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ZenVulgarity posted:That's always been op Yes, which makes it even more surprising Jake didn't catch it. Not sure how the thinking went when designing them, in the original X-Com they were pretty weak damage wise and if you stacked them they'd just get blown up by the first explosion before triggering which balanced them out, here's it's like a high explosive mine that can be stacked to take out several pods in one activation, just superior to grenades in about every way except... distance thrown/can't be used with grenade launchers? Limited slots that have them competing with other grenades just makes them even better.
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# ? Mar 11, 2016 18:17 |
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# ? Jun 12, 2024 14:36 |
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Pimpmust posted:can't be used with grenade launchers? Also, there might be something else going on that I haven't noticed, but it seems like sometimes their damage gets applied twice to the same enemy somehow? Because just today I lobbed a prox at a fresh pod, and when it went off an archon came out of it with only like 4 health left. Pretty sure there wasn't anything else explosive near him either, it was the boss room of the final mission.
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# ? Mar 11, 2016 18:25 |
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Nordick posted:Also, there might be something else going on that I haven't noticed, but it seems like sometimes their damage gets applied twice to the same enemy somehow? Because just today I lobbed a prox at a fresh pod, and when it went off an archon came out of it with only like 4 health left. Pretty sure there wasn't anything else explosive near him either, it was the boss room of the final mission. They're a little buggy. Sometimes they won't do any damage at all to some enemies, other times it applies twice, etc.
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# ? Mar 11, 2016 18:40 |
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RBA Starblade posted:They're a little buggy. Sometimes they won't do any damage at all to some enemies, other times it applies twice, etc. Well, I guess one could claim it reflects realistic shrapnel, at least. Not that it should ever do that or try to, but it's fun all the same.
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# ? Mar 11, 2016 18:52 |
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Proxy mines are like mimetic skin and mimic beacons, in the secret locked closet that I only open in dire emergencies.
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# ? Mar 11, 2016 18:59 |
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Has anyone noticed fog of war turning itself off entirely on some missions? I put a mod out to fix smoke grenades/bombs and a couple of people are telling me it causes the map to be fully revealed some of the time but I can't recreate the issue. Even if I play with zero mods the fog of war seems to vary between EU-style "terrain is black but you can still make out the silhouettes" and actual grey fog from mission to mission, so it's not a stretch to imagine it just being a bug. If it is something I've caused by editing a grenade template, I'll be very confused but I figured it was worth looking into.
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# ? Mar 11, 2016 19:22 |
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My soldiers default to targeting the shot with the least chance now for some odd reason.
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# ? Mar 11, 2016 19:41 |
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malhavok posted:My soldiers default to targeting the shot with the least chance now for some odd reason. Yeah, I've got that happening too. It's kind of annoying, but at least not game-breaking.
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# ? Mar 11, 2016 19:46 |
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yeah okay i'm getting really loving annoyed by stun lancers right about now
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# ? Mar 11, 2016 19:49 |
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botany posted:yeah okay i'm getting really loving annoyed by stun lancers right about now Are you somewhat early in the campaign? When stun lancers started wrecking my poo poo it was actually a sign I needed to get to tier 2 weapons.
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# ? Mar 11, 2016 19:54 |
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Tempest_56 posted:Yeah, I've got that happening too. It's kind of annoying, but at least not game-breaking. Maybe an ugly fix for not targetting mind controlled soldiers/vips first?
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# ? Mar 11, 2016 19:57 |
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botany posted:yeah okay i'm getting really loving annoyed by stun lancers right about now Flashbang them.
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# ? Mar 11, 2016 20:00 |
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The nerf to enemy dodging is great and all, but the real question is, do vipers that are constricting one of your guys still have a chance to dodge?
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# ? Mar 11, 2016 20:01 |
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Dr Christmas posted:The nerf to enemy dodging is great and all, but the real question is, do vipers that are constricting one of your guys still have a chance to dodge? Bang them.
