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I think the best part is the sectoid doesn't even react to the shots.
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# ? Mar 2, 2016 09:18 |
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# ? May 19, 2024 12:12 |
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stone cold sectoid
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# ? Mar 2, 2016 09:37 |
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Soldiers get 65 base aim so how can they only be rolling a 45% at 0 tile range to an exposed target?
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# ? Mar 2, 2016 09:54 |
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# ? Mar 2, 2016 09:58 |
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Lunethex posted:Soldiers get 65 base aim so how can they only be rolling a 45% at 0 tile range to an exposed target? The sectoid is still in cover for whatever reason, the little icon at the bottom never turns yellow indicating a flank. More of a reason why you should blow up everything, all the time.
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# ? Mar 2, 2016 10:02 |
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Lunethex posted:Soldiers get 65 base aim so how can they only be rolling a 45% at 0 tile range to an exposed target? No idea. Rookies on a hard difficulty? Not sure what that'd do to their aim. Edit: or that
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# ? Mar 2, 2016 10:03 |
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Lunethex posted:Soldiers get 65 base aim so how can they only be rolling a 45% at 0 tile range to an exposed target? They can't be. The game is glitched and thinks the sectoid is still in full cover. So rather than being a point blank flank, the aim is still subtracting the full cover penalty. This is one of the situations I force crash the game in because come the gently caress on.
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# ? Mar 2, 2016 10:03 |
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Jade Star had a stream where an ADVENT Officer became a marionette stringed corpse floating in the air. And it acted as full cover, that danced around every time the camera zoomed. It was loving surreal.
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# ? Mar 2, 2016 10:07 |
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Just finished a veteran run Sent my pet Gatekeeper deep into the final room to find 4 berserkers, 4 Mutons, 4 vipers and 2 Avatars all crammed together on a raised platform Hit them with the Gatekeepers orb thing, in the following turn the angry beserkers all made beelines for the avatars and smacked the poo poo out of them Completed with only a ranger ever going into the final room for a couple of run and guns to finish off avatars after the GK kept on wrecking stuff Final avatar even teleported out the room to land in front of the rest of the squad who were all just hanging around in cover
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# ? Mar 2, 2016 10:27 |
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EvilSlug posted:See above. Quite literally every troop can revive/stabilize/heal. You just have to make a conscious choice to have that ability on someone in the mission. I actually tried this the first time a guy got knocked the gently caress out and the revive option didn't appear, so i've just assumed it doesn't work. Maybe that was a day 1 bug? I'll try again next time it happens I suppose.
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# ? Mar 2, 2016 10:34 |
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Not sure if this has already been covered but I managed to work out last night what was causing my psychic training times to reset (you, know you have like 2 days left, but you do some strategic layer stuff, maybe a mission etc and next time you look it's back to 13 days or something) - turns out what resets it is placing radio towers. Seems to happen every time. Weird Xcom2 bug right there
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# ? Mar 2, 2016 11:10 |
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Captain Invictus posted:The Super Best Friends have been playing through XCOM 2 on the second hardest difficulty, on Ironman. I get the distinct impression he just lost interest halfway through and stopped trying. He knew it was probably a doomed attempt or didn't want to keep going and has been playing more and more carelessly because he wants a Game Over so they can stop playing. I'm not a loving high level player but Jesus, these guys are like, DSP-tier. They have lost every mission since the tutorial.
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# ? Mar 2, 2016 11:20 |
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No, I know all that, there's not a single person watching it who thinks he's making correct decisions, and they never intended for it to be a full playthrough since Pat is bad at video games, and only beat XCOM:EU on the easiest difficulty. Liam straight up tells him the right moves a bunch of times during this playthrough and he argues AGAINST them. It's fantastic. They've said they might do a second run on a more reasonable difficulty, probably with the actually good-at-video-games player, Liam, at the helm. Woolie's just kind of there to be a blind experience since he knows absolutely nothing about XCOM at all. And turns out he's a loving alien mark. gently caress the human race if I can have superpowers turns out to be A-OK with him. But yeah don't take the XCOM2 LP seriously if you watch it because Pat is terrible at strategy, or equipping his troops before a mission
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# ? Mar 2, 2016 11:26 |
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I'm not taking it seriously, it's just pretty baffling how hard he goes out of his way to crash and burn. That said Liam seems to have good instincts (and has at times corrected him, like telling him not to leave his lone engineer he begged so hard for sitting idle), and honestly Woolie's reactions are very entertaining. I wouldn't still be watching if there wasn't something worth watching in there but goddamn what a mess they turned that campaign into.
