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Is anyone else having trouble getting keybindings to stick? I want to bind rotate camera to the thumb buttons on my mouse so that I stop wasting my turn with reloads when I just want to see around some drat building, but it never actually works and I'm not sure why. (really I just miss the gamepad controls from the first game and yeah I know the game's benefitted from PC exclusivity but I have no desire to buy a Steam Controller when I have a perfectly good wired Xbox gamepad already. )
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# ? Mar 15, 2016 18:25 |
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# ? Jun 3, 2024 18:14 |
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Kwyndig posted:There's nothing wrong with half-cover or no cover once you get far enough that a single shot won't kill your guys. There's honestly nothing wrong with half-cover at all except how easy it is to clear away with explosives. On Normal and Classic, Gatekeepers are the only enemy where AP rounds are affected by armor at all (as it only ignores five of its six armor, so it effectively has one). From what I've read, on Legendary Gatekeepers go up to seven (so effectively two points, before shredding any), and sectopods join them by hitting six. Everyone else is armorless against AP rounds, on every difficulty. They are so good. (I didn't look at every enemy though). edit: honestly if AP only ignored two or three points or armor it would still be really good. As is, you put it on a gunslinger and end whatever's standing in front of you no matter what. The most armored enemies don't even bother with cover so you don't need to move into flanking position to hurt them many johnnys fucked around with this message at 18:29 on Mar 15, 2016 |
# ? Mar 15, 2016 18:26 |
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many johnnys posted:On Normal and Classic, Gatekeepers are the only enemy where AP rounds are affected by armor at all (as it only ignores five of its six armor, so it effectively has one). From what I've read, on Legendary Gatekeepers go up to seven (so effectively two points, before shredding any), and sectopods join them by hitting six. Saying that X and Y enemies are the only ones with armour after AP rounds is a rather poor way to describe AP as useful. I mean if all enemies had exactly 0 armour it would be correct to say that all enemies are armourless with AP rounds - and then AP would be exactly useless. The way to think of AP is as a per shot damage bonus that only reaches its full potential on stuff with five or more armour. Whether that's useful or not depends on your setup and the situation. If you are gonna shred that andromedon for 3 beforehand with your gunner, your AP is going to give you a measly 1 bonus damage, and no bonus damage in the second phase. Whereas blue screen will give you five extra damage in the second stage.
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# ? Mar 15, 2016 18:44 |
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Oh man picturing a full squad similar to your troops in a mission is dope sounding Especially if they had mimetic skin/jumpy legs
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# ? Mar 15, 2016 18:50 |
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I wouldn't mind like minor regen or jumpy legs on enemies, but adding stealth capabilities to them is going too far when the player doesn't have a hard counter for it. Burrowing Chrysalids and Faceless aren't really stealth, they're more like traps for the unwary player that you can counter with scanners. I guess a mimetic skin equivalent would be okay if it worked like concealment, in that you could spot them by flanking and they didn't have the ability to use it multiple times.
