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Torgue's lines from tina's DLC, which I wasn't able to find anywhere either. e: Whatever happens, "PLOT TWIST" must be one of his lines for a missed shot
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# ? Feb 29, 2016 02:58 |
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# ? May 21, 2024 13:34 |
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LowellDND posted:https://steamcommunity.com/sharedfiles/filedetails/?id=628321798 This one? I'm playing it on my new Commander+ Game. It's... fun. It feels like that's what it shoulda been, when an alert goes up the other enemies aren't supposed to ignore it. Still really early game, just picked up Mag Weapons, working on AWC, but it's pretty neat. Kinda fearing the arrival of the Advent Sniper mod and the other higher level enemies, though.
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# ? Feb 29, 2016 03:03 |
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BigRed0427 posted: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? You get one of each, then it's completely random.
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# ? Feb 29, 2016 03:04 |
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oohhboy posted:You get one of each, then it's completely random. Not sure that's true. I kept getting AP rounds in one of my previous runs. Really annoying because I wanting dragon or viper.
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# ? Feb 29, 2016 03:05 |
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I have discovered the best and worst things in XCOM 2, all in one mission. Best: Grenading a muton and couple of ADVENT on a 3 story roof who fall straight down into viper poison gas. Worst: Reinforcements dropping directly behind you while you're already engaged with 2 pods.
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# ? Feb 29, 2016 03:12 |
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Away all Goats posted:I have discovered the best and worst things in XCOM 2, all in one mission. The truly best: Reinforcements behind you and you have a hacked sectopod and mind controlled units ready to intercept.
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# ? Feb 29, 2016 03:16 |
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BenRGamer posted:I'm playing it on my new Commander+ Game. It's... fun. It feels like that's what it shoulda been, when an alert goes up the other enemies aren't supposed to ignore it. Still really early game, just picked up Mag Weapons, working on AWC, but it's pretty neat. Ah, Im still playing at Commander Working my way up.
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# ? Feb 29, 2016 03:21 |
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Does the enemy purposely avoid attacking mind controlled/hacked units? I've seen troops run straight past a hacked MEC to shoot at one of my dudes. On the other hand, I had an Andromedon chassis run up and whomp up on a hacked turret, but those seem less intelligent than others.
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# ? Feb 29, 2016 03:21 |
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Danaru posted:Does the enemy purposely avoid attacking mind controlled/hacked units? I've seen troops run straight past a hacked MEC to shoot at one of my dudes. On the other hand, I had an Andromedon chassis run up and whomp up on a hacked turret, but those seem less intelligent than others. They don't avoid them, no. Strange they ignored the mech, because those are usually ripe targets. A mind-controlled/hacked unit standing out in the open is usually a priority. Did they have a good shot on one of your xcom units?
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# ? Feb 29, 2016 03:23 |
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No, I had the MEC standing two tiles in front of the guy, between him and my troops who were all in cover. I was hoping they'd all zap the MEC so I could recover the corpse post mission and also not get my dudes shot at I never really tried it again since I assumed they were too smart until the Andromedon chassis went all Clobberin' Time on that turret.
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# ? Feb 29, 2016 03:28 |
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I'm pretty sure they do prioritize shaken units though. I had a guy run past a dude standing in the open to take a shot at a shaken soldier in the back of my group.
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# ? Feb 29, 2016 03:28 |
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Legendary is...well, loving me up quite a bit. I'm having a blast: each mission has a good chance of putting a soldier in medbay for a month, if not dead, and its nerve-racking as hell. I need to keep bringing rookies along just to keep bodies in the roster. Still, I keep hoping there will be a breakthrough soon and I'll get my feet back underneath me, and then I'll need to install the enemy podsize mod or something. Or lose, whichever comes first. Right now though, it's a fantastic feeling.
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# ? Feb 29, 2016 03:41 |
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Grapplejack posted:I'm pretty sure they do prioritize shaken units though. I had a guy run past a dude standing in the open to take a shot at a shaken soldier in the back of my group. That's kind of funny actually. "Hey rear end in a top hat remember us?"
