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Well I finally un-enabled whatever mod it was that was loving up my ability to repair SPARKS, so I might actually get to use them now. What mods are recommended to have the most fun with our big robotic friends?
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# ? Aug 25, 2016 04:54 |
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# ? May 10, 2024 10:19 |
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Doctor Reynolds posted:XCOM Alkydere I swear if you don't hit a shot this mission I'm going to stop putting you in cover. Coolguye posted:haha man he's always on loving point in my last few campaigns Honestly both sound entirely like me. Having a few friends/goons in the pool is pretty hilarious because you get poo poo like "Oh my loving god, I can't keep Fargle alive to save my life, the RNG just has it out for him." (seriously, my buddy Captain Fargle keeps getting hilariscrewed in my games, with deaths like "gets tongue-grabbed by suicidal viper standing next to burning vehicle") mixed with "And Ciaphais Cain, Hero of XCOM, slices a Muton's head off and still insists he's only a mediocre swordsman." Lotish posted:Well I finally un-enabled whatever mod it was that was loving up my ability to repair SPARKS, so I might actually get to use them now. What mods are recommended to have the most fun with our big robotic friends? Proving Ground projects for Sparks Does a lot to honestly bring them up to MEC levels of good. Because remember, MEC's didn't start out 100% awesome out the door in EW, you had to put some Forge time and money into upgrading them. Also comes with its own page in the main-menu options menu you can edit if you feel the bonuses are too strong or week.
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# ? Aug 25, 2016 05:11 |
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I like the Long War Leader Training perk, but it seems to disable the "soldiers mingling about in the ship" thing. Now that it's gone, I'm surprised how much I miss it.
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# ? Aug 25, 2016 06:03 |
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Lotish posted:Well I finally un-enabled whatever mod it was that was loving up my ability to repair SPARKS, so I might actually get to use them now. What mods are recommended to have the most fun with our big robotic friends? Do you know what mod it was? Because I was having probably the same issue. For whatever reason, the thing was repaired when I took him out on a mission, but in the Avenger he didn't show as repaired for over three months or so. Highly irregular. And considering the unit has the utility of an average Lieutenant - well - I'm hard pressed to find a reason to field the unit. Not when I have a Macho Man Randy Savage voice pack for my ranger running around in R.A.G.E. armor wearing a full-on indian feather headdress.
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# ? Aug 25, 2016 06:35 |
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In my case, I think it was Scientist Slots, which let scientists staff certain facilities other than the laboratory, but I also disabled Starting Staff, AWC and Psi Lab Scientist Staff Requirement, Suit Upgrading, Advanced Modular Weapons, Ammo and Vest Slots and Widescreen Fix for this particular game. Maybe one of those had a weird interaction with SPARKS.
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# ? Aug 25, 2016 13:15 |
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I suppose this is not intended but my serpent suit gives a +750 hacking bonus. No idea where it comes from.
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# ? Aug 25, 2016 14:14 |
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I've only briefly looked at the modding tools provided with the game. To anyone who might know, could it be possible to essentially mod in Enemy Unknown, only with the improvements of XCOM 2 (weapon customization, random maps, etc)? I highly doubt they have any of the old assets or models for things from the old game included with the modding tools. Not to mention you'd have to mod in the air game. It's something I'd be interested in messing with, as much as I love XCOM2 I also still love the original EU setting. You could even have it just automaically start an XCOM2 run if you lost the EU run .
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# ? Aug 25, 2016 16:01 |
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Either way, you should skip the air war part.
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# ? Aug 25, 2016 17:57 |
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Zokalwe posted:I suppose this is not intended but my serpent suit gives a +750 hacking bonus. No idea where it comes from. Sure that troop doesn't have a skulljack?
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# ? Aug 25, 2016 23:01 |
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Rhymenoserous posted:Sure that troop doesn't have a skulljack? Sure, no skulljack. I kinda found the source though: I have a mod that allows to modify armor stats, and for some reason in its ini it had ludicrous values of bonus hacking for all rulers suits (+200 to the Rage one, +500 to the Icarus). No idea why these values would be that way, only explanation is my subconscious was so pissed at all these failed hacking attempts that one night I sleepwalked to my computer and edited these in.
