|
I had to get Rimworld because watching Northernlion doing it all wrong without being able to do it right myself was agonizing . It does lead to some hilarious stuff happening though.
|
# ? Apr 22, 2017 07:16 |
|
|
# ? May 10, 2024 17:03 |
|
Vib Rib posted:Instead of just saying "they're the best for ambushes" can you explain how to actually use them? Is there some method other than "get behind cover and hope they walk into you, because their detection range is bigger than your upgraded flamethrower range"? It's what wolfman said - you determine the most likely direction that a pod will patrol and set up just outside their move distance. Pods that are not on alert move seven tiles, so you can put your technical in cover just outside of that and wait for them to come to you. SMGs decrease detection range and make this easier to do. It's better than trench gun, at least early to mid game, because it's available at squaddie, is guaranteed to hit everything in the cone of effect, it's quiet, and it has a high chance to set enemies on fire which is the best debuff aside from stun. I think it has a bigger cone than trench gun, too, but I'm not 100% on that. There's no cool down on it, either. Even after concealment is broken, it's still really useful. You're not likely to get six enemies grouped up, true, but hitting two or three enemies with fire is common with good positioning. Taking fortify and burnout means you can push up aggressively and if you're packing an SMG and no small items you can move them pretty far. I mentioned the officer because that let's you do a clutch run & gun if you do get a group clumped up outside of your blue move range. Even if you're only hitting one or two enemies it can make a world of difference. Fire let's you lock down enemies that you can't guarantee kills on, like early mutons. And like I mentioned earlier, roust is a great multi unit flush that also sets enemies on fire that synergizes really well with gunners and overwatch specs. Flamethrowers are strong, at least through the early and mid game. If you don't believe me, just watch xwynns cover the entire world in cleansing flames.
|
# ? Apr 22, 2017 16:34 |
|
Does flamethrower destroy bodies and dropped loot?
|
# ? Apr 22, 2017 21:25 |
|
The flamethrower's INITIAL IMPACT is a Heavy Weapon type that destroys those things, but cause of death = Burning drops loot and corpse.
|
# ? Apr 22, 2017 22:26 |
|
Man, every time I START to get mildly irritated with LW2's bullshit aspects, like Snek Grab + lol exposed a new pod + lol 3 other units now shooting at your exposed unit, killing him/her before you can react, or Alien Conditioning going off even though I'm at full Intel work on every haven and it can't spawn outside of contacted regions due to An Easier War - Dark Events? Something magical happens. I had a Dark VIP Liberation3, so Faceless civvies to be expected and all. I set up my Specialist with a Magnetic Boltcaster on a building near spawn, move up with my squad of 3x Gunslingers, a Sapper/Damager Grenadier, and two Psionics. End up with two pods activating at once, one with a Muton leading it. Moving one of my units to cover sets off a Faceless civvy. So now I've got, like, 9 units on top of me. First thing I try is Insanity on the Muton, which misses. Second PsiOp tries it? Mind Controlled. Exposes another Muton-led pod with Najas backing him up. That's basically the whole map's pod count active on turn 2 now. Well, it turns out that Magnetic Boltcaster does redonkulous damage and can basically one-shot a Faceless even with Alien Conditioning procced on it, and that Muton ended up taking the fire of about 6 or 7 units, all of which MISSED. Specialist ended up killing about 4 Faceless in a row with the boltcaster, and that Muton did some pretty significant damage even when heavily wounded over the next few turns. loving awesome. Bee tee dubs, there's a new mod/mod pair out by E3245, it introduces new environmental lighting maps that can be drawn from the pool. Meaning now there's the possibility of dusk, noon, extremely dark nighttime, and heavy rain or snow for each. They look extremely nice. When you're on a city map at night, every light is pronounced gloriously. ADVENT units glow beautifully. https://steamcommunity.com/id/E3245/myworkshopfiles/?appid=268500
|
# ? Apr 23, 2017 05:50 |
|
I always thought Rocketeers with their loving rockets and Engineers with flashbangs were going to be the most annoying fucks ever created in a game/mod ever. Sure enough, ADVENT Grenadiers with their loving INCENDIARY GRENADES have them beat. Nothing like ambushing a pod of 4 on a small-squad mission only to have everyone not target the Grenadier, who then proceeds to throw a single incendiary bomb on top of my whole squad, firing them the gently caress up.