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# ? Mar 15, 2016 18:55 |
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Crazy Ferret posted:I kind of miss Exalt from XCOM2. One of the mods I'm using (More Random Backgrounds) has a couple entries for ex-Exalt troopers. We're just a big happy family now. SeaTard posted:
If Fuse is niche because not many units actually carry 'ammo', would it be possible to mod it to work on 'ammo-carrying or mechanical targets'? Basically overload mech capacitors or whatever. CapnAndy posted:You know who Exalt really was, right? CapnAndy posted:Right about the same time, you were also asked how you'd splice alien and human DNA to make superior soldiers They did a bang-up job integrating the whole 'retcon' thing, didn't they? Hell, I think the smaller squad size actually makes more sense for XCOM 2's guerilla-based missions. If there was a multi-national secret government op like XCOM (1) around they wouldn't be sending 6 dudes to fight aliens, they'd send like a platoon of 28 guys. Alain Post posted:I love Lightning Hands so much. Free pistols for everyone! Yeah, with XCOM 2 having more pressure on you to play aggressively and not turtle, I find my snipers taking the pistol skills way more often than in the first game, because you can't always just sit them up on a building somewhere for the whole mission sniping guys. They gotta move with the squad, and no-action pistol shots or automatic retaliation is really nice (although Return Fire proccing on MCed XCOM units is kind of bullshit, that's something I may look into modding out). ShineDog posted:I'd love a riot shield class for tanking. Seems like a logical addition? Start with a metal shield, end with a haloesque energy shield. Most of the 'new class' mods out there seem fairly redundant IMO, but I like this one. Too bad ADVENT already has Shieldbearers, or you could call these that. 'Aegis' maybe? They'd kind of fill a similar niche to field medics, but by preventing damage instead of fixing it. The other side of the perk tree would be area control/denial stuff, like maybe charging dudes to force them out of cover and such. Kwyndig posted:(including a sharpshooter the game decided to call 'Top Shelf', nicknames are weird) I had a Bolivian Ranger get the nickname 'Cajun' I just realized this morning that Combat Protocol doesn't have a 2-round cooldown, rather you get 2 uses per map. That makes it less of a no-brainer choice compared to Medical Protocol IMO, especially if you're playing Ironman and/or are bad at XCOM (as I apparently am). Even if it's hard to lose a soldier from a single hit early on, being able to top them off so you don't have to be super-conservative with that unit for the rest of the mission is drat useful. And when you consider that Specialists can do that from a distance (and up to 4 times with one kit if you take that later perk) that seems a strong argument for it. You can still do Medical Protocol, Haywire Protocol, and grab the various overwatch perks for a pretty well-rounded combat-medic-hacker. For Rangers, maybe I'm just not seeing the use of Phantom but +2 damage on swords is pretty huge early on. Blademaster makes Sectoids (and everything else until you get to Faceless) oneshot sword slices and if sword damage drops off later on I'm seriously considering modding the Ranger class AWC perk (the +3 damage to flanked targets) work with swords (why it doesn't to begin with, gently caress if I know). Geoscape question: The random scanner events (supplies, rookies, etc etc), do they ever 'expire'? There's no indication that I can see for that anywhere, so can you just sit on that rumor of a bunch of rookies you got in week 2 for like a month while you're contacting cells and come back for them later?
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# ? Mar 15, 2016 18:56 |
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They drop off around when you get your next supply drop, usually.
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# ? Mar 15, 2016 18:59 |
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Kwyndig posted:I wouldn't mind like minor regen or jumpy legs on enemies, but adding stealth capabilities to them is going too far when the player doesn't have a hard counter for it. I think mimetic skin should be fine, really. It'd just be a variation on the Codex - spend a turn to go into stealth, reappear somewhere else and take a shot at you.
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# ? Mar 15, 2016 19:06 |
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WarLocke posted:If Fuse is niche because not many units actually carry 'ammo', would it be possible to mod it to work on 'ammo-carrying or mechanical targets'? Basically overload mech capacitors or whatever. Fuse is better if you think about it as free cover destruction for things with grenades when you don't want to burn a lance or soulfire or w/e on a guy.
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# ? Mar 15, 2016 19:18 |
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WarLocke posted:If Fuse is niche because not many units actually carry 'ammo', would it be possible to mod it to work on 'ammo-carrying or mechanical targets'? Basically overload mech capacitors or whatever. Without having actually poked at where those abilities are defined, I'm going to say yes. I have a few 12+ hour flights coming up, so maybe I'll dig around and see if I can figure out how to add a new one that turns Sectopods into walking car bombs. WarLocke posted:Geoscape question: The random scanner events (supplies, rookies, etc etc), do they ever 'expire'? There's no indication that I can see for that anywhere, so can you just sit on that rumor of a bunch of rookies you got in week 2 for like a month while you're contacting cells and come back for them later? They do expire, and there is a mod that displays it (http://steamcommunity.com/sharedfiles/filedetails/?id=626589171). There is also a mod by the same guy that changes the display for times less than 2 days into listing the hours remaining (http://steamcommunity.com/sharedfiles/filedetails/?id=627156954)
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# ? Mar 15, 2016 19:23 |
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Sloober posted:Fuse is better if you think about it as free cover destruction for things with grenades when you don't want to burn a lance or soulfire or w/e on a guy. Fangz posted:I think mimetic skin should be fine, really. It'd just be a variation on the Codex - spend a turn to go into stealth, reappear somewhere else and take a shot at you.
