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You cannot point to "it was in a loading screen" as a defense for obfuscation of mechanics, imo.
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# ? Jan 29, 2017 00:40 |
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# ? Jun 8, 2024 07:22 |
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Party Plane Jones posted:Get the mod that implements body extraction through either fulton devices or picking one up and taking it with you. Enjoy watching your shinobi cart a 10 meter long snake corpse. Snake Cannon
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# ? Jan 29, 2017 00:43 |
Bogart posted:You cannot point to "it was in a loading screen" as a defense for obfuscation of mechanics, imo. Then I'll point to "corpses were not listed as a mission reward" instead. I get that the limited number of corpses you can get is annoying, but Exposure is railing at the game for not doing something it never said it'd do in the first place.
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# ? Jan 29, 2017 00:43 |
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UberJew posted:ended up being 6 reinforcement pods within 7 turns of reveal I just played around this exact map parcel and I had to evac too. It would help if I could remember to pop the evac flare on the turn I'm revealed.
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# ? Jan 29, 2017 00:46 |
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Apoplexy posted:If you haven't already, you can look in the .inis to see exactly how reinforcements work. Basically, there's a bucket. It's full at 1. Every round you take 0.X and drop that in, when it's full, you get reinforcements next turn. The number is based on the ADVENT strength in the region minus a difficulty modifier for Rookie and Veteran difficulties, and then modified by up to 30% one way or another. You shouldn't be getting 6 in 7 turns. Advent strength was at 7 in the region, so if the 30% goes the wrong way each time that would be entirely possible e: didn't help that squad only had lasers and it was the introduction of mixed pods with andromedons (20 hp 4 armor) and archons (18 hp, usual go gently caress yourself dodge) as the fixed pods on the map thankfully the reinforcements were only advent rather than those or it would have been a wipe
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# ? Jan 29, 2017 00:59 |
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UberJew posted:Advent strength was at 7 in the region, so if the 30% goes the wrong way each time that would be entirely possible I loving hate archons. I have a feeling that the perk gunners can get which guarantees a hit for using up alot of ammunition really is essential to deal with stuff like that.
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# ? Jan 29, 2017 02:36 |
Randarkman posted:I loving hate archons. I have a feeling that the perk gunners can get which guarantees a hit for using up alot of ammunition really is essential to deal with stuff like that. guaranteed damage is god in lw2
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# ? Jan 29, 2017 02:37 |
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It's not even guaranteed, just +30 aim for -30 crit and 2 ammo. But yeah still one of their better perks.
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# ? Jan 29, 2017 03:02 |
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The Shortest Path posted:It's not even guaranteed, just +30 aim for -30 crit and 2 ammo. Isn't that walk fire? So far as I can tell, hail of Bullets is unchanged.
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# ? Jan 29, 2017 04:16 |
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Is there any way to carry alien corpses in LW2? All I need is one Sectoid.
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# ? Jan 29, 2017 04:47 |
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Cheston posted:Is there any way to carry alien corpses in LW2? All I need is one Sectoid. http://steamcommunity.com/sharedfiles/filedetails/?id=766512413
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# ? Jan 29, 2017 04:54 |
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FraudulentEconomics posted:Isn't that walk fire? So far as I can tell, hail of Bullets is unchanged. Whoops, I hadn't realized these were separate abilities.
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# ? Jan 29, 2017 05:18 |
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The MSGT Sharpshooter skill "Alpha Mike Foxtrot" got buffed from +2 to +4 damage. If you have a Kill Zone sniper courtesy of the AWC you are going to be the happiest motherfucker. Especially if they also have Lethal along with it
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# ? Jan 29, 2017 05:19 |
Is anyone else having a problem with items just disappearing in LW2? So far I've had my frost bomb, a +5 psi attack PCS, and a laser lance just go poof on me. I didn't lose them on dead or captured troops, either, because a) I've never equipped the frost bomb on anyone, b)the PCS was equipped on a psi operative that hasn't gone on a mission yet, and c) I haven't lost any sharpshooters. Even though the frost bomb is probably the biggest loss, I'm most upset by the PCS because I got that loving thing in a very early mission and have been sitting on it, waiting to get psionics running. On another note, Hack Plus can get loving hilarious after a while. My highest-hack-skill specialist has 164 hacking (151 base, +13 hacking PCS), with a mark 1 gremlin (no skulljack/skullmining).
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# ? Jan 29, 2017 05:32 |
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Ornamented Death posted:On another note, Hack Plus can get loving hilarious after a while. My highest-hack-skill specialist has 164 hacking (151 base, +13 hacking PCS), with a mark 1 gremlin (no skulljack/skullmining). I think it has an option for diminishing returns, which is probably good for long war.