Apoplexy fucked around with this message at 23:23 on Apr 23, 2017 |
# ? Apr 23, 2017 23:21 |
|
Sounds like you made the classic error of trying to do an overwatch ambush instead of just breaking concealment with one guy and cleaning up the rest normally.
|
# ? Apr 24, 2017 01:21 |
Jabor posted:Sounds like you made the classic error of trying to do an overwatch ambush instead of just breaking concealment with one guy and cleaning up the rest normally. Yeah overwatch ambushes are incredibly overrated. Being able to react is way better.
|
|
# ? Apr 24, 2017 01:35 |
|
Yeah, I generally agree. I dunno why I was stuck on the idea of doing it this one case.
|
# ? Apr 24, 2017 01:36 |
|
Has anybody tried a full overwatch build on a specialist or other class? Any success or was it as underwhelming as I'd expect?
|
# ? Apr 24, 2017 01:46 |
|
Heffer posted:Has anybody tried a full overwatch build on a specialist or other class? Any success or was it as underwhelming as I'd expect? Yeah. They're real strong on untimed missions and still get really good action economy on timed missions once they have Ever Vigilant.
|
# ? Apr 24, 2017 02:16 |
|
Overwatch traps are good but they're not great. You gotta know when to and not to do them. Ideally the "when" is "when I have planted a trip-mine at a pod's feet and therefore forcing them to activate on their turn and not give the survivors a free turn"
|
# ? Apr 24, 2017 06:00 |
|
Yeah. I relied far too heavily on making them patrol into an overwatch trap for Veteran. The ONLY time I allow myself to abuse that poo poo on Legend difficulty is when I'm facing 2 or 3 8-unit pods on a supply line raid right at the start. Then it feels fair.
|
# ? Apr 24, 2017 14:23 |
|
I'm about 16 hours into my first normal campaign and this game is easy so far? I have all of Africa, most of Europe, and most of North America contacted. I am not feeling stressed and the missions can be tricky, but over all they are not challenging. Does the difficulty ramp up or should I be playing this on a higher difficulty because I've finished two campaigns in XCOM? Also, a lot of the armors and grenades and poo poo seem extraneous and I'm not bothering to upgrade them, is that an accurate assessment? I don't know why I'd throw a poison gas grenade instead of a plasma grenade that deals damage and destroys cover. I do really liked the music though!
|
# ? Apr 24, 2017 14:58 |
|
Mandatory Assembly posted:Can you go ahead and spoil the twist because I don't think I want to spend my finite lifespan playing this mediocre game but I am somewhat intruiged. I am answering like a week late but people's answers didn't do justice: it's a third person action game where you can pause and give commands to team mates. in the last 20% of the game or so you realize it's actually a first person game and what you assumed was just a the videogame camera controls were actually controls to an ethereal who was mind controlling a dude and all the weird tactical mode stuff was actually spooky alien powers
|
# ? Apr 24, 2017 15:06 |
|
If by normal campaign you mean veteran difficulty, then yeah, ramp it up to commander or legend. Legend is significantly more difficult, especially in the early game. Late game for any difficulty tends to be a cruise though, unfortunately. The vest type small item armors are useless but some of the grenade types are super useful. Acid in particular shreds armor like crazy and incendiary sets units on fire which makes them run around like morons.
|
# ? Apr 24, 2017 15:11 |
|
Overwatch traps can be situationally good, depending on many factors, but putting ALL units on overwatch is rarely the right answer. I usually put some on overwatch, especially when I unlock reaction perks, or early on when cover is really hard to shoot over and I have no chance for a flank or have to pop quickly. In LW2, with a few different classes having reached max level, my best units are probably my fully-OW-specced rangers. Elite hair triggers, expanded mags, and laser sights on final-tier weapons with MSGT-level aim means they can each take up to three shots per reaction, on any alien action, with incredible accuracy and ridiculous crit chance. Load them up with special ammo, like shredder, and you're coasting. I've taken out entire reinforcement pods with just two soldiers. They're unmatched. Plus ever vigilant means they can stay really mobile. Shout out to my chain-lightning rangers who can basically shut down a dozen enemies at once in some ridiculously hazardous situations, though. E: Experimental ammos can be great, experimental grenades are hit and miss but usually never a huge deal, and experimental armors/vests are basically all pure garbage and not worth using. Vib Rib fucked around with this message at 15:58 on Apr 24, 2017 |
# ? Apr 24, 2017 15:55 |
|
Vib Rib posted:Overwatch traps can be situationally good, depending on many factors, but putting ALL units on overwatch is rarely the right answer. I usually put some on overwatch, especially when I unlock reaction perks, or early on when cover is really hard to shoot over and I have no chance for a flank or have to pop quickly. I'd say the only bad grenade, at least in vanilla, is the gas grenade. And that's mostly because of how completely you can screw yourself over with it. Shame about needing to advance, what with the fact that an entire city block is filled with poison gas now because you shot that fucker out of a grenade launcher.
