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Zore posted:In this half-hour youtube vid he put up a while ago 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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# ? May 11, 2017 14:18 |
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# ? Jun 7, 2024 01:47 |
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Internet Kraken posted:"THAT UFO IS RIGHT ON TOP OF US COMMANDER! WE NEED TO TAKE EVASIVE ACTION NOW!" 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.
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# ? May 11, 2017 15:56 |
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I've come around to the dark side. I love dodge. Especially every time a codex dodges and doubles instead of dying. Glorious
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# ? May 11, 2017 16:29 |
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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.
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# ? May 11, 2017 22:12 |
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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
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# ? May 11, 2017 22:14 |
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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.
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# ? May 11, 2017 22:36 |
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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.
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# ? May 12, 2017 11:09 |
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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. 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.
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# ? May 12, 2017 11:18 |
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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...
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# ? May 12, 2017 11:21 |
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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?
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# ? May 12, 2017 11:38 |
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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.
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# ? May 12, 2017 12:43 |
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Just use gotcha again and you will get icons telling you when you will activate enemies you can already see. It is a lifesaver
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# ? May 12, 2017 13:04 |
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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.
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# ? May 12, 2017 13:10 |
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Internet Kraken posted:I forgot how satisfying it is to watch Advent troops scream and ragdoll against the pavement. Long live Xcom! 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.
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# ? May 12, 2017 16:21 |
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So how do sparks compare to EW Mecs?
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# ? May 13, 2017 04:57 |
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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.
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# ? May 13, 2017 05:17 |
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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. 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 |
# ? May 13, 2017 05:43 |
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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.
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# ? May 13, 2017 07:36 |
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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.
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# ? May 13, 2017 07:58 |
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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
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# ? May 13, 2017 09:18 |
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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
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# ? May 13, 2017 11:02 |
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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.
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# ? May 13, 2017 13:53 |
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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 |
# ? May 13, 2017 23:02 |
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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.
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# ? May 13, 2017 23:37 |
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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 |
# ? May 14, 2017 01:44 |
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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.
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# ? May 14, 2017 02:41 |
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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. 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 Alchenar fucked around with this message at 09:43 on May 14, 2017 |
# ? May 14, 2017 08:50 |
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deep dish peat moss posted:Red cover means no one can shoot through it without blowing it up first.
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# ? May 14, 2017 14:37 |
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It shouldn't, because Xenonauts is good and you missed out.
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# ? May 14, 2017 18:11 |
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Xenonauts is a bit empty without more music/voiceover stuff than it has.
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# ? May 14, 2017 18:14 |
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Xenonauts aliens look like garbage
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# ? May 14, 2017 18:32 |
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Xenonauts music has serious Apocalypse vibes though and that's great.
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# ? May 14, 2017 18:44 |
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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.
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# ? May 15, 2017 01:27 |
Looks like Long War 2 1.3 dropped. http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=25855
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# ? May 15, 2017 02:00 |
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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=
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# ? May 15, 2017 02:34 |
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LordNat posted:Looks like Long War 2 1.3 dropped. Wow, this patch is a major "gently caress YOU", so much of the player stuff is getting nerfed to hell and back.
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# ? May 15, 2017 03:06 |
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I did the Viper King mission and I don't understand RULER REACTION . 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.
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# ? May 15, 2017 03:14 |
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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.
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# ? May 15, 2017 03:22 |
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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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# ? May 15, 2017 03:32 |
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# ? Jun 7, 2024 01:47 |
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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. "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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# ? May 15, 2017 03:37 |