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# ? Mar 2, 2016 11:56 |
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I feel like Pat largely stopped caring after the second loss because at that point unless you're real drat good on the harder difficulties it's probably a lost cause, right? I believe the next episode is the last one though, haha.
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# ? Mar 2, 2016 12:03 |
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Back in the days of old There was a legend told About a ranger known as Galavant! Phantom and Implacable Rapid Fire everywhere There was no ranger quite as Galavant! Rupture! Plus every other shotgun value Mess with him he'll disembowel you Yay, he shotgunned every ayyy XCOM ranger cliche And rookies called him Galavant!
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# ? Mar 2, 2016 12:26 |
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Turbosnowy posted:Not sure if this has already been covered but I managed to work out last night what was causing my psychic training times to reset (you, know you have like 2 days left, but you do some strategic layer stuff, maybe a mission etc and next time you look it's back to 13 days or something) - turns out what resets it is placing radio towers. Seems to happen every time. Weird Xcom2 bug right there Thank you! This was driving my crazy, I started saving every time I moved from an unfinished scan on the strategic layer. I guess now I just have to save before placing towers to make sure I can complete them
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# ? Mar 2, 2016 12:40 |
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SpookyLizard posted:I think it might be kinda neat to have a sort of system like the covert ops from EW to deactivate a longer lasting Dark Event. After a DE kicks in, you can send some dudes out to scout for the facility, by like dropping them off at a resistance HQ or something like that. They then take a week or two to find the Dark Event facility, and it lets you launch a raid to counteract the Dark Event. Maybe balance it with an intel/supply cost, or maybe making the mission more difficult by forcing you to commit a couple of dudes to it and then having to use them to complete the objective. Like you've got to deploy three or four dudes like in the Network Tower mission, and then they have to complete the mission and maybe when the objective is completed you get a few dudes who come in on the EVAC bird. Or maybe mix it up with missions where you have to hold out in a certain area or blow up one or two high profile targets like in Gatecrasher while a different resistance cell disables the dark event for you. It'd be a cool way to make them scarier. Failing to interact with them could leave you with multiple dark events on the board while waiting for them to 'expire'. Or some which may never expire. I've got a Dark Events reworked mod installed, it adds other ammo types and a permanent effect sometimes? Also this would be HILARIOUSLY awesome to have in a mod that adds a soldier slot to Resistance Comms, and it would make perfect sense. You set up a soldier to act like a signals analyst and base it off their hack score. Can even add in functionality that every time you find a hidden location, it increases hack. Boom, two birds, one very awesome tech stone.
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# ? Mar 2, 2016 13:34 |
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Lunethex posted:Soldiers get 65 base aim so how can they only be rolling a 45% at 0 tile range to an exposed target? might be remembering this wrong, but I'm pretty sure I was looking at the weapon code and assault rifles and cannons actually get a worse aim boost at 0 tiles
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# ? Mar 2, 2016 14:15 |
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FraudulentEconomics posted:I've got a Dark Events reworked mod installed, it adds other ammo types and a permanent effect sometimes? There are permanent dark events in the base game already. Viper rounds for example is a permanent dark event IIRC
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# ? Mar 2, 2016 14:20 |
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Moola posted:might be remembering this wrong, but I'm pretty sure I was looking at the weapon code and assault rifles and cannons actually get a worse aim boost at 0 tiles
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# ? Mar 2, 2016 14:41 |
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Captain Invictus posted:Liam straight up tells him the right moves a bunch of times during this playthrough and he argues AGAINST them. It's fantastic. They've said they might do a second run on a more reasonable difficulty, probably with the actually good-at-video-games player, Liam, at the helm. Woolie's just kind of there to be a blind experience since he knows absolutely nothing about XCOM at all. And turns out he's a loving alien mark. gently caress the human race if I can have superpowers turns out to be A-OK with him. So it's a lovely let's play where he's bad on purpose, those are a dime-a-dozen
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# ? Mar 2, 2016 15:15 |
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Moola posted:might be remembering this wrong, but I'm pretty sure I was looking at the weapon code and assault rifles and cannons actually get a worse aim boost at 0 tiles This is correct, the Array for 0 tiles range is 0. Sloober posted:There are permanent dark events in the base game already. Viper rounds for example is a permanent dark event IIRC All Dark Events in vanilla aren't permanent (unless you count Avatar Progress). They specifically list 1 month and they fall off after. I haven't gone very far with my current playthrough with it, but I haven't seen any permanent ones yet.
