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Any suggested mods for a first play through? I started a run when it was first released but the performance issues caused me to abort it about 10 hours in. Currently I only have the HP displayed as number mod.
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# ? Mar 22, 2016 23:59 |
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# ? May 18, 2024 13:45 |
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Maluco Marinero posted:I would probably make an ability with charges for that (as sort of asked for earlier), something where maybe you're carrying a harness set or something Utility Item: Fulton Harness. If you're carrying any entity - an enemy or allied corpse, an unconscious or bleeding out ally, or anything else that you might pick up and sling over your shoulder - you can, once per turn, evacuate it from anywhere on the map that has a straight shot to the sky. Alternatively, you can use it to evacuate yourself. If this is a thing that exists, though, it would need to either only function on maps that don't have a pre-spawned evac point, or - probably more practical - only function if there's no evac point on the map. This would rule it out for 'escort the VIP' missions, where it could be a bit of a gamebreaker.
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# ? Mar 23, 2016 00:02 |
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I'm planning on reconfiguring the VIP missions so you never have a preset evac point, but always have to retrieve the objective, so it'll always be break out from prison, ADVENT van, eliminate VIP, never extraction where you already have the VIP in custody. edit: I think I might try and rebalance evac to be a little more committing and risky though, like a two turn delay for the evac being ready. As it stands you can play it real risky if you always have your squad close enough together. Maluco Marinero fucked around with this message at 00:14 on Mar 23, 2016 |
# ? Mar 23, 2016 00:10 |
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Captain Beans posted:Any suggested mods for a first play through? I'm also using all of Synthorange's mods, but those are slightly less vital sorry.
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# ? Mar 23, 2016 00:12 |
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Captain Beans posted:Any suggested mods for a first play through? instant avenger menus is 100% necessary, I would also go with Evac All and the retroactive awc.
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# ? Mar 23, 2016 00:27 |
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DrManiac posted:One thing I didn't like about the end game was that they introduced a cool way to spend your excess Intel on a super easy mission and dropped it for the marathon you had to run after. I didn't even use any consumables because I thought there was going to be a twist or something. I wish they'd expand that into the rest of the game.
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# ? Mar 23, 2016 00:40 |
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Liu posted:instant avenger menus is 100% necessary, I would also go with Evac All and the retroactive awc. I've had 2 instances with Evac All where one dude was left behind.. with the turn timer on 1 :/ Whats odd is it ends turn, so they were captured. I'd avoid until its patched
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# ? Mar 23, 2016 00:46 |
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I don't get the need for evac all. Evac+tab means you just have to wait after the last guy?
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# ? Mar 23, 2016 00:51 |
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It's just a quality of life upgrade. Plus your entire team rappeling out at once.
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# ? Mar 23, 2016 00:52 |
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SynthOrange posted:Plus your entire team rappeling out at once. Yeah it's this.
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# ? Mar 23, 2016 00:54 |
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That's one you think isn't worth bothering to try until you do and then you kick yourself for those dumb thoughts.
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# ? Mar 23, 2016 00:56 |
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Eh, the way I move my soldiers that never comes up. If it's a VIP mission the VIP goes up first, then the grenadiers, then next turn the rangers and specialists, and then finally the sharpshooter. Because they're staggered away from the evac point in the way I leapfrog them to avoid enemy AOE attacks. Although the grenadiers go up before the rangers even though the rangers get there first because by then the grenadiers have run dry.
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# ? Mar 23, 2016 00:58 |
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# ? Mar 23, 2016 01:06 |
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Zokalwe posted:Still has a chance to miss, yeah. It says a lot about XCOM that they can miss barn doors.
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# ? Mar 23, 2016 01:08 |
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I feel like demolition should have a 100% chance to work. You're spending 2 ammo and your grenadier's turn to do guaranteed 0 damage to something, and in a way that only might benefit some of your other characters rather than all of them, and also only vs. a single enemy. Then it might not even do anything at all.
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# ? Mar 23, 2016 01:12 |
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GodFish posted:Bring a full team of Psi-Ops. Except a grenadier with holo-targeting will help a lot. Scopes, stocks and repeaters are your best friends. 5 psi ops by July 1st?
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# ? Mar 23, 2016 01:14 |
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Digirat posted:I feel like demolition should have a 100% chance to work. You're spending 2 ammo and your grenadier's turn to do guaranteed 0 damage to something, and in a way that only might benefit some of your other characters rather than all of them, and also only vs. a single enemy. Then it might not even do anything at all. That's why I tend to take Suppression. In my experience enemies will rarely try to run out of suppression if they're disoriented and/or you have someone else overwatching them (which you can do from half cover since they will have %50 aim penalty)
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# ? Mar 23, 2016 01:15 |
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Suppression has saved my rear end so many times and pretty good when combined with holotargeting. Means I've got a pretty good chance to not get hosed by a Sectopod when it attacks twice. Archons do not give a poo poo about it though, which really doesn't help.
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# ? Mar 23, 2016 01:20 |
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wuffles posted:5 psi ops by July 1st? It can be done if you beeline for Psionics, they won't be fully trained though.
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# ? Mar 23, 2016 01:23 |
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Digirat posted:I feel like demolition should have a 100% chance to work. You're spending 2 ammo and your grenadier's turn to do guaranteed 0 damage to something, and in a way that only might benefit some of your other characters rather than all of them, and also only vs. a single enemy. Then it might not even do anything at all. Theres an (awesome) mod for that https://steamcommunity.com/sharedfiles/filedetails/?id=648913363&searchtext=demolition
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# ? Mar 23, 2016 01:33 |
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DrManiac posted:One thing I didn't like about the end game was that they introduced a cool way to spend your excess Intel on a super easy mission and dropped it for the marathon you had to run after. I didn't even use any consumables because I thought there was going to be a twist or something. That intel spending should have been used way more, i agree. Not sure about doing it in the last mission though, it might have trivialized things, but as a regular part of other missions it would have been fun.