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# ? Jan 29, 2017 05:37 |
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Ornamented Death posted:Then I'll point to "corpses were not listed as a mission reward" instead. I think it's not unreasonable to expect the game to show some logical consistency, the games rules are being presented/communicated in one way, and then the assumed consistency is being broken. Honestly, I believe this is symptomatic of how modern XCOM has moved away from a strategic/tactical simulation, to a curated triple AAA experience that XCOM has represented ever since the Firaxis reboot. Because of this approach, the depth and internal consistency that once existed has been removed from it in a number of places, so instead of systems we really have set pieces all with subtle exceptions to how they work. This is pretty unfortunate because there are a lot of people who freaking love the simulation and it'd be great to get that with the production values, but it's currently not to be. As an aside it's pretty funny how much ExtractCorpses subs has spiked with LW2's release. Most mods dropped subs, but this one was uniquely placed to suddenly be indispensable to a few people.
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# ? Jan 29, 2017 05:37 |
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Exposure posted:But the issue is that the Network Tower mission doesn't work like that You do evac from the Network Tower. It's in a drat cutscene.
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# ? Jan 29, 2017 05:42 |
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Shaped charges, good. Infinite shaped charges in your storage, loving amazing. There's a hole in yer wall, dear Advent, dear Advent... with a group of xcom jihadis screamin' through the breach.
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# ? Jan 29, 2017 05:49 |
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Deuce posted:You do evac from the Network Tower. It's in a drat cutscene. And despite this fact for - they decided to still make the mission a sweep (kill all enemies), which is why it violates it's own rules in a way.
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# ? Jan 29, 2017 05:53 |
Maluco Marinero posted:I think it's not unreasonable to expect the game to show some logical consistency, the games rules are being presented/communicated in one way, and then the assumed consistency is being broken. Maluco Marinero posted:And despite this fact for - they decided to still make the mission a sweep (kill all enemies), which is why it violates it's own rules in a way. I suspect the problem is caused by Pavonis reusing a heavily scripted mission in the manner they do. Here's an honest question, because I didn't notice and don't have any saves from during the mission: can you emergency evac from the network tower? If not, I suspect it's a coding issue, and probably explains the seeming weirdness of that loading tip I keep referring to. But beyond that, as I've pointed out, the game is consistent in that if it doesn't tell you that you can get bodies, you can't get bodies. It's literally something you can find out before deciding to go on the mission or not.
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# ? Jan 29, 2017 05:58 |
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That's not really a massive undertaking to alter. Disabling / Enabling skyranger usage is a single Kismet node, pulling cinematics in and out isn't really that hard, I could do it, so I'm quite certain Pavonis can with their much greater level of experience. These arbitrary restrictions are sort of emblematic of the Long War way though. It may result in a tough experience, but it'll violate player's expectations to do it, not for narrative intent for a very nebulous concept of balance which always feels kinda odd given the single player nature of it. Balance strategy effectiveness of course, otherwise there's not real reason to explore options, but that balance is achieved by putting difficulty cliffs for you to fall off if you defy the designer's expectations too much.
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# ? Jan 29, 2017 06:04 |
Maluco Marinero posted:That's not really a massive undertaking to alter. Disabling / Enabling skyranger usage is a single Kismet node, pulling cinematics in and out isn't really that hard, I could do it, so I'm quite certain Pavonis can with their much greater level of experience. I guess my question is whether or not this applies to story missions. Like, could you change a setting so you can evac during the final mission?
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# ? Jan 29, 2017 06:11 |
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Ornamented Death posted:I guess my question is whether or not this applies to story missions. Like, could you change a setting so you can evac during the final mission? Story missions are not different to standard missions. They clearly have more scripting applied to them, but I could build a black site mission without any of the cutscenes where you blow it up instead, no question.
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# ? Jan 29, 2017 06:13 |
Maluco Marinero posted:Story missions are not different to standard missions. They clearly have more scripting applied to them, but I could build a black site mission without any of the cutscenes where you blow it up instead, no question. Fair enough. I guess we'll just agree to disagree. I don't find the lack of bodies on network tower missions that egregious an affront to player expectation or narrative intent because the information is in the game, albeit perhaps not presented as clearly as it could be.
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# ? Jan 29, 2017 06:22 |
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Jesus loving Christ why do my mods keep breaking en-masse? I disable one, all of them break, and I am forced to keep regenerating .ini files over and over. I can't delete the entire documents/mygames/ config folder because XCOM 2 will not start without it but otherwise it works if I keep tediously redoing it.
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# ? Jan 29, 2017 06:26 |
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start the normal launcher, not the alternative one, that will re-generate the ini files
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# ? Jan 29, 2017 06:30 |
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Bholder posted:start the normal launcher, not the alternative one, that will re-generate the ini files Ok, that's what was tripping me up. The regular launcher just took an inordinate amount of time to even launch, I kept assuming it was broken.
