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BlazetheInferno
Jun 6, 2015
So uhh, that was interesting.

Go into a Guerilla Op. First pod starts within sight of me. Activates immediately, as the mission is starting, my Specialist (who has Covering Fire and Guardian, but nothing that would give him an Overwatch shot without my input) proceeds to take all four shots in his clip at two of the four now-scattering enemies, killing one and severely injuring a Muton Infector (ABA2).

My squad then enters concealment, as per the start of the Guerilla Op. Three of my 8-man squad are not able to move without breaking concealment.

What just happened?!

EDIT: Here, have a screenshot of the start of my first turn. I have touched nothing but the camera angle.



Edit 2: And now I'm giggling because I just remembered that the Specialist who emptied his clip before my first turn JUST SO HAPPENS to have an Autoloader. It's like past-me foresaw this or something. I still haven't touched anything yet. I'm afraid it will break further. I'm actually just having fun marveling at this hilarity that I have witnessed

---

Incidentally, I love this sniper rifle I got right near the start of this campaign from a lockbox...

Con: -2 Mobility, cannot crit.
Pro: +5% aim, and a total of +60% damage due to both "mods" providing +30% damage.

This thing doesn't NEED to crit. The ballistic version was doing 6-9 damage a shot. Now I've got the Magnetic version, and it's doing 9-13. The mobility hurts, but it's a sniper rifle. At worst, it means the guy takes a bit more time to waddle his rear end forward to catch up with the rest of the team.

BlazetheInferno fucked around with this message at 07:42 on Mar 25, 2017

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Apoplexy
Mar 9, 2003

by Shine
Oh god, a reminder to everyone: If Even More Maps! updates, it overwrites your changes to get rid of those narrow-rear end maps that are impossible to play on. I'm now stuck on a loving TRAP DARK VIP MISSION with 4 Faceless at a time and no way to evade pods or navigate around dangers. The map is literally one building wide.

ChickenHeart
Nov 28, 2007

Take me at your own risk.

Kiss From a Hog
NO I MUST KILL THE DEMONS ALIENS



I love popping into the workshop every couple of weeks to find more ways to play dress-up with my expendable reshirts.

Jetamo
Nov 8, 2012

alright.

alright, mate.

ChickenHeart posted:

NO I MUST KILL THE DEMONS ALIENS



I love popping into the workshop every couple of weeks to find more ways to play dress-up with my expendable reshirts.

Yessssssss. Someone finally ported it. Time to start a new playthrough.

BlazetheInferno
Jun 6, 2015
WHY ARE THERE 15+ FACELESS ON THIS SINGLE RETALIATION MISSION. THIS IS NOT LONG WAR 2. WHAT IS HAPPENING?!?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

BlazetheInferno posted:

WHY ARE THERE 15+ FACELESS ON THIS SINGLE RETALIATION MISSION. THIS IS NOT LONG WAR 2. WHAT IS HAPPENING?!?

Uh, are you running any mods?

I think the max faceless in Vanilla is like 3/4.

BlazetheInferno
Jun 6, 2015
ABA2 is the only one I can think of that COULD result in something like this, but THIS seems a little excessive, even for ABA2!

I mean gently caress, first the craziness in my post at the top of this page, now this! Why does all this crazy crap keep happening to me?!

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

BlazetheInferno posted:

ABA2 is the only one I can think of that COULD result in something like this, but THIS seems a little excessive, even for ABA2!

I mean gently caress, first the craziness in my post at the top of this page, now this! Why does all this crazy crap keep happening to me?!

Yeaj thats an ABA2 thing.

ABA2 isn't super well balanced.

BlazetheInferno
Jun 6, 2015
The LAST retaliation I did only had three faceless though! Now suddenly fifteen?

EDIT: Okay, looking through ABA2 version history, I just saw their notes on certain mission variants. So this isn't an every-mission thing.

ABA2 version history notes posted:

- There's a chance for retaliation missions in the midgame to turn into a situation with few pods and ... many ... Faceless.

I believe there were, in fact, only two enemy pods on the mission.

EDIT 2: Mostly because I don't like doubleposting. Out of curiosity, is there a way to see, in-game, what the current force-level is for ADVENT?

BlazetheInferno fucked around with this message at 08:00 on Mar 26, 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

BlazetheInferno posted:

ABA2 is the only one I can think of that COULD result in something like this, but THIS seems a little excessive, even for ABA2!

I mean gently caress, first the craziness in my post at the top of this page, now this! Why does all this crazy crap keep happening to me?!

Oh my. That sounds wonderful. :allears:

Elusif
Jun 9, 2008

Question. If I use long war 2 without any dlc, do SPARKs happen or not?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

E Equals MC Hammer posted:

Question. If I use long war 2 without any dlc, do SPARKs happen or not?

No. You only get access to DLC content if you have the DLC

Elusif
Jun 9, 2008

Assssssssssssssssssssssss

I've wasted so much time.