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# ? Mar 15, 2016 19:35 |
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SeaTard posted:Without having actually poked at where those abilities are defined, I'm going to say yes. I have a few 12+ hour flights coming up, so maybe I'll dig around and see if I can figure out how to add a new one that turns Sectopods into walking car bombs. Having not actually used Fuse (I haven't actually unlocked psi stuff in this game yet) does it just do X damage or is it an instant kill? quote:They do expire, and there is a mod that displays it (http://steamcommunity.com/sharedfiles/filedetails/?id=626589171). There is also a mod by the same guy that changes the display for times less than 2 days into listing the hours remaining (http://steamcommunity.com/sharedfiles/filedetails/?id=627156954) Neat, guess the next thing to do is to try these mods and see if I can cheese scans by starting them just before they expire. Oh, and when contacting resistance cells, do you have to pay the intel cost again if you're interrupted (by a council/retaliation mission)? That's kind of crappy if so.
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# ? Mar 15, 2016 19:37 |
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WarLocke posted:Having not actually used Fuse (I haven't actually unlocked psi stuff in this game yet) does it just do X damage or is it an instant kill? It's just minor damage and cover removal, but if I'm going to add something new I want that poo poo to be crazy.
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# ? Mar 15, 2016 19:53 |
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WarLocke posted:Having not actually used Fuse (I haven't actually unlocked psi stuff in this game yet) does it just do X damage or is it an instant kill? Damage, and not great damage. Possible (likely) cover destruction is helpful, but I find an old-fashioned Null Lance does the job just as well for most enemies I try to explode in this fashion. Between that, Stasis and Rift, plus Soulfire, Insanity, and Domination for organics, I find I usually have better things to do than use Fuse. Especially since Advent MECs are the only explosive carriers who are mechanical, and they don't bother with cover anyway.
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# ? Mar 15, 2016 20:07 |
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many johnnys posted:Damage, and not great damage. Possible (likely) cover destruction is helpful, but I find an old-fashioned Null Lance does the job just as well for most enemies I try to explode in this fashion. Between that, Stasis and Rift, plus Soulfire, Insanity, and Domination for organics, I find I usually have better things to do than use Fuse. Especially since Advent MECs are the only explosive carriers who are mechanical, and they don't bother with cover anyway. The Null Lance harms mechanical enemies so there's not a lot of point in using Fuse to do it except for cover-removal or finishing it off.
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# ? Mar 15, 2016 20:12 |
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I still can't believe how Lily managed to weaponize the Blue Screen Of Death. That is seriously awesome.
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# ? Mar 15, 2016 20:18 |
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These are more my kind of mission. I don't think I've ever seen a VIP extraction with quite so distant an extraction point. One of those missions wher you wonder if you've made a pretty bad mistake the moment you land. https://youtu.be/EWwDu43KMYY
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# ? Mar 15, 2016 20:22 |
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RBA Starblade posted:The Null Lance harms mechanical enemies so there's not a lot of point in using Fuse to do it except for cover-removal or finishing it off. many johnnys posted:Damage, and not great damage. Possible (likely) cover destruction is helpful, but I find an old-fashioned Null Lance does the job just as well for most enemies I try to explode in this fashion. Between that, Stasis and Rift, plus Soulfire, Insanity, and Domination for organics, I find I usually have better things to do than use Fuse. Especially since Advent MECs are the only explosive carriers who are mechanical, and they don't bother with cover anyway. All the other abilities have longer cooldowns than fuse and can be useful in more situations than fuse is, so burning a fuse instead of a long cooldown rift or lance is sometimes a more tactically solid option. Aside from that do psi-ops really need more powerful abilities than they already have, for real psiops are OP as all hell and one less than stellar tool in their toolbox isn't ruining them
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# ? Mar 15, 2016 20:35 |
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Sloober posted:Aside from that do psi-ops really need more powerful abilities than they already have, for real psiops are OP as all hell and one less than stellar tool in their toolbox isn't ruining them they are insanely powerful and for my final mission (on normal) I brought four (not counting the hero unit you get, so sort of five) Squad Size 11 rules.
