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babypolis
Nov 4, 2009

Zore posted:

In this half-hour youtube vid he put up a while ago

https://www.youtube.com/watch?v=Q-TlNe2E2A0&t=521s

Gotta hand it to beags it takes balls to say gently caress it and do just whatever he wants instead of just riding the firaxis money train forever

But I really do wish he did more LW 1 instead of PUBG because goddamn is that game boring to watch

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Bakalakadaka
Sep 18, 2004

Internet Kraken posted:

:corsair: "THAT UFO IS RIGHT ON TOP OF US COMMANDER! WE NEED TO TAKE EVASIVE ACTION NOW!"

*flies straight into the UFO*

loving brilliant. You're the best Bradford.

Yo I had a UFO interception where the UFO immediately flew away and the avenger sat there for about a minute waiting for the UFO to travel around the world and intercept from the other direction.

lazorexplosion
Mar 19, 2016

I've come around to the dark side. I love dodge. Especially every time a codex dodges and doubles instead of dying. Glorious :xcom:

Internet Kraken
Apr 24, 2010

slightly amused
Anyone know why Xcom 2 might be resetting my keybinds everytime I restart the game? Its annoying having to fix them at the start of every session.

Roobanguy
May 31, 2011

Bakalakadaka posted:

Yo I had a UFO interception where the UFO immediately flew away and the avenger sat there for about a minute waiting for the UFO to travel around the world and intercept from the other direction.

yep

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Bakalakadaka posted:

Yo I had a UFO interception where the UFO immediately flew away and the avenger sat there for about a minute waiting for the UFO to travel around the world and intercept from the other direction.

Yeah, the UFO location literally doesn't matter, it already already rolled when and if the interception will succeed when it spawned.

Furism
Feb 21, 2006

Live long and headbang
There's something I don't understand in (vanilla) XCOM2. I was under the impression that unless your soldier has line of sight on an enemy (represented by the little cross-hair above their head) it won't activate a pod. But sometimes it does. To be perfectly clear, I always make sure that the soldier doesn't have LoS on _any_ of the tile between her starting and ending position. But sometimes that still activates, especially in times where I move to the tile next to the one with the LoS. If I move 2 tiles away, then I never ever trigger an activation. But one tile away, I activate maybe 25-33% of the time.

What's the deal with that? When I look at LPs it doesn't seem to happen so much (but they play LW2, I don't - does the mod fix some of this?). In fact it's from watching LPs that I learned this trick and, again, I'm really careful to not step on any tile on the way that has LoS.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Furism posted:

There's something I don't understand in (vanilla) XCOM2. I was under the impression that unless your soldier has line of sight on an enemy (represented by the little cross-hair above their head) it won't activate a pod. But sometimes it does. To be perfectly clear, I always make sure that the soldier doesn't have LoS on _any_ of the tile between her starting and ending position. But sometimes that still activates, especially in times where I move to the tile next to the one with the LoS. If I move 2 tiles away, then I never ever trigger an activation. But one tile away, I activate maybe 25-33% of the time.

What's the deal with that? When I look at LPs it doesn't seem to happen so much (but they play LW2, I don't - does the mod fix some of this?). In fact it's from watching LPs that I learned this trick and, again, I'm really careful to not step on any tile on the way that has LoS.

Probably the cover fuckery - while in cover the soldier is considered to stick out into adjascent tiles, and if one of those tiles has vision it'll activate aliens. Also true for aliens, sometimes you destroy their cover and lose sight on them, because you never really saw their tile, just the one into which they peek from cover.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
I'm not 100% on how all this works because I haven't played/experimented lots with the LoS code, but I think peeking can play a part in this, that is, the mechanic where when you take cover, your LoS gets calculated from your standing position as well as peeking positions to your left and right.

This means if you're standing next to a peeking position that is sighted by the enemy you may just run into trouble. I believe Firaxis XCOM 1 had all enemies with sight ranges -1 from your own soldiers. Now they're equivalent...

Furism
Feb 21, 2006

Live long and headbang
So it's true only for the left/right (to account for the peeking) tiles but not the front one if I'm understanding correctly?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Furism posted:

So it's true only for the left/right (to account for the peeking) tiles but not the front one if I'm understanding correctly?

Should be, but it's worth understanding that firaxis's code is a bit of a tyre fire in a number of ways. Like it's largely structured okay, but there are MANY aspects of it that just aren't rigorously tested and as a consequence, it's really hard to pin down things as definites sometimes, especially with stuff like LoS where the systems live in unrealscript and native and all sorts.


But ideally, yes, if your peeks and your movement tile aren't marked as in LoS of an enemy pod then it should be safe to move, that's assuming you've seen the whole pod.

wolfman101
Feb 8, 2004

PCXL Fanboy
Just use gotcha again and you will get icons telling you when you will activate enemies you can already see. It is a lifesaver

Furism
Feb 21, 2006

Live long and headbang

wolfman101 posted:

Just use gotcha again and you will get icons telling you when you will activate enemies you can already see. It is a lifesaver

I already use Gotcha Flanking Preview (which doesn't do this) so I guess I'll just swap.

