|
WarLocke posted:... Does interacting with mission objectives (hacking a terminal, opening the door of a VIP cell/van, etc) break concealment/Phantom? WarLocke posted:Don't you need corpses for mashing up into paste to make stuff with? Yeah, but I don't need any more for that than I do in vanilla. So once I've used them up they're all cash from then on. And I'll need that cash to hire more personnel! I'm glad I'm only playing on Veteran. If I had to do all this and also worry about whether or not every Advent trooper would survive my shots I don't think I'd be having as much fun.
|
# ? Mar 16, 2016 18:34 |
|
|
# ? May 18, 2024 02:55 |
|
I wonder what the rationale for all the advanced armors (ghost/wraith, EXO/WAR) not getting the second item slot that predator/warden does. I get that you're either getting a movement buff with movement ability, or more hp/armor with a heavy weapon, but you also have to build them individually. Seems like the individual costs should be enough to cover the additional bonuses without having to limit how much you can carry.
|
# ? Mar 16, 2016 20:15 |
|
WarLocke posted:I wonder what the rationale for all the advanced armors (ghost/wraith, EXO/WAR) not getting the second item slot that predator/warden does. Think of them as things you can put in that second item slot.
|
# ? Mar 16, 2016 20:18 |
|
RiotGearEpsilon posted:Think of them as things you can put in that second item slot. I'd rather have them AND the second item slot. I don't think that's too much to ask/expect. And either I'm just not seeing it or nobody has made a simple mod that shows ALL the perks on the promotion screen even before you get to that rank. Seems like a simple QoL thing that should have been in the basic game IMO.
|
# ? Mar 16, 2016 20:22 |
|
Well, they are clearly sufficiently powerful to be worth it (arguably some parts of the War Suit, like the Shredstorm cannon, are too powerful at present), so I don't think buffing them even more by taking away their only disadvantage is a great idea.
|
# ? Mar 16, 2016 20:24 |
|
WarLocke posted:I'd rather have them AND the second item slot. I don't think that's too much to ask/expect. The designers disagree! But I do think there's a mod for it. What exasperates me is that there's no upgrading them to their higher-level equivalents. :[
|
# ? Mar 16, 2016 20:25 |
|
Fangz posted:Well, they are clearly sufficiently powerful to be worth it (arguably some parts of the War Suit, like the Shredstorm cannon, are too powerful at present), so I don't think buffing them even more by taking away their only disadvantage is a great idea. Oh man I blew up like half a building and some cars behind the building with one of those, it was glorious. Yeah, doing that once a combat is worth an item slot.
|
# ? Mar 16, 2016 20:31 |
|
Mr.Pibbleton posted:Oh man I blew up like half a building and some cars behind the building with one of those, it was glorious. But is the plasma blaster worth it (I don't disagree either, but the game has a lot of secondary items that you just don't use because there are better secondary options than them)
|
# ? Mar 16, 2016 20:32 |
|
RiotGearEpsilon posted:What exasperates me is that there's no upgrading them to their higher-level equivalents. :[ As with just about everything in Xcom2, there is a mod for that.: http://steamcommunity.com/sharedfiles/filedetails/?id=624793674 WarLocke posted:
And for that: http://steamcommunity.com/sharedfiles/filedetails/?id=624408502
|
# ? Mar 16, 2016 20:36 |
|
SeaTard posted:As with just about everything in Xcom2, there is a mod for that.: Thanks.
|
# ? Mar 16, 2016 20:46 |
|
So Phantom rangers don't fire their overwatch shot when everyone else does when you break concealment with an ambush. My ranger has Kill Zone. Will a Phantom ranger with KZ, who has applied the KZ, break concealment to fire the KZ shots? Because if so, wouldn't this corner case be an actual good use for Shadowstrike? +25 aim and crit on all the KZ shots ripping up the pod. Gooey critical shotgun death all around. If that is NOT the case, is there some tweak I can make somewhere so it does work?
