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Last night I had my first UFO encounter not long after I did the first black site of that campaign. gently caress. It was a drat fun mission, everyone who survived got a promotion. There's something pretty awesome about barely making it out with three bleeding out dudes being carried back in. Sadly I lost my four best soldiers so I will probably revert to a prior save (+20 hacking specialist, pity he's no good for anything else).
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# ? Jun 29, 2016 19:50 |
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# ? Jun 11, 2024 15:11 |
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Andre Banzai posted:This is how I feel about XCOM 2 tbh. I can't be the only one. I hope XCOM 3 if/when we get it just reboots EU if it's not going to do something crazy and fresh. I don't really want to see a continuation of the story that takes it further and further away from the 'real world'.
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# ? Jun 29, 2016 20:01 |
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Aquila posted:Last night I had my first UFO encounter not long after I did the first black site of that campaign. gently caress. It was a drat fun mission, everyone who survived got a promotion. There's something pretty awesome about barely making it out with three bleeding out dudes being carried back in. Sadly I lost my four best soldiers so I will probably revert to a prior save (+20 hacking specialist, pity he's no good for anything else). Keep going and see how the rest of the campaign goes. You can do it!
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# ? Jun 29, 2016 20:06 |
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Xcom Apocalypse got so totally nuts though that id love to see it reimagined. Hybrids, androids, the corporations... I'm gonna have to reread that lp.
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# ? Jun 29, 2016 20:07 |
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Bogart posted:Xcom Apocalypse got so totally nuts though that id love to see it reimagined. Hybrids, androids, the corporations... I'm gonna have to reread that lp. It was my favourite one of the series. The missions were good but not too long and boring. The story was good, the bikes and cars were ace fun and there was enough variety of enemies. Going "shopping" at the cult was a superb way to let off steam too.
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# ? Jun 29, 2016 20:16 |
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Bogart posted:Xcom Apocalypse got so totally nuts though that id love to see it reimagined. Hybrids, androids, the corporations... I'm gonna have to reread that lp. XCOM2 feels, in a lot of ways, like a transition to the world seen in Apocalypse. Breakdown of nations and identities, the rise of mega-cities, extreme advances in technology, the integration of hybrids and robots into society, alien/ethereal worship... XCOM 3: Apocalypse would be so fuckin rad and I would love Fireaxis forever even if there's no way in hell it happens.
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# ? Jun 29, 2016 20:16 |
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Why is there no good DLC for this game? Enemy Within was a really good expansion for EU and I was expecting something like that. Boss armour looks dumb.
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# ? Jun 29, 2016 20:19 |
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Mukip posted:Why is there no good DLC for this game? Enemy Within was a really good expansion for EU and I was expecting something like that. Boss armour looks dumb. Enemy Within came out like 18 months after EU dropped and after we got the Slingshot mission pack. And there's going to be a bigger DLC coming focusing on Shen with a new class (probably MECs or something like that) soon-ish.
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# ? Jun 29, 2016 20:22 |
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Fintilgin posted:I hope XCOM 3 if/when we get it just reboots EU if it's not going to do something crazy and fresh. I don't really want to see a continuation of the story that takes it further and further away from the 'real world'. EU was so much better than any of us could haved hoped for with X-COM franchise history.. If I have a complaint (and I know mods like Long War mitigated it), it's that the base game was boardgamey, and games played out the same way typically. Very event-driven. Also there was more or less an ideal min/max path to get through the first month and then be laughing with plenty of revenue from there on out. That's all FINE really. But that's one regard in which the old DOS game excelled ... it really felt like like the aliens were playing against you on the Geoscape, not just Tactical. (Granted the obvious stuff you did to mitigate the alien threat, like building radar installations, were bugged, but you could still pore over the UFO activity charts to figure out areas to patrol where you'd been missing missions.) edit: fast moving thread. I loved Apocalypse too. Also a very cut-down game, but what was there was mostly fine. Not sure about the retro-future craft designs, and the aliens were ... all blobs. teethgrinder fucked around with this message at 20:24 on Jun 29, 2016 |
# ? Jun 29, 2016 20:22 |
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Well, got the game when it was 33% off and finished the campaign on veteran pretty handily. I failed two missions, one because I evac'd when I completed the objective and I didn't look hard enough for the last pod, welp. It feels like I got tier 3 weapons/armor wicked early and psi pretty late-game, so I never really got to enjoy them (but when I did they were definitely an asset, more so than EU/EW even). Debating if I should start up another campaign on Ironman and a harder difficulty or uninstall until the next DLC to make room for some other Steam Sale games. Are the harder difficulty settings like XCom where the RNG cheats/heavily favors the AI? I feel like I just scratched the surface, really. Good game though. Runs like poo poo on my Mac, but bearable. The last two missions were genuinely exciting, but it was hard not bringing two Grenadiers on every mission and just blow poo poo up.