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# ? Aug 25, 2016 23:41 |
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Lotish posted:Well I finally un-enabled whatever mod it was that was loving up my ability to repair SPARKS, so I might actually get to use them now. What mods are recommended to have the most fun with our big robotic friends? LW Mecs as SPARKS gives you 5 extra classes to play with for them. It and my mod are the only two that actually add more classes to SPARKS, which is odd because I expected there to be more by now. Spart's SPARKBashes also has some neat cosmetic stuff for them. Emong fucked around with this message at 11:15 on Aug 26, 2016 |
# ? Aug 26, 2016 01:43 |
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Had anyone used the Training Roulette mod with the LW perk pack? It looks like it disables the ability to choose from 3 skills, and I'm not sure if it's actually looking through the new perks.
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# ? Aug 26, 2016 04:05 |
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DarkAvenger211 posted:Had anyone used the Training Roulette mod with the LW perk pack? It looks like it disables the ability to choose from 3 skills, and I'm not sure if it's actually looking through the new perks. In the ini for it (in the highlander version of it anyway, not sure about the standalone) you can define how many trees and ranks the roulette class gets. To make it look like LWPP classes you'd just need to add one to both.
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# ? Aug 26, 2016 11:17 |
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Emong posted:In the ini for it (in the highlander version of it anyway, not sure about the standalone) you can define how many trees and ranks the roulette class gets. To make it look like LWPP classes you'd just need to add one to both. Awesome, I'll see if I can find it
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# ? Aug 26, 2016 13:10 |
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Pretty sure I've figured out how to duplicate item duping/infinite item glitch, when gearing soldiers for missions, if you go into a soldiers loadout and hit the "Make utility items available" (this might work for other ones as well) it will then give you extra items/infinite of certain items. I've seen it happen with medkits, mimic beacons and certain ammos, I'm not sure if there are other things that help trigger it though. Also, I've had flashbangs do damage multiple times this run which is odd, I just crit 2 vipers (to kill them, lost some loot ) and a gatekeeper
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# ? Aug 26, 2016 15:53 |
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MF_James posted:
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# ? Aug 26, 2016 17:15 |
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Ravenfood posted:Were they fired by a Volatile Mix grenadier? Yes, I didn't realize that would cause flashbangs to do damage, welp learned something new!
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# ? Aug 26, 2016 17:29 |
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Can a volatile mix flashbang injure your own units? I know friendlies are immune to it's disorienting effect but every other damaging explosive can hit them.
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# ? Aug 27, 2016 00:21 |
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Elth posted:Can a volatile mix flashbang injure your own units? I know friendlies are immune to it's disorienting effect but every other damaging explosive can hit them. I don't think so, I believe your guys are immune, i'm 90% sure I did this when I found they do damage.
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# ? Aug 27, 2016 02:24 |
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Okay, so I'm finally going to come back and play this again. Is there a listing somewhere of the recommended mods to use?
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# ? Aug 27, 2016 06:48 |
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Vanilla, it causes the least bugs.
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# ? Aug 27, 2016 07:35 |
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If you're using LW Toolbox's features but still want to actually use your avenger reinforcements on Avenger Defense, disable red fog entirely for the duration of it, something about it causes XCOM reinforcements to be unable to move or shoot. (and if you're a stickler for minimizing how many saves you have because otherwise Steam takes forever to upload them once you're done playing, like me, it can be fatal for playthroughs.)
