Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Gharbad the Weak
Feb 23, 2008

This too good for you.
I don't understand the "throw a second grenade" thing, unless you mean, like... if they're clumped up enough to be hit with a grenade, you can hit them with another one?

Adbot
ADBOT LOVES YOU

many johnnys
May 17, 2015

SynthOrange posted:

Spawn pools. Faceless, berserks, chrysallids are all terror only. Edit them into other pools for fun.

Turns out they are also on the UFO-shot-you-down mission as well!

Well, not faceless. I've had berserkers in a past playthrough, and I just found out that chrysallids can show up!

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

My grenadier has Kill Zone and my sniper has Holo-targeting. Thanks AWC! :buddy:

Deuce
Jun 18, 2004
Mile High Club
Put yet another one on the board for "protect the device" bullshit. Literally the first turn, sectoid fires at the device, "misses," but sets it on fire.

Mission failed, and I get a UFO hunt dark event.

gently caress Ironman. gently caress your game, Jake.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Why are there so many enemies in this vip mission. It took six turns to get to the vip and there's been a new pod, and reinforcements, every turn since I saw him. And the battle scanner lied about the enemies around it.

e: What the gently caress, reinforcements came in, activated, became invisible, then when I moved forward, reactivated so they got to triple move.

RBA Starblade fucked around with this message at 03:52 on Mar 1, 2016

tank is raid leader O.K.
Apr 6, 2009

Fuck you say about the Emperor?

"WE WON'T HAVE THE BENEFIT OF CONCEALMENT FOR THIS MISSION"
4 guys pop phantom.
Uhhhh, thanks AWC?
Also, serial rangers are broken as gently caress if you get them into the right position.

Loel
Jun 4, 2012

"For the Emperor."

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



dasbrooner posted:

"WE WON'T HAVE THE BENEFIT OF CONCEALMENT FOR THIS MISSION"
4 guys pop phantom.
Uhhhh, thanks AWC?
Also, serial rangers are broken as gently caress if you get them into the right position.

Ive played one mission where my serial ranger just ran the map killing everyone :D :unsmigghh:

Melanion
Jun 7, 2011

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

many johnnys posted:

some <insert stupid excuse here> that lets you drop a second evac zone, for everybody except the VIP who has to go to the main one.

So you can evac individual soldiers, or get the gently caress out if things go sideways

Bomb-collar! It will explode if the VIP goes too far from the holding cell (read: outside the combat theatre) and takes N turns for Tygan to disarm it remotely. Either you sit there with the VIP and tank up while every remaining pod + reinforcements comes at you or you make a run for it and hope you can evade until the disarm finishes. Could even have risky hack options on it to allow early evac vs blowing up the poor schmuck and whoever is doing the hack.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Thanks to the broken reinforcements a stun lancer disoriented my medic on the last turn, so I have to leave him behind. And that's the best I could do reloading to try and counter it being broken, otherwise it's restart the campaign, because I won't have the manpower against the blacksite, since all facilities are the maximum distance from me. Fix your game, Firaxis. This is more broken than EU was, and that literally had Thin Men orbital dropping into missions where reinforcements can't even arrive.

At least I've only had to reload it three times in two campaigns.

RBA Starblade fucked around with this message at 04:15 on Mar 1, 2016

Chrysophylax
Dec 28, 2006
._.


Beat Commander, finally. That last mission was super tense, goddamn, they made a good job of not making it easy on you.

My dream team consisted of 1 gunslinger, 2 phantoms, 1 grenadier, 1 damage specialist and a fully decked out psi-op.

I was on the side that thought phantoms were completely useless, until i forced myself to use them. They are completely game changers, and two of them don't overlap in function, IMO. Being able to pull pods towards me using squadsight and perfect control of cover, even peeling off a pod of a two or three pod group, just made some of the hairier spawns a lot more manageable. I was hardly ever injured thanks to this.

I recommend everyone who's on the fence to give them a go, they're seriously good.

DeliciousCookie
Mar 4, 2011
Does anyone know how the unconcious mechanic works off hand? Just curious, since I've had characters at full health hit by a lancer and knocked out for the rest of the mission while they've still had more than half their health left.

