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Bogart
Apr 12, 2010

by VideoGames
You cannot point to "it was in a loading screen" as a defense for obfuscation of mechanics, imo.

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Nova Odin
Jul 13, 2014

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

Ornamented Death
Jan 25, 2006

Pew pew!

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.

jneer
Aug 31, 2006

Mush Mushi!

UberJew posted:

ended up being 6 reinforcement pods within 7 turns of reveal

lw2 light missions.png

:xcom:

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.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

Randarkman
Jul 18, 2011

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

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

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.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



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

Fajita Queen
Jun 21, 2012

It's not even guaranteed, just +30 aim for -30 crit and 2 ammo.

But yeah still one of their better perks.

FraudulentEconomics
Oct 14, 2007

Pst...

The Shortest Path posted:

It's not even guaranteed, just +30 aim for -30 crit and 2 ammo.

But yeah still one of their better perks.

Isn't that walk fire? So far as I can tell, hail of Bullets is unchanged.

Cheston
Jul 17, 2012

(he's got a good thing going)
Is there any way to carry alien corpses in LW2? All I need is one Sectoid.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

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

Fajita Queen
Jun 21, 2012

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. :v:

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
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 :getin:

Ornamented Death
Jan 25, 2006

Pew pew!

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).

Sokani
Jul 20, 2006



Bison

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.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Ornamented Death posted:

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.

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.

Deuce
Jun 18, 2004
Mile High Club

Exposure posted:

But the issue is that the Network Tower mission doesn't work like that

Like every other mission where you don't get bodies makes it obvious because you have to evac: you can't stay and clear the area. The tooltip on why you don't get corpses even notes that it's because you had to evac from the area.

The Network Tower mission does not work like those missions. You have to hack the objective, and then clear the area like if it was a vanilla guerilla op that didn't have a hard timer. For someone who had thought they knew how LW2 worked at that point, it's a shock to find out you get nothing from it beyond plot/one-time corpses despite it not being a mission you evac from.

You do evac from the Network Tower. It's in a drat cutscene.

upgunned shitpost
Jan 21, 2015

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.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

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.

Ornamented Death
Jan 25, 2006

Pew pew!

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.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
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.

Ornamented Death
Jan 25, 2006

Pew pew!

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?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

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.

Ornamented Death
Jan 25, 2006

Pew pew!

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.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
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.

Bholder
Feb 26, 2013

start the normal launcher, not the alternative one, that will re-generate the ini files

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

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.

MechanicalTomPetty
Oct 30, 2011

Runnin' down a dream
That never would come to me
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?

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
Headquarters assaults are always rough. Send in all the mens you possibly can.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
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

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

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

Bremen
Jul 20, 2006

Our God..... is an awesome God

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.

Coolguye
Jul 6, 2011

Required by his programming!

Bogart posted:

God. At least Long War 1 was easy to edit. They seem to have just not used the enter key with 2. :negative:

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

Apoplexy
Mar 9, 2003

by Shine
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.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
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

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

FileNotFound posted:

http://steamcommunity.com/sharedfiles/filedetails/?id=846737645

That's the collection. Keep in mind this will significantly lower the difficulty of LW2 through the following:
1. True concealment and ambush from silencers allowing you to generally take out 3+ enemies without breaking concealment.
2. Picking up a ton of loot using gremlins - much of it will be lockboxes which are a very good source of income.
3. Carrying corpses that allow you to get research tech earlier than you normally would.
4. Ability to stack armor vests and ammo if you choose to abuse that.
5. Ability to upgrade armor to the next tier which significantly lowers the resource cost.
6. No rank up throttling - can level up multiple times per mission and from kills.
7. Oh and rewards for flawless missions - on the super rare occasions that you can get it.

Vast majority of other mods are common QoL mods and cosmetic mods and so on.

This is wonderful, thank you.

wolfman101
Feb 8, 2004

PCXL Fanboy

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.

Gives me a reason to purge my mod list, though. Gonna stick with just cosmetics and LW2

Same issue here.

Panzeh
Nov 27, 2006

"..The high ground"

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.

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.



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

Golden Battler
Sep 6, 2010

~Perfect and Elegant~

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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Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

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.

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.

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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