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# ? Jun 29, 2016 21:09 |
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Give the enemy more hp and yourself less and the RNG will already feel like it is cheating
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# ? Jun 29, 2016 21:22 |
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zenguitarman posted:Well, got the game when it was 33% off and finished the campaign on veteran pretty handily. I failed two missions, one because I evac'd when I completed the objective and I didn't look hard enough for the last pod, welp. It feels like I got tier 3 weapons/armor wicked early and psi pretty late-game, so I never really got to enjoy them (but when I did they were definitely an asset, more so than EU/EW even). Debating if I should start up another campaign on Ironman and a harder difficulty or uninstall until the next DLC to make room for some other Steam Sale games. Are the harder difficulty settings like XCom where the RNG cheats/heavily favors the AI? I feel like I just scratched the surface, really. I'd say either move onto Ironman Veteran or non-Iron Commander. As someone who first beat the game, entirely vanilla, on Commander it's a lot harder than Veteran and you will be tearing your hair out if you jump straight to Ironman Commander without knowing what to expect. You'll notice the difference from the very first mission as even the basic grunt starts with 4 HP so grenades only have a 50/50 chance of killing them. Pods tend to be a bit larger (Veteran pods tend to be mixed 2 and 3 soldier ones, with the 3-soldier pod being a rarity. On Commander 2-soldier pods are almost entirely unknown), enemies have a bit more HP across the board and are generally more aggressive. Generally. The AI can (and will) still do some hilarious things. Also, start digging through some mods. Personally I run with pretty much the entire gamut of Grimy's Loot/Mod set, with a mod that makes it so primary weapons and armor are finite and have to be built separately (secondaries are still a squad-wide upgrade) which means your forces tend to get stronger in a more progressive curve than the jumps the vanilla game provides.
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# ? Jun 29, 2016 21:43 |
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Zore posted:XCOM2 feels, in a lot of ways, like a transition to the world seen in Apocalypse. Breakdown of nations and identities, the rise of mega-cities, extreme advances in technology, the integration of hybrids and robots into society, alien/ethereal worship... They could ACTUALLY make a TFTD/Apocalypse hybrid. The pieces are all in place now. Also... I'd love a game where you actually fought aliens using spacesuits. Something very Prometheus-like aesthetically, could be great. But I also agree that, thematically, as the timeline/technology of XCOM progresses eventually they'll have to just reset everything or else it'll just become a Marvel Superheroes/Star Trek game of sorts and it will all just suck really hard.
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# ? Jun 29, 2016 22:13 |
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I figured Deep Sea Alien Action was next, considering the pink space goop that followed the elders is floating around down there.
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# ? Jun 29, 2016 22:22 |
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Is there a good mod for being able to turn non-rookies into Psi operatives? I mistakenly trained up a C team and only ended up needing the Specialist.
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# ? Jun 29, 2016 22:50 |
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There's the partially gifted mod, which lets you dump a non rookie in for a random skill. (It's a little broken in practice because you can just keep putting the same soldier in to give them all of the skills, eventually, but the concept is cool.)
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# ? Jun 29, 2016 22:55 |
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teethgrinder posted:ed for with X-COM franchise history.. If I have a complaint (and I know mods like Long War mitigated it), it's that the base game was boardgamey, and games played out the same way typically. Very event-driven. Also there was more or less an ideal min/max path to get through the first month and then be laughing with plenty of revenue from there on out. To be honest from what I've seen of the Firaxis XCOM formula I doubt we'll see a departure from the event driven system of mission decks, it'd be rad as hell but it's clear the game is focussed on a fairly predictable strategy buildup based on predetermined missions occurring at predetermined times. And if that's how it needs to be for a mainstream XCOM to 'make it' then I'm cool with that. In the meantime I'll just work on my mod looking to broaden that strategy element in XCOM 2 so you can actually be a combatant in a Guerrilla War strategically, finding areas not covered by ATT bases to intercept and raid convoys, gathering Intel on enemy bases and then sabotaging them or starving them with supply raids. Working on the strategy system right now actually, got cities with you able to launch arbitrary missions like destroying gene clinics & monuments. It'll really come together once I've got mobile convoys and things.
