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Tzarnal
Dec 26, 2011

Bholder posted:

That class pack looks exactly the thing I wanted to frankenstein from all manner of class mods. Now I feel bad for not being able to use those anymore, I'm gonna miss the Grimy classes :(

I'm going to keep my Anarchist, those are way to much fun.

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Colapops
Nov 21, 2007

Eraflure posted:

https://xcom.com/news/en-xcom-2-gets-new-lws-perk-and-laser-pack-mods

Long War Studios are releasing a new 2.5 weapon-only tier (laser, between mag and plasma). Base classes are broken into 7 classes à la Long War, with 70 new perks or so (you get to choose between 3 perks at every level).

e : here's the perk pack https://steamcommunity.com/sharedfiles/filedetails/?id=719109968

also new PCS

ee: new abilities description : http://pastebin.com/KFzB1Yv7

drat it, I just got far enough into my latest campaign to make it unpleasant to start over for this.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Eraflure posted:

https://xcom.com/news/en-xcom-2-gets-new-lws-perk-and-laser-pack-mods

Long War Studios are releasing a new 2.5 weapon-only tier (laser, between mag and plasma). Base classes are broken into 7 classes à la Long War, with 70 new perks or so (you get to choose between 3 perks at every level).

e : here's the perk pack https://steamcommunity.com/sharedfiles/filedetails/?id=719109968

also new PCS

ee: new abilities description : http://pastebin.com/KFzB1Yv7

I feel kinda eh about some of this.

The class pack is cool and I think is easily the best done part of this, though their weird need to have 3 perks per upgrade still baffles me a bit. I'll almost definitely use it once I finish my current campaign to try it out at the very least though, though I am leery of the fact they just sort of slapped pistols on a bunch of them and called it a day while there's still only one Sword/Gremlin user apiece and none of the combos are really interesting like some of the more unique mod classes.

Lasers look amazing, and I'm super impressed with the modelling and effects. Gameplay-wise though they're utterly pointless since they don't differentiate at all from Plasma or Mag and are literally just a half step between the two that is ridiculously expensive and adds on more research time. Maybe if they had some tradeoff versus Plasma they'd be cool, but by the time you get Mag you don't need a half-step before you get Plasma and resources are going to be tight/impossible if you try to build both. Also lol at their SMG pricing still being so ridiculous compared to all the other specialist weapon upgrades.

Perks are mostly just repackaged EW perks/genemods or flat damage which is good to port, but they clog up all their new class identity. Also lol at LW-style Lightning Reflexes making its return. And the PCS are all terrible in comparison to the vanilla ones.

So, a cool foundation but I'm not sure its enough to start a campaign with? Also no SPARK support at all kinda sucks, I hope they do a SPARK mini-pack at some point. Also Psi is a bit baffling to omit considering its a base game thing an easily obsoletes a good chunk of their new classes.

Zore fucked around with this message at 21:05 on Jul 8, 2016

Colapops
Nov 21, 2007

Well, on the subject of SPARK upgrades...

http://steamcommunity.com/sharedfiles/filedetails/?id=720053228

These look like they will make the SPARKs much closer to their MEC counterparts from the last game.

Bogart
Apr 12, 2010

by VideoGames
Shinobi also kinda seems like a lovely thing to name your sneaky class. Like. Rogue. Scout. Ghost. But using Shinobi and having the example in their screens be an Asian character? I don't know. Seems tone deaf to me. (I still recommend the Rogue custom class, Trooper custom class, and Guerilla custom class for people who want to mix up the standard class set up.)

I also wish the Mercenary Plasma Weapons mod was like. 'Hey, you can buy A SINGLE plasma rifle from the Black Market,' not 'here's a well-modeled and error-ridden alternative plasma weapon that costs an absurd amount of resources.'

