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NTT posted:It's automatic at default Then something is fucky in my game because my sparks aren't repairing automatically at all and there is no purple button on the ant farm as mentioned above.
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# ? Aug 7, 2016 20:14 |
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# ? May 11, 2024 09:39 |
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Lotish posted:Then something is fucky in my game because my sparks aren't repairing automatically at all and there is no purple button on the ant farm as mentioned above. Check for anything in your mod list that screws with heal timers. I tried out the mod that keeps people from being out of commission for 2 weeks for stubbing their toes (proportional heal times or something like that, it was the big popular one) and all of a sudden my Sparks weren't healing.
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# ? Aug 7, 2016 21:13 |
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Ok I guess it's time to start a new game since I cannot continue the current one. So I've heard the Long War classes make swords actually good, but how good exactly? I already buffed them up by one damage and armor piercing would that make things overpowered?
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# ? Aug 8, 2016 01:09 |
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Bholder posted:Ok I guess it's time to start a new game since I cannot continue the current one. It replaces/over-writes Slash with Fleche (Slash is still in the active skills buttons but doesn't seem to ever be active). Fleche starts at the same accuracy and damage as Slash, but then gains 1 damage for every 3 tiles moved to your target. A dashing Fleche can do hilarious amounts of damage.
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# ? Aug 8, 2016 01:12 |
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Slash can only hit an enemy you're already adjacent to, but only costs one AP. Useful for hitting something then running away!
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# ? Aug 8, 2016 01:16 |
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Ah, okay, so Slash can more or less be a free action if someone's next to you (stun lancers) but Fleche is for running out to murder everything. I had no idea why the Slash button was still there when it never lit up and was also hilariously surpassed by Fleche's ability. Not that you'll ever be using a sword on a LW Perk Pack Assault: they're built entirely around being murderbeast with shotguns (they get Close Quarters Combat on their first rank-up). Shinobis on the other hand make great sword-dudes.
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# ? Aug 8, 2016 01:19 |
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So Alien Hunters you're supposed to just turn off right? Because something that breaks the rules of XCOM isn't fun, and every campaign I"ve done with leaders in has been obnoxious and miserable
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# ? Aug 8, 2016 01:32 |
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If you turn it off they just randomly show up. Turn it on, then never do the alien nest mission.
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# ? Aug 8, 2016 02:08 |
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dogstile posted:If you turn it off they just randomly show up. Oh jeez I'm pretty disappointed firaxis would put something so broken and dumb in the game, or that they'd playtest it and think "yeah this is fun", when lategame VIP extractions were already dumb as poo poo
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# ? Aug 8, 2016 02:16 |
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So I started a new heavily-modded playthrough using LW Toolbox to increase the starting squad size to 6. Unfortunately two soldiers on each mission don't have a visible action point counter, which makes trying to plan things out mid-turn pretty difficult. The only other mod I'm using that messes with the number of soldiers or the health/action bar is Numeric Health Display. Has anybody else experienced this problem and if so how did you fix it?
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# ? Aug 8, 2016 03:32 |
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quiggy posted:So I started a new heavily-modded playthrough using LW Toolbox to increase the starting squad size to 6. Unfortunately two soldiers on each mission don't have a visible action point counter, which makes trying to plan things out mid-turn pretty difficult. The only other mod I'm using that messes with the number of soldiers or the health/action bar is Numeric Health Display. Has anybody else experienced this problem and if so how did you fix it? Yep, Numeric Health Display doesn't work properly with LW Toolbox for some reason. I think I wound up just using a different mod that did the same thing, but I'd have to go through my pile of mods to check which.
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# ? Aug 8, 2016 03:36 |
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Canuck-Errant posted:Yep, Numeric Health Display doesn't work properly with LW Toolbox for some reason. I think I wound up just using a different mod that did the same thing, but I'd have to go through my pile of mods to check which. I guess I'll switch back to Show Health Values, but NHD is just so pretty.
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# ? Aug 8, 2016 03:40 |
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Canuck-Errant posted:Yep, Numeric Health Display doesn't work properly with LW Toolbox for some reason. I think I wound up just using a different mod that did the same thing, but I'd have to go through my pile of mods to check which. Is NHV the one that gives you the BIG health bar with a number in it, or is it the one that just puts a tasteful number at the end? Because I use the latter and have never, ever had issues with LW Toolbox and it.
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# ? Aug 8, 2016 04:00 |
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oswald ownenstein posted:Oh jeez They're not that bad if you know the rules of the game and aren't already in a life or death situation (which... includes entire escort missions), it's just the bug where they show up anyway if you turn the dlc off is a total dick move to people who DON'T know the rules of the game. I should also apply the caveat I only activate them when I have tier 2 weapons and armor fully completed. Count Uvula fucked around with this message at 04:27 on Aug 8, 2016 |
# ? Aug 8, 2016 04:19 |
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It's not a bug. Turning it off at game start just removes the dumb story mission. It is a bit counter intuitive.
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# ? Aug 8, 2016 04:36 |
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Dogen posted:It's not a bug. Turning it off at game start just removes the dumb story mission. It is a bit counter intuitive. Yeah, you have to remove the DLC entirely. Which you can do from Steam before you start up the game. Turning off the content in the campaign just turns off the mission. It says right there "disables narrative content".
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# ? Aug 8, 2016 05:25 |
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oswald ownenstein posted:So Alien Hunters you're supposed to just turn off right? I stand by that the Viper King is fair and fun to fight. He cheats, but he's not all that strong and you can take him down even with just ballistics if you're careful. Plus he gets by far and away the most development, story-wise, and doesn't feel just tacked-on like the other two do. The other two, yeah, I am less fond of. They can really, really dick you over in totally unavoidable ways, and they quite simply are not fun to fight. A lot of times, fighting them comes down to sheer luck: Do you see them before they see you? Do you have incendiary grenades yet? Did they spawn super early or give you a reasonable amount of time to tech up? Did they spawn in on a timed mission? All of those are things that are totally beyond your control. I commend Firaxis for trying to do something different and original, but it just doesn't play well. I've heard tell there are some mods to keep alien rulers in but tweak them to follow normal turn rules, which might be worth looking at; gonna try that myself tonight. I like the idea of the rulers, I just think the implementation is botched. And as long as we're on the note of DLC that doesn't quite work... man. The Tower was legitimately fun, once. Gotta be honest though, I have zero desire to do it again. I know they still let you build SPARKs even if you don't enable the mission, but it's hard to justify dropping so many resources at the Proving Grounds. Especially on a unit that is, at best, on par with much, much cheaper and more readily available infantry.
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# ? Aug 8, 2016 15:09 |
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Backhand posted:I stand by that the Viper King is fair and fun to fight. He cheats, but he's not all that strong and you can take him down even with just ballistics if you're careful. Plus he gets by far and away the most development, story-wise, and doesn't feel just tacked-on like the other two do. I downloaded the mods for improved foundry SPARK projects, SPARK classes, SPARK pugilist, SPARK Explosive punches (need to enable it in the pugilist ini file) and various transformer voice packs. Oddly enough the human enemies I got from another mod all have megatron's voice pack, so it was kinda appropriate to be punching them into cars with Optimus Prime.
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# ? Aug 8, 2016 16:58 |
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All of my experiences with the Viper King on my usual legendary runs is he just completely wrecks my dudes with the tongue grab + crush - seems like you aren't even supposed to try until you've got plated armor and full mag weapons Good news though - there's a mod to disable them on avenger defense and VIP extraction - so that's something at least. In general I just loathe the idea of special equipment that you only ever get one of, or boss fights that break the rules of XCOM by taking actions everytime you move or reload or whatever. The game is at its best when it's a bunch of rules and RNG - Alien Hunters reminds me too much of Slingshot and Zhang (the soldier who was objectively better than any other soldier stats wise) In fact that brings my to my other comment - I would prefer the next XCOM game just take us back to the same setting as EU, and the franchise be more like the Civ franchise - the same basic game, but with new features / content / stuff - sequels that focus on innovating the gameplay but keep the same formula. I love the modern setting a lot more than the futuristic setting and I can't imagine whatever crazy moonbase or underwater stuff being as interesting as just hunting UFOs and shooting at aliens in neighborhoods and cities. As good as XCOM 2 is, it would have been better in the same setting with just improved tactical & geoscape mechanics - the game suffers IMO from the lack of UFO stuff. oswald ownenstein fucked around with this message at 18:00 on Aug 8, 2016 |
# ? Aug 8, 2016 17:54 |
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I like being the plucky band of rebels and not having to placate a bunch of dumb wiener member nations, though.
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# ? Aug 8, 2016 21:53 |
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Someone make a mod that adds a ufo hunting mini game. Let us shoot down the UNOs the aliens use to transport supplies or hunt the avenger for easy raids, but if we fail it instantly triggers a ufo defense mission because we gave ourselves away.
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# ? Aug 8, 2016 21:58 |
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oswald ownenstein posted:I love the modern setting a lot more than the futuristic setting and I can't imagine whatever crazy moonbase or underwater stuff being as interesting as just hunting UFOs and shooting at aliens in neighborhoods and cities. As good as XCOM 2 is, it would have been better in the same setting with just improved tactical & geoscape mechanics - the game suffers IMO from the lack of UFO stuff. Objectively better? Or just what you would prefer? Sounds a lot more like the latter. XCOM's meat and potatoes was always its squad level combat and research. The weakest part was always the the geoscape. The role reversal in XCOM 2 also alleviates the worst parts of tac combat in UFO defense and EU/EW of abusing the turn based system with either sending rookies to initiate contact and then die, or using tile creeping to maximize your advantage in combat.
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# ? Aug 9, 2016 02:05 |
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Train missions are the woooooorst This was also the first encounter with the LW alien pack thrown in. I blew up the drones and a guardian before seeing what they could do (I assume the former is just its EW counterpart and the latter does overwatch?) but got a taste of the gunner, rocketeer, and naja. The gunner hit my specialist for 7 damage and sent him into bleedout through full cover. The rocketeer sent his spooky ghost missile through a train car and scratched up a spark and his cover buddy. The najas were by comparison much less intimidating and just got picked off before they could land any shots. It's a good thing the gunner and rocketeer have less HP. The rocketeer is basically a guaranteed first kill of the pod, you're so screwed if you let him fire.
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# ? Aug 9, 2016 05:11 |
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MikeC posted:Objectively better? Or just what you would prefer? Sounds a lot more like the latter. XCOM's meat and potatoes was always its squad level combat and research. The weakest part was always the the geoscape. The role reversal in XCOM 2 also alleviates the worst parts of tac combat in UFO defense and EU/EW of abusing the turn based system with either sending rookies to initiate contact and then die, or using tile creeping to maximize your advantage in combat. Yeah, I actually really dig the setting, there are too few guerrilla combat games.
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# ? Aug 9, 2016 05:17 |
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Mister Bates posted:Yeah, I actually really dig the setting, there are too few guerrilla combat games. Same. I feel like they missed an opportunity not riding the setting a little harder. It feels like there's a big gap of stuff from XCOM:EW which they decided not to fill back in with Guerrilla setting appropriate mechanics.
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# ? Aug 9, 2016 05:31 |
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Strangely, not all of my mods seem to be loading in game now. Haven't played since early June so maybe the update broke them, but e.g. Cap'n Bub's accessories aren't loading, nor the LW toolbox. Despite them being activated in the advanced launcher.
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# ? Aug 9, 2016 11:27 |
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Deltasquid posted:Strangely, not all of my mods seem to be loading in game now. Haven't played since early June so maybe the update broke them, but e.g. Cap'n Bub's accessories aren't loading, nor the LW toolbox. Despite them being activated in the advanced launcher. Don't boot from the advanced launcher, cosmetic mods don't appear. Use it to check for conflicts.
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# ? Aug 9, 2016 14:20 |
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Deltasquid posted:Strangely, not all of my mods seem to be loading in game now. Haven't played since early June so maybe the update broke them, but e.g. Cap'n Bub's accessories aren't loading, nor the LW toolbox. Despite them being activated in the advanced launcher. start again, the game does that after every patch
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# ? Aug 9, 2016 14:20 |
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The Iron Rose posted:Don't boot from the advanced launcher, cosmetic mods don't appear. Use it to check for conflicts. I boot from it exclusively and have never had that problem.
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# ? Aug 9, 2016 15:15 |
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drat. Ironman on Commander is ruining my day in the early game with corporals. Maybe it's A Better Advent and LW Alien Pack but a 4 man squad with gauss rifles isn't cutting it. Abusing LW Perk Fleche skill and flashbangs was helping but as soon as you get one guy down and two of your squad panic it quickly goes bad with that cruddy 5HP and limited healing. A 5 man squad would really help!
Carecat fucked around with this message at 12:11 on Aug 10, 2016 |
# ? Aug 10, 2016 11:43 |
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I'm getting pumped for the PS4 port at the end of September, so I've been playing the 360 version of Enemy Within. I am so hyped, even if I'm currently sucking at the Ironman after a couple of years off.
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# ? Aug 10, 2016 12:54 |
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dyzzy posted:Train missions are the woooooorst You've probably played more since this but the Drones, in my experience, have a weak attack that can also disorient. So they'll fly around, flank a soldier and then do 2 damage and disorient (and maybe other statuses?). I haven't seen a Rocketeer yet, I keep getting piles upon piles of Sentries, but my introduction to the Gunner was pretty rough. Fuckers have way too high of AIM and damage, at least the tier 1 versions do. I realize he's supposed to specialize in using his chaingun but he needs to be a bit less accurate and not hit for 7-8 HP when your soldiers still have 4-5. I also saw a pair of Najas on a VIP rescue mission. Didn't get to see what they did since both got clowned pretty hard (first one fell to its death, second one ran around in circles before getting a chaingun shoved down its throat).
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# ? Aug 10, 2016 13:22 |
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Carecat posted:drat. Ironman on Commander is ruining my day in the early game with corporals. Maybe it's A Better Advent and LW Alien Pack but a 4 man squad with gauss rifles isn't cutting it. Abusing LW Perk Fleche skill and flashbangs was helping but as soon as you get one guy down and two of your squad panic it quickly goes bad with that cruddy 5HP and limited healing. A 5 man squad would really help! LW aliens justifies LW squad sizes! I've got the LW aliens combined with the Better Advent increased pod size mod so I'm running with 6 soliders from the start.
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# ? Aug 10, 2016 13:33 |
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Same here, just with IESS+. Squad fights are fun and still not easy to trivialize and don't get too crowded. Just like in LW I find myself killing just the priority enemies and working to mitigate the rest, instead of just being able to nuke everything the turn I encounter them. Fun fact: area suppression won't go away if an enemy moves while out of LOS (and thus can't be shot at by the gunner). It's a really useful skill, even if the mechanics are kinda weird. dyzzy fucked around with this message at 15:57 on Aug 10, 2016 |
# ? Aug 10, 2016 15:54 |
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I've gone with "Fixed Squad Size" to always have six and Bronzeman which doesn't let you save in missions but does let you revert to a Geoscape save if things go really wrong.
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# ? Aug 10, 2016 20:13 |
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Beagle streaming Long War again prompted me to try another campaign. July terror mission, move to cover, overwatch. First enemy turn: Deuce fucked around with this message at 17:22 on Aug 12, 2016 |
# ? Aug 12, 2016 17:03 |
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Deuce posted:Beagle streaming Long War again prompted me to try another campaign. July terror mission, move to cover, overwatch. First enemy turn:
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# ? Aug 12, 2016 17:15 |
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No problem that cant be solved with sufficient explosives. Shredder rocket -> grenade -> command -> grenade One cryssalid left standing, chose to go maul a civilian. The other was a victim of *cough* collateral damage. The floater pod lost two to overwatch fire on activation, the last one just sorta hosed off until I was done with the fourth cryssalid pod (activated turn two) and then came back, never fired a shot. Deuce fucked around with this message at 17:33 on Aug 12, 2016 |
# ? Aug 12, 2016 17:24 |
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Floaters are always weird, I just feel like they're not all there
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# ? Aug 12, 2016 17:58 |
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# ? May 11, 2024 09:39 |
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Deuce posted:
how in the ever loving gently caress did you save eighteen civilians in a LW terror mission
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# ? Aug 12, 2016 18:07 |