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# ? Jun 30, 2016 00:08 |
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I'm so stoked for Guerrilla War. Also, based on what I've seen of XCOM 2 so far, I'm almost positive XCOM 3 is going to be a mishmash of TFTD and Apocalypse. I'm not sure if there's a Xenonauts thread, but I've been playing that alongside XCOM 2, and enjoying the poo poo out of both. They're much different games, both in presentation and gameplay style, but still a blast. Xenonauts trades in Firaxcom's GI Joe aesthetics and relatively light-hearted presentation for a much more realistic art style and a much more somber, brooding theme. The big thing that stands out to me as an indicator of how different they are in tone is that Xenonauts has a civilian body count indicator listed right there on the main screen, showing you exactly how many innocents have died over the course of the war; by the end of the campaign it's usually in the hundreds of thousands, possibly even the millions if you failed to stop a few terror missions or alien bombing raids. Xenonauts plays much more like the original X-com on the Battlescape level; I don't think that's in any way better or worse than Firaxis's take on the genre, it's just different. About the only thing I think Xenonauts definitely does better is the Geoscape - in Xenonauts it's fully dynamic and the strategy layer is almost a fully realized game in and of itself, with a pretty good air combat minigame and the aliens doing their thing whenever they feel like it whether you're there to stop them or not. You can track alien activity on the map outside of your radar range by following the news ticker for UFO sighting reports, reports of strange activity, missing persons reports, and - later, as the invasion gets worse - reports of attacks or open combat between alien and human forces; all of it is shown on the map and all of it represents things the aliens are actually doing to increment up their hidden 'progress on the invasion' meter. XCOM's Geoscape feels a lot more static, with a fairly heavy reliance on scripted events and pretty rigid rules on what can happen when. You can't do poo poo like, say, shooting down a troop transport en route to a terror mission to prevent the terror attack entirely, or deliberately allow a scout ship to escape so the aliens think the area is safe and send in a juicy base-construction ship for you to loot. Much as I dig EU/EW and XCOM 2 (I've put hundreds of hours into them), I feel like the Geoscape is really lacking, and am looking forward to a mod that adds a bit more strategic play to the game.
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# ? Jun 30, 2016 03:42 |
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A mod where you set up EXALT, sending operatives into regions for an extended amount of time, leeching alloys, elerium and intel, complete with EW-Covert-Operative style extractions would be neat. Maybe the longer they're infiltrating (and more goodies) the harder the mission would be. I also still want to take a crack at that Gatekeeper Lord mod idea I had a while back. But everytime I open the tools its so "oh god where do I start I am not good at code".
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# ? Jun 30, 2016 04:22 |
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By the way, we'll get a stream tomorrow, so we might see something for the new DLC... or how well the game plays on consoles...
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# ? Jun 30, 2016 04:51 |
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Jetamo posted:A mod where you set up EXALT, sending operatives into regions for an extended amount of time, leeching alloys, elerium and intel, complete with EW-Covert-Operative style extractions would be neat. Maybe the longer they're infiltrating (and more goodies) the harder the mission would be. Yeah, I'll be doing something sort of like this. The strategy layer will live and breathe off of 'local intel', which is how you discover things if your patrols don't literally run into them. Part of this Intel economy is you inserting XCOM soldiers into Advent Control Zones for passive recon (for a local Intel boost) or aggressive discovery (POWs, Supply Routes, Facility Leads). There will also be other ways to get your local Intel, if the local resistance is active they can set up patrols and data relays which provide a growing Intel bonus the more presence they have, but then if they get too big they're easier to discover, if advent find them they can bring hammer down on them. I'm mindful of how much micro management this could add so I'm aiming to leverage the separation of the resistance and XCOM. Basically if ADVENT and the Resistance collide it's an autoresolve battle, the only way for you to take part is to deploy your XCOM operatives with the resistance patrols, or as guard duty at the camps. The idea is instead of the avenger being able to instantly react to every mission world wide, XCOM is this powerful catalyst that can deploy resources where needed. Offensive actions are as per normal, you fly and fight, but defensive stuff you need to put your operatives on the ground, and they can earn experience whilst deployed. My goal there is to have enough reasons to diversify your soldier development beyond taking them on missions that fatigue will no longer be a mechanic that's necessary to force the issue. It may not work but we'll see.
