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Vargs posted:Incendiary bombs stop things from using special abilities as well, in addition to doing a poo poo ton of direct and DoT damage. If you want the movement speed reduction and extremely lackluster accuracy penalty, gas has got you covered. I just don't see a whole lot of point in flashbangs once you start getting other, better options. There are some situations where they'd be nice, but not enough to justify using one of your very limited utility slots. That's fine though, they're cheap and they serve their purpose at the pint of the game they're intended to.
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# ? Feb 28, 2016 22:32 |
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# ? May 21, 2024 11:01 |
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Man, if there were mission specific modifiers, I'd want to be able to ADD negative conditions in exchange for bonuses, too.
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# ? Feb 28, 2016 22:36 |
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Legend Run is going well. Other than a code black on turn two in a protect the beacon mission. A civie in fog of war saw my ranger moving up, alerted a muton, then the muton got his turn, grenaded 3 of my guys, another ranger panicked, he then ran around the corner, grenaded my survivors, removing their cover, killing one of them, dropping the other to bleed out. Then lancer knocked out my uninjured ranger to unconscious, and the muton finished off the panicking ranger with a melee, as he was my only guy left. End of turn 2 code black.
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# ? Feb 28, 2016 22:36 |
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RBA Starblade posted:It was behind a wall apparently, so it's just los bugs as usual. I'm glad I'm not playing Ironman. Dang, I wouldn't even recognize them then. In my non-ironman Veteran playthrough, I just blew up the walls the VIP prison and ran that guy outta there.
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# ? Feb 28, 2016 22:39 |
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Mimics and mines do seem to take the excitements out of most early fights. Sorta like how if Beagle had his full set of rocket launchers and grenades in XCOM1 you knew you could skip the first 2-3 pods of a video. I modded HP of holograms down to 1 so they aren't tanking an entire (early) pod worth of firepower, but still a little too handy? Maybe if certain enemies could just see through them (Psychic enemies?) they'd be a little more situational, or prox mines weren't triggered by flying/floating enemies.
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# ? Feb 28, 2016 22:39 |
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Kennel posted:Someone parked a car inside a cafe. This one looks like a car, but is actually an elaborate shrub planter.
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# ? Feb 28, 2016 22:42 |
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Pimpmust posted:Mimics and mines do seem to take the excitements out of most early fights. Sorta like how if Beagle had his full set of rocket launchers and grenades in XCOM1 you knew you could skip the first 2-3 pods of a video. I modded HP of holograms down to 1 so they aren't tanking an entire (early) pod worth of firepower, but still a little too handy? Maybe if certain enemies could just see through them (Psychic enemies?) they'd be a little more situational, or prox mines weren't triggered by flying/floating enemies.
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# ? Feb 28, 2016 22:42 |
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New mod that might be interesting for people. Diablo/Borderlands style weapon drops. http://steamcommunity.com/sharedfiles/filedetails/?id=634384547&searchtext=loot
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# ? Feb 28, 2016 22:44 |
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So I tried the Scout Advent someone asked about. They aren't too bad - they move stupid fast, are very hard to hit, and spend all their moves finding and flanking you - but they dont shoot you. So, if you've already killed their buddies, they are free kills Oddly, on the same map one of my guys got mind controlled and stun lanced, and then when he got out of it he wouldn't move more than one tile. So he got captured by the ayys. Odd little bug.
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# ? Feb 28, 2016 23:11 |
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I haven't added any mods that would simply result in more mimic beacon usage. Includin that scout advent, or the psi advent and all the rest. No point adding more poo poo to cheese with the same tactics.
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# ? Feb 28, 2016 23:23 |
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MorsAnima posted:I haven't added any mods that would simply result in more mimic beacon usage. Includin that scout advent, or the psi advent and all the rest. No point adding more poo poo to cheese with the same tactics. Ive added every new and improved mob I can find I like seeing what the game comes up with. As an aside, how hard would it be to give all Advent stormtrooper helmets?
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# ? Feb 28, 2016 23:25 |
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Anyone tried Templar Battleforge? http://store.steampowered.com/app/370020/ Steam keeps recommending it because of XCOM.
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# ? Feb 28, 2016 23:35 |
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BenRGamer posted:New mod that might be interesting for people. Diablo/Borderlands style weapon drops. That looks hella fun. I'm currently running 'better vanilla mods'/'timed loot+1' and 'enemy loot expanded'. Im guessing, just remove better vanilla mods and put in Grimy's loot mod? Do you think it would conflict with existing campaigns?
