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Kwyndig posted:Maybe you put the brain in a robot body? That's what I'm hoping for. Dog brain into a robot dog buddy.
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# ? May 4, 2016 23:34 |
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# ? May 10, 2024 18:24 |
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Robot dogs that ran around dispensing buffs and mauling ayyys would be cool as hell and the customization options would be adorable
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# ? May 5, 2016 00:07 |
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Jack Trades posted:If that DLC is going to be about SHIVs imma be disappointed. If the DLC is only going to be about SHIVs, I'm gonna be excited at the idea of creating a SHIV swarm again.
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# ? May 5, 2016 00:09 |
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Thyrork posted:Dog brain into a robot dog buddy. Like Rex from Fallout New Vegas?
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# ? May 5, 2016 01:08 |
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Speedball posted:Like Rex from Fallout New Vegas? All roads come back to replacing the gremlin with a doge.
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# ? May 5, 2016 04:30 |
Thyrork posted:Dog brain into a robot dog buddy. I would prefer a dog shaped robot buddy.
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# ? May 5, 2016 04:32 |
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# ? May 5, 2016 07:54 |
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Speedball posted:Like Rex from Fallout New Vegas? Ego Trip posted:I would prefer a dog shaped robot buddy. Yes. YES!
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# ? May 5, 2016 09:24 |
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And this is to go... even further beyond!!* *12-15% chance to hit
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# ? May 5, 2016 10:30 |
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AWS Perk Unlocked: KRILLIN!!!!!!!! - Anytime one of your allies falls in battle, this soldier goes SSJ for 3 turns.
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# ? May 5, 2016 12:36 |
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* while SSJ, all the soldier's stats keep increasing by 3 figures every turn, but all your actions are replaced with "shout"
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# ? May 5, 2016 12:54 |
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Happy Cinco de ayy lmao... Commander.
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# ? May 5, 2016 13:05 |
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Info on alien hunters https://xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc Coming out May 12 Tirius fucked around with this message at 13:13 on May 5, 2016 |
# ? May 5, 2016 13:10 |
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More prototype guns and armours for blowing up big aliens is perfect, more XCOM
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# ? May 5, 2016 13:12 |
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Wait Viper KING?!
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# ? May 5, 2016 13:14 |
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Firaxis did it again! I was expecting boob-less Viper mod from the community but we get it as an official DLC instead. Also, FLYING ARMOR IS BACK, BABY!
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# ? May 5, 2016 13:33 |
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Would I be wrong in assuming that the four new weapons are each meant for one of the primary classes?quote:[...]the Bolt Caster, a high damage single-shot weapon; the Hunter’s Axe, a powerful new blade weapon that can be thrown at enemies or used to dispatch foes at close range; the ShadowKeeper pistol, which has the Shadowfall ability that is guaranteed to hit and will place its user in concealment if the enemy is killed; and the Frost Bomb grenade, which is able to temporarily freeze targets. ShadowKeeper and the Hunter's Axe are clearly for Sharpshooters and Rangers, respectively. Frost Bomb is the Grenadier weapon, but might be available for everyone since it is a grenade. That would make the Bow Caster a Specialist weapon, though it sounds better at the hands of a Sharpshooter.
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# ? May 5, 2016 13:35 |
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One of the new weapons is a throwing ax? Aw hell yes!
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# ? May 5, 2016 16:09 |
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Sounds neat but all of those features sound like something a mod could do the workshop has spoiled me
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# ? May 5, 2016 16:16 |
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From a gameplay perspective the new weapons seem cool, but from a setting perspective having literally magic weapons is kinda weird.
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# ? May 5, 2016 16:19 |
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Lockback posted:From a gameplay perspective the new weapons seem cool, but from a setting perspective having literally magic weapons is kinda weird. They'll go well with the leather bootyshorts.
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# ? May 5, 2016 16:21 |
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Moola posted:Sounds neat A lot of the equipment sure, but the soundwork and animation stuff should both be reliably solid and fit in with the game aesthetic. Throw in cutscenes with the right VA's and the fact that a throwing melee weapon is a cool thing that would require some trickery to rig up and I'd say it's worth it. I mean sure, most of it could be modded in, but you could say that about just about any dlc they make, theirs just comes with a realistic expectation of both professional quality and actually getting finished.
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# ? May 5, 2016 16:27 |
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Let's get real here, they'd never really do anything that's of any greater scope than 'just a mod', because they aren't looking to break the game, nor change its mechanics in any major way. Professional assets plus a finished and supported mod is pretty much what DLC. Meanwhile I've been breaking the game with reckless abandon with WaveCOM, an idea of Beagle's I've adopted, where you take on waves of enemies and get to research, buy & loadout in between waves. It's actually not far off playable although there's some nasty visual bugs still to fix, just have to figure out how to push the force level up as the waves progress so eventually you're facing Gatekeepers & Avatars if you last long enough. I think it'll be a really good way to test new tactical mods, classes and so on, as it means being able to quickly fight to an end game state without the need for a full campaign.