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# ? Mar 15, 2016 20:39 |
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many johnnys posted:Squad Size 11 rules. I'm imagining firefights that sprawl over half a map, with a bunch of guys on both sies out in the open because there just isn't enough cover for everyone.
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# ? Mar 15, 2016 20:41 |
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WarLocke posted:I'm imagining firefights that sprawl over half a map, with a bunch of guys on both sies out in the open because there just isn't enough cover for everyone. The rookies serve as cover for the colonels.
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# ? Mar 15, 2016 20:48 |
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RBA Starblade posted:The rookies serve as cover for the colonels. Starship Troopers (Movie) mod spotted e: Do you all actually set up 'uniforms' for your dudes, or do you just roll with whatever the PRNG gave them at generation? Sometimes I get random dudes with Guile hair from XCOM '93 but they always have the beat-up armor and if I change that they lose the hair and there's no way to set it back.
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# ? Mar 15, 2016 20:53 |
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WarLocke posted:Starship Troopers (Movie) mod spotted I'm from [XCOM location redacted] and I say kill them all! quote:e: Do you all actually set up 'uniforms' for your dudes, or do you just roll with whatever the PRNG gave them at generation? I roll with randomization then tweak it a little bit usually. I kind of don't like the character pools because it makes them less unique, but on the other hand it was worth it to have Lowtax save my campaign.
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# ? Mar 15, 2016 20:56 |
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I tried one character pool that had 80-something 'lore-appropriate' dudes in it, and while the guy's writing and customization choices were pretty decent, the fact that I was getting multiple of the same exact dudes just turned me off. Right now I'm just rolling with More Nations Mod (lots of nations/flags/new name lists) and More Random Backstories (only 53 in the current version IIRC, but then again vanilla XCOM 2 has something like 9, so...)
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# ? Mar 15, 2016 21:04 |
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WarLocke posted:Starship Troopers (Movie) mod spotted I mostly just leave it with randomization and only use Uniform Manager to set my XCOMs' main colour by class (there's a more narrow mod to just do this if you don't want to gently caress around with Uniform Manager's UI for some reason.)
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# ? Mar 15, 2016 21:22 |
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Some guy made a new mod manager, much better than the default - https://mega.nz/#!FBAxCajI!tL0mbywGmYGK22szS-Q5lluL3noBxjgZXjzb7X7D7Vk It shows conflicts as well as lets you activate multiple mods at once.
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# ? Mar 15, 2016 21:23 |
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WarLocke posted:I'm imagining firefights that sprawl over half a map, with a bunch of guys on both sies out in the open because there just isn't enough cover for everyone. 2x specialist (one medic, one combat) 4x psi trooper 1x hero psi unit (at one point he grabbed a muton so make that squad size 12) 2x advent shieldbearer, both with powershield tech ready 2x andromedon, with no armor shredded If I had one, I would have swapped my combat specialist with another psi trooper. Domination more like https://www.youtube.com/watch?v=miS5lh9xq_g
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# ? Mar 15, 2016 21:33 |
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Mod Idea: Gremlins Trigger Overwatch
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# ? Mar 15, 2016 21:33 |
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WarLocke posted:Mod Idea: Gremlins Trigger Overwatch They already activate pods, so why not.
