|
Found out that if a Dark Event pops while in flight to the countering op, it claims that it was countered, but it actually isn't. The event was the one that cuts mission timers in half. Good thing I'm running the true concealment mod. Very next mission was a council "Rescue the VIP" mission that had a 5 turn limit once concealment broke. IF it wasn't for a mimic beacon and my psiops self-insert nailing a 40% dominate on a gatekeeper, I'm pretty sure I would have lost that.
|
# ? Mar 3, 2016 08:31 |
|
|
# ? May 21, 2024 12:02 |
|
I had a "neutralize the enemy vip" mission where I had a ranger pop concealment before picking the vip up. It didn't seem to break it, but are there any problems or weirdness that could have been caused by doing that if I hadn't able to get to the extraction point quickly? I posted a bit earlier about carrying an unconscious soldier that was targeted by blazing pinions. Someone said the unconscious soldier still counted as being in the tile she was in when she was knocked out, so the blazing pinions hit the guy carrying her even though he was several tiles away. It set him on fire, disabling his ability to set her down.
|
# ? Mar 3, 2016 08:44 |
|
Dr Christmas posted:It set him on fire, disabling his ability to set her down. This sounds like a bug I'd read about in Dwarf Fortress.
|
# ? Mar 3, 2016 08:46 |
|
BenRGamer posted:Like I said, the best way to make swords useful is to buff it's damage with hunter's instinct, and buff the enemy like with All Pods Active mod. Swear by that mod now, because it's awesome. Once you get spotted the fighting never really stops until everything's dead, so scouting ahead is much less useful and riskier, plus the pods activating gives you a general idea of where they're at--not exactly because they'll move in the fog of war after their first turn, but you still find out what's out there, how many pods, and if you're good at guessing by health/armor count, what's in the pods EvilSlug posted:Faceless don't have a "disguised form" and are not placed via pods. On retaliation missions and when that dark event is active, it runs code that spawns flagged civilian entities. Vanilla faceless work the same way andromedons work, pretty much. The first form "dies" and is replaced after death during the animation frames by a new entity with different ruleset. When adding faceless as a potential spawn like you did, you're getting exactly what you asked for. Hope that makes sense. For your use, you could probably get the civvy entity to spawn into your pods and transform as per normal, but they'd still work exactly the same as your pre-revealed faceless currently do so it wouldn't be worth the effort IMO. (Especially considering a 3-faceless pack would run the animation sequence 3 times in a row when you revealed it.)
|
# ? Mar 3, 2016 10:51 |
|
So I posted yesterday that the ranges for medium Mag and Beam are a little more accurate, but not in a significant way, but I realized I was kinda wrong probably. Here are the juicy bits for reference: MEDIUM_MAGNETIC_RANGE[0] = 0 MEDIUM_MAGNETIC_RANGE[1] = 21 MEDIUM_MAGNETIC_RANGE[2] = 20 MEDIUM_MAGNETIC_RANGE[3] = 19 MEDIUM_MAGNETIC_RANGE[4] = 17 MEDIUM_MAGNETIC_RANGE[5] = 16 MEDIUM_BEAM_RANGE[0] = 0 MEDIUM_BEAM_RANGE[1] = 22 MEDIUM_BEAM_RANGE[2] = 22 MEDIUM_BEAM_RANGE[3] = 21 MEDIUM_BEAM_RANGE[4] = 20 MEDIUM_BEAM_RANGE[5] = 19 MEDIUM_BEAM_RANGE[6] = 17 MEDIUM_BEAM_RANGE[7] = 15 Mag reaches the 20% bonus an extra square out from conventional, which might actually matter to you when you've already got ranked soldiers with decent aim. Even more so, Beam reaches its own max 2 squares out, and 20% a full 4. That's a lot of leeway in square selection if you just need a little bit of extra aim. Of course if you are running laser sights on your rifles for some reason, then closer is still better. oswald ownenstein posted:Thoughts on the better AI mod? Seems like it goes a little overboard... I haven't tried the mod outside of looking at its files a bit, but I have messed around with a slightly modded defaultai.ini based on some of those changes. Specifically the lines: CURR_TILE_LINGER_PENALTY=1.0 (changed from 0.75) CALC_FULL_COVER_FACTOR=2.5f (changed from 1.1f) These make a significant difference in how conservative, or just straight up "not dumb", the AI plays. It also really ups the value of skills like suppression, since the AI is no longer nearly guaranteed to just run it everytime.