BlazetheInferno
Jun 6, 2015
Huh. I'm having an odd issue. I'm doing the Experimental Ammo project in the Proving Ground. But when it completes, it doesn't give me anything. No new ammo, no nothing. Any idea what might be causing this?

Sapozhnik
Jan 2, 2005

Nap Ghost
Psionics are really fun in this game! And they're a midgame thing too so you actually get to make some use of them.



Want to know what's fun? Breaking concealment with a Dominate and then spending the rest of the mission terrorizing ayys with your new Codex pet. It is very cathartic.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I've always wondered; How do ayys respond to a codex's vortex disarm? Do they all actually have a never-used reload animation?

Sapozhnik
Jan 2, 2005

Nap Ghost
Oh the psionic bomb definitely disables enemy weapons just like it disables XCOM weapons. Even works on Sectopods. And it can teleport to any location where you have squad sight.

The more interesting question is what exactly happens when a dominated Codex gets non-fatally shot, because there's a passive ability icon for cloning and everything.

Sapozhnik fucked around with this message at 05:23 on Mar 27, 2017

Apoplexy
Mar 9, 2003

by Shine

Serephina posted:

I've always wondered; How do ayys respond to a codex's vortex disarm? Do they all actually have a never-used reload animation?

I know certain aliens have reload anims. I've see Vipers do it, I think, and I have definitely seen Mutons do it.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Serephina posted:

I've always wondered; How do ayys respond to a codex's vortex disarm? Do they all actually have a never-used reload animation?

Yes they all do.

They can run out of ammo without a Codex bomb, though its rare and I've only ever had Sectoids and Advent do it during an absurd string of misses in the early game.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
One of the best things to do in XCOM 1 was to take the disarm/shoot gun skill as a sniper since that effectively made it so enemies lost a turn every time. Made pod killing so much easier.

Bremen
Jul 20, 2006

Our God..... is an awesome God

E Equals MC Hammer posted:

Assssssssssssssssssssssss

I've wasted so much time.

If you own the DLC and just don't activate it when you start the campaign, you still get MECs. There's a proving grounds project for them IIRC.

Technically, DLCs are always on if you own them, and the checkboxes for starting a campaign are just for the story missions. That's why if you own alien rulers but don't check the box then you still get rulers showing up without ever doing the missions.

wolfman101
Feb 8, 2004

PCXL Fanboy

Zore posted:

Yes they all do.

They can run out of ammo without a Codex bomb, though its rare and I've only ever had Sectoids and Advent do it during an absurd string of misses in the early game.

Most enemies have 2-3 ammo, so a muton that wants to surpress also has a good chance of needing to reload.

Sapozhnik
Jan 2, 2005

Nap Ghost
Really one of the bigger problems with this game is that you don't get anywhere near enough of an opportunity to play with the good poo poo before the network tower mission pops

yeah you CAN just ignore that mission for a while but it doesn't seem right.

BlazetheInferno
Jun 6, 2015
I've said it before, and I'll say it again - I wish there was a way to permanently stop progress on the Avatar meter so you could continue to play indefinitely, in much the same way you could "win" the panic game in EW and farm missions all day long.

As it stands, I'm not aware of any way to do that short of outright disabling the Doom Clock from the start.

Also, I'm currently playing with the mod that adds the AI companion Wibbles and I love him so. I'm eager to see if taking him into the Lost Towers was a mistake in terms of progressing to the next floor, but we shall see. As it stands, he's tacking up quite a bodycount on this first floor.

Sapozhnik
Jan 2, 2005

Nap Ghost
I wonder if there's a mod that lets you do Shadow Chamber projects in parallel with your regular research

It isn't thematically consistent but wgaf

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

BlazetheInferno posted:

I've said it before, and I'll say it again - I wish there was a way to permanently stop progress on the Avatar meter so you could continue to play indefinitely, in much the same way you could "win" the panic game in EW and farm missions all day long.

As it stands, I'm not aware of any way to do that short of outright disabling the Doom Clock from the start.

Also, I'm currently playing with the mod that adds the AI companion Wibbles and I love him so. I'm eager to see if taking him into the Lost Towers was a mistake in terms of progressing to the next floor, but we shall see. As it stands, he's tacking up quite a bodycount on this first floor.

Beagle convinced me to try disabling the doom clock entirely for GW. Instead avatar facilities will produce Avatars which function as their global secret police that travel around the map interrogating POWs. I'm hoping to figure out a balance which means abandoning campaigns is less 'required', by digging yourself out the failstate by avoiding defended locations to raid convoys or whatever. That's the intent anyway.

Elusif
Jun 9, 2008

Sapozhnik posted:

Really one of the bigger problems with this game is that you don't get anywhere near enough of an opportunity to play with the good poo poo before the network tower mission pops

yeah you CAN just ignore that mission for a while but it doesn't seem right.

as far as i know long war 2 lets you get the good poo poo and then the game still continues on for another 2000 hours

BlazetheInferno
Jun 6, 2015

E Equals MC Hammer posted:

as far as i know long war 2 lets you get the good poo poo and then the game still continues on for another 2000 hours

The problem being you have to play Long War. I've said my piece on why I hate Long War within the last few pages, so I'll not repeat myself so quickly.

