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Bruceski posted:The lamppost itself has awareness squares and I've never seen this happen. Do you have proof handy? It's happened at least twice to Beaglerush in his current XCOM2 series on youtube, though I don't remember which episodes.
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# ? Jul 19, 2016 21:23 |
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# ? May 25, 2024 13:59 |
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Is it grenadiers that are broken or is it being able to break all the cover?
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# ? Jul 19, 2016 21:35 |
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Nothing is broken, except what Jake needs to fix, like floating Advent Officer puppet that acts as full cover.
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# ? Jul 19, 2016 21:52 |
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That's what we call a meat shield.
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# ? Jul 19, 2016 21:57 |
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InfinityComplex posted:Still too rich for my blood, especially since EDF 4.1 came out yesterday. Look there are multiple fronts where the earth needs defending and X-COM would certainly respect a never-ending war with giant ants and spiders.
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# ? Jul 19, 2016 22:00 |
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Can confirm that The Core also had the line in it, but I believe the character that said it was making a reference to Hackers. Mostly cause the scene plays out along the lines of: Military Guy: You need to hack every single computer in the world to make sure no one can know what we're doing. Nerd: So, you're saying I need to... Hack the Planet? All: *Dead silence* Military Guy: Moving on.
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# ? Jul 19, 2016 22:01 |
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The reason why this is dumb is that it works, he literally hacks the entire internet to keep all discussion of the project to drill into the earth's core under wraps. Right up until the point it becomes convenient for him to have a change of heart.
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# ? Jul 19, 2016 22:03 |
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Honestly, I can agree that The Core is an amazing bad movie. It delivers on pretty much every level. Even the reveal of the true cause at the end is so mid 2000s that it hurts.
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# ? Jul 19, 2016 22:09 |
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Does Blademaster buff the damage of a certain ability in the not-sword sword you get later? Like some people have said it becomes more and more useless as the game gets later but now, like right now, it's a Godsend... and kinds op.
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# ? Jul 19, 2016 22:28 |
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On supply raid missions, it's nice to have Phantom Rangers to act as forward spotters for my squadsight Snipers. Especially if I expect Alien Royalty to come calling. On missions with a time limit... well, a Phantom Ranger with an exoskeletal armor can wreck a beacon, cloak, and then hide while everyone else chills out in overwatch on a rooftop, and if you're evacuating a VIP it's nice to have someone who the enemies WON'T shoot at. If you always advance your squad as a cohesive group, though, Phantom Rangers don't really work in that playstyle.
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# ? Jul 19, 2016 22:31 |
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Spudd posted:Does Blademaster buff the damage of a certain ability in the not-sword sword you get later? I'm pretty sure it does, it's a melee attack for all intents and purposes. Even if it wasn't it doesn't eat up an action.
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# ? Jul 19, 2016 22:48 |
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Adding to the Phantom talk, its ungodly good when coupled with a sniper. Not only can you scout around and avoid enemies if you don't want to, but it lets you set up quasi overwatch ambushes if you alert a pod early with a sniper shot and draw them in close. As for why blade is terrible, a stance I kinda hate having to take mind, it just can backfire too often. Especially later on in the campaign, though I haven't used one since the buff they added. That said, when it works, it can be ungodly good.
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# ? Jul 19, 2016 23:15 |
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Koorisch posted:The Advent Troopers are pretty lovely shots as well, they have a max of 65 aim (at least for now) so if you are behind any cover you cripple their chances of actually hitting anyone. (Outside bullshit perfect aim crits on your dudes) Note that if a trooper hits someone in cover, it'll almost certainly be a crit because XCOM 2 only rolls 1 die instead of seprate to-hit and then crit-chance like XCOM 1 did. The XCOM2 way is super strange.
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# ? Jul 19, 2016 23:21 |
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Otherwise known as the World Of Warcraft style of dice rolling. So it is essentially crit - hit - miss off a d100. Fix your game, Jake.
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# ? Jul 19, 2016 23:25 |
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And Dodge! That'll be fun to explain when it crops up.
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# ? Jul 19, 2016 23:29 |
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DatonKallandor posted:Note that if a trooper hits someone in cover, it'll almost certainly be a crit because XCOM 2 only rolls 1 die instead of seprate to-hit and then crit-chance like XCOM 1 did. The XCOM2 way is super strange. Thankfully there's a mod to fix that bit of strangeness. But yeah, the whole "1-roll" system leads to a bit of weirdness where if the chance to hit is low enough (flashbang/high cover/etc.) then the hit can be guaranteed to be a crit. I really don't understand why they changed it.