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# ? Mar 11, 2016 20:02 |
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"Hello Commander, congratulations on completing your latest mission. Although I've noticed you've reloaded your save file a million times." Yea, I'm scrubbing it, no shame. Missing on 90% makes my eyes bleed. This is an acceptable form of torture~
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# ? Mar 11, 2016 20:03 |
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please don't get into lottery or gambling, for your sake
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# ? Mar 11, 2016 20:06 |
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Lockback posted:Are you somewhat early in the campaign? When stun lancers started wrecking my poo poo it was actually a sign I needed to get to tier 2 weapons. Yeah, I'm pretty much still at the start. The main issue is that I've literally never seen them not insta-KO their target. The internet tells me they can miss or whatever, but any soldier standing in the range of a stun lancer so far has just gone to sleep. Combine that with the codex I just encountered for the first time and I'm not having fun.
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# ? Mar 11, 2016 20:12 |
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I finished two games without ever once seeing the unconscious stat. Though the end of my Commander campaign had a heavy lancer crit my gunslinger into bleedout.
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# ? Mar 11, 2016 20:14 |
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botany posted:Yeah, I'm pretty much still at the start. The main issue is that I've literally never seen them not insta-KO their target. The internet tells me they can miss or whatever, but any soldier standing in the range of a stun lancer so far has just gone to sleep. Combine that with the codex I just encountered for the first time and I'm not having fun. RNG is a cruel and whimsical god who has decided you need to suffer
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# ? Mar 11, 2016 20:14 |
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The answer to all sorts of early game bs is to take and use your loving flashbangs. If you're trading shots and relying on over watch to keep you safe you are straight up gambling. Here's a list of things I know flashbangs counter early game: - Sectoid Psi Zombie - Sectoid Mind Control - Stun Lancer Melee - Faceless Melee - codex Teleport (not 100% on this but I think it's true) Always carry Flashbangs because they negate the worst of incoming damage if you can't kill on turn of encounter, and that's more likely to happen early game before you get Mag Tier. I tried out zip mode and I feel it looks alright for everything except firing animations, I tried it on mah videos and immediately turned it off after the first shot taken. Maluco Marinero fucked around with this message at 20:44 on Mar 11, 2016 |
# ? Mar 11, 2016 20:41 |
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Maluco Marinero posted:- codex Teleport (not 100% on this but I think it's true) Yeah Codexes lose pretty much everything after a flashbang. Attack abilities as well as the teleport and even the clone-when-hit are shut down.
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# ? Mar 11, 2016 20:47 |
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Do codexes shoot you when flashbanged
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# ? Mar 11, 2016 20:52 |
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Digirat posted:Do codexes shoot you when flashbanged
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# ? Mar 11, 2016 20:55 |
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Digirat posted:Do codexes shoot you when flashbanged Yeah they can still shoot. Try not to give 'em a chance - flashbang to stop the cloning, then clean 'em up.
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# ? Mar 11, 2016 20:55 |
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Codexes are a special brand of awful where just having one shoot at you would be better than anything else they can do, but for sectoids I've yet to actually see one shoot and I think I like it better that way because they always just waste their turn running forward into easily grenadable cover and then making a zombie, or ineffectually mind controlling someone. So far I've been actively avoiding flashbanging them since they seem less dangerous that way.
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# ? Mar 11, 2016 21:20 |
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Digirat posted:Codexes are a special brand of awful where just having one shoot at you would be better than anything else they can do, but for sectoids I've yet to actually see one shoot and I think I like it better that way because they always just waste their turn running forward into easily grenadable cover and then making a zombie, or ineffectually mind controlling someone. So far I've been actively avoiding flashbanging them since they seem less dangerous that way. Sectoids are almost completely harmless unless they're allowed to shoot. Flashbanging them makes them drastically more dangerous in my experience.
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# ? Mar 11, 2016 21:22 |
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Sectoids are generally best left to do their psi stuff, however Psi Zombies and Mind Control often make you want to use the bang to take them off the table as a concern. Sometimes them shooting is better than allowing the mind control or psi zombie to continue, a flashbang is guaranteed where as shooting to kill with 10 health can carry its own risks.
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# ? Mar 11, 2016 21:23 |
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Zigmidge posted:please don't get into lottery or gambling, for your sake Thanks for the tip friend, I'll have to avoid the large buy in tables at the hardrock from now on~
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# ? Mar 11, 2016 21:29 |
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Dallan Invictus posted:If you're using the mod that makes Flashbangs and Smoke Grenades infinite starting gear, it's been known to cause those post-mission transition crashes but apparently one of the users has come up with an experimental fix. That does seem to match the problem Ill try it out and see what happens.
