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On the Evac zone moving, it can happen at the start of a mission too, if the map spawns in a way that it's unreachable (or whatever value of that the game wants). A notable advantage of Combat Protocol over stocks is not having to have the same kind of line of sight (Goblin targeting is a bit weird as some later skills show.) But my specialists end up with a wild hodgepodge of skills often, as they are all pretty handy IIRC. Interested to see if Jade uses Flashbang grenades much, but that will have to wait.
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# ? Jul 21, 2016 16:57 |
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# ? May 25, 2024 04:49 |
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Cythereal posted:Yep. Every armor gave extra HP except maybe kevlar, and if the trooper took all their damage on the armor they'd be fine and dandy. One of the reasons I prefer Titan armor to Archangel or Psi. Nah, even the base armor gave a +1 to health. Archangel and Psi were sniper and psionic armors respectively. Everyone else you wanted sporting the objectively best armor, Ghost. Extra hp cannot compare to invisibility plus inbuilt 20 defense. Kasrkin posted:yes, there were kind of two Health Bars. Base HP and Armour HP, Armour HP were slightly different in Color tone, and as long as you didn't get lowered into Base HP you were fine to keep on trucking mission after Mission. When it isn't bugged to hell, it's a nice system. Sorta guarantees you won't end up with EU's problem of using the same 6 squad members for every mission in the game.
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# ? Jul 21, 2016 17:36 |
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Brainamp posted:Nah, even the base armor gave a +1 to health. Archangel and Psi were sniper and psionic armors respectively. Everyone else you wanted sporting the objectively best armor, Ghost. Extra hp cannot compare to invisibility plus inbuilt 20 defense. Would you believe me if I said they outdo the Archangel armor in this game? It's pretty great.
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# ? Jul 21, 2016 17:41 |
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Brainamp posted:Extra hp cannot compare to invisibility plus inbuilt 20 defense. Someone isn't phasing out their MECs in favor of giving everyone mimetic skin I see.
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# ? Jul 21, 2016 17:42 |
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Everyone talking about XCOM2 Long War mods, do these require changing the base game to an overly long slog that has more bad decisions than good, or is it shorthand for "the team that made that overly long slog with more bad decisions than good"?
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# ? Jul 21, 2016 18:18 |
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Bruceski posted:Everyone talking about XCOM2 Long War mods, do these require changing the base game to an overly long slog that has more bad decisions than good, or is it shorthand for "the team that made that overly long slog with more bad decisions than good"? They're made by the same crew that did XCOM EW's Long War is all it means. Which despite their design decisions is very much a testament to their coding skills (EW was NOT meant to be modded and yet they did so much stuff with it). There's a reason the XCOM2 devs let the LW modders come in and build the SMG, Muton Centurion and Leadership mods before the game was even released. And none of the LW Crew mods really make the game a long slog (the game does that itself with Legendary difficulty ) They just add little bits of long-war doodads here and there, and you can take the mods individually or as a group it's up to you. They're all high quality mods, even if they do vary about how much they change (at the extreme end you have the LW class mod which completely changes your soldiers, and then you have the LW Muton Centurion mod which adds an elite version of the muton you'll see maybe 2-3 times total in a campaign.)
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# ? Jul 21, 2016 18:27 |
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I believe Siobhan is supposed to be pronounced like shi-vohn or something like that.
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# ? Jul 21, 2016 18:44 |
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heenato posted:I believe Siobhan is supposed to be pronounced like shi-vohn or something like that. Yup. Gaelic hates pronouncing anything like it's spelled.
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# ? Jul 21, 2016 18:50 |
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I was kinda hoping Siobhan would end up being a Ranger, but being a Grenadier suits her just fine. And yes she is everything I hoped she would be, with all the spikes and the face paint Also everyone else covered the pronunciation, but she's a Scot so it's spelt the Gaelic way. Maybe next I'll make a Hamish to accompany her
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# ? Jul 21, 2016 18:54 |
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Aces High posted:I was kinda hoping Siobhan would end up being a Ranger, but being a Grenadier suits her just fine. And yes she is everything I hoped she would be, with all the spikes and the face paint Jade had issues pronouncing an Italian name. Quick, someone submit a Finnish or Hungarian trooper!