|
# ? Apr 24, 2017 16:21 |
|
Just beat the game for the first time (I haven't had it all that long). It took two attempts at the final level - first time round I got through the initial section without any trouble (mind-controlled a Gatekeeper which make amazing wrecking balls), and in the final map took out the first two avatars without much trouble, but then it all went to poo poo. Two of my team got mind-controlled and the last avatar kept teleporting out of range and healing up while reinforcements kept dropping in until it was obvious I was going to be completely overwhelmed (I think the final straw was when a group of Sectopods dropped in). So, I tried again and got through it a lot faster. The best moment was when I had a Bladestorm ranger up on a tower. Three Faceless reinforcements appeared, and all rushed him only to be chopped down instantly when they got to melee range. He got off an overwatch shot against the final Avatar, which then teleported below him allowing him to get a massive crit shot at the start of my turn and save the world. I found it a bit annoying that you have no choice in doing the final mission, as I wanted to heal up my soldiers and get some more psi training in before starting it, but it seemed to be unavoidable. (Also, mind-controlling Andromedans is great fun, their acid bombs are really nasty.)
|
# ? Apr 25, 2017 15:15 |
|
Chadzok posted:The Fig campaign for Julian Gallop's Pheonix Point is open (might only be for 'fig backstage' whatever that is. apparently I'm a member.) For those of you that couldn't view this back when it was "backstage only," the campaign is finally up. RockPaperShotgun has an article/interview with Gollop as well. https://www.youtube.com/watch?v=iuN9g502cYM Alehkhs fucked around with this message at 17:44 on Apr 25, 2017 |
# ? Apr 25, 2017 17:35 |
|
My word, those are impressive-looking critters.
|
# ? Apr 25, 2017 18:51 |
|
Stoatbringer posted:I found it a bit annoying that you have no choice in doing the final mission, as I wanted to heal up my soldiers and get some more psi training in before starting it, but it seemed to be unavoidable.
|
# ? Apr 25, 2017 18:57 |
|
Alehkhs posted:For those of you that couldn't view this back when it was "backstage only," the campaign is finally up. RockPaperShotgun has an article/interview with Gollop as well. I wonder if Gollop lifted some ideas from Altar trilogy of UFO:After* - plague devastating earth and creating mutants and hostile environment, some human factions; it even has similar washed out look like Aftermath and Aftershock. There were some pretty neat mechanics in those, but running them pauseable realtime made them worse IMO.
|
# ? Apr 25, 2017 19:47 |
Alehkhs posted:For those of you that couldn't view this back when it was "backstage only," the campaign is finally up. RockPaperShotgun has an article/interview with Gollop as well. This looks loving awesome. Why is moleman Julian Gollop hanging out in a cave and/or dungeon with lanterns, though?
|
|
# ? Apr 26, 2017 02:30 |
|
im the alien considering whether to choose a shield, a shell, a helmet or a massive loving gun
|
# ? Apr 26, 2017 02:46 |
|
The article mentions the interesting idea behind how the aliens adapt: if one of their designs succeeds against you in one mission, they'll start deploying more and more of that type until you figure out a way to deal with it and start slaughtering them en masse, at which point the aliens will take the hint and try new variations until they find another one that works... until you adapt to that, at which point it starts all over again. Apparently the idea is that there's a set of core alien chassis, with different "modules" the aliens can slot in for them, so they'll be constantly trying to adapt to what you're doing and you have to keep changing up as well. Sounds good in theory, at least.
|
# ? Apr 26, 2017 03:00 |
|
Until there exist Lobsterman modules that negate everything you do all the time and act as the final endgame grind that makes you want to kill yourself.