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# ? Feb 29, 2016 04:04 |
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RBA Starblade posted:That's kind of funny actually. "Hey rear end in a top hat remember us?" Gotta bully the nerd of the group. "Are you gonna cry? Huh? Are you gonna cry?!"
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# ? Feb 29, 2016 04:24 |
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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?
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# ? Feb 29, 2016 04:26 |
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Thanks for your goonpool soldier Coolguy, he dealt the final blow in my first commander mode run. Things were going really well until the last rear end in a top hat I had to kill teleported away to the farthest corner, surrounded by dudes. Several turns and a huge clusterfuck later, I made it out. Only one casualty this campaign Game got pretty buggy in the last room--a couple faceless ran up to a soldier then ran away instead of attacking, my grenadier bugged the gently caress out and couldn't launch anything past him own feet, and a Fuse missed (is this normally even possible? It blew up the muton's cover but did no damage).
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# ? Feb 29, 2016 04:31 |
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Digirat posted:e: Whatever happens, "PLOT TWIST" must be one of his lines for a missed shot
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# ? Feb 29, 2016 04:32 |
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So I posted about this idea earlier, but now I've actually tried it and it seems to be working. For my second campaign I've bumped up both XCOM and alien squad sizes, but I also wanted to mess with pod composition. I've mixed the normally split groups of terror/not-terror, so now Faceless, Chryssalids, and Berserkers can spawn in non-Terror missions. Further, the standard "boss" pool now includes Berserkers and Faceless, which were normally restricted to being Terror bosses. Then I've made all the instances that normally pull from these separate pools instead pull from this new omni-pool. So outside of "purely advent" pods, you can pretty much run into anything anywhere. I'm debating scratching the "advent only" pool entirely, so you can have dropships loaded with faceless or vipers, or a reinforcement pod of chryssalids and andromedons or something. Haven't done that yet, but considering it. Finally, I've added avatars to the boss pool as well.
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# ? Feb 29, 2016 05:02 |
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So, update on that activate all pods mod. It makes the unmodded timer really friggin difficult because of all the fighting. Had to actually work for it in my last mission, though that one was a hostile VIP. Ended up having to leave a stabilized troop behind because I forgot to pick 'er up and didn't have time to run back and get it--and still had a basic trooper firing overwatch shots at me for a couple of turns because I literally didn't have time to stop and kill them.
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# ? Feb 29, 2016 05:12 |
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So this was a fun discovery. Someone gets knocked unconscious by a stun lancer, and then gets targeted by Blazing Pinions. I hastily have someone carry away to a place I though was safe, but they get hit, either due to a chain reaction with exploding environmental objects, me underestimating the explosion size, or a graphical error preventing me from seeing the target location. Either way, they get set on fire. Turns out, the ability to set someone down is one of the abilities disabled by fire.
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# ? Feb 29, 2016 05:15 |
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If a unit with a Stock has special ammo equipped, and misses - will the special ammo still cause status effect, like burning/poison?
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# ? Feb 29, 2016 05:26 |
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Vib Rib posted:For my second campaign I've bumped up both XCOM and alien squad sizes, but I also wanted to mess with pod composition. I've mixed the normally split groups of terror/not-terror, so now Faceless, Chryssalids, and Berserkers can spawn in non-Terror missions. Further, the standard "boss" pool now includes Berserkers and Faceless, which were normally restricted to being Terror bosses. Then I've made all the instances that normally pull from these separate pools instead pull from this new omni-pool. So outside of "purely advent" pods, you can pretty much run into anything anywhere. Neat! Ive been dealing with early Chrysalids with this mod https://steamcommunity.com/sharedfiles/filedetails/?id=631302779 but I would love to be seeing some Faceless on other maps. You posting the mixed pods mod somewhere?
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# ? Feb 29, 2016 05:28 |
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Uhhhhhhh ok well see ya
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# ? Feb 29, 2016 05:29 |
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For the purposes of maximum delay on the Avatar Project counter, when the timer is counting down, is it better to target facilities with less or more completed blocks? Right now I have a facility with 1 red block, and another with 3 red blocks. The one with 3 hasn't increased in AGES, so I'm wondering if that might be the limit each facility can do. In which case I'd rather take down the 1-block facility. I'm just looking for which one will give me the most long-term delay (assuming I'll let the counter get to countdown again, and then stop it again). I could easily knock everything down and finish the campaign (this is my second playthrough), but I'm having fun delaying things while I make my squad even more godlike.