|
# ? Mar 16, 2016 21:00 |
|
SuperKlaus posted:So Phantom rangers don't fire their overwatch shot when everyone else does when you break concealment with an ambush. My ranger has Kill Zone. Will a Phantom ranger with KZ, who has applied the KZ, break concealment to fire the KZ shots? Retrain out of Phantom, keeping Shadowstrike?
|
# ? Mar 16, 2016 21:04 |
|
SuperKlaus posted:So Phantom rangers don't fire their overwatch shot when everyone else does when you break concealment with an ambush. My ranger has Kill Zone. Will a Phantom ranger with KZ, who has applied the KZ, break concealment to fire the KZ shots? Kill Zone was recently changed so that Sharpshooters couldn't use it exactly the way you want to (set it up, have the alien pod activate it on their turn, get KZ proc, alien scatter, then a full XCOM turn) so I am assuming it will not go off for your concealed Ranger either. And Shadowstrike may not even work with it if it did, there's a bunch of weird edge cases with AWC perks where you would think X would synergize with Y, but they don't. Like IIRC Sharpshooters with
|
# ? Mar 16, 2016 21:11 |
|
SuperKlaus posted:So Phantom rangers don't fire their overwatch shot when everyone else does when you break concealment with an ambush. I thought they did though? That's why I usually decline to activate overwatch with my phantoms, and instead gold-move, hunker, or simply end the turn once everyone else has overwatch up.
|
# ? Mar 16, 2016 21:11 |
|
So if I want to increase the number of grenades / slot, it would look something like this yeah?quote:FlashbangGrenade_iSoundRange = 30 With the clipsize going from 1 to 3.
|
# ? Mar 16, 2016 21:19 |
|
Hey guys, I have this opinion based on a very unique assortment of mods but I won't speak to that part, rather we'll all pretend we're playing the same game.
|
# ? Mar 16, 2016 21:20 |
|
My posts will also at some point, inevitably use the word bullshit.
|
# ? Mar 16, 2016 21:20 |
|
SeaTard posted:As with just about everything in Xcom2, there is a mod for that.: Thanks! I ultimately was just bitching that this wasn't core functionality - or more accurately, I was bitching that I don't understand the decision to not make this core functionality. SuperKlaus posted:So Phantom rangers don't fire their overwatch shot when everyone else does when you break concealment with an ambush. My ranger has Kill Zone. Will a Phantom ranger with KZ, who has applied the KZ, break concealment to fire the KZ shots? No, Killzone doesn't do that anymore. RiotGearEpsilon fucked around with this message at 21:29 on Mar 16, 2016 |
# ? Mar 16, 2016 21:26 |
|
garbage was here
|
# ? Mar 16, 2016 21:28 |
|
LowellDND posted:So if I want to increase the number of grenades / slot, it would look something like this yeah? Most of those seem pretty self-explanatory, but I wonder what iPoints is
|
# ? Mar 16, 2016 21:30 |
|
Whenever you ask yourself why they didn't do a thing that makes XCOM stronger, the answer is probably that it is overpowered, and the whole point of the strategy layer in particular is that you must make choices, trading off between advantages now and advantages later, what kind of advantages they should be, and what advantages they shouldn't be. Weakening those trade offs by doing things like expanding equipment slots or bestowing automatic upgrades on things just because 'it makes sense' makes your choices easier and less meaningful, XCOM2 is not meant to have an optimal path because then you're just reading a script of how to upgrade.
|
# ? Mar 16, 2016 21:37 |
|
I think with the Wraith/WAR suit item slot in particular, it's the fact that they show you the second item slot, but there's a lock icon on it and it tells you "advanced armor required". Expecting that to be unlockable after the game straight up tells you it's unlockable is extremely understandable.
|
# ? Mar 16, 2016 21:40 |
|
CapnAndy posted:I think with the Wraith/WAR suit item slot in particular, it's the fact that they show you the second item slot, but there's a lock icon on it and it tells you "advanced armor required". Expecting that to be unlockable after the game straight up tells you it's unlockable is extremely understandable. Yeah, I was expecting maybe a foundry project that requires yet more cores, plus an existing EXO suit or WAR suit to improve it even further. Not that WAR suits weren't overpowered already.