Chrysophylax
Dec 28, 2006
._.
It's a status effect like many others, only it doesn't go away unless you clear it - unsure if Solace affects it, but i know Revive Protocol does.

Otherwise you get to haul your soldier to evac, or let them be captured.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
I ran into a bad bug on my upgraded psi labs. After a psi operative got wounded, I noticed his training was paused for a long time. Both the slots were taken up by the second psi operative, but only the second one counted. I could remove her and put the first guy back in, but clicking the first slot wouldn't give me the pull down menu.

It persisted through saves. I fixed it by scrapping the lab and building a new one.

Khisanth Magus
Mar 31, 2011

Vae Victus
Finally finished my commander run I started when the game came out. Final setup was a sniper, gunslinger, grenadier, psi-person, 1 medic specialist, 1 hacker specialist. Took me a couple tries to finish the final mission, was totally not prepared for that final room. Second attempt I killed 2 targets while just baiting the enemies with mimics and mind controlled enemies. The final target I just threw my soldiers into open positions to get good shots. That final room is buggy all to hell for grenadiers though, it is completely filled with invisible walls you can't shoot grenades through. I did enjoy that apparently this is a prequel to pacific rim though.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
So far my favorite team, without psi, is Gunner Grenadier, Explosives Grenadier, Blademaster Ranger, Rapid-Fire Ranger, Gunslinger, and Medic Specialist with Haywire (and Leader). SMGs on the Blademaster and Gunslinger, Assault Rifle on the Gunner Grenadier and Specialist, Shotgun on the Blademaster and Explosive Grenadier.

With psi, it's 6 Psi.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

While fighting a codex, the game said reinforcements were coming in from the other side of the map. As it turns out that little flare is broken and they can just land directly on you.

Also the codex I was suppressing just walked out of it and nothing happened. I'm running out of skills that off the top of my head I know actually work 100% of the time.

e: It's not even possible for flashbanged enemies to miss, is it.

RBA Starblade fucked around with this message at 05:31 on Mar 1, 2016

DMW45
Oct 29, 2011

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

RBA Starblade posted:

While fighting a codex, the game said reinforcements were coming in from the other side of the map. As it turns out that little flare is broken and they can just land directly on you.

Also the codex I was suppressing just walked out of it and nothing happened. I'm running out of skills that off the top of my head I know actually work 100% of the time.

Did it actually walk or did it teleport? When playing as them, teleport specifically says it ignores reaction fire.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

BenRGamer posted:

Did it actually walk or did it teleport? When playing as them, teleport specifically says it ignores reaction fire.

It actually walked. Five tiles over.

Then every disoriented unit (all of them), landed every shot. So I'm going to go ahead and assume that the aim penalty is literally negative, and it's adding 30%.

e: The guaranteed 2 turn disorientation from this hack lasted one turn.

e: An alien pod walked through a building to activate on me life is pain

RBA Starblade fucked around with this message at 05:37 on Mar 1, 2016

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Modding :words: incoming.

LowellDND posted:

So how do I make Faceless appear on all maps? Or, what file should I be looking in?
In Documents\My Games\XCOM2\XComGame\Config, find XComMissions.ini.
If you want to skip the inner workings and just get a quick answer for that particular instance, jump to the bottom of this post.

How this file works is that it defines several "pools" of enemies, groups that are labeled either by inclusion or exclusion, to let pods know which enemies are valid to pick from.
For instance:

quote:

InclusionExclusionLists=(ListID="Open", bIncludeNames=false, TemplateName[0]="AdvPsiWitchM3", TemplateName[1]="Faceless")
This pool, called "Open", is the most open and generic pool there is. "bIncludeNames=false" means this is a list of enemies that WON'T show up in that pool. So the open pool includes every enemy in the game EXCEPT for PsiWitches and Faceless. If you search "open", the name of this pool, you'll see a few instances of it.
All pools are defined at the top.

