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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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# ? Jul 8, 2016 20:48 |
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# ? May 18, 2024 12:13 |
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Eraflure posted:https://xcom.com/news/en-xcom-2-gets-new-lws-perk-and-laser-pack-mods drat it, I just got far enough into my latest campaign to make it unpleasant to start over for this.
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# ? Jul 8, 2016 20:49 |
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Eraflure posted:https://xcom.com/news/en-xcom-2-gets-new-lws-perk-and-laser-pack-mods 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 |
# ? Jul 8, 2016 21:00 |
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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.
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# ? Jul 8, 2016 21:06 |
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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.'
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# ? Jul 8, 2016 21:26 |
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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.
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# ? Jul 8, 2016 21:37 |
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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.
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# ? Jul 8, 2016 21:41 |
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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. lololololololol what the gently caress LW
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# ? Jul 8, 2016 21:44 |
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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. To quote Amineri on Discord: quote:Commissar was kind of a joke perk that JC proposed, and JL went ahead and kept it
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# ? Jul 8, 2016 21:48 |
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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?
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# ? Jul 8, 2016 22:01 |
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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. 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.
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# ? Jul 8, 2016 22:36 |
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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
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# ? Jul 8, 2016 23:20 |
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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.
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# ? Jul 9, 2016 00:04 |
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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?
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# ? Jul 9, 2016 00:12 |
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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!) You get a Proving Grounds project called Mechanized Warfare instead, completing it gives you a SPARK and the "Build Spark" project.
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# ? Jul 9, 2016 00:15 |
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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.
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# ? Jul 9, 2016 00:17 |
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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 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.
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# ? Jul 9, 2016 00:27 |
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Alien Leaders are the opposite of fun.
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# ? Jul 9, 2016 00:37 |
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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?
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# ? Jul 9, 2016 00:43 |
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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.
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# ? Jul 9, 2016 00:50 |
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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?
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# ? Jul 9, 2016 00:59 |
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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. 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.
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# ? Jul 9, 2016 02:24 |
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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.
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# ? Jul 9, 2016 02:45 |
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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.
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# ? Jul 9, 2016 03:15 |
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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.
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# ? Jul 9, 2016 03:36 |
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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. 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)
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# ? Jul 9, 2016 03:49 |
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You could also just hand edit their stats. Makes me think how Rulers would work with normal turns but twice as much HP
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# ? Jul 9, 2016 03:51 |
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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!
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# ? Jul 9, 2016 03:53 |
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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.
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# ? Jul 9, 2016 04:17 |
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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!
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# ? Jul 9, 2016 04:26 |
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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?
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# ? Jul 9, 2016 04:30 |
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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. 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.
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# ? Jul 9, 2016 04:47 |
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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.
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# ? Jul 9, 2016 05:13 |
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 |
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# ? Jul 9, 2016 05:57 |
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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.
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# ? Jul 9, 2016 06:09 |
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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.
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# ? Jul 9, 2016 06:17 |
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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
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# ? Jul 9, 2016 09:44 |
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I thought SPARKs would be good against rulers but it's 3 regular actions so they just get the ruler to move constantly.
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# ? Jul 9, 2016 15:23 |
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My SPARK's sacrifice ability helped me own the Archon ruler hard.
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# ? Jul 9, 2016 15:59 |
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# ? May 18, 2024 12:13 |
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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. 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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# ? Jul 9, 2016 17:17 |