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# ? Feb 29, 2016 06:13 |
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WhiteHowler posted:For the purposes of maximum delay on the Avatar Project counter, when the timer is counting down, is it better to target facilities with less or more completed blocks? I've seen a faculty with four. They can definitely go past three.
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# ? Feb 29, 2016 06:14 |
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Does reduce beginner VO actually turn off any VO? I'm getting sick of bradford telling me civs are getting massacred every other time one bites a bullet.
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# ? Feb 29, 2016 06:26 |
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Uncle Jam posted:Does reduce beginner VO actually turn off any VO? I'm getting sick of bradford telling me civs are getting massacred every other time one bites a bullet. I believe the mod 'quiet bradford' works, and its also plugged into 'stop wasting my time'.
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# ? Feb 29, 2016 06:30 |
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Well, I did it. I beat the XCOMs. I had to save-scum like crazy to do it but I've never beaten an XCOM campaign before so I'm pretty pumped.
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# ? Feb 29, 2016 06:30 |
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PantsBandit posted:Well, I did it. I beat the XCOMs. I had to save-scum like crazy to do it but I've never beaten an XCOM campaign before so I'm pretty pumped. Gratz!
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# ? Feb 29, 2016 06:30 |
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Now do it without scum.
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# ? Feb 29, 2016 06:32 |
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SynthOrange posted:Now do it without scum. Never do it without scum Someone needs to make a strategy game like this where savescumming is worked into a literal mechanic to use within the game itself.
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# ? Feb 29, 2016 06:35 |
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BenRGamer posted:Never do it without scum Planescape Torment Also, Ill go as far as Bronzemode. Ironman is just ridiculous
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# ? Feb 29, 2016 06:39 |
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I could see doing Commander ironman but I am barely making it through Legendary with some liberal beginning of combat saves and occasional round do over saves. Although I have a couple LTs and plasma grenades so things are slightly better now, but I still sigh heavily when I run into a huge pod. Like legendary is walking a fine line between game and work.
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# ? Feb 29, 2016 06:58 |
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LowellDND posted:I believe the mod 'quiet bradford' works, and its also plugged into 'stop wasting my time'. Unfortunately, that mod doesn't turn off VOs for stuff like "first appearance of new enemy", and neither does the Reduce Beginner VO option that you'd kinda think would do it!
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# ? Feb 29, 2016 07:18 |
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My commander ironman run hasn't been too bad so far. I'm nearing the endgame and have lost 8 soldiers and 2 missions. Not looking forward to the final mission though. Overall the hardest part of the run was the first chunk of the game where I basically lost my entire A-team over the course of a few missions. At least it's easy to train up rookies in the early game to replace your lost soldiers.
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# ? Feb 29, 2016 07:18 |
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BenRGamer posted:Never do it without scum In Invisible Inc. the number of times you're allowed to savescum IS the difficulty level.
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# ? Feb 29, 2016 07:23 |
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Dr Christmas posted:So this was a fun discovery. I think that units who are knocked unconscious are always considered to be in the tile they were laying down in, even if they're picked up and being carried halfway across the map. So yeah, you can't actually pick someone up and carry them away from an impending explosion. Dr Christmas posted:Turns out, the ability to set someone down is one of the abilities disabled by fire. Now that's just comedy gold.
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# ? Feb 29, 2016 07:27 |
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The Alan Patridge voice mod is disappointing, he just says "I've got a girlfriend" and not much else.
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# ? Feb 29, 2016 07:33 |
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Dee Ehm posted:I think that units who are knocked unconscious are always considered to be in the tile they were laying down in, even if they're picked up and being carried halfway across the map. You can, but only if you put them down before it actually explodes.
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# ? Feb 29, 2016 07:34 |
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# ? May 21, 2024 13:34 |
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Dr Christmas posted:Turns out, the ability to set someone down is one of the abilities disabled by fire. Their flesh melted together in a loving embrace.
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# ? Feb 29, 2016 08:41 |