What the game does then is it established types of pods, based on pools and individuals. For instance:

quote:

ConfigurableEncounters=(EncounterID="ADVx3_Weak", MaxSpawnCount=3, OffsetForceLevel=-2, LeaderInclusionExclusionCharacterTypes="AdventGlobal", FollowerInclusionExclusionCharacterTypes="AdventGlobal")
This is a pod called "ADVx3_Weak". MaxSpawnCount=3 means it has up to 3 units in it. OffsetForceLevel=-2 means that the pod is balanced to be slightly underpowered from the player's "level", making it a "weak" pod, more likely to have say, regular troopers even if the player is at a point where they've seen advanced troopers. And lastly, "LeaderInclusionExclusionCharacterTypes" and "FollowerInclusionExclusionCharacterTypes" are just what pool it draws its pod leader from and its remaining forces from. In this case, both the leader and the generic forces that fill out the pod are from the "AdventGlobal" pool, which is defined as basically every kind of trooper, shieldbearer, captain, MEC, and lancer -- so all Advent ground troops, rather than aliens.

Some pods are instead given a specific makeup that draws directly from alien types, and doesn't use pools at all. You most often see this in story missions. "ForceSpawnTemplateNames" is the function that will come up here, then specifying a particular alien.


Finally, now that you have pods filled in with pools, you have mission types filled in with pods. Further down the file you will find a list of mission types, which are given a few major details, like what the player's strength "level" should be before that type of mission is possible to encounter, whether you start in concealment, what type of pods the player will encounter, and how far/along what lines these pods will be spawned in on the map, and so on.
A partial example is here, detailing a 'D4' retaliation mission, which as near as I can tell is basically its tier, occurring in the late game:

quote:

MissionSchedules=(ScheduleID="Retaliation_D4_Full", MinRequiredAlertLevel=4, MaxRequiredAlertLevel=4, MinRequiredForceLevel=16, MaxRequiredForceLevel=20, XComSquadStartsConcealed=false, IdealXComSpawnDistance=48, MinXComSpawnDistance=44, EncounterZonePatrolDepth=4.0, PrePlacedEncounters[0]=(EncounterID="TERx3_TerrorOpen", EncounterZoneOffsetAlongLOP=24.0, EncounterZoneWidth=36.0), PrePlacedEncounters[1]=(EncounterID="OPNx3_WithTerror", EncounterZoneOffsetAlongLOP=7.0, EncounterZoneWidth=28.0), PrePlacedEncounters[2]=(EncounterID="BOSSx3_Standard", EncounterZoneOffsetAlongLOP=-10.0, EncounterZoneWidth=18.0), PrePlacedEncounters[3]=(EncounterID="BOSSx3_FillStandard", EncounterZoneOffsetAlongLOP=-10.0, EncounterZoneWidth=18.0), PrePlacedEncounters[4]=(EncounterID="TERx1_Faceless", EncounterZoneOffsetAlongLOP=15.0, EncounterZoneWidth=36.0), PrePlacedEncounters[5]=(EncounterID="TERx1_Faceless", EncounterZoneOffsetAlongLOP=-1.0, EncounterZoneWidth=36.0), \\
As you can see it picks out a few named pods like "TERx3_TerrorOpen", then specifies where they'll be.

So here's the part where you can get Faceless in regular missions.
Now you could spend all day retooling these, but what I found is that the best way to change up the alien types you run into is to change the pools and pods themselves.
If you want Faceless in more pods, the best thing you can do is remove Faceless from the exclusion list under the "NoTerror" pool, which is just a pool that means "any enemy, including bosses, but no faceless, chryssalids, or berserkers, because those are for terror missions only". So:

quote:

InclusionExclusionLists=(ListID="NoTerror", bIncludeNames=false, TemplateName[0]="AdvPsiWitchM3", TemplateName[1]="Faceless", TemplateName[2]="Chryssalid", TemplateName[3]="Berserker")
Becomes

quote:

InclusionExclusionLists=(ListID="NoTerror", bIncludeNames=false, TemplateName[0]="AdvPsiWitchM3", TemplateName[1]="Chryssalid", TemplateName[2]="Berserker")
And now Faceless (undisguised, I'm afraid) will show up right alongside Archons and Vipers and Advent all day long in bustling city centers.