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# ? May 5, 2016 16:38 |
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No one cared who I was until I put on the mask
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# ? May 5, 2016 17:30 |
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Huh. Wearing the armor of an alien ruler intimidates aliens of that race? That's interesting. I wonder what it does specifically, but that's pretty cool.
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# ? May 5, 2016 17:32 |
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SynthOrange posted:Wait Viper KING?! Who did you think fertilizes all those snake-lady eggs ?
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# ? May 5, 2016 18:12 |
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I also like the unique equipment aspect. It'll incentivize bringing multiple classes and having 1 weapon/2 subweapon/1 item and 3 suits of armor to pass around is cool. Though goddamn does the pistol sound broken as gently caress.
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# ? May 5, 2016 19:34 |
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Hammerstein posted:Who did you think fertilizes all those snake-lady eggs ? Why does that remind me of that Godawful movie Reign of Fire?
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# ? May 5, 2016 19:50 |
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Zore posted:I also like the unique equipment aspect. It'll incentivize bringing multiple classes and having 1 weapon/2 subweapon/1 item and 3 suits of armor to pass around is cool. move over concealment specced rangers, pistol snipers are the new broken as all poo poo class. The can OP scout every pod AND participate in combat.
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# ? May 5, 2016 20:09 |
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Bholder posted:No one cared who I was until I put on the mask wot da zog did you just say about mork'n'gork you little git?
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# ? May 5, 2016 20:21 |
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And the Shadowstrike pistol apparently *never misses* too in addition to kills with it putting you in concealment. Nice.
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# ? May 5, 2016 20:23 |
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Tirius posted:Info on alien hunters Oh god, three days after Stellaris. I need to move my vacation from June to May. (No, no I don't, my June vacation is with the kids. I need to spend time with the kids.)
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# ? May 5, 2016 20:25 |
Bholder posted:No one cared who I was until I put on the mask You're a big berserker.
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# ? May 5, 2016 20:26 |
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Speedball posted:And the Shadowstrike pistol apparently *never misses* too in addition to kills with it putting you in concealment. Nice. That will obsolete rangers for me more than they already were.
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# ? May 5, 2016 21:00 |
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RBA Starblade posted:That will obsolete rangers for me more than they already were. B-but you can throw a sword now
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# ? May 5, 2016 21:03 |
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Quick question: does anyone know if Scientists are intrinsically less likely to show up as rewards/hire-ables than Engineers? I assume that Engineers are more likely to appear, but I could be mistaken.
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# ? May 5, 2016 23:18 |
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From my experience, yes. Or at least, in the early game, you want supplies and engineers more than scientists, so your eyes glaze over when they show up as rewards. As for never miss pistol, whatever. The Trooper mod class has a talent that gives them a 3-turn cool down never miss shot. Them and Officers are the only really cool mod classes I've seen so far, even if their roles kind of overlap if you have one of each in a squad.
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# ? May 5, 2016 23:26 |
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Spiderfist Island posted:Quick question: does anyone know if Scientists are intrinsically less likely to show up as rewards/hire-ables than Engineers? I assume that Engineers are more likely to appear, but I could be mistaken. I feel it really depends on the game, I've had games where I did not seen an engineer to hire or as a reward for anything until 2.5-3 months in, it was awful.
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# ? May 6, 2016 00:44 |
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MF_James posted:I feel it really depends on the game, I've had games where I did not seen an engineer to hire or as a reward for anything until 2.5-3 months in, it was awful. This doesn't feel accurate, your first Geurrilla Op will always reward an engineer, the first Council Mission will always reward a Scientist. From there if you expand you'll get enough mission chances to get the rewards you're after. Also the game gives you heaps of ways to mitigate bad luck via the Resistance HQ and the Black Market.
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# ? May 6, 2016 01:31 |
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# ? May 10, 2024 18:24 |
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Maluco Marinero posted:This doesn't feel accurate, your first Geurrilla Op will always reward an engineer, the first Council Mission will always reward a Scientist. From there if you expand you'll get enough mission chances to get the rewards you're after. Also the game gives you heaps of ways to mitigate bad luck via the Resistance HQ and the Black Market. Yeah, but 1 engineer really doesn't cut it and I can easily see them just discounting that from their story. That or they lost that mission and got super unlucky with their recruitment options.
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# ? May 6, 2016 01:40 |