Colapops
Nov 21, 2007

Wait what? The ranger class in the LW mod starts with an ability called Commissar. It allows you to execute an ally that's mind-controlled by giving it +50 chance to hit and making it an instant kill. :psyduck:

Carecat
Apr 27, 2004

Buglord
Is there a working/bug free mod that adds experimental items as things you can specifically build once you've gotten one? I know there has been at least one mod for this but when I read the descriptions it's been buggy.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Colapops posted:

Wait what? The ranger class in the LW mod starts with an ability called Commissar. It allows you to execute an ally that's mind-controlled by giving it +50 chance to hit and making it an instant kill. :psyduck:

lololololololol

what the gently caress LW

Exposure
Apr 4, 2014

Colapops posted:

Wait what? The ranger class in the LW mod starts with an ability called Commissar. It allows you to execute an ally that's mind-controlled by giving it +50 chance to hit and making it an instant kill. :psyduck:

To quote Amineri on Discord:

quote:

Commissar was kind of a joke perk that JC proposed, and JL went ahead and kept it

Colapops
Nov 21, 2007

I got that it was a Warhammer gag but I thought there was some mystical, arcane mind control tactic I didn't know about that would make use of it. Oops?

Bogart
Apr 12, 2010

by VideoGames
Also, I tried out the Partisan War mod, and just like the Long War that inspired it, it has some good ideas mixed in with horseshit. Damage roulette is baked in. :negative: They added Armor to X2 because it was cool, not because of original Long War's random armor absorption gently caress yous. And your soldiers get nicknames on their first promotion, which is complete crap. :colbert:

Jetamo
Nov 8, 2012

alright.

alright, mate.
So after a bit of a chat earlier about XCOM2 mods, I've spent the last few hours writing up a mod recommendation guide, for possible usage in the OP or something. Still incomplete, and I haven't even touched cosmetic mods because jesus christ. But yeah, any opinions/recommendations for the list would be appreciated.

http://pastebin.com/UQMMTUps

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Holy hell those laser weapon models look sweet. Basically the Sith version of the old EW/EU ones, or perhaps a mashup of the EXALT theme and the old XCOM theme. I want them so bad, but I also really don't think an expensive "half-step" between Mag and Plasma is needed.

I would be all for a mod that straight up replaces the Plasma tier with those weapon skins/effects.

deep dish peat moss
Jul 27, 2006

Okay these Long War mods are enough to get me to play again but I'm restarting my campaign instead of picking up from the end of the SPARK mission (I didn't know I could have hacked the boss, that would have made it much easier!)

This time I'm disabling the DLC story missions, I understand alien leaders will now show up at a random point but how/when will I get the SPARK?

Exposure
Apr 4, 2014

Shakill OReal posted:

Okay these Long War mods are enough to get me to play again but I'm restarting my campaign instead of picking up from the end of the SPARK mission (I didn't know I could have hacked the boss, that would have made it much easier!)

This time I'm disabling the DLC story missions, I understand alien leaders will now show up at a random point but how/when will I get the SPARK?

You get a Proving Grounds project called Mechanized Warfare instead, completing it gives you a SPARK and the "Build Spark" project.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Exposure posted:

You get a Proving Grounds project called Mechanized Warfare instead, completing it gives you a SPARK and the "Build Spark" project.

Same thing with the Hunter Weapons. You need to do a project to get them and you still only get one.

Malachite_Dragon
Mar 31, 2010

Weaving Merry Christmas magic
There is a mod that allows you to reverse-engineer the Hunter weapons and build more of them, if you're just desperate to give everyone Freeze Grenades :getin: But it takes like 30 days base to research, I think, and you can't use the weapon in question while it's being studied.

new phone who dis
May 24, 2007

by VideoGames
Morbid Hound
Alien Leaders are the opposite of fun.

Random Asshole
Nov 8, 2010

natetimm posted:

Alien Leaders are the opposite of fun.