|
# ? Mar 16, 2016 21:44 |
|
Maluco Marinero posted:Whenever you ask yourself why they didn't do a thing that makes XCOM stronger, the answer is probably that it is overpowered, and the whole point of the strategy layer in particular is that you must make choices, trading off between advantages now and advantages later, what kind of advantages they should be, and what advantages they shouldn't be. You can't really look at a change like that in a vacuum, though. Yeah, giving those suits a second item slot is a buff, but if it's paired with an enemy AI overhaul or increase in pod size or whatever else, it isn't necessarily overpowered. That's going to depend on the actual mod composition in use though, which will be different for everyone. So the only person who can really decide whether a mod is a good idea or a bad one is the end-user. It's not like this is a multiplayer game and you have to worry about objective balance. Well, okay, there IS MP, but I have yet to see anyone talk about it, compared to MP in the first game being fairly popular.
|
# ? Mar 16, 2016 21:46 |
|
WarLocke posted:You can't really look at a change like that in a vacuum, though. Yeah, giving those suits a second item slot is a buff, but if it's paired with an enemy AI overhaul or increase in pod size or whatever else, it isn't necessarily overpowered. I don't see why it's like this in the base game !== I would like to make it like this for my modded game.
|
# ? Mar 16, 2016 21:49 |
|
WarLocke posted:Kill Zone was recently changed so that Sharpshooters couldn't use it exactly the way you want to (set it up, have the alien pod activate it on their turn, get KZ proc, alien scatter, then a full XCOM turn) so I am assuming it will not go off for your concealed Ranger either. If I'm not incompetent, then I miss the era of changelogs. To me, the rules of XCOM are annoying to keep track of.
|
# ? Mar 16, 2016 21:49 |
|
hhhmmm posted:If I'm not incompetent, then I miss the era of changelogs. To me, the rules of XCOM are annoying to keep track of. That was in the changelog. There were a few other things like a mimic beacon nerf too. https://xcom.com/news/en-xcom-2-patch-now-live Maluco Marinero fucked around with this message at 21:54 on Mar 16, 2016 |
# ? Mar 16, 2016 21:52 |
|
WarLocke posted:Kill Zone was recently changed so that Sharpshooters couldn't use it exactly the way you want to (set it up, have the alien pod activate it on their turn, get KZ proc, alien scatter, then a full XCOM turn) so I am assuming it will not go off for your concealed Ranger either. No, no, I get it. To be 100% crystal clear, what I'm asking is what happens when: 1) My Phantom lays down a KZ on a pod from concealment 2) The enemies move during my turn because a different soldier does something to pop em and break squad conceal. My sniper KZs will mess up the pod in this situation - but would my Phantom ranger KZ? I hear you though that there are extra levels of obfuscated nonsense with AWC perks. Like, I don't even know for a fact that in the scenario where a regular old sharpshooter lays down a KZ and then you break squad conceal that the KZ shots are "from concealment." I can ASSUME they are because regular overwatch would be but who knows! Also gently caress I just remembered aren't overwatch shots denied the ability to crit? Reik posted:Retrain out of Phantom, keeping Shadowstrike? Well that is the obvious answer but I just hate Blademaster so much! many johnnys posted:I thought they did though? That's why I usually decline to activate overwatch with my phantoms, and instead gold-move, hunker, or simply end the turn once everyone else has overwatch up. My Phantoms never use the overwatch. They should though, and players can always avoid accidental concealment breaks by selecting hunker, like you wisely do.
|
# ? Mar 16, 2016 21:54 |
|
Every squad sight based ability explicitly says if it works with squad sight. AWC perks are pretty clear what they will and won't work with!
|
# ? Mar 16, 2016 21:54 |
|
LowellDND posted:So if I want to increase the number of grenades / slot, it would look something like this yeah? Yes, exactly like that.