Thanks for the clarification, guys.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Internet Kraken posted:

I forgot how satisfying it is to watch Advent troops scream and ragdoll against the pavement. Long live Xcom!


Just another reason why grenadiers are awesome. You can't dodge explosions!

Bullshit. Fuse can miss if the psycher is suppressed. I want you to think on the implications of that: A grenade goes off in the back pocket of a Muton but because the psy-op who detonated the grenade is busy being shot at it has a 50/50 chance of doing no damage to the muton and simply destroying its cover.

It happened to me on the final mission too.

Internet Kraken
Apr 24, 2010

slightly amused
So how do sparks compare to EW Mecs?

Exposure
Apr 4, 2014

Internet Kraken posted:

So how do sparks compare to EW Mecs?

Vanilla wise: eh they're ok. Not something you super invest to, but sometimes having a big robot buddy to soak in damage for the team can help in certain strategic situations.

With Metal over Flesh, my upgrades mod for them: You will make the aliens regret the day they came to Earth.


I haven't played around with them in LW2 a lot, though the general sense I get from other people is that without a mod like Metal over Flesh, SPARKs are basically hot garbage in it.

Apoplexy
Mar 9, 2003

by Shine

Exposure posted:

Vanilla wise: eh they're ok. Not something you super invest to, but sometimes having a big robot buddy to soak in damage for the team can help in certain strategic situations.

With Metal over Flesh, my upgrades mod for them: You will make the aliens regret the day they came to Earth.


I haven't played around with them in LW2 a lot, though the general sense I get from other people is that without a mod like Metal over Flesh, SPARKs are basically hot garbage in it.

Firstly, great mod, thanks for making it. I use a lot of your stuff, RealityMachina. I tell practically everyone to use Easier War - Dark Events because of how much BS it is to have important COINResearch or Ops spawn outside of your accessible territory.

On LW2 SPARKs, they are okay if you can stomach having 12 base mobility, no item slots, no weapon upgrade slots, and 65 aim out the gate. Metal Over Flesh bumps that 65 up by 10 points fairly early and easily, and mobility up to 15 once you have a handful of Muton corpses, which is the gateway from early game into middle game. So still pretty early on. The perks SPARKs get once they've been around a while are loving great, though. Hunter Protocol and Guardian are both absurdly good when paired with CUP (and Shredder from the first rank where the other two skills kinda blow). I really have a hard time choosing between Rainmaker, Bulwark, and Adaptive Aim, though. All 3 are fantastic at Knight. Also, you can and probably should add in at least a single weapon upgrade slot so they're not constantly running out of ammo, or to offset their mediocre base aim. Simple change to the slots=x value around line 500 in XComLW_OVerhaul.ini. Though you'll need Mod Everything or Mod Everything Reloaded, I believe, for the slots to be available.

One last thing on the SPARKs, though, is that they get, in LW2, a hidden and free bonus in the tier4 shielding item. I think that's one from Muton Elites, Carapace. Base value for that is 5 shield, I believe. I forget because I bumped up the values across the board on those to make ablative plating less of a poo poo item; 3 points for Ceramic, jumping 2 each tier.

Apoplexy fucked around with this message at 05:45 on May 13, 2017

Bremen
Jul 20, 2006

Our God..... is an awesome God
LW2 1.3 is apparently giving some nice buffs to Psi, so I'm hoping we see something similar for Sparks in the future. Maybe giving them item slots; the flexibility that provided was one of my favorite parts of MECs in LW1.

Currently my experience with LW2 is they're kinda meh. Not bad, but not really good enough to be worth the bother.

Apoplexy
Mar 9, 2003

by Shine
Oh, Metal Over Flesh allows you to give them item slots, too. Which you should do, since each item still incurs the -1 mobility penalty, so why not? Tracer Rounds on a SPARK owns.

Apoplexy
Mar 9, 2003

by Shine
Speaking of: RealityMachina; SPARKs; LW2

New mod! SPARK Launchers! They seem loving cool, too, making SPARKs capable of providing support functionality for only one mobility loss! https://steamcommunity.com/sharedfiles/filedetails/?id=924664152

Furism
Feb 21, 2006

Live long and headbang
So I've built an online operation name generator based off the XCOM2 adjective/noun list. It works very well, it'll be open source (so people can use it with a different list of adjectives/nouns), etc. But I really suck at design so I was wondering if anybody in this thread with such skills would like to contribute some very simple HTML/CSS code? It's like 3 pages (home/admin/about).

For now it's hosted there on my very small VPS (I'm saying this to indicate linking it here might crash the server) https://rong.acastaner.fr/ and the source code is there: https://github.com/acastaner/ong

Stoatbringer
Sep 15, 2004

naw, you love it you little ho-bot :roboluv:

I just had a stun lancer sprint his full distance, stab one of my guys, and then sprint right back to his starting position all in one move.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.
I'm probably half way through my first LW2 campaign, and I still find sparks useful. An overdrive for positioning + that special cone shot can be the difference between "Oh poo poo I pulled two pods" and "half a pod left to clean up" and putting the spark front and center with a specialist aid on it is a great way to soak up a couple of shots from some un-disoriented aliens.

counterfeitsaint fucked around with this message at 23:09 on May 13, 2017

Alchenar
Apr 9, 2008

Xenonauts 1 (asking here cause where else?): can anyone explain to me what the cover indicators mean? There are three segments and they can be orange or green and I don't understand what's going on with them.

deep dish peat moss
Jul 27, 2006

Alchenar posted:

Xenonauts 1 (asking here cause where else?): can anyone explain to me what the cover indicators mean? There are three segments and they can be orange or green and I don't understand what's going on with them.

