaceable. But I don't think you can beat the last mission without Solace.

I did. On commander.

Segmentation Fault posted:

GREMLINs can excavate and build. They're functionally identical to engineers.

This is what makes the workshop worth it. Once you staff it with two engineers, not only does it pretty much pay for itself via excavating, but it acts as a force multiplier for your engineer team.

Completely worth it imo. Take it out late game if you like, but I never saw a reason to.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

dogstile posted:

I did. On commander
Same. I mean, I had Solace, but the only psionic enemies I ever allowed to take a turn were a Sectoid that raised a zombie and the second Avatar, who shot a Mimic Beacon (and missed).

Backhand
Sep 25, 2008

peak debt posted:

Stasis and Mindcontrol are powerful but ultimately replaceable. But I don't think you can beat the last mission without Solace.

On my first playthrough, on Commander, I never wound up getting psi-ops. So yes, it is entirely possible to do the final mission without that ability. It is not, however, pleasant; Avatars are immune to flashbangs, so you can't break their MC with 'em. Revival Protocol does NOT clear MC either, so that's useless as well.

If you don't have Solace, what it ultimately comes down to is having high enough will to resist one or two casts, and enough crowd control to neutralize your own people temporarily when some of them DO inevitably get nabbed. The effect does eventually wear off.

But yeah, life would have been a lot easier if I'd had that ability.

Famethrowa
Oct 5, 2012

It's bizarre they made zoom shots no longer telegraph a kill (and honestly I miss fist pumping in relief as my sniper makes a sick shot) but instead you see achievements and other killshots indicators the instant you click the button.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy

Backhand posted:

Landing an Execute proc on an Avatar is hilarious and probably the only reason I did not wind up having to reload on my first attempt at the final mission.

That, and Rapid Fire. My god is that perk insane.

Came here to post this. I finished the final mission last night and got an Execute proc on one of them. Totally rad.

Senethro
May 18, 2005

I unironically think I'm Garret, Master Thief.
Wow, it does not take much to lose at Legend difficulty. I just had a campaign fail in October not from soldier deaths, but from soldier wounds. After my long run of Flawless missions broke I suddenly found myself unable to to field more than 3 soldiers in a squad for a whole month, combined with a Dark Event causing new recruits to cost 80 supplies. Four missed missions worth of XP and resources put me into a death spiral just as soon as Sectopods showed up.

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

Hulk Krogan posted:

It's an aura that prevents/removes debuffs like mind control, panic, confusion, disorientation, etc for squadmates within its radius.

The key is it prevents and removes it. If you have five people panicking you can just slalom your Psi Op around them so that everyone is within the radius and they're all suddenly fine.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Solace probably isnt essential, but it sure is loving handy when a 3 Sectoid/Avatar wave shows up in the middle of an already hectic turn.

SuperKlaus
Oct 20, 2005


Fun Shoe

Tiler Kiwi posted:

it's really why you want them asap. it may cost more long term, but it's the early game where you struggle. plus, those savings don't account for opportunity cost; what gains you effectively lose due to a lethargic start versus a double engineer booster shot.

But it's not a double engineer booster shot due to the fact* the supplies could buy you one engineer at RHQ, and the power cost must be compensated for either by committing an engineer to power or spending additional supplies on power buildings. So you're only netting <1 engineer to begin with. Then the monthly upkeep deletes that effective value in only a couple months.

*I will again admit that this depends on an engineer being available for purchase and will state that even from my down-on-workshops perspective, they would be handy when the game is not giving you any other sources of engineers. At least a workshop can always be built. And, actually, you might be so engineer-hungry you buy them at RHQ and still want more. But I haven't experienced that - if I can get 3 or 4 in the first few months that gets jobs done, and supplies have other uses than going totally engineer-mad. I finished Commander the first time with effectively 10 engineers and that was 3 or 4 more than I probably actually needed around.

dogstile
May 1, 2012

fucking clocks
how do they work?
I finished my first run without building the workshop until the end. Since then i've built it on the second floor in the middle. Every time i've done this, provided I have the supplies my operational efficiently loving skyrockets. Its completely worth it.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

SuperKlaus posted:

But it's not a double engineer booster shot due to the fact* the supplies could buy you one engineer at RHQ, and the power cost must be compensated for either by committing an engineer to power or spending additional supplies on power buildings. So you're only netting <1 engineer to begin with. Then the monthly upkeep deletes that effective value in only a couple months.