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# ? Aug 27, 2016 08:22 |
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Huh, never knew that about the LW thing. Had a funny bug when an Avenger Defense popped. I had just had a really bad retaliation (I'm using the LW aliens, extra pods and double pod sizes and then had the bright idea to try going for the "beat the game with conventional weapons" achievement, so I'm getting overmatched) and most of my team was injured. When I was outfitting on of my guys, I accidentally hit the Geoscape button and to my surprise it sent me back to the globe! From here, curiously, I clicked on the cache I'd been scanning before the UFO started pursuing me, and it let me go back to it. The red ufo followed me, but the mission didn't pop again. It's still on the screen as an active mission I could select, but clicking it does nothing. I now have a pet UFO following me like a puppy as I roam the world!
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# ? Aug 27, 2016 21:28 |
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rizzen posted:Okay, so I'm finally going to come back and play this again. Is there a listing somewhere of the recommended mods to use? I'd love to have a list of recommended mods too. Serephina posted:Vanilla, it causes the least bugs. Did that already!
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# ? Aug 27, 2016 23:17 |
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Bogart posted:
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# ? Aug 27, 2016 23:36 |
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Argh the healing system in this game drives me nuts some times. I had a Spark take ONE point of damage after armor and that was apparently enough to drop it into Gravely Wounded On a related note, I only use cosmetic mods and Hack Plus, because the lack of hack progression through experience in this game is criminal. I was using a mod that fixed a bug for a while, but they fixed that bug.
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# ? Aug 28, 2016 00:59 |
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I still wanna see Tygan go into the field with a cannon. Gimme a Tygan DLC.
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# ? Aug 28, 2016 05:33 |
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Tygan with a Doctor Octopus exo-skeleton thing and Psionic powers would legitimately be great.
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# ? Aug 28, 2016 06:01 |
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Hey thanks for this list, I've been away for a good while and this seems like a good place to jump back in.
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# ? Aug 28, 2016 06:17 |
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I'm not sure I like the LW Perk pack On one hand, the classes are nice, but on the other hand it sucks having a 1/7 chance to get the specialist you might need for a hacking mission While it's possible to do the hacking missions without one, you can easily be hosed hard by a map with the usual # of aliens PLUS some turrets to gently caress your day up If you try to be sneaky and move around the map with stealth, the AI loves to send its patrols after you and they have a habit of moving really far which is great for spotting your guys on their turn and completely loving your run (and the entire campaign if you're on legendary - especially if you have the hunters weapons which you lose permanently when you die iirc) Also gunners loving blow and the whole gunner/grenadier thing doesn't really work out - it just muddies the classes
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# ? Aug 28, 2016 06:34 |
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Yeah, I'm not too fond of it either. The Trooper / Guerilla / Rogue custom class combo I posted earlier does the rifleman / demolitionist / sneaker concepts seen in LW Perks much better, imo. I don't think the Shinobi / Assault divide is great, either. SPARKs having their Bit mitigates the need for a specialist somewhat. I assumed the idea behind the Gunner was to stack Holotargeting onto a bunch of enemies at once with Area Suppression, but Area Suppression is completely terrible. It also makes Grenadiers worse by essentially making them a bunch of grenades, with no skills of their own once they've blown their (admittedly large) loads. Though it has a Concealment mechanic, Xcom 2 isn't a stealth game, it's an ambush game, a guerrilla game. You're supposed to go loud at some point. It's just a matter of making that engagement in your favor. Vib Rib posted:Hey thanks for this list, I've been away for a good while and this seems like a good place to jump back in. No problem. Some folks really enjoy the 'Grimy' series of mods. I'm not one of em. Caveat emptor!
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# ? Aug 28, 2016 07:39 |
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Suppression in general is pretty bad. Watching an early game viper just do a failed tongue grab attempt and then poison the poo poo out of everyone (which you can't hunker down your way out of) while suppressed , or sectoids just miind spinning people while suppressed, just reminds me of how poo poo gunners are and reinforces the whole theme of xcom where offense is everything and defensive stuff (suppression, smoke) sucks If demolition could be tweaked to be reliable that would have been a good starter ability for gunners
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# ? Aug 28, 2016 15:17 |
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You don't use Suppression on enemies that hardly use their weapon, since it guarantees they'll use their abilities. You use it on enemies that mostly shoot so they hopefully have a 1% shot, while you move everyone up to flank them. Combine it with holo-targeting and you can take a few shots at the guy if they're entrenched and if you don't hit, well, they're not gonna do much on the next turn anyway. This only really applies to like one dude in hard to get to high cover and you don't want to waste a grenade, or you're all out. Suppression also seems to work weirdly well on some enemies that usually don't give a poo poo about cover, like Archons, Gatekeepers or even Sectopods, so they'll spend all their actions just shooting your guy in high cover and waste their turn.