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# ? Mar 11, 2016 22:16 |
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Some mandatory mods I use that aren't UI mods: -Suppression plus. Aliens have the tendency to say 'gently caress suppression' which makes it pretty lovely. I believe this tweaks the AI and also gives your suppressioners opportunist so they have a decent chance to actually hit the guy who says 'lol gently caress this'. Buffs both alien suppression and your suppression. -Deadeye aim fix. -10% aim instead of -25%. Makes Deadeye not completely trash, but it's still not great as an AWC perk. -Smoke grenade fix. I don't use smoke grenades but when I do it's nice if they actually work. -Subtle sword tweaks mod. Makes the tier 2 and tier 3 swords a little bit better. Tier 3 one still kinda blows in my opinion, but the tier 2 one does one more point of damage and has a 40% chance to stun instead of 25%. -Engineers2Scientists. This just makes the game more interesting. Makes you need scientists for psi lab and AWC healing instead of engineers. You lose the research bonus of course if they're assigned there. I like the EU crit roll mod but it makes the game significantly easier because you aren't getting flanked that often against aliens and it makes them crit a lot less often as a result.
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# ? Mar 11, 2016 23:45 |
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Okay, getting a bug where sometimes grenades do no damage. Can that be a side-effect of a mod or is something people playing vanilla are also suffering? For reference my mod list is a bunch of cosmetics, Muton Centurion, Advent Snipers/Psikers, Retroactive AWC. Additional Dark Events, Commander's Vest and Mission Time Remaining.
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# ? Mar 11, 2016 23:59 |
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Quick EW question: I did the mission to get Zhang, but don't really feel like doing the next two after all because the train mission is an rear end in a top hat. If I don't take the missions, does anything bad happen, like a council nation dropping out?
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# ? Mar 12, 2016 00:01 |
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Dallan Invictus posted:If you're using the mod that makes Flashbangs and Smoke Grenades infinite starting gear, it's been known to cause those post-mission transition crashes but apparently one of the users has come up with an experimental fix. That was it! I can game again!
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# ? Mar 12, 2016 00:11 |
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I don't get the Deadeye hate. If you're not stacking aim on your sniper and equipping a spider/wraith suit I don't know what to tell you, and if you're doing that you get situations where you've got well over a 100% chance to hit somebody, and that's when you bust out Deadeye. Make 'em pay for being out in the open.
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# ? Mar 12, 2016 00:28 |
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CapnAndy posted:I don't get the Deadeye hate. If you're not stacking aim on your sniper and equipping a spider/wraith suit I don't know what to tell you, and if you're doing that you get situations where you've got well over a 100% chance to hit somebody, and that's when you bust out Deadeye. Make 'em pay for being out in the open. The situation that happens especially early on is really low compared to firing a free pistol shot. You might respec into deadeye, but you definitely don't take in while levelling.
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# ? Mar 12, 2016 00:33 |
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Rescued the VIP, killed all enemies, took no damage, and saved 10 days on mag weapons research with a hack reward
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# ? Mar 12, 2016 00:34 |
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Deuce posted:Why? So you can reload after every missed shot? I like to think I have that much self-control. But playing turns over and over trying to get a 2% +20 Hack Stat hack is kind of bullshit. Reloading to try for it would still be a pain in the rear end, but at least I wouldn't have to try a bunch of variations on 'move everyone else to random places in a random order' to try to get the seed to line up right, which is at least as bullshit IMO.
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# ? Mar 12, 2016 00:36 |
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WarLocke posted:But playing turns over and over trying to get a 2% +20 Hack Stat hack is kind of bullshit. Reloading to try for it would still be a pain in the rear end, but at least I wouldn't have to try a bunch of variations on 'move everyone else to random places in a random order' to try to get the seed to line up right, which is at least as bullshit IMO. At that point you might as well save yourself the pain and use Cheatengine or whatever to hack the stat to a higher value.
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# ? Mar 12, 2016 00:37 |
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What if you maybe didn't put all your hopes and dreams on a 2% chance
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# ? Mar 12, 2016 00:40 |
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# ? Jun 12, 2024 14:36 |
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Just... let it go. You don't need to chase the enemy protocol fairy to get good specialists. You'll still have to be ahead of the curve on skullmining/gremlin upgrades to be controlling every mech, +20 or no.
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# ? Mar 12, 2016 00:40 |