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# ? Jan 29, 2017 06:37 |
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Is it possible to get a headquarters assault below "swarming" if I wait for 200% infiltration or do those missions just assume I can send in a full squad of 6+ dudes?
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# ? Jan 29, 2017 06:40 |
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Headquarters assaults are always rough. Send in all the mens you possibly can.
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# ? Jan 29, 2017 06:41 |
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drat, some combination of the 1.1 update, More Cities, and More Nations broke my current game... It thinks West Africa is in the middle of the ocean, so skyranger needed 12 hours to drop between each mission and flying back to base. Yikes. Gives me a reason to purge my mod list, though. Gonna stick with just cosmetics and LW2
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# ? Jan 29, 2017 08:00 |
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Lunethex posted:Headquarters assaults are always rough. Send in all the mens you possibly can. TBH since there are no reinforcements to deal with and some of the pods are set to guard rather than patrol I think HQ assaults on swarming are far, far easier than most infiltration missions
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# ? Jan 29, 2017 08:56 |
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MechanicalTomPetty posted:Is it possible to get a headquarters assault below "swarming" if I wait for 200% infiltration or do those missions just assume I can send in a full squad of 6+ dudes? I'm pretty sure I remember getting mine below swarming, but it's highly dependent on advent strength in the region and maybe difficulty.
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# ? Jan 29, 2017 09:11 |
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Bogart posted:God. At least Long War 1 was easy to edit. They seem to have just not used the enter key with 2. the files have linux-style carriage returns, which Notepad doesn't render and hasn't since windows 95. why microsoft never updates it is beyond me, i guess it is part of the program's specs at this point to be as brain dead simple as possible. as someone else mentioned, notepad++ will work, or if you don't want to download anything, wordpad will do the job. Coolguye fucked around with this message at 09:21 on Jan 29, 2017 |
# ? Jan 29, 2017 09:19 |
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1.2 changes: - Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges. gently caress yes.
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# ? Jan 29, 2017 09:19 |
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Hack Plus is sort of essential I think because you're going to be hosed for gaining hack experience otherwise. edit: A beserker managed to knock himself out falling off a building. Party Plane Jones fucked around with this message at 10:52 on Jan 29, 2017 |
# ? Jan 29, 2017 10:21 |
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FileNotFound posted:http://steamcommunity.com/sharedfiles/filedetails/?id=846737645 This is wonderful, thank you.
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# ? Jan 29, 2017 12:53 |
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Gyshall posted:drat, some combination of the 1.1 update, More Cities, and More Nations broke my current game... It thinks West Africa is in the middle of the ocean, so skyranger needed 12 hours to drop between each mission and flying back to base. Yikes. Same issue here.
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# ? Jan 29, 2017 13:14 |
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Maluco Marinero posted:I think it's not unreasonable to expect the game to show some logical consistency, the games rules are being presented/communicated in one way, and then the assumed consistency is being broken. The original wasn't much of a simulation, either- TUs and the reaction fire didn't really give any sane tactical choices, and it never really ended up that deep. The 'sim' aspects of the geoscape in original was, uh, I guess you always end up building laser cannons and being a massive arms dealer to make a bunch of money which becomes meaningless anyway. Also I just want to say the enemies being able to drop reinforcements wherever they want AND THEN SHOOT is loving stupid. I had a guy die to that, where an advent MEC dropped in a reinforcement pod in a flanking position and one-shotted one of my two remaining people. Welp. Literally nothing I could do about it. Panzeh fucked around with this message at 13:18 on Jan 29, 2017 |
# ? Jan 29, 2017 13:15 |
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Panzeh posted:Also I just want to say the enemies being able to drop reinforcements wherever they want AND THEN SHOOT is loving stupid. I had a guy die to that, where an advent MEC dropped in a reinforcement pod in a flanking position and one-shotted one of my two remaining people. Welp. Literally nothing I could do about it. I dunno how exactly you get Steam to update a mod, but there's a hotfix out on the workshop that fixes exactly this bug.
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# ? Jan 29, 2017 13:22 |
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# ? Jun 8, 2024 07:22 |
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Panzeh posted:The original wasn't much of a simulation, either- TUs and the reaction fire didn't really give any sane tactical choices, and it never really ended up that deep. The 'sim' aspects of the geoscape in original was, uh, I guess you always end up building laser cannons and being a massive arms dealer to make a bunch of money which becomes meaningless anyway. Reinforcements shooting upon landing is a bug that was hotfixed. Did you download from the Nexus? That hotfix isn't there according to the devs.
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# ? Jan 29, 2017 13:22 |