|
# ? Mar 3, 2016 11:13 |
|
Augustus posted:Holy smokes, the guy who did the MGSV balaclavas just dropped MGSV style BDUs and accessories This is gone, does anybody have a backup or something?
|
# ? Mar 3, 2016 11:54 |
|
Bleargh, changing the sounds on this is still a full scale production.
|
# ? Mar 3, 2016 12:35 |
|
Lprsti99 posted:Found out that if a Dark Event pops while in flight to the countering op, it claims that it was countered, but it actually isn't. The event was the one that cuts mission timers in half. Good thing I'm running the true concealment mod. That Dark Event is FROM the True Concealment mod, as a way to make the timers relevant on concealment missions. Having four turns out of stealth to hack a thingy is exciting when you accidentally pop a couple pods early.
|
# ? Mar 3, 2016 13:38 |
|
Mystic Stylez posted:This is gone, does anybody have a backup or something? It got re-uploaded. Sometimes ModBuddy's integration with the workshop fucks over trying to patch a bug and there was a texture error with some of the female armors. What this means is sometimes they can't patch the original workshop content and have to make a whole new steam workshop ID and everything. Here you go. http://steamcommunity.com/sharedfiles/filedetails/?id=632252203&searchtext=mgsv
|
# ? Mar 3, 2016 13:41 |
|
Is there something better than the in game mod organizer Because holy poo poo the in game one is bad
|
# ? Mar 3, 2016 14:03 |
|
Odobenidae posted:Having a sword ranger early on is wonderful. Every sectoid is dead if it's within running distance. But then again, alive sectoids aren't really any more dangerous than dead ones.
|
# ? Mar 3, 2016 14:24 |
|
peak debt posted:But then again, alive sectoids aren't really any more dangerous than dead ones. Play with an AI MOD so they actually shoot you
|
# ? Mar 3, 2016 14:38 |
|
Funny glitch for ultrawide monitors. When you are on the soldier load up screen, sometimes you can see one of your soldiers in two places at once. Click for huge
|
# ? Mar 3, 2016 15:16 |
|
Lowen SoDium posted:Funny glitch for ultrawide monitors. When you are on the soldier load up screen, sometimes you can see one of your soldiers in two places at once. You're getting baited by his mimic beacon.
|
# ? Mar 3, 2016 15:23 |
|
Lowen SoDium posted:Funny glitch for ultrawide monitors. When you are on the soldier load up screen, sometimes you can see one of your soldiers in two places at once. he really IS a magician
|
# ? Mar 3, 2016 15:26 |
|
oswald ownenstein posted:Swords are great early game I'm talking about when mutons (its not worth even trying to sword them) I remember when people in this thread went nuts over people saying that because "haha, just because their's a chance it will fail doesn't mean nobody will do it". gently caress y'all, we were right, nobody melees mutons unless you don't know about it. Dogen posted:My solution to the sword accuracy issue has been to use a perception PCS. My top ranger this game has salvo, so I put her in a war suit with shredstorm. Shred, then RnG or reaper survivors as appropriate. Yeah the Perception PCS on a ranger is really good. People laugh and go "oh, why don't you put it on a sniper where it'll actually be useful " but putting an 70% to an 80% is way less valuable than putting a 90% to 100%.
|
# ? Mar 3, 2016 15:45 |
|
SynthOrange posted:
"You helped me get into this mess! You told me it would be exciting, didn't you? Well I'm loving bored!"
|
# ? Mar 3, 2016 15:48 |
|
Odobenidae posted:Having a sword ranger early on is wonderful. Every sectoid is dead if it's within running distance. This is also true once you get run-and-gun, with shotguns. dogstile posted:I remember when people in this thread went nuts over people saying that because "haha, just because their's a chance it will fail doesn't mean nobody will do it".