Apoplexy
Mar 9, 2003

by Shine
And I love it. You simply have to Intel hard and do every mission you can and you can effectively shut down the AVATAR Project. Someone on the Pavonis Forums was saying they were in December and had run the AVATAR Counter down to 0 through the built-in reduction mechanisms.

bpACH
Apr 5, 2009

Zore posted:

Yes they all do.

They can run out of ammo without a Codex bomb, though its rare and I've only ever had Sectoids and Advent do it during an absurd string of misses in the early game.

It may have been patched, but the last time I checked Gatekeepers don't have the ability to reload. It doesn't normally matter because their weapon doesn't use ammo, but getting hit by the codex bomb permanently disables it.

dyzzy
Dec 22, 2009

argh

Maluco Marinero posted:

Beagle convinced me to try disabling the doom clock entirely for GW. Instead avatar facilities will produce Avatars which function as their global secret police that travel around the map interrogating POWs. I'm hoping to figure out a balance which means abandoning campaigns is less 'required', by digging yourself out the failstate by avoiding defended locations to raid convoys or whatever. That's the intent anyway.

This sounds cool, I hope you can make it work. I kinda like the idea of a campaign that pulls no punches but is never a lost cause.

Apoplexy
Mar 9, 2003

by Shine
By the way, there were some mods released by Musashi recently that all synergize well together: Mod Everything Reloaded, a new version of Mod Everything, then a few things that build upon it as a requirement: Primary Pistols, which add moddable pistols that can function as a primary weapon, which leads me to the Gunslinger LW2 class, which is basically Free Actions: The Class. Has innate +1 damage for pistols, then gains each of the pistol skills, some stealth stuff, or Holotargeting skills. Pretty decent class. Also, Pistol Upgrades for modding secondary pistols from vanilla, LW2, or Long War Laser Pack, with visual upgrades. Pretty slick stuff.

BlazetheInferno
Jun 6, 2015
Guh. More reason to hate LW2. So many mods come out now that are specifically for Long War, and don't work without it.

Even Pavonis' own Long War Perk Pack is a very pale, watered down version of the actual Long War classes, which are honestly really cool and I'd love to play with them. But it always comes back to the loving strategy layer.

Apoplexy
Mar 9, 2003

by Shine
You could always attempt to get good.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Apoplexy posted:

You could always attempt to get good.

I don't mind you praising LW2 despite our well reasoned arguments for why we don't enjoy playing it, but gently caress off with that poo poo.

Apoplexy
Mar 9, 2003

by Shine
That was 100% a joke, sorry.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Apoplexy posted:

That was 100% a joke, sorry.

Sorry, my bad, didn't catch the sarcasm. I honestly though it was 50/50 and then decided to a dick, sorry. To be honest if you saw how people discussed in r/xcom (I watch active threads for curiosity more than anything) a stunning amount of the XCOM player base have this mentality, which seems nuts in a single player game but whatever.

Apoplexy
Mar 9, 2003

by Shine
Oh, I know. I read there, too. This place is my first go-to for reading on XCOM2, then Pavonis's LW2 forum, then /r/XCOM. And it's okay, you weren't a jerk any more than I was possibly being, haha. In all seriousness on the subject of LW2: I entirely agree with questions about its design re: information obfuscation. I'd love for there to be more stuff visible to the player, like Vigilance level and what, if any, missions are currently being worked on being unveiled. It'd be nice for there to be a little window that says 'unknown mission in Sector 11, rebels needed to uncover in avg. 10 days: 8' or something.

Backhand
Sep 25, 2008
I think LW2 ultimately falls in the same category that so many other game mods, and even some entire games do: A really great idea, poorly executed.

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Captain Hair
Dec 31, 2007

Of course, that can backfire... some men like their bitches crazy.
Been playing through for the first time since the game came out. So first time with a bunch of cool mods and also the dlc.

Boy have I messed sonething up somewhere. I thought I was playing pretty balanced but apparantly I've just built my first 3rd tier armour yet I neglected to build any upgrades for snipers at all. Also due to bad base layout decisions I didn't build a resistance radio till very recently, so I've been starved for supplies without quite realising it. So in the same month I built 2 and spent the entire time flying around making contact and bulling antennae. 2 days before the end of the month and which dark event triggers? Bloody 50% supplies because of advent checkpoints.

Also good guy (gal) bezerker queen arrived at just the right time. I had 3 guys flanked by ayys and no way out. Luckily the bezerker was more than happy to stomp on over and not only knock my flanked dudes out but also attacked all the flanking aliens as a happy accident. So my flanked fellows were no longer vulnerable now was there anything much left to attack them.

It quickly dropped to 50% and scurried away.

I also neglected to ever build a 2nd spark or build any upgrades. Whoops.

I've just pulled my first 2 guys out of psi school anyway now so it's time for xcom to man up and kill my a team already or else I'll have beaten this surprisingly odd campaign.

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