*I will again admit that this depends on an engineer being available for purchase and will state that even from my down-on-workshops perspective, they would be handy when the game is not giving you any other sources of engineers. At least a workshop can always be built. And, actually, you might be so engineer-hungry you buy them at RHQ and still want more. But I haven't experienced that - if I can get 3 or 4 in the first few months that gets jobs done, and supplies have other uses than going totally engineer-mad. I finished Commander the first time with effectively 10 engineers and that was 3 or 4 more than I probably actually needed around.

A single workshop costs 125. A single engineer costs more than that, usually. If you're tight on cash it's a better option, especially early on. In the long run you have so much cash it doesn't matter.

RBA Starblade fucked around with this message at 20:59 on Feb 26, 2016

YorexTheMad
Apr 16, 2007
OBAMA IS A FALSE MESSIAH

ABANDON ALL HOPE

peak debt posted:

Blademaster is actually quite useful in the first three months because it guarantees Sectoid kills. If you've ever been in a lovely situation where one of your soldiers was mindcontrolled by a Sectoid in high cover and you couldn't quite see how to get out of it, a Blademaster might have solved that.

On lower difficulties, sure. On Legend a Sectoid usually has 10 HP which is outside of kill range for even a Blademaster-specced Ranger unless they get a perfect damage roll. And Flashbangs solve any MC or Psi Zombie concerns from a Sectoid.

Besides, Sectoids are really just pests; even if Blademaster did allow a kill always on the higher difficulties, Sectoids are the least threatening enemies on the map generally. They waste two turns making Zombies and trying to panic/MC before ever firing a shot, and if you still can't reach it a Flashbang will clear its minions.

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President
I don't understand why Demolition even has a % chance to fail. Isn't it bad enough I'm giving up any potential damage just to destroy their cover without having a 1 in 5 chance to waste a bunch of ammo watching my grenadier fail to hit a lamppost?

Also, would it kill them to indicate whether or not the cover my target is behind is even destroyable? It's always fun finding out your chances of succeeding were 0.00% after the fact. I never had much use for the skill in EU/EW, and I don't now--it feels too temperamental--but I kinda wish it were otherwise.

Zomborgon
Feb 19, 2014

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

Obama 2012 posted:

I don't understand why Demolition even has a % chance to fail. Isn't it bad enough I'm giving up any potential damage just to destroy their cover without having a 1 in 5 chance to waste a bunch of ammo watching my grenadier fail to hit a lamppost?

Also, would it kill them to indicate whether or not the cover my target is behind is even destroyable? It's always fun finding out your chances of succeeding were 0.00% after the fact. I never had much use for the skill in EU/EW, and I don't now--it feels too temperamental--but I kinda wish it were otherwise.

At least the MEC EW version gave you a good idea of what it would destroy, and the scratch damage was good, too. Bring that back, make sure shredder doesn't proc for the damage (or maybe let it, I dunno), and away you go.

Pimpmust
Oct 1, 2008

Honestly I wish they'd just do an isometric / top-down / 3-D version of the base building. Doesn't have to be exactly like the original, but this version both fails in the base-defense aspect and as an interesting gameplay... anything ,in both games it's been in. Labs/workshops in this one for sure... but overall it just feels unnecessary for what's basically a little strategic rush track vs toys trade-off minigame.

(Who's the antfarm fetishist on the team? Who?!)

Zomborgon
Feb 19, 2014

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

I miss SHIVs.

I hope the Shen DLC brings them back.

Wildtortilla
Jul 8, 2008
In Enemy Within, the last mission I played was the assault on the alien base. In that mission there was no combat music, which struck me as odd. The next mission I got was a council mission to defuse some bombs in a subway and there is no combat music here either. I've googled a bit, but all I've found is mods that remove combat music... anyone know how to fix this?

edit: nevermind! My music was playing but it was buried under sound effects. This area has a really annoying background sound that muffles the music.