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# ? Jun 30, 2016 05:16 |
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Here's something I've never seen talked about but is now bugging me enough to screw me over: the way the resistance network is set up randomly. I'm on Legendary and running up to the Avatar timer for the third time soon. I just removed a pip and have a little more than a week on the timer. There are two facilities in Africa that will take some effort to get to, one in East and another in South Africa. I have all of Asia, but I can't even try to get into Africa yet. Eastern Europe doesn't have any connections to Africa either. I can only reach it through Western Europe or any territory in South America. No matter the way, I have to contact three territories to get into a facility, one of which appears within spitting distance of my starting location.
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# ? Jun 30, 2016 06:09 |
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Yeah. The resistance network is a piece of randomness that can really tax your Intel economy going into the mid game. A couple of bad facility placements and no leads coming up in loot means you need to spend heaps of Intel and supplies on what would otherwise have been building up your tactical capability, so if you fall behind the resistance links can be a nail in the coffin.
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# ? Jun 30, 2016 06:28 |
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Bholder posted:or how well the game plays on consoles... Huh? I thought the reason they didn't do any gamepad support was because they weren't planning on going to console? Or am I misremembering/they changed their minds? Because I'd really, REALLY like to be able to play it with my gamepad like I can X-Com 1.
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# ? Jun 30, 2016 06:39 |
Malachite_Dragon posted:Huh? I thought the reason they didn't do any gamepad support was because they weren't planning on going to console? Or am I misremembering/they changed their minds? Because I'd really, REALLY like to be able to play it with my gamepad like I can X-Com 1. They announced PS4/XB1 versions a while ago.
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# ? Jun 30, 2016 06:40 |
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Bogart posted:There's the partially gifted mod, which lets you dump a non rookie in for a random skill. (It's a little broken in practice because you can just keep putting the same soldier in to give them all of the skills, eventually, but the concept is cool.) If you have the MCM you can configure how it works exactly. By default they can get 7 abilities, but I usually bring that down to 3 or so.
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# ? Jun 30, 2016 11:57 |
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Huh. Serves me right for not paying closer attention, I guess. Also, I think something broke in my game. The Berserker Queen showed up during the tail end of a VIP extraction, and I think she glitched out because I whacked her with a Freeze grenade and she never unfroze. I was halfway through her health bar before I remembered bodies on extractions don't get recovered. She was still frozen when I left the level; did I gently caress up my chances of getting her research by her not leaving via their portal thing? E: spoiler tags just in case
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# ? Jun 30, 2016 12:01 |
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Bholder posted:By the way, we'll get a stream tomorrow, so we might see something for the new DLC... or how well the game plays on consoles... Considering there's new achievements on steam that are obviously referring to the next DLC, this seems pretty likely.
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# ? Jun 30, 2016 12:07 |
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Malachite_Dragon posted:Huh. Serves me right for not paying closer attention, I guess. She probably hasn't been 'killed' so it's fine. I'd also wager the bodies recover anyway just like codexes and avatars do (you get those bodies even if the encounter is on an evac mission)
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# ? Jun 30, 2016 12:07 |
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If you kill a ruler you recover that even if you get wiped.
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# ? Jun 30, 2016 12:46 |
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Alkydere posted:You'll notice the difference from the very first mission as even the basic grunt starts with 4 HP so grenades only have a 50/50 chance of killing them. I see this a lot and it's not correct. I think the maths in the code is closer to a 20% chance of +1 on the base 3 damage, not an even distribution. The ranges have no details about the falloff or distribution, just the minimum and maximum, but in reality it's not a linear progression.