Yeah, they're way too powerful at default and switching them over to normal turns makes them totally toothless. Is there any middle ground? Anyone found a way to make them fun?

new phone who dis
May 24, 2007

by VideoGames
Morbid Hound

Random rear end in a top hat posted:

Yeah, they're way too powerful at default and switching them over to normal turns makes them totally toothless. Is there any middle ground? Anyone found a way to make them fun?

Not taking a turn every time I take an action would be a good start. Especially if they have something stupid like an AOE stun.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
I did a second modded playthrough of this game last year using the steam workshop, and now I'm playing it again for the dlc with just a few quality of life mods, and in both cases, mid playthrough some modder primadonna has taken their mod off the steam workshop with no explanation or warning. Why do modders go out of their way to be assholes?

I was lucky enough to find it again on the Nexus this time, but still, what a pain in the rear end. Are all steam workshop mods this irritating? I was smart enough to use a separate program for Skyrim, but my friends talk about the same issues there. What's the point of even having the steam workshop if your game save is constantly at the mercy of every mod author you use?

Eraflure
Oct 12, 2012


Alkydere posted:

Holy hell those laser weapon models look sweet. Basically the Sith version of the old EW/EU ones, or perhaps a mashup of the EXALT theme and the old XCOM theme. I want them so bad, but I also really don't think an expensive "half-step" between Mag and Plasma is needed.

I would be all for a mod that straight up replaces the Plasma tier with those weapon skins/effects.

Just spend a few minutes changing numbers in the .ini and you can turn them into the exact equivalent of plasma weaponry by giving them the same damage, price and research time.

SpookyLizard
Feb 17, 2009
Rather than be like a half step, I'd like the .5 tiers to be like Thing, But Special. So Mag has Railguns, which, say, have inherent AP or shred or something. It could be more expensive (or perhaps make them less expensive, individual weapons instead of squad wide upgrades. So if you don't feel it's totally worth it you could just stick with Mag, but if the upgrade is worth it, you can upgrade what you feel like or can afford. It'd definitely be easiest with a post-plasma tier because you're already snowballing, so having guns with inherent shred or AP or whatever the gently caress is just plenty of fun.

Exposure
Apr 4, 2014

Random rear end in a top hat posted:

Yeah, they're way too powerful at default and switching them over to normal turns makes them totally toothless. Is there any middle ground? Anyone found a way to make them fun?

Like a lot of things, there's a mod for that.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



How do I get mods to work? I subscribed to one to give Sparks weapon mods and another one for Bender heads, but I don't see any confirmation that they're on ingame.

Also, do I need to restart? I ran through the Gatekeeper mission before remembering I wanted to buff the Sparks a little, and by then I'd rolled an amazing crew of premade soldiers and got an Engineer on my second scanning mission.

Exposure
Apr 4, 2014

Phenotype posted:

How do I get mods to work? I subscribed to one to give Sparks weapon mods and another one for Bender heads, but I don't see any confirmation that they're on ingame.

Also, do I need to restart? I ran through the Gatekeeper mission before remembering I wanted to buff the Sparks a little, and by then I'd rolled an amazing crew of premade soldiers and got an Engineer on my second scanning mission.

Generally speaking mods will install "silently", there won't be any indication they're working until you get access to whatever they add in-game most of the time. (Though you can check Bender heads and other customization mods in the character pool by making a character in there, you can even make SPARKs in it)

The exceptions to that being Mod Config Menu supported mods, since the nature of how they work means they need to get the user to restart the game after initial loading of a mod (And so will probably have a big popup appear in the middle of the screen once you load into the main menu telling you to restart)

Bholder
Feb 26, 2013


You could also just hand edit their stats.

Makes me think how Rulers would work with normal turns but twice as much HP

Bogart
Apr 12, 2010

by VideoGames
You'll usually at least need to restart the game. It'll pop up the mod manager, and you click on the box to activate it!