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# ? Mar 2, 2016 15:36 |
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How do I load a saved game after disabling a mod? I like Stop Wasting My Time(SWMT) but don't like Quint Benford (Since I'm story working through the story for the first time) and removing SWMT from the list cause nothing to load right.
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# ? Mar 2, 2016 15:41 |
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Captain Invictus posted:fuckin' lol why, is it a bug, or are they trying to be all "oh they're unwieldy at close range!" Rifles are a mid range weapon so they're optimal at some tiles away. The sniper rifles and miniguns in XCOM EU worked the same way iirc.
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# ? Mar 2, 2016 15:41 |
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Vib Rib posted:I get the distinct impression he just lost interest halfway through and stopped trying. He knew it was probably a doomed attempt or didn't want to keep going and has been playing more and more carelessly because he wants a Game Over so they can stop playing. I'm not a loving high level player but Jesus, these guys are like, DSP-tier. They have lost every mission since the tutorial. Yeah, that seemed pretty clear coming into the third episode. After he failed those two first missions, he clearly stopped caring about his performance. He just wants to run it into the ground as quickly as possible and get it over with.
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# ? Mar 2, 2016 15:43 |
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In the mission to rescue my old medic specialist, will he be able to do anything or do they act like a regular vip for that mission? Does he come with his gear or do I need to find it? I won't really use him because I have a better one now that rolled Lightning Reflexes, but it'd be nice to get his rifle back.
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# ? Mar 2, 2016 15:43 |
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...so what is the optimal distance for point blank rifle shots?
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# ? Mar 2, 2016 15:46 |
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FraudulentEconomics posted:This is correct, the Array for 0 tiles range is 0. Correct which is why I didn't say they are all permanent. Just that there are permanent ones as not all events list 1 month as the duration.
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# ? Mar 2, 2016 15:47 |
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Phobophilia posted:...so what is the optimal distance for point blank rifle shots? apparently 1 tile away, so not point blank
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# ? Mar 2, 2016 15:52 |
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Sloober posted:Correct which is why I didn't say they are all permanent. Just that there are permanent ones as not all events list 1 month as the duration. I'll most likely check it when I get home (especially since I want to eventually do mod fuckery with Dark Events). We'll figure this out one way or another (or I'm just being dense, in which case don't be offended).
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# ? Mar 2, 2016 15:53 |
Phobophilia posted:...so what is the optimal distance for point blank rifle shots? Pretty sure it's 1 and the 0 range thing is just a bug that wasn't noticed since you're not supposed to be in the same square as an enemy.
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# ? Mar 2, 2016 15:54 |
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I mean, 0 tiles most likely means on the same tile as the enemy. So yes, you do want to be as close as possible (preferably with height advantage) for the largest possible aim boost. If this weren't the case the accuracy numbers wouldn't make sense. (You wouldn't get 85% accuracy at point blank range with rookies, for instance) e:fb
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# ? Mar 2, 2016 15:55 |
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BexGu posted:How do I load a saved game after disabling a mod? Xcom 2, normally, will not let you continue a game after removing a mod. HOWEVER There is a mod that lets you! http://steamcommunity.com/sharedfiles/filedetails/?id=619141883 Note: Ignore Missing Content actually can't be removed without starting a new game, because it's the thing that lets you continue a game with missing content.
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# ? Mar 2, 2016 15:57 |
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can anyone confirm that 0 tiles means literally in the same tile? I'm not gonna assume anything in the game that shipped with stuff like Smoke Grenades literally doing nothing
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# ? Mar 2, 2016 15:58 |
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Gervasius posted:
Because I am bad at pop culture more often than not: What tune am I supposed to sing this to?
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# ? Mar 2, 2016 15:59 |
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Moola posted:I'm not gonna assume anything in the game that shipped with stuff like Smoke Grenades literally doing nothing Really? I only used one once before figuring out I had better things to do (same with never using Hunker Down/Aim).
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# ? Mar 2, 2016 15:59 |
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Moola posted:can anyone confirm that 0 tiles means literally in the same tile? And are smoke grenades really bugged, or just lovely? I know this game is buggy in some respects, but that doesn't mean literally everything is a bug.
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# ? Mar 2, 2016 16:00 |
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Exodee posted:Just put a rookie right next to an enemy soldier and you'll see you'll get 85% accuracy. Bugged. There's a fix on the workshop though.
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# ? Mar 2, 2016 16:06 |
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# ? May 19, 2024 12:12 |
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SynthOrange posted:I'm so sick of the dozens of ripped content mods all over the shop As much as this is true, the mod that ripped off BF4 and imported the guns still has a place on my hard drive
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# ? Mar 2, 2016 16:14 |