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# ? Jul 21, 2016 18:56 |
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Hurslcarls
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# ? Jul 21, 2016 19:16 |
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Brainamp posted:Nah, even the base armor gave a +1 to health. Archangel and Psi were sniper and psionic armors respectively. Everyone else you wanted sporting the objectively best armor, Ghost. Extra hp cannot compare to invisibility plus inbuilt 20 defense. hehe, yeah, i hear you. Got a Soldier Shot unconscious, 8 Days out, his buddy carrying him out, got shot for 4 or 5 Damage, 12 Days out. That kind of Buggy you mean? But i still think the problem is still there.
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# ? Jul 21, 2016 19:18 |
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Cythereal posted:Someone isn't phasing out their MECs in favor of giving everyone mimetic skin I see. Not quite sure what you mean as both Mecs and mimetic skin soldiers were great to have. Ghost was still the best armor because even without the invisibility it granted, having more defense was better than having more health. Bruceski posted:Everyone talking about XCOM2 Long War mods, do these require changing the base game to an overly long slog that has more bad decisions than good, or is it shorthand for "the team that made that overly long slog with more bad decisions than good"? In this game they are just some little mods that add a few things, rather than implementing shittons of mechanics. Xcom 2 already works in some of LW's poo poo, just much better implemented. Kasrkin posted:hehe, yeah, i hear you. Got a Soldier Shot unconscious, 8 Days out, his buddy carrying him out, got shot for 4 or 5 Damage, 12 Days out. That kind of Buggy you mean? There was a pretty major bug early on where injury values were hosed up, so minor injuries resulted in longer healing periods. Not sure if it's been fixed. Brainamp fucked around with this message at 19:30 on Jul 21, 2016 |
# ? Jul 21, 2016 19:26 |
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Brainamp posted:Not quite sure what you mean as both Mecs and mimetic skin soldiers were great to have. Ghost was still the best armor because even without the invisibility it granted, having more defense was better than having more health. Plus after the patch unless the only thing you spent meld on was mimetic skin it wasn't really feasible to give it to everyone unless you grinded meld for like six months.
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# ? Jul 21, 2016 19:40 |
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So it takes 5 days to research some duct tape to stick those mods onto your weapons. Totally worth it though. My preferences: Scope: This one's a tough choice. Everybody wants more aim, but I usually give it to the sniper (who needs to be able to hit aliens behind cover from 3 screens away), or the grenadier (who needs to be able to hit a tank-sized death robot standing out in the open 3 feet away). The grenadier needs it more, I think. Stock: Guaranteed damage is incredibly useful in this game - for finishing off almost-dead aliens, breaking overwatch, or breaking even more unpleasant things the aliens might do. I also give it to the specialist (and rename the weapon "Combat Prot". I wish weapon names could be longer). A good stock could also go on a rapid-firing ranger, which turns that skill into a respectable guaranteed-damage dealer. Hair trigger, Repeater: Meh. In XCOM we care much more about worst-case performance than best-case performance, which means I'm not a huge fan of these. I sometimes give the repeater to the grenadier, because if there's something big that needs killing, the grenadier is usually the one that shoots first. Autoloader, Expanded magazine: These feel like 2 solutions to the same problem, and I think the auto-loader is better for everyone except a killzoning sniper. Laser sight: Rangers with 100% crit chance are fun. These mods really do add something to the game. We didn't really have these toys in the previous XCOM - well, we had scopes and reaper rounds, but that was it and they sat in an equipment slot. They are more like medals in Enemy Within, except because they stick to weapons and not soldiers, you can take them on every mission. They make me more likely to take the time to carry a dead or bleeding rookie to an EVAC zone - rookies may be worthless but their modded weapons are not. zyxophoj fucked around with this message at 20:01 on Jul 21, 2016 |
# ? Jul 21, 2016 19:57 |
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One of my rangers just rolled killzone as their secret skill....yay?
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# ? Jul 21, 2016 20:22 |
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That's great for killing reinforcements if you plant them close. Or, you could get your Phantom Ranger as close to an inactive pod as you can, activate them and watch the carnage.
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# ? Jul 21, 2016 20:27 |
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That illustrates one slight problem with cross-class skills - sniper rifle skills usually take two actions, and skills for other guns usually take one. That Killzone Ranger can mitigate the problem to some degree by running and gunning, but other classes are out of luck. It gets really silly when it's the other way round: Commander: "Sniper, take out that officer!" Sniper: "Sir, I'm out of ammo and I don't have enough time to reload and shoot" Commander: "Don't give me that crap, soldier. If you can't shoot him once, shoot him twice." Sniper: "Oh, right. I totally have enough time to reload and do that."
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# ? Jul 21, 2016 20:42 |
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My memories of ChrisopherOdd's playthrough suggest that Rapid Fire does not play nice with weapon mods. You definitely don't get double Stock, unless my brain is failing me. EDIT : The fact that the sniper rifle costs two (both) actions, rather than having say, "Cannot have moved" or whatever as a requirement tripped me up a few times, but they do really benefit from ammo helping mods.
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# ? Jul 21, 2016 20:42 |
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Tylana posted:EDIT : The fact that the sniper rifle costs two (both) actions, rather than having say, "Cannot have moved" or whatever as a requirement tripped me up a few times, but they do really benefit from ammo helping mods. The bonuses that Snipers get for not having moved the previous round count as long as the method by which they move doesn't actually consume an action.
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# ? Jul 21, 2016 21:01 |
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Dang, I go away for a bit and this happens. I suppose I missed the signup period, but if not let me know so I can die horribly while wearing a stupid hat. For some reason the game runs like rear end on my computer ever since the Anarchy's Children DLC came out, so it's good to have more XCOM.
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# ? Jul 21, 2016 21:15 |
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My experience with weapon mods is mostly limited to the early game, but I was really really pleased when I first saw them. I initially really really overvalued stocks because I misunderstood what they did. I thought they just flat out added a damage, as in a 3-5 damage gun would become 4-6. I eventually noticed my mistake. I ended up tossing them onto stuff like shotguns and cannons, since I figured hey the guns with the lowest aim will be missing the most. Laser sights and scopes I usually stuck on shotguns or snipers, since they're the two guns you usually wanted to hit or crit on the most. I usually just skipped repeaters or hair triggers unless I had an extra upgrade slot with nothing better to put in it. I didn't like the low percentage chance to do anything but I figured it was better than nothing at all and I could always replace it later. Extended magazines and loaders I loved, I always wanted more. I stuck every one I had on my snipers and grenadiers and then handed the rest out to other soldiers. Snipers are slower so cutting down time on reloading in any way was great. And being able to make a three ammo grenadier cannon into five ammo with a free reload turned it into one hell of a bullet hose. ousire fucked around with this message at 22:04 on Jul 21, 2016 |
# ? Jul 21, 2016 21:58 |
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Tin Tim posted:One of my rangers just rolled killzone as their secret skill....yay? (see ProfessorBooty's Long War LP)
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# ? Jul 21, 2016 22:00 |
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zyxophoj posted:That illustrates one slight problem with cross-class skills - sniper rifle skills usually take two actions, and skills for other guns usually take one. That Killzone Ranger can mitigate the problem to some degree by running and gunning, but other classes are out of luck. It gets really silly when it's the other way round: My last stream game before the LP had a sniper get Rapid Fire. It is a great skill to have. It's like double tap, but every turn. I also gave her a superior scope and tracer ammo so I never even noticed the -15% from rapid fire.
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# ? Jul 21, 2016 22:21 |
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Lunethex posted:Hurslcarls Nittien.
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# ? Jul 21, 2016 22:34 |
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Kinda surprised it hasn't been mentioned yet, but there is a mod to give not only VIPs the ability to do a crappy 1 - 2 damage melee attack, but to give everyone one. I believe its called Beatdown? Neat though extremely situational, works essentially like a crummier version of the Ranger's sword and non upgradable.
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# ? Jul 21, 2016 22:39 |
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Jade Star posted:My last stream game before the LP had a sniper get Rapid Fire. It is a great skill to have. It's like double tap, but every turn. I also gave her a superior scope and tracer ammo so I never even noticed the -15% from rapid fire. And I trust you gave her a perception PCS, or at least, would have if you had one? Fun fact by the way, there's a bug that sometimes makes the game forget you gave a soldier a PCS... but it doesn't take away the stats they got from it, meaning you can give them another, and the effects will stack! I used this to make a specialist get 20 mobility, because hey, you never know when you need to hack an objective RIGHT THE gently caress NOW! Also great for skulljacking/mining. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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# ? Jul 21, 2016 22:48 |
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Grizzwold posted:Dang, I go away for a bit and this happens. I suppose I missed the signup period, but if not let me know so I can die horribly while wearing a stupid hat. For some reason the game runs like rear end on my computer ever since the Anarchy's Children DLC came out, so it's good to have more XCOM. Signups are still open, you know. Just follow the instructions in the first post.
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# ? Jul 21, 2016 23:06 |
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It's cold on the bridge Central gets lonely at night #savejanekelly
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# ? Jul 21, 2016 23:46 |
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Man, having my first bit of JAIDS on the LP. Everything is going smooth until a retaliation mission and then at seeming random points my frame rate absolutely dies until I have to turn off fraps. I have no idea what is causing this either. I've messed with the graphics settings by turning them down. I reloaded the mission, rebooted my system, and every time for some reason by the end of the first turn my FPS hits slideshow levels. My only guess is that it's something unique to retaliation missions since thats been the only part of the game that has had an issue. Jade Star fucked around with this message at 00:29 on Jul 22, 2016 |
# ? Jul 22, 2016 00:19 |
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It turns out your computer was a Faceless the whole time!!!
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# ? Jul 22, 2016 00:32 |
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Could it be that retaliation missions often have extra fire/smoke/dust effects?
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# ? Jul 22, 2016 00:33 |
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Jade Star posted:Man, having my first bit of JAIDS on the LP. Everything is going smooth until a retaliation mission and then at seeming random points my frame rate absolutely dies until I have to turn off fraps. Is the drive you're saving fraps too full?
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# ? Jul 22, 2016 00:34 |
Jade Star posted:Man, having my first bit of JAIDS on the LP. Everything is going smooth until a retaliation mission and then at seeming random points my frame rate absolutely dies until I have to turn off fraps. i bet there's a mod that fixes that
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# ? Jul 22, 2016 00:38 |
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Okay, workaround found I guess. Fraps continues to jam up for no detectable reason but recording via OBS doesn't seem to have issues. No idea what's going on or why, but at least I can record a drat retaliation mission.
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# ? Jul 22, 2016 00:54 |
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Jade Star posted:Okay, workaround found I guess. Fraps continues to jam up for no detectable reason but recording via OBS doesn't seem to have issues. No idea what's going on or why, but at least I can record a drat retaliation mission. Particle effects maybe?
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# ? Jul 22, 2016 01:07 |
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That is my only guess and it feels like a very very dumb guess. The only thing I could imagine is that all the fire and embers floating around are doing something but that is so dumb. Whyyyyy?
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# ? Jul 22, 2016 01:09 |
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Jade Star posted:That is my only guess and it feels like a very very dumb guess. The only thing I could imagine is that all the fire and embers floating around are doing something but that is so dumb. Whyyyyy? Hitler.
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# ? Jul 22, 2016 01:10 |
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Tygon, putting a chemical mask on your face is a good first step for conducting an autopsy, but you might also want to wear a smock or scrubs or something if you're going to splash that much alien viscera around. Or at least button up your lab coat. That's what they're there for, to keep the bad stuff off.
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# ? Jul 22, 2016 01:16 |
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# ? May 25, 2024 04:49 |
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IMJack posted:Tygon, putting a chemical mask on your face is a good first step for conducting an autopsy, but you might also want to wear a smock or scrubs or something if you're going to splash that much alien viscera around. Or at least button up your lab coat. That's what they're there for, to keep the bad stuff off. he got his training from ADVENT, they're probably not too big on safety standards
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# ? Jul 22, 2016 01:20 |