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# ? Aug 28, 2016 15:41 |
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Lunethex posted:Tygan with a Doctor Octopus exo-skeleton thing and Psionic powers would legitimately be great. I would not have predicted that outfit, though it is intriguing...
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# ? Aug 28, 2016 16:13 |
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I can see Tygan going out into the field with a grenade launcher and all the experimental grenade types, plus one or two all his own. "Reluctant though I am to leave the Research Lab, it is imperative that I be there in person to observe this first hand."
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# ? Aug 28, 2016 16:49 |
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four heavy floaters, oh no they scattered about and are slaughtering civilians. Have to chase. *move one dude up* Oh poo poo, double sectopod...pod. But I brought lots of explosives. First off, long range shredder rocket. *shredder triggers another pod, heavy floaters* *enemy turn. Ethereal floats into view* Meep. So, uhh, ethereals wont know to use rift on a bunch of ghosted troopers, right? edit: once again. The ethereal charged to CLOSE RANGE when he couldn't see us. "Oh man, I should have brought my glasses. Where are the-" Deuce fucked around with this message at 17:53 on Aug 28, 2016 |
# ? Aug 28, 2016 17:10 |
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Crosspeice posted:You don't use Suppression on enemies that hardly use their weapon, since it guarantees they'll use their abilities. You use it on enemies that mostly shoot so they hopefully have a 1% shot, while you move everyone up to flank them. Combine it with holo-targeting and you can take a few shots at the guy if they're entrenched and if you don't hit, well, they're not gonna do much on the next turn anyway. Vipers aren't sectoisd - they'll gib someone in the face just as soon as tongue grab and bind. There are a lot of enemies that are very scary at shooting that also do nasty poo poo. Suppression just isn't very good in XCOM2, just like how smoke isn't really worth a crap. (Frankly smoke could use a huge buff - better radius, better defense bonus, maybe immunity to crit)
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# ? Aug 28, 2016 17:45 |
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While 20 defense is nice (equivalent to low cover), it's really not worth an entire item slot. Crit mitigation, or even adding dodge would go a long way towards making it more viable, but it'll still suffer from the whole offense>defense thing. Maybe something akin to EU's combat drugs ability, unlocked with a proving grounds project after a berserker autopsy, that gives smoke grenades a bonus to will and crit. Throw one on your ranger after he run'n'guns over on a flank. Or take advantage of the AoE and park your entire squad inside, turning a defensive position into a hazy pillbox of death.
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# ? Aug 28, 2016 18:19 |
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Elth posted:While 20 defense is nice (equivalent to low cover), it's really not worth an entire item slot. Crit mitigation, or even adding dodge would go a long way towards making it more viable, but it'll still suffer from the whole offense>defense thing. Maybe something akin to EU's combat drugs ability, unlocked with a proving grounds project after a berserker autopsy, that gives smoke grenades a bonus to will and crit. Throw one on your ranger after he run'n'guns over on a flank. Of course that's inviting an alien to grenade your faces off, and plenty of aliens have punish abilities for bunching up so it's rare you ever want 2 people close enough for the AI to go 'Hmm, yes, grenade' since that's now 2 people who are both potentially in 1-shot-crit range of death.
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# ? Aug 30, 2016 11:00 |
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# ? May 10, 2024 10:19 |
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Bogart posted:Just run Quick Start and skip Gatecrasher. Wait, what? Where is that option?
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# ? Aug 30, 2016 16:38 |