Theotus
Nov 8, 2014

Just picked the game up since it was on sale for $45 with all the DLC. There's so much poo poo going on on the map it's kind of overwhelming.

ptroll
Sep 8, 2011

Just had a protect the device mission where the Berserker ruler showed up. Somehow it activated on the other side of the map and spent the rest of the map just running wild beating the poo poo out of ADVENT troops.
Turns out that not only can troopers be knocked unconscious, the KO'd ones count as down for mission completion. Thanks, 'zerker friend!

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Bogart posted:

You'll usually at least need to restart the game. It'll pop up the mod manager, and you click on the box to activate it!

Thanks! This was what I needed -- I had shut down the game client, but I'd left the loader thing open so it never showed me the mod manager.

Do I have to restart my campaign, though?

Bogart
Apr 12, 2010

by VideoGames

Phenotype posted:

Thanks! This was what I needed -- I had shut down the game client, but I'd left the loader thing open so it never showed me the mod manager.

Do I have to restart my campaign, though?

No problem. And maybe. I think in your case, you'll be fine, though -- especially with just the mods you've mentioned. Just try it and find out.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Random rear end in a top hat posted:

Yeah, they're way too powerful at default and switching them over to normal turns makes them totally toothless. Is there any middle ground? Anyone found a way to make them fun?

I found them the most fun part of my third commander playthrough, because every engagement with them was tense as hell. Most important word in that sentence is 'third'. They are great to spice up the action if the gameplay is becoming routine, but I really wouldn't recommend them in a first game.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.



This is neat, but I think the Sparks' main problem is that their stats are too low. Their hacking is a joke, even though they have a little hacker buddy, their HP isn't high enough to make up for the inability to use cover, their aim is just terrible, etc.

Random rear end in a top hat posted:

Yeah, they're way too powerful at default and switching them over to normal turns makes them totally toothless. Is there any middle ground? Anyone found a way to make them fun?

I got what you need, buddy: Prevent Ruler Reactions on any non-violent action performed by XCOM. Tough but fair.

Lurdiak fucked around with this message at 06:03 on Jul 9, 2016

Exposure
Apr 4, 2014

Lurdiak posted:

This is neat, but I think the Sparks' main problem is that their stats are too low. Their hacking is a joke, even though they have a little hacker buddy, their HP isn't high enough to make up for the inability to use cover, their aim is just terrible, etc.



I feel like the hacking thing is not that much of an issue since their BIT buddies seem more like heavy weapon carriers that happen to truck around laptops with them rather than being armoured variants of the Gremlins. While I do agree on the other stats not scaling that well as you enter the late game, some of the bonuses do try to alleviate that (IE Shields, the aim bonus, etc) and the default on bonus (utility slot) gives you access to regular X2's tools to deal with stats that are too low in one category or another.

many johnnys
May 17, 2015

Shakill OReal posted:

This time I'm disabling the DLC story missions, I understand alien leaders will now show up at a random point but how/when will I get the SPARK?

If you decide you don't want the alien leaders, enable the story mission and then never do it.

Drunk in Space
Dec 1, 2009
Panicked Chryssalids are the saddest things, legs quivering away and clutching their little bug heads in terror. Almost feel sorry for them.

I could never feel sorry for original XCOM Chryssies, though. gently caress them for eternity.

Thinking back to original XCOM and the autopsy reports on aliens, I really wish they'd changed up the autopsy cutscenes this time round to actually show them pulling all these disgusting, weird-looking innards out, instead of the boring low angle shot we get. In other words, it should have been this: https://www.youtube.com/watch?v=oMuRm70JlDM

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I thought SPARKs would be good against rulers but it's 3 regular actions so they just get the ruler to move constantly.

Drunk in Space
Dec 1, 2009
My SPARK's sacrifice ability helped me own the Archon ruler hard.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Just took down the Viper King in a ufo! It really helped that it stood next to an explosive barrel. And that my Sniper has Rapid Fire. :v:

Drunk in Space posted:

My SPARK's sacrifice ability helped me own the Archon ruler hard.

Haven't unlocked that yet.

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