Wildtortilla fucked around with this message at 22:20 on Feb 26, 2016

Erata
May 11, 2009
Lipstick Apathy

Zomborgon posted:

I miss SHIVs.

I hope the Shen DLC brings them back.

GOLIATH-THREE!! :xcom:

Pumpkinreaper
Jan 19, 2010

Zomborgon posted:

I miss SHIVs.

I hope the Shen DLC brings them back.

Or better yet, bring back SHIVS but mount a soldier's torso ontop of it for driveyby haymakers.

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.

Fangz posted:

They should probably patch the timings of notification displays and achievement stuff, yeah.
Seriously. Things I've had ruined for me because the achievement popped up first: A God Falls when I saw my first Avatar (oh, I guess that Rapid Fire's gonna hit both times, then), Now I Am Become Death telling me a Kill Zone was about to work really well, Meat Over Metal before I even saw the sectopod, and Car Wrecked when it ended up being caused by an Overwatch miss which hit the car instead and blew it up as the ADVENT guy was trying to run away from the burning car.

Segmentation Fault
Jun 7, 2012
I had the idea in my head for a "Spiderbot" class, where instead of training in GTS or psi lab you build them. You get a chassis that can be upgraded the same way you rank up psi-ops and leaders, by picking a perk and sticking them in engineering for a few days while Lily installs new firmware or whatever. The idea behind the Spiderbot would be that the class serves as a "jack of all trades" and is able to perform many of the duties of the other classes (excluding psi-ops of course), though not as well as a decently-leveled soldier of that class. The primary weapon would be a cannon while the secondary could be one of an array of choices: a grenade launcher, a bubble shield generator, a giant gently caress-off single-use shotgun for close range, etc. The idea is that if one of your soldiers is out, the Spiderbot can serve as a substitute, or alternatively the Spiderbot can be a mainstay while you swap out secondary weapons depending on what the mission needs.

Ravenfood
Nov 4, 2011
Right, I've beaten Commander Ironman vanilla, time to mod this sucker up and go whole hog into Legendary (not ironman, gently caress doing that with mods and bugs).

I've got CapnBub's accessory back, all the LWS stuff, Stop Wasting My Time, and the Russian/Polish voice pack. Anything else seem strictly necessary? e: And retroactive AWS

Has anyone tried this Infantry class mod up on the Workshop? http://steamcommunity.com/sharedfiles/filedetails/?id=632648555&searchtext=infantry Or any of them, really. I really like LW Infantry and want something back: this one seems to have the most custom skills.

Loel
Jun 4, 2012

"For the Emperor."

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



Okay, so. XCOM2 - Goon JihadiSwarm.

Here's the basic idea. We set recruiting cost to 10 (maybe 5?). We max out the aliens. More of them, smarter, tougher, they shoot better, everything. Then we strap on suicide vets on our army of fanatics, and send them running in :D Thats it. That's the plan. (I think maybe making 8 people squads the default, with no expansion, might be ideal). With the super cheap hordes we are buying, most will be trash (due to the randomization of character generation). We vest them, and keep a tiny core of survivors we hope might make it. :v:

The key interaction (along with alien buffs) is the concealment/activate all pods. We start concealed, we make contact. All pods activate. We run in a suicide bomber or two, and lose enemy sight. We enter concealment again. Its a race between our suicide bombers and their hordes of elite troops. And don't forget, they can call for more reinforcements :unsmigghh:

Eventually Id like to get this down to 4-5 super mods. Combine the first quote box as 'goon jihad mod' or whatever. Second box is impossible nightmare mode. And so on.

quote:

Essential gameplay changes - enemy:
https://steamcommunity.com/sharedfiles/filedetails/?id=619302232 more mobs
https://steamcommunity.com/sharedfiles/filedetails/?id=632036075 different mobs
https://steamcommunity.com/sharedfiles/filedetails/?id=631509676 sassy viper
https://steamcommunity.com/sharedfiles/filedetails/?id=624558467 stronger advent
https://steamcommunity.com/sharedfiles/filedetails/?id=628401700 advent sniper
https://steamcommunity.com/sharedfiles/filedetails/?id=628352640 advent psi
https://steamcommunity.com/sharedfiles/filedetails/?id=625914499 fearsome sectopod
https://steamcommunity.com/sharedfiles/filedetails/?id=577474474 muton centurion
https://steamcommunity.com/sharedfiles/filedetails/?id=622778878 patrol when revealed
https://steamcommunity.com/sharedfiles/filedetails/?id=622133088 smarter sectoids
https://steamcommunity.com/sharedfiles/filedetails/?id=618390218 improved AI
https://steamcommunity.com/sharedfiles/filedetails/?id=626109271 additional dark events
https://steamcommunity.com/sharedfiles/filedetails/?id=626617018 call reinforcements
https://steamcommunity.com/sharedfiles/filedetails/?id=632565258 more chrysalids
https://steamcommunity.com/sharedfiles/filedetails/?id=631302779 smarter chrysalids
https://steamcommunity.com/sharedfiles/filedetails/?id=632303896 tougher chrysalid
https://steamcommunity.com/sharedfiles/filedetails/?id=631501691 all pods active
https://steamcommunity.com/sharedfiles/filedetails/?id=617993180 remove aim assists
https://steamcommunity.com/sharedfiles/filedetails/?id=626218821 alien range bonus

Loel fucked around with this message at 23:29 on Feb 26, 2016

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Spot civilian. objectives counter says 0 remaining civilians.

:v:

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.
Incidentally, you know what's really fun? Giving talon rounds and a superior laser sight to a ranger. 105% crit chances are really fun.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

CapnAndy posted:

Incidentally, you know what's really fun? Giving talon rounds and a superior laser sight to a ranger. 105% crit chances are really fun.

Both times I've seen over 100% crit I have had non-crit hits. One may have been a dodge, actually, but I wonder if something's fucky with >100% numbers in the engine.

Loel
Jun 4, 2012

"For the Emperor."

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



I present to you... The Goonsurgency https://steamcommunity.com/sharedfiles/filedetails/?id=633229131

NeuralSpark
Apr 16, 2004

CapnAndy posted:

Incidentally, you know what's really fun? Giving talon rounds and a superior laser sight to a ranger. 105% crit chances are really fun.

Add in Implacable and a mobility PCS and Run 'n' Gun becomes really fun.

H13
Nov 30, 2005

Fun Shoe
So I've spent a fair few hours with this game now.

I really dig the combat, but I feel like I'm terrible at the map screen part.

The main reason why is because everything takes so drat long to build or scan. It takes 5 days or so to scan something, and in that period, 3 "vital" missions will appear. By the time I get around to scanning the drat thing, I've had to run off and do a whole bunch of other stuff. Meanwhile, I've got my advisers screaming at me that we need more <X> or whatever, when that thing is in the process of being built. On top of that, I almost never have any money.

Is this normal or am I atrocious? The game feels unbalanced to me in regards to how long it takes to do things vs. how quickly events come up.

Vincent
Nov 25, 2005




Thanks for making bullshit missions where you whole squad gets wounded more bearable


Edit: The ayy face is from http://steamcommunity.com/id/fometron/myworkshopfiles/?browsesort=mysubscriptions&browsefilter=mysubscriptions&p=1

Vincent fucked around with this message at 00:53 on Feb 27, 2016

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle

H13 posted:

So I've spent a fair few hours with this game now.

I really dig the combat, but I feel like I'm terrible at the map screen part.

The main reason why is because everything takes so drat long to build or scan. It takes 5 days or so to scan something, and in that period, 3 "vital" missions will appear. By the time I get around to scanning the drat thing, I've had to run off and do a whole bunch of other stuff. Meanwhile, I've got my advisers screaming at me that we need more <X> or whatever, when that thing is in the process of being built. On top of that, I almost never have any money.

Is this normal or am I atrocious? The game feels unbalanced to me in regards to how long it takes to do things vs. how quickly events come up.