|
# ? Apr 26, 2017 03:05 |
|
This poop has boobs. This is the end of gaming etc
|
# ? Apr 27, 2017 08:55 |
ditty bout my clitty posted:This poop has boobs. This is the end of gaming etc drat, what kind of poop have you been looking at?
|
|
# ? Apr 27, 2017 09:34 |
|
Vanilla question: I have this bug where the fog of war around my Ranger Scout isn't working properly. It's like he's not there at all, I just see the usual dark fog (he will still trigger pod reveals though). Is there a way to fix this? E: It looks like this: Furism fucked around with this message at 12:42 on Apr 27, 2017 |
# ? Apr 27, 2017 10:00 |
|
Vib Rib posted:The game gives you a huge red warning flag and explicitly states that there's no going back from this point when you select the endgame missions. Ah, who has time to read huge red warnings?
|
# ? Apr 27, 2017 10:13 |
|
Furism posted:Vanilla question: I have this bug where the fog of war around my Ranger Scout isn't working properly. It's like he's not there at all, I just see the usual dark fog (he will still trigger pod reveals though). Is there a way to fix this? I had a bug where my ranger had no legs for an entire mission. The bottom half of his body just wasn't being rendered at all, so he was this floating torso.
|
# ? Apr 27, 2017 10:14 |
|
Cream-of-Plenty posted:drat, what kind of poop have you been looking at? I blame taco bell
|
# ? Apr 27, 2017 10:17 |
|
Pyromancer posted:I wonder if Gollop lifted some ideas from Altar trilogy of UFO:After* - plague devastating earth and creating mutants and hostile environment, some human factions; it even has similar washed out look like Aftermath and Aftershock. There were some pretty neat mechanics in those, but running them pauseable realtime made them worse IMO. The other way round, I expect. The bad ending of the original XCOM was always mutant-apocalypse. https://i.ytimg.com/vi/8iXqZD71jyI/hqdefault.jpg Also yeah, I'm pretty hyped for this game, since Gollop announced it last year after his presentation breaking down what he liked/didn't like in the Firaxis xcom games. Cream-of-Plenty posted:This looks loving awesome. i guess thats what bulgaria is like Fangz fucked around with this message at 12:15 on Apr 27, 2017 |
# ? Apr 27, 2017 12:13 |
|
So what are the preferred LW2 with not so long war enabled? I should finally finish this drat game.
|
# ? Apr 27, 2017 13:02 |
|
Pyromancer posted:I wonder if Gollop lifted some ideas from Altar trilogy of UFO:After* - plague devastating earth and creating mutants and hostile environment, some human factions; it even has similar washed out look like Aftermath and Aftershock. There were some pretty neat mechanics in those, but running them pauseable realtime made them worse IMO. The Altar Aftermath trilogy was born out of the ruins of Gollop's Dreamland Chronicles - they started with the same base concept, copied a bunch of names and themes over ('Reticulans' were Dreamland's behind the scenes bad guys) and then smoked a whole load of weed. Gollop has framed it as his attempt to realise what he was aiming for in Apocalypse - a devastated Earth, competing human factions, really alien hostiles, presumably a bit more of an emphasis on individual characters.
|
# ? Apr 27, 2017 13:56 |
|
Furism posted:Vanilla question: I have this bug where the fog of war around my Ranger Scout isn't working properly. It's like he's not there at all, I just see the usual dark fog (he will still trigger pod reveals though). Is there a way to fix this? At one time I thought it was due to equipping sight range increasing mods from Grimys, but it never happened again to me so no clue.
|
# ? Apr 27, 2017 15:02 |
Save and Reload usually clears up those los issues for me.
|
|
# ? Apr 27, 2017 15:07 |
|
https://gfycat.com/CheerfulSphericalBlacklemur Fuckin' loooooooooooooooooooool
|
# ? Apr 27, 2017 23:05 |
|
|
# ? May 10, 2024 17:03 |
|
Furism posted:Vanilla question: I have this bug where the fog of war around my Ranger Scout isn't working properly. It's like he's not there at all, I just see the usual dark fog (he will still trigger pod reveals though). Is there a way to fix this? I've never had that bug, but it looks like you've got a few mods installed. Usual culprit if save&reload won't fix it.
|
# ? Apr 28, 2017 01:50 |