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# ? Mar 15, 2016 21:36 |
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Would there be any way to get Fuse to blow up environmental objects? I'd imagine getting it to blow up cars and getting it to blow up objects that are actually targetable by guns would be different undertakings.
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# ? Mar 15, 2016 21:52 |
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Dr Christmas posted:Would there be any way to get Fuse to blow up environmental objects? I'd imagine getting it to blow up cars and getting it to blow up objects that are actually targetable by guns would be different undertakings. OK yeah this would be pretty badass. ADVENT dude taking cover on the other side of one of those future cars? BOOM, carbomb
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# ? Mar 15, 2016 21:55 |
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WarLocke posted:Having not actually used Fuse (I haven't actually unlocked psi stuff in this game yet) does it just do X damage or is it an instant kill? Fuse is quite possibly the least useful ability of the entire set, and it's considered warlock level so training it before adds days to training time. Even worse, exploding grenade carried by enemy even somehow manages to miss occasionally and do no damage to target, just environment.
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# ? Mar 15, 2016 22:03 |
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CapnAndy posted:You know who Exalt really was, right? I really hope they keep using this "it was all a dream" poo poo for every sequel.
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# ? Mar 15, 2016 22:23 |
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baby
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# ? Mar 15, 2016 22:23 |
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WarLocke posted:Yeah, with XCOM 2 having more pressure on you to play aggressively and not turtle, I find my snipers taking the pistol skills way more often than in the first game, because you can't always just sit them up on a building somewhere for the whole mission sniping guys. They gotta move with the squad, and no-action pistol shots or automatic retaliation is really nice (although Return Fire proccing on MCed XCOM units is kind of bullshit, that's something I may look into modding out). Gunslinger is also better since the earliest and cheapest squad weapon upgrade you can get is the mag pistol.
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# ? Mar 15, 2016 22:30 |
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Ugh, started a new run and on like the third mission none of the enemies are doing anything. They don't scatter on seeing me, they don't move or take shots on their turns, it just sits on Alien Activity for like a minute and then goes to my next turn.
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# ? Mar 15, 2016 22:38 |
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Lprsti99 posted:Ugh, started a new run and on like the third mission none of the enemies are doing anything. They don't scatter on seeing me, they don't move or take shots on their turns, it just sits on Alien Activity for like a minute and then goes to my next turn. I've been seeing that a lot since the new patch. No idea what's causing it.
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# ? Mar 15, 2016 22:45 |
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I'm about to get titan armor and I still haven't tased anything but the outsider. And it won't let me build the skeleton key til I zap someone else. Half the nations have left due to XCOM's poor life choices. North America has taken one for the team, and kind of just forgot about India. On the plus side no one but that one sniper has died so that's going well. e: The base defense will be a nightmare RBA Starblade fucked around with this message at 00:36 on Mar 16, 2016 |
# ? Mar 16, 2016 00:16 |
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Finally got around to finishing my first Ironman run that was put on hold by the chrysalid save bug - ignore the ayylmao text mod, the difficulty is still unmodified Commander. edit: this was the run where I lost more than a dozen soldiers in the first two months, although it went pretty smoothly from August to the end: Taratang fucked around with this message at 01:12 on Mar 16, 2016 |
# ? Mar 16, 2016 01:10 |
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# ? Jun 3, 2024 18:14 |
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I bumped difficulty for my Big Pods That All Activate At The Same Time When You Break Stealth custom XCOM game down from Commander to Veteran because I wanted to have a little bit of fun. Operation Gatecrasher went smoothly-ish. First five-man pod of advent died to an ambush; subsequently the remaining pod inexplicably focused fire on a unit that was Hunkered Down in half cover. Despite their best efforts, they couldn't kill him that round, and he managed to weather one more hit the round after that. Unsurprisingly, everyone got a promotion, and I brought home 9 delicious trooper corpses. It occurs to me that once the Black Market opens, I'll have a tremendous amount of assets to offer them...
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# ? Mar 16, 2016 01:25 |