You can do all sorts of fun stuff with this. You could add PsiWitches to the "BossLeader" pool to make them show up in normal missions (in boss positions). You could add Vipers to the "AdventGlobal" pool so they're considered official Advent troops and will show up in Advent-only pods (and dropships, I believe). You could make it so Archons only show up in Terror Missions by excluding them from normal pools, or make an enemy disappear almost completely by striking it from every pool.

Another example: if you wanted to let chryssalids and berserkers loose on regular missions, too, you could just find+replace every instance of "NoTerror" to "Open" and "NoTerrorOrBosses" to "NoBosses". That way you don't need to change those pools up, because nothing even uses them now. Hell, if you wanted, you could even replace "AdventGlobal" with "NoBosses" and you could get andromedons and vipers and berserkers where you'd normally find only Advent -- wipe out "Advent only" pods altogether and just find random enemies everywhere.
Or you could just make every single pod draw from the "open" pool and literally every pod can be literally every enemy (except for the ones that pick aliens by name, individually). But that could potentially mean you'd get a reinforcement dropship of 3 gatekeepers so HAPPY LANDINGS.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
What might be neat is going the other way, taking the modded advent, better advent, and what not and just making Advent the only kind of enemies you fight, but making them that much stronger to compensate.

Khisanth Magus
Mar 31, 2011

Vae Victus

RBA Starblade posted:

It actually walked. Five tiles over.

Then every disoriented unit (all of them), landed every shot. So I'm going to go ahead and assume that the aim penalty is literally negative, and it's adding 30%.

e: The guaranteed 2 turn disorientation from this hack lasted one turn.

e: An alien pod walked through a building to activate on me life is pain

I have had the opposite experience, I have never once been hit by a flashbanged enemy, and I use them a lot.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Khisanth Magus posted:

I have had the opposite experience, I have never once been hit by a flashbanged enemy, and I use them a lot.

This is the least fortunate campaign in the world then. So many dead critical hits from in heavy cover by disoriented enemies. :shepicide:

Suppression has failed to fire on a suppressed advent officer now too. Skill's broken.

e: Oh holy poo poo I pulled out of the bugged mission with only one fatality, a field medic. My reward for the mission was a higher level medic.

RBA Starblade fucked around with this message at 05:48 on Mar 1, 2016

SpookyLizard
Feb 17, 2009
Disorient gives some weird buff to crit chance. And it only gives -20 aim which is weak asf. I buffed disorient to be -50 aim, which may be a little high but I'm playing on legendary with IESS+ so go gently caress yourself. It makes flashbangs immensely powerful and even the weakest form of Mindspin seriously useful. I highly recommend doing this. I also use the the EU/EW CTH rolls because the way it's done in Xcom2 is really annoying. EW had hit rolls, which upon hitting, had a chance to crit. In XCOM2 it's all done at the same time. So if your dude has a 40% hit chance and a 40% crit rate, any hit will automatically crit. Which i think is kinda shyte.

DMW45
Oct 29, 2011

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

SpookyLizard posted:

Disorient gives some weird buff to crit chance. And it only gives -20 aim which is weak asf. I buffed disorient to be -50 aim, which may be a little high but I'm playing on legendary with IESS+ so go gently caress yourself. It makes flashbangs immensely powerful and even the weakest form of Mindspin seriously useful. I highly recommend doing this. I also use the the EU/EW CTH rolls because the way it's done in Xcom2 is really annoying. EW had hit rolls, which upon hitting, had a chance to crit. In XCOM2 it's all done at the same time. So if your dude has a 40% hit chance and a 40% crit rate, any hit will automatically crit. Which i think is kinda shyte.

It doesn't give a buff to crit so much as it just doesn't affect the crit rate, so you'll get crit as often as you would be without flashbangs, but you wouldn't be normally hit as much because it's all one roll.

Cnidaria
Apr 10, 2009

It's all politics, Mike.

Just finished my commander ironman run and it was really fun. Only lost two missions and 11 soldiers according to the final stats screen.