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# ? Mar 23, 2016 01:51 |
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Moola posted:Theres an (awesome) mod for that Ooh I might actually add that to my installed mods, looks neat. malhavok posted:That intel spending should have been used way more, i agree. Not sure about doing it in the last mission though, it might have trivialized things, but as a regular part of other missions it would have been fun. Yeah that would have made intel a useful resource. On my first playthrough I played it really cautious with it and had over two hundred stockpiled. Kwyndig fucked around with this message at 02:20 on Mar 23, 2016 |
# ? Mar 23, 2016 02:16 |
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I was always running out of intel and never had enough.
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# ? Mar 23, 2016 02:37 |
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To be fair I also usually don't end the game until December at the earliest.
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# ? Mar 23, 2016 03:30 |
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I love the 'overwatch all' button but why does it have to move to a different hotkey on the sniper? *Dash 4 squad members into position to set up an ambush* Ok let's put you last 2 on overwatch together. Sniper: What? Take a pistol shot at that sectopod? You got it! I've double-tapped 3 so many times on a sniper. You'd think I'd learn.
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# ? Mar 23, 2016 04:05 |
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Doobie Keebler posted:I love the 'overwatch all' button but why does it have to move to a different hotkey on the sniper? You can also press Y to overwatch
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# ? Mar 23, 2016 04:13 |
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Ahahahaha holy poo poo, now that's a botched mission. So the PS Vita version of Enemy Within came out today and I decided to take that for a spin. With all of the second wave options on, Ironman Normal (yes, I'm boring), and suffering through all the problems you'd expect on a Vita. I truly came across an moment that more or less botched the whole entire mission. Managed to get a downed ufo very early in the game and I sent in 3 Squaddies and a Rookie since that's all I had. Downed UFO map was a city center with a restaurant in the middle. I moved 2 Squaddies and the Rookie to a truck to use as cover. Moved the last one to a window of the restaurant. This triggered an early game sectoid pod. On the alien turn, the two sectoids went into covered and one of them flanked the soldiers using the truck as cover. Resulting in that sectoid shooting the rookie across the map. Rookie went down like a sack of poo poo. One of the squaddies went "UH OH!" and subsequently shot his partner, the one beside him, in the face. With a shotgun. That's when I decided, yeah, this is totally hosed and I ended it for the night.
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# ? Mar 23, 2016 05:01 |
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Pyromancer posted:Look at this scrub who's not even playing on legend, sectoids have 10 health there. Oh hell no, I would never play legendary with the doubled build timers, that's too drat obnoxious.
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# ? Mar 23, 2016 05:40 |
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SeaTard posted:Oh hell no, I would never play legendary with the doubled build timers, that's too drat obnoxious. That's right, play it with marathon
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# ? Mar 23, 2016 06:00 |
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SynthOrange posted:I was always running out of intel and never had enough. This was my biggest shock going from Commander to Legendary. Intel costs double (at least for contacting regions), and when it takes a minimum of 80 Intel just to unlock one neighbor you have to be really picky about where you expand and what you can buy from the Black Market.
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# ? Mar 23, 2016 06:32 |
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Has anyone on the workshop made new enemies that aren't just hideous palette swaps of existing ones? Obviously making a new model would take a lot more work but I'm curious to see if any progress has been made on that.
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# ? Mar 23, 2016 06:33 |
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Anybody here on OSX or otherwise have trouble with voice packs not working? The majority of packs don't work and I have yet been able to find any real pattern to it other than some pack makers don't' work and others do, while another is half and half.
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# ? Mar 23, 2016 06:41 |
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Is anyone else having issues with removing the ADVENT Sniper mod? I uninstalled it thinking it was conflicting with IESS, and ever since then the game has consistently crashed at the Skyranger briefing screen no matter what save game I use. Tried uninstalling conflicting mods, turning them all off, removing the content from the workshop folder and verifying between each attempt, but nothing seems to work.
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# ? Mar 23, 2016 06:47 |
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What about a brand new game? Have you tried the Uninstall unavailable mods mod?
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# ? Mar 23, 2016 07:13 |
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SynthOrange posted:What about a brand new game? Have you tried the Uninstall unavailable mods mod? Tried using that, tried several brand new saves with and without the Quick Start mod. Nothing. At this point I might just need to run with it forever, or reinstall.
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# ? Mar 23, 2016 07:19 |
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wuffles posted:5 psi ops by July 1st? Ah, whoops, was thinking of the Tier 1 gear achievement.
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# ? Mar 23, 2016 07:28 |
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Question, does the Avatar Autopsy trigger the end-game?
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# ? Mar 23, 2016 07:38 |
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Onmi posted:Question, does the Avatar Autopsy trigger the end-game? It makes the mission available that would trigger the end-game, but you are not forced to do it immediately.
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# ? Mar 23, 2016 07:44 |
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What do people do with the black market? I've mostly been ignoring it.
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# ? Mar 23, 2016 07:46 |
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# ? May 18, 2024 13:45 |
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At the start of the month, pick up some nice PCS stuff and maybe even a nice chunk of supplies. And then sell the crap load of corpses I get.
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# ? Mar 23, 2016 07:49 |