If you've never played XCOM before, starting at the first difficulty isn't shameful. Veteran, the second difficulty, is only "Normal" for people who have experienced :xcom: before.

As for specific XCOM 2 stuff, don't worry about a large portion of the non-vital scanning spots that pop up. Supplies and Intel are notoriously low return for the amount of time you have to scan them, as I'm sure you have noticed. I would only do the ones that give Engineers, "Various Loot" (which apparently can be ammunition/explosives, which is awesome early on before you have even researched them), Resistance Contact(s), and maybe Avenger Power. Also MAYBE Scientist, though usually I'm slowed by the high cost of actually buying the upgrades, not the preceding research. That said, a few early Scientists make getting Mag/Predator equipment a bit less painful.

Away all Goats
Jul 5, 2005

Goose's rebellion

H13 posted:

So I've spent a fair few hours with this game now.

I really dig the combat, but I feel like I'm terrible at the map screen part.

The main reason why is because everything takes so drat long to build or scan. It takes 5 days or so to scan something, and in that period, 3 "vital" missions will appear. By the time I get around to scanning the drat thing, I've had to run off and do a whole bunch of other stuff. Meanwhile, I've got my advisers screaming at me that we need more <X> or whatever, when that thing is in the process of being built. On top of that, I almost never have any money.

Is this normal or am I atrocious? The game feels unbalanced to me in regards to how long it takes to do things vs. how quickly events come up.

That sounds pretty normal. I leave mid-scanning stuff all the time.

Keep in mind that as long as you have a connection to an Avatar site you are almost never in danger to losing. Even if you let the Avatar project bar fill up completely, it starts a countdown and isn't an instant game over. Times vary on the countdown, with the lowest I've seen being 12 days.

Away all Goats fucked around with this message at 01:01 on Feb 27, 2016

02-6611-0142-1
Sep 30, 2004

What are your best nicknames for enemies?

wuffles
Apr 10, 2004

Obama 2012 posted:

I don't understand why Demolition even has a % chance to fail. Isn't it bad enough I'm giving up any potential damage just to destroy their cover without having a 1 in 5 chance to waste a bunch of ammo watching my grenadier fail to hit a lamppost?

Also, would it kill them to indicate whether or not the cover my target is behind is even destroyable? It's always fun finding out your chances of succeeding were 0.00% after the fact. I never had much use for the skill in EU/EW, and I don't now--it feels too temperamental--but I kinda wish it were otherwise.

I agree with this. I take it anyway because I use suppression so much less than Demolition (which I also rarely use for the reasons listed above). You just don't have the time to get into a firefight where you'd want to suppress vs just about any other option the grenadier has or you're gonna drop a mimic beacon/stasis/haywire/flashbang with another soldier. Either the mission is short enough that you have still have explosives or you're better off trying a shot or just about any other option. Seriously Firaxis, just scrap demolition and replace it with collateral damage from the MEC in EW--chance to miss AND it might not even be destructible? Get hosed, that's an entire wasted tier. Not to mention the stupidity of Saturation Fire...really, y'all mixed up whether to set the target location on fire vs the shooter's location? What the hell? I was really looking forward to that ability but it has the same problems as demolition and you set yourself on fire most of the time. Guess I'll take rupture by default every time.

I love this game but goddamn how did some of this stuff make it through QA, especially AFTER the delay in release.

H13
Nov 30, 2005

Fun Shoe
So I should pretty much not bother with scanning supply dumps and other stuff, unless I have no other objectives\missions to do?

aegof
Mar 2, 2011

02-6611-0142-1 posted:

What are your best nicknames for enemies?

Anything that lands a crit on me is "loving rear end in a top hat."

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Bushiz
Sep 21, 2004

The #1 Threat to Ba Sing Se

Grimey Drawer

H13 posted:

So I should pretty much not bother with scanning supply dumps and other stuff, unless I have no other objectives\missions to do?

The only time I bother scanning supply/intel sites is if there's nothing else on the map and I can't use the HQ bonus and I can't change it, either.

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