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# ? Jun 30, 2016 12:57 |
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Whenever I'm in the overmap it's super god drat laggy I'm assuming one of my mods is doing this XTENDED DARK EVENTS@Checked CAPNBUBS ACCESSORIES PACK@Checked EVAC ALL@Checked MILITARY CAMOUFLAGE PATTERNS@Checked GOTCHA (FLANK PREVIEW EVOLVED)@Checked SHOWMETHESKILLS@Checked SHOWMETHEPERSONEL@Checked AFTER ACTION - DAYS WOUNDED@Checked FANCY DRESS PARTY@Checked UNCONVENTIONAL WARFARE@Checked STAR WARS HELMETS@Checked STOP WASTING MY TIME@Checked LEADER PACK@Checked MUTON CENTURION ALIEN PACK@Checked SMG PACK@Checked BLEEDOUTMOD@Checked UPGRADE REMINDER@Checked CUSTOM BANDANAS - ARMOUR COLOURS/PATTERN@Checked ADVENT ARMOUR@Checked FULL CHARACTER CUSTOMIZATION FROM START@Checked HALO REACH HELMETS@Checked TRUE RETROACTIVE AWC@Checked CUSTOM FACE PAINTS@Checked QUIET BRADFORD@Checked FREE THE HOOD@Checked EXALT VOICE PACK@Checked MORE EYE COLORS@Checked MORE ARMOR COLORS@Checked MORE HAIR COLORS@Checked MORE SKIN COLORS@Checked BEATDOWN SKILL@Checked GRIMY'S LOOT MOD - LEGACY VERSION@Checked MOD EVERYTHING@Checked M1911 PISTOL@Checked M249 LIGHT MACHINE GUN@Checked DESERT EAGLE PISTOL@Checked 870 MCS SHOTGUN@Checked HK416 AND HK417 VARIANTS@Checked G36 RIFLE PACK@Checked L115 SNIPER RIFLE@Checked RORSCH MK-1 RAILGUN (BF4 RAILGUN)@Checked MGS4 FROG TROOPER OUTFIT@Checked ADVENT SNIPER@Checked HALO: ODST HELMET@Checked FEMALEVALEARMOR@Checked M8 .300 WHISPER@Checked MORE SQUAD SIZE UPGRADES@Checked NON-TILE-SNAPPING GRENADES@Checked MORE NATIONS MOD@Checked EURASIAN SPECIAL FORCES@Checked LONGER NAMES@Checked NICKNAMES EXTENDED@Checked MORE RANDOM BACKSTORIES@Checked ADVANCED MODULAR WEAPONS@Checked MASS EFFECT ARMOR & CAMO PACK@Checked TROOPER - CUSTOM CLASS MOD@Checked QUICK START@Checked XCOM - PATCH TATTOOS@Checked LUCUBRATIONS INFANTRY CLASS@Checked SUBTLE SWORD TWEAKS@Checked WRESTLER FACEPAINTS@Checked IN GAME CLOCK@Checked MISSION TIME REMAINING@Checked NON-TILE-SNAPPING PSI ABILITIES@Checked ALL SOLDIERS GAIN XP@Checked SHOW ENEMIES ON MISSION PLANNING@Checked REWORKED COMBAT STIMS@Checked ADDITIONAL PCS@Checked VILLAINOUS VISUAL VARIETY@Checked START YOUR OWN MISSIONS@Checked MORE STARTING SOLDIERS@Checked ANARCHYS CHILDREN EXTRA OPTIONS@Checked UNIFORMS MANAGER@Checked STENCHFURY MODULAR HELMETS@Checked NUMERIC HEALTH DISPLAY@Checked HALO REACH WEAPONS@Checked TECH TREE@Checked ADDITIONAL DARK EVENTS@Checked IMPROVED AI V1.46@Checked ROGUE CLASS MOD@Checked FIELD MEDIC CLASS@Checked RANDOM APPEARANCE BUTTON@Checked THE DRAGONFIRE GUN@Checked TITANFALL GEAR@Checked SUPER AWESOME SKYRANGER@Checked OVERWATCH ALL/OTHERS@Checked SPART'S KITBASHES@Checked SHOW MORE BUFF DETAILS@Checked BLACKMARKET USAGE@Checked MAPS BY VOZATI@Checked MORE MAPS PACK@Checked ADVENT HEADHUNTER@Checked NEW GTS PERKS@Checked MERCENARY PLASMA WEAPONS@Checked ADVENT GEAR SALVAGING@Checked HACK PLUS@Checked INSTANT AVENGER MENUS@Checked DRIMAKUS WAR GEAR@Checked XCOM EU/EW PORTS: EXTRAS@Checked XCOM EU/EW PORTS: TIER 1 WEAPONRY@Checked XCOM EU/EW PORTS: TIER 2 ARMOUR@Checked XCOM EU/EW PORTS: TIER 3 ARMOUR@Checked EVEN MORE MAPS!@Checked ADDITIONAL ICONS@Checked GRIMY'S LOOT MOD@Checked GRIMY'S LOOT MOD - ALIEN RULERS EXPANSION@Checked GRIMY'S LOOT MOD - PCS EXPANSION@Checked PERFECT INFORMATION@Checked WORLD EXPANSION PROJECT: ADVENT@Checked SCALING PROTECT DEVICE@Checked EXPANDED CALLSIGNS AND NICKNAMES@Checked EXPANDED MISSION NAMES@Checked MOD CONFIG MENU@Checked GUERILLA CLASS@Checked SPECOPS COMBAT KNIVES@Checked BETTER LABORATORY@Checked ELERIUM CORE CRAFTING@Checked ADDITIONAL MISSION TYPES@Checked MORE CITIES@Checked SQUAD COHESION@Checked PATROL TRAINING@Checked POTENTIALS@Checked AWC & PSI LAB SCIENTIST REQUIREMENTS@Checked ADVENT PSI OPERATIVE@Checked ADVENT MEC : BREACHER@Checked ADVENT RECONNAISSANCE UNIT@Checked ELITE VIPER@Checked MUTON DEMOLISHER@Checked That's probably too much ZenVulgarity fucked around with this message at 13:51 on Jun 30, 2016 |