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# ? Feb 28, 2016 23:49 |
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Melanion posted:
I've been making the jump to Legend difficulty this week playing minimal re-loading runs and I had 4 different starts that got out the first month just fail completely in the June retaliation mission due to strategic errors leaving me without the equipment to do the job. Take it easy on yourself and don't ironman Legend until you've worked out an opening tech order you're happy with. By that point you'll have learned how to play to a Legend standard along the way.
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# ? Feb 28, 2016 23:50 |
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Just had my sniper in the back reveal two pods furthest away from him. Then had a sectoid crit me through cover after a mec blew the rest of it up because these lovely squaddies can't help but get the lowest possible roll. RIP combat specialist. Actually, has a sectoid ever NOT had a critical hit? Is it even possible?
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# ? Feb 28, 2016 23:53 |
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MorsAnima posted:I haven't added any mods that would simply result in more mimic beacon usage. Includin that scout advent, or the psi advent and all the rest. No point adding more poo poo to cheese with the same tactics. Why not just add a mod that nerfs your mimic beacon?
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# ? Feb 28, 2016 23:54 |
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This "easy" mission has six pods on it with mecs and vipers, gently caress you Commander.
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# ? Feb 28, 2016 23:58 |
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Dallan Invictus posted:Yeah, I liked the idea of that mod when I saw it but I really wonder how it will play. I guess theoretically it would be pretty similar if pods don't teleport like that EU bug - instead of you coming to them, they move towards you at a slightly faster pace than you would have, and if you haven't killed the first group quickly enough then God help you. Oh hey, somebody made exactly what I proposed earlier in the thread. And currently trying it - it works great. It doesn't seem like the AI just rushes you with everything because it doesn't know where you are when it can't see you. So it really is just straight up turn based XCOM with no free turns on either side (except for concealment). Add some Long War style buffed low-cover, working smoke grenades and the mod that switches it back to XCOM1 style critical hit calculations and you can have some genuine fire fights with flank and everything without having to worry about giving any aliens extra actions accidentally. RBA Starblade posted:Just had my sniper in the back reveal two pods furthest away from him. Then had a sectoid crit me through cover after a mec blew the rest of it up because these lovely squaddies can't help but get the lowest possible roll. RIP combat specialist. If you're using standard XCOM2 critical hit calculations I guess it's entirely possible that every shot a sectoid has ever taken at you was guaranteed to crit if it hit at all. They really are a horrible idea.
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# ? Feb 29, 2016 00:10 |
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Can you evac after shooting if you're in the evac zone? I've got my full squad in the blue with a reinforcement pod hanging out nearby and I wouldn't say no to farming a promotion before bugging out. e: Took the risk and answered my own question. Turns out you can, and I swung an extra two kills, an elerium core and a promotion before rabbiting. Melanion fucked around with this message at 00:24 on Feb 29, 2016 |
# ? Feb 29, 2016 00:15 |
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Kennel posted:Anyone tried Templar Battleforge? It's basically a not-Warhammer 40k turn based game with weird morale mechanics. Saw it on Jade Star's stream; it looked unfun and was basically called trash.
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# ? Feb 29, 2016 00:16 |
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Melanion posted:Can you evac after shooting if you're in the evac zone? I've got my full squad in the blue with a reinforcement pod hanging out nearby and I wouldn't say no to farming a promotion before bugging out. Yeah, you can evac with no actions left.
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# ? Feb 29, 2016 00:26 |
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Melanion posted:Can you evac after shooting if you're in the evac zone? I've got my full squad in the blue with a reinforcement pod hanging out nearby and I wouldn't say no to farming a promotion before bugging out. Evacuation is a free move so you can take it even after gold moves, so I imagine shooting and then evaccing will be fine too.
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# ? Feb 29, 2016 00:29 |
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Just make sure shooting doesn't automatically end the turn
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# ? Feb 29, 2016 00:29 |
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My star grenadier just got killzone. My new squaddie grenadier just got aim. DatonKallandor posted:If you're using standard XCOM2 critical hit calculations I guess it's entirely possible that every shot a sectoid has ever taken at you was guaranteed to crit if it hit at all. They really are a horrible idea. Yep, standard. e: God drat it the power coils are the bottom corners again. RBA Starblade fucked around with this message at 00:41 on Feb 29, 2016 |
# ? Feb 29, 2016 00:36 |
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Oh and if anyone wondered how to make sectoids scary - giving them the ability to start doing stuff immediately works. I'm getting zombies sent at me from the FoW. It's awesome.
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# ? Feb 29, 2016 00:41 |
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Lmao Advent just built two facilities in one month at opposite ends of the Earth, as far from where I can be as possible. I'm at ten panic in month 3 (or 4 not sure actually), but have tier 2 armor and weapons and building the proving grounds now. I can attack the blacksite as well. Also I got two dudes killed so far. Commander doesn't gently caress around.