|
# ? Mar 3, 2016 15:59 |
|
Had a thought on a different way to change sword rangers that would be really interesting. Part of the problem is that they aren't as good as shotguns, and compete to do the same job as shotguns. But what if using a blue move to sword someone didn't end your turn, just used an action? Then it could be a way to increase the amount of damage output the ranger has, and if it does miss on a blue move, there's less risk because you can still shotgun the guy, but not maybe use the shotgun on a second enemy. Might be a bit too strong, but feels better than the current state.
|
# ? Mar 3, 2016 16:04 |
|
Just bump the Swordmaster buff to +4 and have Hunter's Instinct affect swords too. Stab mutons in the loving face, err'day.
|
# ? Mar 3, 2016 16:07 |
|
On Veteran swords are good, but even then guns are better. On Commander, they are near unusable from the get go. Way too much risk for what you are getting out of it. Bladestorm is a real disappointment compared to it's EU counterpart where you got to shotgun for near free anything that came within 3 squares.
oohhboy fucked around with this message at 16:11 on Mar 3, 2016 |
# ? Mar 3, 2016 16:08 |
|
Old close-combat specialist was the coolest loving thing ever and I miss it so much.
|
# ? Mar 3, 2016 16:10 |
|
oohhboy posted:On Veteran swords are good, but even then guns are better. On Commander, they are near unusable from the get go. Double-move slashing has saved my campaign on a regular basis on Commander. Bladestorm isn't as great as I thought but still pretty good; I'm trying implacable out right now. Could you run and gun, shotgun blast someone, then use the free move to get a slash off?
|
# ? Mar 3, 2016 16:15 |
|
dogstile posted:Yeah the Perception PCS on a ranger is really good. People laugh and go "oh, why don't you put it on a sniper where it'll actually be useful " but putting an 70% to an 80% is way less valuable than putting a 90% to 100%.
|
# ? Mar 3, 2016 16:16 |
|
RBA Starblade posted:Double-move slashing has saved my campaign on a regular basis on Commander. Implacable is only a move, no action.
|
# ? Mar 3, 2016 16:16 |
|
Phobophilia posted:Old close-combat specialist was the coolest loving thing ever and I miss it so much. The final ability of this mod http://steamcommunity.com/sharedfiles/filedetails/?id=618090572 is like close combat specialist on steroids. It puts a ring around the unit that will grant a reaction shot on any enemy that enters the zone. Plus the mod is just really good in general. I was running two high ranked troopers when I finished my campaign.
|
# ? Mar 3, 2016 16:17 |
|
FraudulentEconomics posted:Implacable is only a move, no action. Oh, well poo poo. I thought maybe it just gave an action point back. quote:The problem with this is that the shotgun doesn't need the extra accuracy at all, so you've just used a valuable PCS to improve nothing but a ranger's situational sidearm. Meanwhile you could've used that same PCS to make a reliable gunner instead. I got three this campaign (!!!!!) so I gave one to my sniper, my killzone gunner (which is bugged and only occasionally even triggers), and my blademaster.
|
# ? Mar 3, 2016 16:18 |
|
FraudulentEconomics posted:Implacable is only a move, no action. It has a dumb name anyway, it should be called "Elusive" or something.
|
# ? Mar 3, 2016 16:18 |
|
Vib Rib posted:Doesn't that fundamentally change the progression of some missions? Like, at that point the whole battle takes place in just one area basically, right? Rather than all across the map. I would think that makes things like rifle snipers much more powerful, since sticking a single sniper perch would serve them through the whole mission. I'd imagine it also makes retaliations much, much easier and escape/reach objective missions a lot harder. Not necessarily because you typically can't afford to stop moving. I haven't changed the timers, so every mission becomes basically a rolling firefight as I'm forced to move up to the objective killing everything in my way. Retaliation missions are... not easier. Active pods can shoot more civs than non-active ones. And because you don't start in concealment, all pods activate on the first turn.