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# ? Jul 19, 2016 23:29 |
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Veloxyll posted:Otherwise known as the World Of Warcraft style of dice rolling. There is a mod to fix this too But remember, it means YOU will also crit less with those 50 to hit 45 to crit shots.
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# ? Jul 19, 2016 23:39 |
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I also hate the seeded RNG nature of everything about this game. Hacking always bugs me because your roll is decided before you even look at it and the chances are superfluous. There's just something wrong with not technically being the one to throw the dice.
Lunethex fucked around with this message at 23:57 on Jul 19, 2016 |
# ? Jul 19, 2016 23:54 |
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Lunethex posted:I also hate the seeded RNG nature of everything about this game. Hacking always bugs me because your roll is decided before you even look at it and the chances are superfluous. There's just something wrong with not technically being the one to throw the dice. I mean I understand why they do it - to prevent savescumming - but I agree with you. Even if the end result is statistically the same, having the end result be predetermined still feels like you're being shown a shell game. Hacking in general is a big problem in this game - the swing in utility between a specialist who has gotten two successful Enemy Protocols and one who hasn't is enormous, and you get so few chances at the Enemy Protocol bonus over a campaign. You might get none. You might get three. You might get three chances but then fail them all because the RNG hates you today. Hinging a fairly major component of your gameplay on such a small number of RNG rolls is really not my favorite bit of game design.
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# ? Jul 20, 2016 00:29 |
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I will posit forever that Hackers is the Best Worst Movie. https://www.youtube.com/watch?v=QZ4ZJk4lLEI The guy on the skateboard is the main villain of the movie, a tech consultant for a global corporation that insists all the work a day guys there call him by his interweb hacker handle, Plague. Also this LP is great, thanks guys.
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# ? Jul 20, 2016 00:34 |
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Mzbundifund posted:Hinging a fairly major component of your gameplay on such a small number of RNG rolls is really not my favorite bit of game design. in a nutshell really. Yet we still come back for it.
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# ? Jul 20, 2016 00:38 |
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In general you can do something about your lovely to hit chances. There is nothing you can do to fix your hack chances. Also "To prevent savescumming" is a terrible excuse for a design decision. Just accept that some people want to play the single player game they bought their way already.
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# ? Jul 20, 2016 00:41 |
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When I reload a save, I get different hack rolls. What are you guys talking about?
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# ? Jul 20, 2016 00:44 |
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I used to say they only have the RNG set up the way they do primarily so overwatches would actually hit multiple enemies and not everyone just shooting something the second it is the first one in line of sight and wasting ammo or blowing a trap meant for multiple guys. But then a mod came out that let you set up overwatch cones to effectively watch for certain guys doing things and also there's a custom class mod that targets specific guys when they do act so maybe Jake was just lazy
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# ? Jul 20, 2016 00:45 |
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Mzbundifund posted:I mean I understand why they do it - to prevent savescumming - but I agree with you. Even if the end result is statistically the same, having the end result be predetermined still feels like you're being shown a shell game. Not quite how ti works, it is not set in stone that you will fail the hack, the outcome will change depending on what actions you do. Yes if you save load and do the exact same actions you can get the same outcome, but you can change the outcome by doing the same action in a new order or just slight variations as simple as targeting an Alien and canceling. The Predetermined RNG seed is not like every action s predetermined it just means taking the same actions will have the same outcome if done the same way, to prevent save scumming a single action, you can still use the behavior to save scum entire turns if you wanted to take the time.
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# ? Jul 20, 2016 00:47 |
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There's a mod that makes it so every time you hack you get +3 hack skill, and if you fail just +1 but it's enough to incentivise you to just go for hacks willynilly. I'm a fan of that mod.
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# ? Jul 20, 2016 00:59 |
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Spudd posted:Does Blademaster buff the damage of a certain ability in the not-sword sword you get later? I loaded up a game to test and found that the damage and aim boosts only seem to apply to regular slash attacks and Bladestorm. It doesn't affect attacks with the melee plot item or the free action that comes with the DLC sword variant (regular attacks with that weapon are affected by the perk).
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# ? Jul 20, 2016 01:10 |
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The point is that the player is not technically throwing the dice and enjoying good fortune or ruing bad luck, it takes away the feeling of making real decisions and it's really just a "ok, am I going to be screwed doing this?" which, yes, would still be a question, but it wouldn't be the only question. You can at least feel like it's fair when you get the chance to make the move and see how it turns out, how to work with it, instead of it changing at the whim or being decided in advance. I know that combat is handled in the same way but variables like cover, threat of revealing more, and the AI making some very stupid decisions (especially in this LP so far) can balance the scales very well. In the case of hacking, the consequence of failure is severe enough (potentially campaign ruining early on) that only safe plot hacks will be made. I 100% acknowledge this is minor but it bugs the hell out of me and always will. Actions should be calculated the moment they are taken. Spudd posted:Does Blademaster buff the damage of a certain ability in the not-sword sword you get later? There's a mod that fixed the damage not being added when you threw it.