# ? Jun 30, 2016 13:45 |
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NTT posted:If you kill a ruler you recover that even if you get wiped. Yeah, certain corpses that are tagged storyline-important or whatever are always recovered if you drop 'em, no matter what.
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# ? Jun 30, 2016 14:14 |
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I thought that the alien hunters DLC would include new alien types as random enemies, but oh well.matryx posted:I see this a lot and it's not correct. Yeah, there's no way in hell it's a 50% chance to do four damage. ZenVulgarity posted:Whenever I'm in the overmap it's super god drat laggy It's probably that instant menu avenger mod, hopefully the worst thing it is is just a cosmetic mod conflict.
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# ? Jun 30, 2016 14:18 |
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Dr Christmas posted:Here's something I've never seen talked about but is now bugging me enough to screw me over: the way the resistance network is set up randomly. There is a way around that: Facility leads. Pretty sure if you have high enough Avatar timer the game is kind enough to give you a higher chance to get Facility leads for hack rewards.
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# ? Jun 30, 2016 14:29 |
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Mr.Pibbleton posted:I thought that the alien hunters DLC would include new alien types as random enemies, but oh well. There were a couple of conflicts I found with displays I also just deleted Grimy's entirely and that also seemed to help significantly
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# ? Jun 30, 2016 14:51 |
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Shen's Last Gift achievements are live. http://steamcommunity.com/stats/268500/achievements
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# ? Jun 30, 2016 15:09 |
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Jetamo posted:Shen's Last Gift achievements are live. That provides some pretty interesting info on the DLC, looks like we'll have some new enemy variants with this too!
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# ? Jun 30, 2016 15:15 |
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So basically a robotic unit (this was known from before the main game released, it's Shen Jr. building something Shen Sr. left notes behind on). I'm guessing perhaps it needs to be manually levelled up like the Psi-troopers. No experience needed/used, just give Johnny 5.0 some more scrap and an upgraded gun. And obviously with a "discovery" mission so that the old plans can be discovered/recovered. Also a new, suicidal enemy MEC class. I just hope these "Sparks" have MEC punches!
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# ? Jun 30, 2016 15:25 |
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# ? Jun 11, 2024 15:11 |
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Alkydere posted:So basically a robotic unit (this was known from before the main game released, it's Shen Jr. building something Shen Sr. left notes behind on). I'm guessing perhaps it needs to be manually levelled up like the Psi-troopers. No experience needed/used, just give Johnny 5.0 some more scrap and an upgraded gun. And obviously with a "discovery" mission so that the old plans can be discovered/recovered. I hope the secret is that you can use the stuff from Anarchy's Children to dress the Sparks up like a demented Johhny Five. BexGu fucked around with this message at 15:40 on Jun 30, 2016 |
# ? Jun 30, 2016 15:31 |