The final mission wasn't as bad as my veteran run actually other than a double secotpod/archon/advanced MEC encounter before the final room. The final room itself was a lot of fun, although I finished off the last avatar just as more difficult aliens started to spawn in.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Unless you use EW crit roll mod disorient doesn't change the fact that 10% of the time , no matter what you do, you're going to get crit.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

With the avatar project, I lost one pip when I killed the codex on Commander. Will assault the blacksite/forge/codex facility/killing the avatar each be 1 as well? Or are they still 2?

oswald ownenstein posted:

Unless you use EW crit roll mod disorient doesn't change the fact that 10% of the time , no matter what you do, you're going to get crit.

All but three disorient shots have critically hit. Two have missed. :negative:

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

RBA Starblade posted:

With the avatar project, I lost one pip when I killed the codex on Commander. Will assault the blacksite/forge/codex facility/killing the avatar each be 1 as well? Or are they still 2?
Later project remove more.

SpookyLizard
Feb 17, 2009

RBA Starblade posted:

With the avatar project, I lost one pip when I killed the codex on Commander. Will assault the blacksite/forge/codex facility/killing the avatar each be 1 as well? Or are they still 2?


All but three disorient shots have critically hit. Two have missed. :negative:

Commander gives you the same as veteran, the numbers are doubled in Legendary.

suction
Jul 17, 2009
Quick question since I'm only L/I, and I don't wanna fail. If the doomday clock is ticking and the Dark Event where it adds 2 bars activates, it does nothing right?

Hi Jinx
Feb 12, 2016

BenRGamer posted:

It doesn't give a buff to crit so much as it just doesn't affect the crit rate, so you'll get crit as often as you would be without flashbangs, but you wouldn't be normally hit as much because it's all one roll.

Which still feels like a buff to crit chance, no? If they have 30% chance to hit and 10% chance to crit, the way the math works in XCOM 2 means they'll crit you on every 3rd shot. If you disorient them the chances become 10%/10%, which means they'll crit every shot that they land. They will hit less frequently, but their crit chance sure feels like 100% instead of 10%.

I get that the mechanism doesn't really give them any benefits, but it's very counter-intuitive.

Moola
Aug 16, 2006
Speaking of bugs

Is Bladestorm supposed to activate if a snake lady uses bound?

Literally grabbed my Ranger and he activated Bladestorm, killing her instantly and freeing himself

Hi Jinx
Feb 12, 2016

suction posted:

Quick question since I'm only L/I, and I don't wanna fail. If the doomday clock is ticking and the Dark Event where it adds 2 bars activates, it does nothing right?

That's right. The countdown only goes down naturally.

EvilSlug
Dec 5, 2004
Not crazy, just evil.
^^^ Yes, bladestorm can fire on bind. Characters are granted one free (automatic) action to free self in the activation code for the ability.

RBA Starblade posted:

Why are there so many enemies in this vip mission. It took six turns to get to the vip and there's been a new pod, and reinforcements, every turn since I saw him. And the battle scanner lied about the enemies around it.

e: What the gently caress, reinforcements came in, activated, became invisible, then when I moved forward, reactivated so they got to triple move.
Did you mod your game? You seriously have more problems (and more bizarre problems) than anybody else I have seen since release. I say this as a guy whose game has been consistently more stable than yours in spite of intentionally breaking things for the past week while trying to figure out how everything works. Maybe dial back your video/graphics settings for a bit and see if your rig is just choking on calculations and barfing up redscreens you're unaware of? There are a TON of wait-event timeouts even in the vanilla game that cause glitchy behavior, but I've never seen anything like yours nor quite as consistently as what you describe.

(PS. If you didn't mod your game and gently caress it up in the process, you really should go visit a VooDoo Priestess and get some RL assistance against whatever has hexed you. :ohdear:)

DeliciousCookie posted:

Does anyone know how the unconcious mechanic works off hand? Just curious, since I've had characters at full health hit by a lancer and knocked out for the rest of the mission while they've still had more than half their health left.
It isn't based on health at all. It's a state with a % chance to happen each attack by certain stuff based on a calculation. Unconscious or Bleeding Out characters actually die and then gain the ability Unconscious or Bleeding Out after death. This applies new rulesets to how that unit functions and is viewed. Bleed Out tics and is checked each turn. I don't think KO'ed people are checked except to exclude them as targets for actions/abilities/hostility. While I haven't dug into the source to check, there's a pretty good chance that effect is intended to last for the duration of the mission unless you revive them.

