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Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

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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Gharbad the Weak
Feb 23, 2008

This too good for you.
Man, if there were mission specific modifiers, I'd want to be able to ADD negative conditions in exchange for bonuses, too.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Legend Run is going well. Other than a code black on turn two in a protect the beacon mission. :v: 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.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy

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.


Some walls happened to have indestructible metal tiles inside them, like VIP prisons.

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.

Pimpmust
Oct 1, 2008

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.

Maximum Planck
Feb 16, 2012

Kennel posted:

Someone parked a car inside a cafe.


This one looks like a car, but is actually an elaborate shrub planter.

Ravenfood
Nov 4, 2011
Probation
Can't post for 5 hours!

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.
Is there some way to get mines early that I don't know about? They're Andromedon autopsy rewards, right?

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
New mod that might be interesting for people. Diablo/Borderlands style weapon drops.

http://steamcommunity.com/sharedfiles/filedetails/?id=634384547&searchtext=loot

Loel
Jun 4, 2012

"For the Emperor."

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



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 :unsmigghh:

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.

MorsAnima
Nov 29, 2010
I just feel completely shit on. These changes won't make a cat in hell's difference.
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.

Loel
Jun 4, 2012

"For the Emperor."

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



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 :v: I like seeing what the game comes up with.

As an aside, how hard would it be to give all Advent stormtrooper helmets? :D

Kennel
May 1, 2008

BAWWW-UNH!
Anyone tried Templar Battleforge?
http://store.steampowered.com/app/370020/
Steam keeps recommending it because of XCOM.

Loel
Jun 4, 2012

"For the Emperor."

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



BenRGamer posted:

New mod that might be interesting for people. Diablo/Borderlands style weapon drops.

http://steamcommunity.com/sharedfiles/filedetails/?id=634384547&searchtext=loot

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?

Senethro
May 18, 2005

I unironically think I'm Garret, Master Thief.

Melanion posted:



I finally loving did it. On my 16th attempt, RNGesus smiled upon me and gave me a good Gatecrasher. The temptation is so, so strong now to back up the save and use it to start my next L/I attempt when this one inevitably goes up in flames twenty missions in.

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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?

Synthbuttrange
May 6, 2007

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? :unsmigghh:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

This "easy" mission has six pods on it with mecs and vipers, gently caress you Commander.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

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.

Actually, has a sectoid ever NOT had a critical hit? Is it even possible?

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.

Melanion
Jun 7, 2011

heard the walls are paper thin from where you are to where I am
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

Zomborgon
Feb 19, 2014

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

Kennel posted:

Anyone tried Templar Battleforge?
http://store.steampowered.com/app/370020/
Steam keeps recommending it because of XCOM.

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.

malhavok
Jan 18, 2013

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.

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.

Yeah, you can evac with no actions left.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

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.

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.

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.

Away all Goats
Jul 5, 2005

Goose's rebellion

Just make sure shooting doesn't automatically end the turn

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

My star grenadier just got killzone. :getin:

My new squaddie grenadier just got aim. :getout:

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

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

Is there a mod that randomly spawns the VIP / rescue target as a faceless?

dyzzy
Dec 22, 2009

argh
http://i.imgur.com/TnQRX6v.webm

Wildtortilla
Jul 8, 2008
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 :xcom:.

Gharbad the Weak
Feb 23, 2008

This too good for you.
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

Doobie Keebler
May 9, 2005

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.

Gharbad the Weak
Feb 23, 2008

This too good for you.

Doobie Keebler posted:

or instead of supplies there's crates filled with Chrysalids.

Heck yes, cover me in battle insects

binge crotching
Apr 2, 2010

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?

Edit: I hear it's actually a problem with one of my mods. I'll check it out when I can.

I had that bug once, but all I did is kill the game and reload my save and it was fine the next time.

POLICE CAR AUCTION
Dec 1, 2003

I'm not a princess



There's a Senator Armstrong voice pack in the workshop and it has me laughing like a goddamn 12 year old. :allears:

DIE YOU LITTLE poo poo

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

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.

Owl Inspector
Sep 14, 2011

I've realized that it is my duty and my responsibility to make a :torgue: voice pack.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

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

Coolguye
Jul 6, 2011

Required by his programming!

Digirat posted:

I've realized that it is my duty and my responsibility to make a :torgue: 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.

Loel
Jun 4, 2012

"For the Emperor."

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



Coolguye posted:

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.

https://steamcommunity.com/sharedfiles/filedetails/?id=628321798 This one? :confused:

Also, I keep wanting to try the 'active all pods', but it terrifies me everytime it procs :v:

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BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

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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