RBA Starblade fucked around with this message at 00:56 on Feb 29, 2016 |
# ? Feb 29, 2016 00:50 |
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Is there a mod that randomly spawns the VIP / rescue target as a faceless?
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# ? Feb 29, 2016 00:56 |
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http://i.imgur.com/TnQRX6v.webm
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# ? Feb 29, 2016 01:01 |
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Enemy Within is crashing to desktop about 15 seconds after I kill the Uber Ethereal to finish the game. I suppose this is the ultimate .
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# ? Feb 29, 2016 01:06 |
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I've got a bug where skulljacking doesn't show the actual interface, which means that if I attempt a skulljack, it just stands there looking at the character's wrist. Anyone know a way to handle that? Edit: I hear it's actually a problem with one of my mods. I'll check it out when I can. Gharbad the Weak fucked around with this message at 01:21 on Feb 29, 2016 |
# ? Feb 29, 2016 01:08 |
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pun pundit posted:Is there a mod that randomly spawns the VIP / rescue target as a faceless? I like to see missions have the potential to be traps if Xcom is doing really well. Maybe if the Avatar counter is under half after month 4-5 Bradford tells you that there's a 20% chance the mission is a trap. The VIP turns out to be a faceless or instead of supplies there's crates filled with Chrysalids.
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# ? Feb 29, 2016 01:17 |
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Doobie Keebler posted:or instead of supplies there's crates filled with Chrysalids. Heck yes, cover me in battle insects
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# ? Feb 29, 2016 01:21 |
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Gharbad the Weak posted:I've got a bug where skulljacking doesn't show the actual interface, which means that if I attempt a skulljack, it just stands there looking at the character's wrist. Anyone know a way to handle that? I had that bug once, but all I did is kill the game and reload my save and it was fine the next time.
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# ? Feb 29, 2016 01:23 |
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There's a Senator Armstrong voice pack in the workshop and it has me laughing like a goddamn 12 year old. DIE YOU LITTLE poo poo
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# ? Feb 29, 2016 01:32 |
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DatonKallandor posted:Oh hey, somebody made exactly what I proposed earlier in the thread. And currently trying it - it works great. It doesn't seem like the AI just rushes you with everything because it doesn't know where you are when it can't see you. So it really is just straight up turn based XCOM with no free turns on either side (except for concealment). Add some Long War style buffed low-cover, working smoke grenades and the mod that switches it back to XCOM1 style critical hit calculations and you can have some genuine fire fights with flank and everything without having to worry about giving any aliens extra actions accidentally. Maybe I'm missing something here but having all of the pods on the map already alert would make the game significantly harder, yes? Flanking would still be hella dangerous, more so if the already active aliens in the FoW are in overwatch. Scamper isn't really an "extra" action.
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# ? Feb 29, 2016 01:34 |
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I've realized that it is my duty and my responsibility to make a voice pack.
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# ? Feb 29, 2016 01:35 |
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800peepee51doodoo posted:Maybe I'm missing something here but having all of the pods on the map already alert would make the game significantly harder, yes? Flanking would still be hella dangerous, more so if the already active aliens in the FoW are in overwatch. Scamper isn't really an "extra" action. The big thing is that you can tell that enemies won't suddenly be somewhere else during your turn. If they're somewhere they're stuck there until it's the alien turn no exceptions which makes moving someone somewhere a much better proposition. Aliens won't reposition halfway through your turn after you already position a soldier into cover that was good at the start of your turn then turns bad in the middle of it. Edit: And taking long range pot shots with snipers isn't actively punished. If you can see it and it's got decent chances you can just take advantage of it - they're active already anyway. But yes it is harder, but also fairer. Better cover and fixed defensive tools help balance it out but there's so many mods it's easy to tweak it so it's easier or harder. DatonKallandor fucked around with this message at 01:48 on Feb 29, 2016 |
# ? Feb 29, 2016 01:43 |
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Digirat posted:I've realized that it is my duty and my responsibility to make a voice pack. Sykic is already working on one. If you want to contribute, find/extract the Tiny Tina lines - which apparently do not exist anywhere on the internet.
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# ? Feb 29, 2016 01:47 |
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Coolguye posted:Sykic is already working on one. https://steamcommunity.com/sharedfiles/filedetails/?id=628321798 This one? Also, I keep wanting to try the 'active all pods', but it terrifies me everytime it procs
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# ? Feb 29, 2016 02:26 |
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# ? May 21, 2024 11:01 |
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The Experimental stuff in the proving grounds, since it's completely random what you get when you do it, is it possible to get two types of whatever there is for that project or do you only get one of each?
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# ? Feb 29, 2016 02:55 |