Red cover means no one can shoot through it without blowing it up first. Red cover is buggy and last time I played the game aliens could sometimes shoot through it, so it is (was) risky to rely on. This is probably fixed in the community edition mod (which you should be using) if not in the base game itself. Yellow is medium cover ("High Cover" in xcom) and green is low cover. Cover works in 8 directions unlike xcom - the 3 indicators are showing your cover in each of the 3 directions that the tile has covered.

There used to be a pretty big Xenonauts thread but I don't know what happened to it.

deep dish peat moss fucked around with this message at 01:47 on May 14, 2017

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

deep dish peat moss posted:

There used to be a pretty big Xenonauts thread but I don't know what happened to it.

Probably archived, I doubt anyone's posted in it in two years, especially with how little fanfare the sequel's development is getting.

But yeah, seconding the recommendation for the CE edition, which you can opt into on Steam as though it was a beta branch. If I remember right, the documentation of mechanics in the last few versions is honestly better than the game manual.

Alchenar
Apr 9, 2008

deep dish peat moss posted:

Red cover means no one can shoot through it without blowing it up first. Red cover is buggy and last time I played the game aliens could sometimes shoot through it, so it is (was) risky to rely on. This is probably fixed in the community edition mod (which you should be using) if not in the base game itself. Yellow is medium cover ("High Cover" in xcom) and green is low cover. Cover works in 8 directions unlike xcom - the 3 indicators are showing your cover in each of the 3 directions that the tile has covered.

There used to be a pretty big Xenonauts thread but I don't know what happened to it.

Thanks for the answers (I would not have gotten 'yellow is better than green' by myself). Also thanks for pointing me at the CE mod!

e: attempt 4 and I have failed to successfully install CE on my gog.com version :cripes:

Alchenar fucked around with this message at 09:43 on May 14, 2017

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

deep dish peat moss posted:

Red cover means no one can shoot through it without blowing it up first.
Red cover is buggy and ... aliens could sometimes shoot through it
Stuff like this makes me feel a lot better about never having gotten into that game.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

It shouldn't, because Xenonauts is good and you missed out.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
Xenonauts is a bit empty without more music/voiceover stuff than it has.

Pomp
Apr 3, 2012

by Fluffdaddy
Xenonauts aliens look like garbage

Alchenar
Apr 9, 2008

Xenonauts music has serious Apocalypse vibes though and that's great.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Pomp posted:

Xenonauts aliens look like garbage

Good thing that Xenonauts very much embraces the policy of "explode the world".

Bring an armored car with a laser canon to the fight and they start looking more like grease-stains.

LordNat
May 16, 2009
Looks like Long War 2 1.3 dropped.
http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=25855

Apoplexy
Mar 9, 2003

by Shine
On top of 1.3, this mod now exists and really should be used if you care in any way about the information levels being visible to the player; Force Level matters a ton for knowing when you'll be encountering new ADVENT types and all, but visible Vigilance is loving critical and should be a core part of the game because it affects mission spawns AND ADVENT strength transfers. https://steamcommunity.com/sharedfiles/filedetails/?id=925598042&searchtext=

Back Hack
Jan 17, 2010



Wow, this patch is a major "gently caress YOU", so much of the player stuff is getting nerfed to hell and back. :psyduck:

Internet Kraken
Apr 24, 2010

slightly amused
I did the Viper King mission and I don't understand :derp: RULER REACTION :derp:. Once you get the attention of a ruler, do they just get a free single move for every action a soldier takes no matter what it is? Even if it can't see the soldier? Even if its supposed to be a free action? Its really confusing and I feel nervous about playing without a full understanding of it. Cause I assume this boss is really dangerous when he's not just bullying Bradford.

aegof
Mar 2, 2011

In vanilla, only a handful of actions don't trigger the RULER REACTION. You're supposed to use stuns, fire/poison/acid, and the DLC weapons to do as much damage as possible between and during RULER REACTIONs.

Suspicious
Apr 30, 2005
You know he's the villain, because he's got shifty eyes.
Anything that isn't a free action like grappling or throwing the hunter axe will trigger a ruler reaction.That includes moving, reloading, overwatching, hunkering down, etc.

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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Back Hack posted:

Wow, this patch is a major "gently caress YOU", so much of the player stuff is getting nerfed to hell and back. :psyduck:

"gently caress YOU" seems to be Long War's mission statement, so I don't know why this would surprise anyone. Long War 1 habitually nerfed anything players found useful, powerful, or most damningly of all, reliable.

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