|
# ? Mar 16, 2016 21:57 |
|
SuperKlaus posted:2) The enemies move during my turn because a different soldier does something to pop em and break squad conceal. My sniper KZs will mess up the pod in this situation - but would my Phantom ranger KZ? If I had to guess: 1) The Sharpshooter KZ goes off because the enemies notice the unit after someone else on the squad initiates (so it's not in, or coming out of Concealment) 2) A Phantom Ranger in the same scenario doesn't lose Concealment, so the change to keep KZ from proccing while concealed means it doesn't go off That's just me pulling a guess out of my rear end though, take it with salt.
|
# ? Mar 16, 2016 21:59 |
|
My Ranger rolled Hail of Bullets from the AWC just in time to get Shadowstrike. Might make him a Conceal Ranger and just snipe buckshot across the map everyday after unconcealing.
|
# ? Mar 16, 2016 22:00 |
|
Is there anyway to recover a character from a campaign after you begin the last mission on iron man? I unfortunately forgot to dump a few to my pool when I finished my first campaign.
|
# ? Mar 16, 2016 22:01 |
|
Speaking of the AWC, characters of a certain class can never be offered an AWC perk from their own class, right? Are there any perks that are not ever awarded no matter what class you are, barring those needing secondary weapons like GREMLINS, grenade launchers, pistols, and swords?
|
# ? Mar 16, 2016 22:09 |
|
If you want your concealed rangers to join in the fun on ambushes, either position them so that they get revealed upon pod scatter (generally a forward position from the group with a one sided cover is good for this) or later on just give them a prox mine. E: Ranger overwatch is not wonderful anyway. Opportunist would make them a monster. Salt n Reba McEntire fucked around with this message at 22:31 on Mar 16, 2016 |
# ? Mar 16, 2016 22:29 |
|
Clint Eastwood and Chloe voice packs are up, and in other ~waifu~ (Clintifu?) news the Asari mod guy figured out how to use the Evangelion mod (semi-invisible heads) to fix his mod so eyes show through and clipping ears can be eliminated. Apparently not hard to rip stuff from ME2/ME3 (that's where he's getting his head assets, Javik coming up) so maybe we'll see more weapon/armor options from Mass Effect in the future (probably not from him though) which should look pretty good for Tier 3 I figure Boy I sure hope it will work to add 500+ GB of RAM to my computer to run all this stuff.
|
# ? Mar 16, 2016 22:41 |
|
I'm only slightly sore that ripped content mods are like 10x more popular than handcrafted content.
|
# ? Mar 16, 2016 22:47 |
|
Moogle posted:E: Ranger overwatch is not wonderful anyway. Opportunist would make them a monster. Ranger overwatch is amazing, and you're crazy if you don't think so. That +3 damage for flanked targets works on overwatch, because you only shoot at targets that aren't in cover. And since they are usually up close and personal, I routinely see 80-90% hit rates on overwatch (with the mod that displays hit chance for alien/overwatch shots).
|
# ? Mar 16, 2016 22:58 |
|
I really wish Blast Padding scaled with the armor you wore the same way Shredder Ammo does. I'm too in love with shredding enemies to go without shredder ammo. The rest of the Grenadier skills are not as clear-cut for the choices, though, because they're ALL good. Mostly they come down to skills that make single targets easier to destroy and skills that do widespread destruction; both are handy.
|
# ? Mar 16, 2016 23:03 |
|
|
# ? May 18, 2024 02:55 |
|
Speedball posted:I really wish Blast Padding scaled with the armor you wore the same way Shredder Ammo does. I'm too in love with shredding enemies to go without shredder ammo. The rest of the Grenadier skills are not as clear-cut for the choices, though, because they're ALL good. Mostly they come down to skills that make single targets easier to destroy and skills that do widespread destruction; both are handy. Chain Shot is kind of like Rapid Fire's 'special' cousin. But otherwise, yeah, most of the Grenadier perks seem useful. The hardest choice IMO is the last one: Rupture is hella useful but if I understand it right Saturation Fire is literally 'fire on everything in a cone in front of you with no target cap, oh and it also destroys cover'
|
# ? Mar 16, 2016 23:07 |