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# ? Jul 20, 2016 01:19 |
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Cooked Auto posted:EDF! EDF! EDF! Welcome to the Commander's Guide to Earth Defense, I'm ObsidianSphere and this is my cohost Limesecond
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# ? Jul 20, 2016 01:20 |
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I can't help but ask.. What is everyone's favorite vanilla class? AND... What is everyone's favorite mod class? I have yet to play with mods with this game. I'm thinking of getting back into it as I beat it way back when before DLC and mods exploded.. Oh anyway, my favorite class in the vanilla game is the Psi-Ops. Way OP late game.
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# ? Jul 20, 2016 01:24 |
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Grapplejack posted:Welcome to the Commander's Guide to Earth Defense, I'm ObsidianSphere and this is my cohost Limesecond Perfect.
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# ? Jul 20, 2016 01:27 |
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Obsidian Sphere... I like it. Has a ring to it.
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# ? Jul 20, 2016 02:31 |
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Godnnelg posted:I can't help but ask.. Vanilla? Rangers or Psi-Ops are great fun. In both cases I feel like the grenadiers and snipers being as common as they are means that you really in the base game don't actually get much use out of rifles, which is strange considering they're supposed to be the standard weapon - XCOM vanilla lacking a good line trooper class is a real problem. Fortunately, there's two mods for that! Mod? Currently, I like the Bruiser, a charming shotgun-toting class with a unique move where they stun an enemy and turn them into cover with a weak melee attack, and open fire with a pistol on enemies who shoot at them while they're using their alien/human shield.
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# ? Jul 20, 2016 03:38 |
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Godnnelg posted:I can't help but ask.. Vanilla? Grenadier's. Blow up the world. Modded? I've been playing recently with the long war perk pack, and oh man are the sharpshooters in that fun.
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# ? Jul 20, 2016 03:44 |
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Jetrauben posted:Mod? Currently, I like the Bruiser, a charming shotgun-toting class with a unique move where they stun an enemy and turn them into cover with a weak melee attack, and open fire with a pistol on enemies who shoot at them while they're using their alien/human shield.
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# ? Jul 20, 2016 04:44 |
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Luquos posted:Vanilla? Grenadier's. Explode the planet FTFY.
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# ? Jul 20, 2016 08:10 |
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Bruceski posted:When I reload a save, I get different hack rolls. What are you guys talking about? I know that the original had seeded rolls, but that gave me the impression that this one didn't.
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# ? Jul 20, 2016 08:11 |
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radintorov posted:That's what I've been wondering as well: there were a couple of times when I save-scummed a hack to get that sweet +20 permanent skill increase and managed to. my assumption is that the game's doing something i'm painfully familiar with from final fantasy xii which is having the game run off a single psuedo-random number, which advances with each action you take, regardless of whether that action would call upon the number or not. You can nudge the things around by changing your order of operations which changes the number being checked to determine success, but it's always the same progression of numbers i'm probably wrong on some detail seeing as i'm not about to delve into the game code to test my assumption
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# ? Jul 20, 2016 08:25 |
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AriadneThread posted:my assumption is that the game's doing something i'm painfully familiar with from final fantasy xii For the most part you're right. Say you had four shots lined up on the enemy. The game's already rolled a 67, 48, 92, and 45 ahead of you taking your soldier's actions. This is where you can take advantage of it by save-scumming to change the order in which you use those four numbers. Hacking is an odd beast though. Sometimes you can scum it into different results, others it will always end up the same. Personally never saw much issue with the way the game handles its rng. Whether it's been rolled already or will be rolled at the moment of acting, it's still a random number.
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# ? Jul 20, 2016 08:33 |
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# ? May 25, 2024 13:59 |
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Brainamp posted:The game's already rolled a 67, 48, 92, and 45 ahead of you taking your soldier's actions. This is where you can take advantage of it by save-scumming to change the order in which you use those four numbers. Except it's not random. Because you can load and put the specific numbers in a different spot. A Random number is one that you cannot know before pressing the button. If it's pre-rolled and your next 4 actions have their numbers assigned, even if you load, it is not random. You have some idea what the numbers are. The simplest way around this is, even with a psuedo-random number generator, to move a number of steps down the list based on the decimal of a second (so the .059 of 12.059s. Even if you only count to hundredths of a second, no human is so precise as to be able to hit the button at the exact same time except via chance. tl;dr fix your game, Jake!
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# ? Jul 20, 2016 08:58 |