|
# ? Mar 3, 2016 16:18 |
|
On Commander there is a short window where swords work ok and that's when you get the ranger's +2 damage perk. For a short while you outpace the health of most enemies who are mostly ADVENT mooks, but that doesn't last long. Implacable is great whether sword or gun user as it lets you flank, kill, then GTFO. I had some fun with Reaper on Veteran, but the circumstances that you need to setup for it are too narrow especially when compared to something like Serial with a lot of added risk. Rapid Fire is great stuff with no cool down. Four shots into one target? Thanks inspire! Swords really need a way to reduce the risk from using them for them to be useful where even if you killed your target, you are still exposed, plus running up exposes you to additional pods too often compared to removing cover or flanking. We did invent guns for a very good reason.
|
# ? Mar 3, 2016 16:34 |
|
Blademaster should scale based on weapon tier at least. I think there was a skill that scaled on weapon tier in EU/EW so there's definitely precedence for it. Otherwise it would take some kind of 1-turn defensive buff or bonus move from using a sword in general. Otherwise i'd say buffing base sword damage and removing blademaster and replacing it with something else to help with using swords. It would just be good to make it able to compete with shotguns in some way.
|
# ? Mar 3, 2016 16:59 |
|
Shredder scales with weapon tier. Ballistic 1 shred, Mag 2 shred, Beam 3 shred. Its in this game as well
|
# ? Mar 3, 2016 17:02 |
|
Seriously guys tossing a grenade then double move slashing all day is great, try it.
|
# ? Mar 3, 2016 17:03 |
|
I'm new to modding/the communities. What mods are currently worthwhile if I've beaten the game on the bullshit average difficulty and want more stuff and challenge to play through again? And if I could make the game run above 15fps, that would be cool.
|
# ? Mar 3, 2016 17:04 |
|
winterwerefox posted:Shredder scales with weapon tier. Ballistic 1 shred, Mag 2 shred, Beam 3 shred. Its in this game as well Makes it even more questionable why it doesn't already.(I hadn't noticed shredder doing that but I admit to not looking closely outside of "IS IT DEAD")
|
# ? Mar 3, 2016 17:04 |
|
Sloober posted:Otherwise i'd say buffing base sword damage and removing blademaster and replacing it with something else to help with using swords. RBA Starblade posted:Seriously guys tossing a grenade then double move slashing all day is great, try it.
|
# ? Mar 3, 2016 17:06 |
|
Basic Chunnel posted:I was gonna come in and ask someone to justify a sword-spec ranger for the endgame but it really does feel like a design oversight. You can either spec a ranger for highly effective shotgun skirmishing in the endgame (whatever the double-firing ability is called) or for wiping up groups of considerably softened enemies (sword rampage). But the thing is, if you've beaten up late-game ADVENT to the point where a ranger can go Greater Cleave on their asses, you're more than likely just as able to mop them up with conventional arms. As long as you stop thinking of the sword as your main weapon and pick the obviously better rapid fire over reaper sword rangers are another tool in your pocket with a clearly defined role. It's not like your shotgun gets worse if you go swords, you only trade two shadowstrike shots for run n gun every three turns. Not better or worse, just useful in different situations. I assume conceal rangers all pick untouchable over deep cover as it is once again the obviously better choice. Sword is not competing with shotgun, sword is competing with not doing anything because the loving alien is too far away. malhavok fucked around with this message at 17:14 on Mar 3, 2016 |
# ? Mar 3, 2016 17:08 |
|
Wizard Styles posted:If you tossed a grenade the target is no longer in cover and you can just shoot, though. A lot of full cover can't be blown up like that.
|
# ? Mar 3, 2016 17:08 |
|
Bump swords up to shotgun damage and add a point of pierce per tier.
|
# ? Mar 3, 2016 17:09 |
|
|
# ? May 21, 2024 12:02 |
|
dogstile posted:I remember when people in this thread went nuts over people saying that because "haha, just because their's a chance it will fail doesn't mean nobody will do it". Yeah lol I mean I"ve never sworded a muton and had it not counter attack me, and the counter attack always kills my dude even with predator armor. I think it's a cool mechanic and it doesn't bother me (except with blademaster lol) but it does make swords even less useful past the early game note - I don't think ninja spec should be a thing. But maybe rifle / sword should be a little more viable. of a combo
|
# ? Mar 3, 2016 17:14 |