Morzhovyye
Mar 2, 2013

Moola posted:

Speaking of bugs

Is Bladestorm supposed to activate if a snake lady uses bound?

Literally grabbed my Ranger and he activated Bladestorm, killing her instantly and freeing himself

Happened to me once on the final mission, but that ended up freezing them in the bound animation on top of a dead snake.

Moola
Aug 16, 2006
it did the same for me

Also he teleported under the world

But he could move back up to ground level as if there was a ladder there. Good stuff!

02-6611-0142-1
Sep 30, 2004

I got a kill zone ranger one time and got really excited about it. He missed four close range shots in a single turn and then died. Good riddance you idiot fucker

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

SpookyLizard posted:

Commander gives you the same as veteran, the numbers are doubled in Legendary.

oohhboy posted:

Later project remove more.

Thanks, trying to plan out some stuff in the geoscape and couldn't recall if that was the same as the Veteran Codex.

quote:

Did you mod your game? You seriously have more problems (and more bizarre problems) than anybody else I have seen since release. I say this as a guy whose game has been consistently more stable than yours in spite of intentionally breaking things for the past week while trying to figure out how everything works. Maybe dial back your video/graphics settings for a bit and see if your rig is just choking on calculations and barfing up redscreens you're unaware of? There are a TON of wait-event timeouts even in the vanilla game that cause glitchy behavior, but I've never seen anything like yours nor quite as consistently as what you describe.

The only mods I have are Evac All, Overwatch All, and Capnbeeb's stuff. I'll try dialing back the AA actually, I'm getting that thing where it hangs for a few seconds before the animations play but all the messages pop up. A few missions have the framerate get chunky and the mission takes an age to load, but outside the final mission which is insanely chuggy nothing major on that end. I'm not sure what you mean by redscreen though.

Did anyone ever figure out what causes the screen to go black and just play a load of sound effects at once? I've seen it happen to Beagle too.

quote:

It isn't based on health at all. It's a state with a % chance to happen each attack by certain stuff based on a calculation. Unconscious or Bleeding Out characters actually die and then gain the ability Unconscious or Bleeding Out after death. This applies new rulesets to how that unit functions and is viewed. Bleed Out tics and is checked each turn. I don't think KO'ed people are checked except to exclude them as targets for actions/abilities/hostility. While I haven't dug into the source to check, there's a pretty good chance that effect is intended to last for the duration of the mission unless you revive them.

I've never actually had a guy get KO'd, which is lucky, because I've never taken Revival Protocol. I did stun an enemy with the arc blade though. :v:

quote:

I got a kill zone ranger one time and got really excited about it. He missed four close range shots in a single turn and then died. Good riddance you idiot fucker

That's approaching peak xcom right there.

RBA Starblade fucked around with this message at 07:02 on Mar 1, 2016

vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters
If mimic beacons are too good, I'd say boycott them. I was able to play through veteran without ever twigging to them. I did save scum a bit.



Thank you for the post, as well, Vib Rib, it's in my bookmarks now.

Adbot
ADBOT LOVES YOU

upgunned shitpost
Jan 21, 2015

SpookyLizard posted:

Disorient gives some weird buff to crit chance. And it only gives -20 aim which is weak asf. I buffed disorient to be -50 aim, which may be a little high but I'm playing on legendary with IESS+ so go gently caress yourself. It makes flashbangs immensely powerful and even the weakest form of Mindspin seriously useful. I highly recommend doing this.

Totally agree with this. I also increased the duration to three turns. Flashbangs and Sectoids are mean muthafuckas now.

Another fun thing to try for stupid Legendary runs with bullshit spawn counts, disable +hp progression and replace it with +armor pip per tier.

Sometimes I wonder if I hate myself just a little. Still, good times.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply