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RicochetD20 posted:Don't disable it, they'll just spawn anyways. Keep it on and never do the mission You can disable the DLC in Steam and it'll uninstall it.
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# ? Aug 15, 2016 12:48 |
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# ? May 14, 2024 16:27 |
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I recently got hit with a red screen error that comes up every few minutes it seems. Anyone know what's up with that and how to fix it?
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# ? Aug 15, 2016 14:44 |
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Elephant Ambush posted:Can anyone help me with this problem? Sorry man, sounds pretty drat unique.
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# ? Aug 15, 2016 15:12 |
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SgtSteel91 posted:I recently got hit with a red screen error that comes up every few minutes it seems. Anyone know what's up with that and how to fix it? No, but I'd try reverifying your game cache if you haven't already. My game was acting up a few weeks ago with some random, anomalous errors and that did the trick for me.
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# ? Aug 15, 2016 15:49 |
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Hunter Noventa posted:You can also basically ignore the DLC. Don't disable the 'Nest' mission in the startup options, just ignore it when it does come up and you'll never see the Rulers. I thought that you could literally disable the DLC in Steam (as opposed to in game)?
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# ? Aug 15, 2016 16:48 |
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QuarkJets posted:Thanks for the suggestions all, I'm just going to pick up the base game for now and maybe explore the mods at a later time, maybe pick up the dlc on sale The DLC is heavily on sale. I would get it now. It's like $5 more than the base game for all of the DLC now, because it is on sale.
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# ? Aug 15, 2016 16:48 |
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Question for the vets - is it worth it to build radio towers in every sector? I towered all of South America and Europe for the useful continent bonuses (I started in Africa) and am looking to expand into Asia but the supplies cost is getting a bit much when I've just researched plasma rifles and want those more but they're expensive and it looks like the other plasma guns will be, too.
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# ? Aug 15, 2016 18:36 |
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Cythereal posted:Question for the vets - is it worth it to build radio towers in every sector? I towered all of South America and Europe for the useful continent bonuses (I started in Africa) and am looking to expand into Asia but the supplies cost is getting a bit much when I've just researched plasma rifles and want those more but they're expensive and it looks like the other plasma guns will be, too. You should only ever put one radio tower in the two-sector continents and two towers in the larger continents—exactly enough to get the continent bonus. You don't need a tower in every sector on a continent.
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# ? Aug 15, 2016 19:14 |
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Zoran posted:You should only ever put one radio tower in the two-sector continents and two towers in the larger continents—exactly enough to get the continent bonus. You don't need a tower in every sector on a continent. Oh, didn't realize that. Thought it was the same deal as Enemy Unknown. That helps a bunch while I save for plasma, thanks.
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# ? Aug 15, 2016 19:15 |
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All they do is help lower the costs of contacting zones connected to where the tower is, I believe - so just put them at the edges of your current network to get continent bonuses and set up for expansion, do that, repeat. also, unrelated to the above: this is a specific mission spoiler Avenger defense, but this is the best random layout ever: http://steamcommunity.com/sharedfiles/filedetails/?id=744464158 being able to clear a mission from spawn without moving and with only 2 soldiers taking an action each? I stuck around to killfarm a few promotions, of course. Psion fucked around with this message at 19:59 on Aug 15, 2016 |
# ? Aug 15, 2016 19:57 |
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Psion posted:also, unrelated to the above: this is a specific mission spoiler Avenger defense, but this is the best random layout ever: http://steamcommunity.com/sharedfiles/filedetails/?id=744464158 I've seen better (Seriously though that's fantastic.)
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# ? Aug 15, 2016 20:01 |
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I tend to go for one tower every other sector. Any more and you end up with vastly diminishing returns on later towers, and any fewer and you are missing continent bonuses.
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# ? Aug 15, 2016 20:05 |
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So I've started a few campaigns on Veteran now and am starting to get the hang of things and want to go for it for real. What are good things to prioritize early? I beat the first game but a long time ago and was never super amazing at it.
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# ? Aug 15, 2016 20:42 |
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Ordered the game (XCOM 2). Is there a dedicated modding thread or a good series of posts in here about mods or something? I looked though the workshop and nexus and flagged a bunch of stuff to look into but it seemed like some stuff (lasers, customization options) had several mods that sound like they would overlap. Do I need a mod manager of some kind or can I pretty much just slam lots of subscribe buttons on the workshop?
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# ? Aug 15, 2016 20:52 |
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Magnetic weapons is a good pick, you have to go through a few earlier upgrades first but those are also good, particularly modular weapons which lets you outfit your guys with ammo and attachments.
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# ? Aug 15, 2016 20:52 |
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I've discovered a really neat trick to my sniper picking up Haill of Bullets - it's a pseudo-snap shot. As long as it's not on cooldown and he has the ammo, he can shoot off a Hail sniper shot as his orange move after moving or reloading.
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# ? Aug 15, 2016 22:02 |
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Light Gun Man posted:Ordered the game (XCOM 2). Is there a dedicated modding thread or a good series of posts in here about mods or something? I looked though the workshop and nexus and flagged a bunch of stuff to look into but it seemed like some stuff (lasers, customization options) had several mods that sound like they would overlap. Alternative Mod Launcher checks for issues between mods. It'll reorder your list of subscribed mods so they work together better, as even if some mods don't exactly overlap, a big list o' mods may cause some issues with FPS or load times or other wonky stuff. The link has more info for it.
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# ? Aug 15, 2016 22:47 |
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Locke Dunnegan posted:Alternative Mod Launcher checks for issues between mods. It'll reorder your list of subscribed mods so they work together better, as even if some mods don't exactly overlap, a big list o' mods may cause some issues with FPS or load times or other wonky stuff. The link has more info for it. Rad, thanks!
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# ? Aug 15, 2016 22:50 |
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Cythereal posted:I've discovered a really neat trick to my sniper picking up Haill of Bullets - it's a pseudo-snap shot. As long as it's not on cooldown and he has the ammo, he can shoot off a Hail sniper shot as his orange move after moving or reloading. The great thing about Sniper's learning extra abilities is that they use the Sniper Rifle, sure, but don't require two actions to fire like most Sniper abilities, letting you move and use them at the cost of not being usable through Squadsight. I've gotten Rupture on two Snipers before, unfortunately not in the same campaign, but would I like to hit for 18 damage after moving? Yes please!
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# ? Aug 15, 2016 23:02 |
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Rupture and sniper rifles are an insanely overpowered combination.
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# ? Aug 15, 2016 23:03 |
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I've gotten that combo too. You can't use it with squad sight, but it doesn't suffer an aim penalty like the old snap shot. I've gotten two grenadiers with serial, but it seemed inconsistent as to whether it would refund one or both actions. Also I found that it would trigger when using rupture, but not chain shot. Though as I type me this, I just started wondering if maybe it's because only the first of the chain shots was looked at to see if it was fatal.
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# ? Aug 15, 2016 23:43 |
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Crosspeice posted:The great thing about Sniper's learning extra abilities is that they use the Sniper Rifle, sure, but don't require two actions to fire like most Sniper abilities, letting you move and use them at the cost of not being usable through Squadsight. I've gotten Rupture on two Snipers before, unfortunately not in the same campaign, but would I like to hit for 18 damage after moving? Yes please! Nice to know, I'm only using one sniper for now but I scored Rupture on one of my specialists and it's been very handy. I have yet to see my Heavy's pickup of Guardian happen, ever. Either she misses entirely or she kills in one hit. Also, where have you been all my life, acid grenades? Edit: Just had a funny base defense. The Avenger landed up on some cliffs, with all the aliens and ADVENT down below. Their ranks included a sectopod that clearly wanted to rush the Avenger, but couldn't get up. It walked to the nearest lowland point to the Avenger and spent the entire mission waddling back and forth on a three tile path unable to comprehend that it couldn't scale the cliff. It never tried to raise up and completely ignored my soldiers moving past it towards the spike. Cythereal fucked around with this message at 03:22 on Aug 16, 2016 |
# ? Aug 15, 2016 23:47 |
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Backhand posted:No, but I'd try reverifying your game cache if you haven't already. My game was acting up a few weeks ago with some random, anomalous errors and that did the trick for me. I think that helped, thanks a lot!
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# ? Aug 16, 2016 03:50 |
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It's cool that this game is coming out on console where it is meant to be played so is it as good as the last one?? That one was Real Good
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# ? Aug 16, 2016 04:56 |
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Darth Windu posted:It's cool that this game is coming out on console where it is meant to be played so is it as good as the last one?? That one was Real Good GAME GOOD GOOD GAME
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# ? Aug 16, 2016 06:32 |
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In retrospect, I should have known better than to skulljack that codex before everything else was dead.
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# ? Aug 16, 2016 19:53 |
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Huh. Went back a couple of pages to see people talking about the X-Com 1 Victory Lap and the X-Com 2 Torture Session. Does no one remember the original X-com that had an unpatched bug where no plasma ammo would come with you on the final mission? I had to crank out a ton of laser rifles and toss all my plasma in backpacks and loot the dead. That's how you do difficulty. EDIT: Also see the flying suit Rookie sacrifice to get you into the entrance with your whole A Team squad mostly alive.
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# ? Aug 16, 2016 21:09 |
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Rhymenoserous posted:Huh. Went back a couple of pages to see people talking about the X-Com 1 Victory Lap and the X-Com 2 Torture Session. Or the bug tht after you saved the game was automatically turned to the easiest difficulty, I believe this was fixed in the gold version.
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# ? Aug 16, 2016 21:42 |
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Rhymenoserous posted:Does no one remember the original X-com that had an unpatched bug where no plasma ammo would come with you on the final mission? I had to crank out a ton of laser rifles and toss all my plasma in backpacks and loot the dead. That's how you do difficulty. I think that's an artifact of the 80 item limit, not that plasma ammo itself was bugged. It's just that ammo was the first thing to get dropped off the list.
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# ? Aug 16, 2016 22:01 |
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Elephant Ambush posted:Can anyone help me with this problem? On my old computer I had to attach a jumper on the mobo to get audio to come out of the HDMI port at all. SPDIF something or other? The fact that you do get audio on the TV for other things is odd though.
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# ? Aug 16, 2016 22:22 |
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Psion posted:I think that's an artifact of the 80 item limit, not that plasma ammo itself was bugged. It's just that ammo was the first thing to get dropped off the list. yeah this is true, if you limited yourself to i believe it was closer to 50 or 55 items things worked fine. I forget the details, but basically you only brought one mag for each plasma weapon and scavenged spares from dead aliens, and then took it real easy on trying to spam blaster bombs and grenades. one mag on heavy plasma carried 35 rounds so it was more than enough to get you some traction to start with. this was a really nasty surprise and a real dick move though, one of the numerous reasons why i always laugh a little bit whenever people try to compare the bugginess of OG XCOM to the firaxis era. OG XCOM wasn't only buggy as poo poo, it was buggy as poo poo for well over a decade and it was buggy as poo poo in some very gamebreaking ways. you would get base attacked by cyberdisks and sectoids toting heavy plasma in the first month if you had the audacity of playing the game on a pentium 66 for gently caress's sake. and i'm not saying 'oh you might', i mean that statistically it was basically a guarantee because of the way the heartbeat detection worked based on the processor's clock speed. so you want to guess what would happen if you somehow beat off that base attack? THAT'S RIGHT, ANOTHER loving BASE ATTACK TWO WEEKS LATER. XCOM 2 can get some very strange behavior at times from all the weirdness we've had people fix by verifying their files, but it's loving NOTHING compared to the craziness of yesteryear and one of the ways i know i'm getting old is that when i tell these sorts of stories i realize that there's basically no way this poo poo could happen these days. it sounds like an urban legend or a lovely ghost story, but this crap happened. Coolguye fucked around with this message at 23:11 on Aug 16, 2016 |
# ? Aug 16, 2016 23:03 |
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Psion posted:..but this is the best random layout ever.. I actually never knew there were that different layouts for that mission; only ever encountered slight variations of the one shown in the youtube video in the 4-5 times I done that mission.
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# ? Aug 16, 2016 23:25 |
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Rhymenoserous posted:Huh. Went back a couple of pages to see people talking about the X-Com 1 Victory Lap and the X-Com 2 Torture Session. I mostly just used psionics to finish the mission in a couple turns.
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# ? Aug 17, 2016 00:03 |
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Does the Long War Perk pack play well with other classes?
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# ? Aug 17, 2016 00:29 |
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Some, but not others. Check the description of the class, it will usually say whether or not it does. LW isn't building for compatibility with other mods, other mods have to work to be compatible with them.
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# ? Aug 17, 2016 00:34 |
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Loel posted:Does the Long War Perk pack play well with other classes? They'll work fine, the perk tree will just be a little weird looking for non-LWPP classes.
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# ? Aug 17, 2016 03:16 |
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I hate, hate, HATE that I finally get all of the mods I want to work together and then a patch fucks me all up right at the part of the game that is really fun. I spent about 20 hours this week trying to salvage my latest campaign, all for naught. FUUUUUUU Well, that's mods for ya.
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# ? Aug 17, 2016 05:50 |
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Finished my first playthrough, Veteran non-iron man. I suppose I'll post my overall thoughts on the game. The Good * Battlescape gameplay significantly improved. Every class had interesting options and I got a dozen troopers up to Captain playing with different builds. Enemies were similarly diverse and each had their own way of making things interesting (except the ADVENT troopers). The prevalence of mission timers took a lot of getting used to, but I came to appreciate how it kept the pressure on and forced me to stay aggressive. This new emphasis on aggressive play and mobility caused a lot of abilities and perks I would normally have overlooked to come into play a lot more often, especially the gunslinger option on sharpshooters. I think I prefer the more patient, methodical structure of Enemy Unknown, but X-COM 2 is designed very well with the new play style it demands of you. * I didn't hate the geoscape, and that's something very new for me in this series. Lots of flavor and setting in the random events you can find, and things felt much less frantic and random than air combat and panic management. * Base management was much less annoying than it's ever been. Manufacturing new weapons as a net upgrade for the entire squad was a very welcome change. * Where have you been all my life, acid grenades? The Mixed * I liked most of the new alien designs, with the codex and gatekeeper being standouts for me, but a few were big misses with me. The new mutons felt incredibly goofy and awkward to me, I think something about their proportions, and the berserkers nailed the proportions much better but their textures looked incredibly silly to me. I think the advanced ADVENT troops were also a huge missed opportunity, they're visually identical to the more basic models and I don't know why Firaxis didn't take the opportunity to make the advanced and elite ADVENT more visibly threatening, either with visible genetic enhancements and alien influence, bigger and heavier armor, or the like. I think heavy MECs had a few small model changes in addition to their new paintjob, but I was expecting heavy MECs to look more like baby sectopods or be cyberdisk-influenced. Also, I could never take avatars seriously. That hair man, and Tali's face mask. * That final mission... it felt appropriately tough to be sure, and I can respect the series tradition of the villains infodumping on you in the final mission, but the place was visually uninteresting until the final room (a complaint I also had about Enemy Unknown) and I was expecting something a bit more impressive than fighting three avatars one by one - though if you can end up with more than one on your hands if you don't kill them fast enough then that would add some much needed spice to the final confrontation. * I'm ambivalent about this game's implementation of psionics. I like that you can get them early on if you prioritize them and my psi-troopers were useful without question, but I don't know if they needed to be a full class and I ended up building the psi lab fairly late in the game. I felt like I always had more important rooms to be building like comm centers, power relays until I got the conduits, and the guerilla school/AWC/shadow chamber/etc. Like the proving grounds non-plot stuff, psionics ultimately felt like a nice luxury but nothing essential. * Skullmining is as all hell and I occasionally used it purely offensively to gib pesky ADVENT, but aside from its plot uses it felt very uninteresting and limited. I'd have preferred keeping the series' staple of capturing aliens alive, I think. The Bad * In short, the setting. I felt it was all too alien and weird for the feel of secret wars in the shadows of the modern day like Enemy Unknown had, too mundane and down to earth to feel like an interesting sci-fi world. The only times I got interested in the setting were some of the little vignettes from geoscape sites. * His habit of never shutting up on missions aside, I think the new central human cast was a big step down from Enemy Unknown. Dorky Bradford, Shen, and Vahlen had a chemistry and group dynamic that edgy Bradford, Tygan, and Lily simply didn't have. I didn't dislike any of them per se, again bar Bradford's incessant whining on missions, but they were completely unmemorable to me. * I want Terror From The Deep, drat it. TLDR: Gameplay fun, story and characters bad. All things considered, X-COM 2 is significantly more *fun* than Enemy Unknown in my opinion, but far less *memorable*. Cythereal fucked around with this message at 05:58 on Aug 17, 2016 |
# ? Aug 17, 2016 05:55 |
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Yes, the story is dumb as rocks, but as you said the game is fun as hell so it gets a pass. And unlike the previous game you have procedurally generated maps with different skins, random weather and day/night set by when Firebrand arrives. Which does wonders to prevent the issues EU/EW had with "Oh joy, I'm stuck slogging through the rain on death-street again. " Though the city maps EW introduced for UFO raids were baller as could be with the player picking through the rubble after a downed alien spacecraft plowed through a bunch of buildings. But yeah, game is vastly more replayable than EU/EW just for that, and that's before you add the modding. And yeah, was heavily disappointed that the "advanced/elite" Advent troopers were basically same model, bigger numbers. The Long War crew, to their credit, seem to have done what they could to avoid that with their more aliens pack. I've noticed the level 2 power rangers (unique troopers) are noticeably different from the level 1 versions of them. Alkydere fucked around with this message at 06:53 on Aug 17, 2016 |
# ? Aug 17, 2016 06:50 |
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# ? May 14, 2024 16:27 |
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SAVER OF HUMENS
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# ? Aug 17, 2016 07:42 |