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Internet Kraken posted: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. To add to what others said, you may be thinking "ok I'll just end my turns early then." The ruler will gain half of the unspent actions your squad has in that situation. (If you're still relatively fresh to XCOM 2 I highly suggest getting Delayed Ruler Entrances if you don't want to turn it off, Alien Hunters is pretty much designed as a "so you've played the campaign and beaten it several times" DLC.)
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# ? May 15, 2017 04:09 |
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# ? May 21, 2024 15:19 |
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Internet Kraken posted: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. - Yes, you have it right. They get a free single move for every action point a soldier takes. Certain things that do not consume an action point, like throwing the hunter axe, do not give the ruler a reaction. - Note that these actions are not truly free on the boss's part. They cannot spam specific moves over and over again (or are unwilling to per their AI). - Damage over time and stunning actions are much more effective against rulers than they are normally.
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# ? May 15, 2017 07:35 |
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Yeah the key to Rulers is that the Alien Hunter weapons that have 'extra effects' against those aliens have the extra effect of chain stunning them, which is how you counter the free moves. Alternate stuns with armour shredding moves and a headshot from a sniper and you can typically force a retreat in a turn or two. But a ruler pod is definitely not something you want to activate while there's enemies already in the fight.
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# ? May 15, 2017 08:52 |
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The rulers appear to spread their attacks out among the squad rather than attack one single enemy until they're dead, too. At least two times the rulers would attack the closest target (most often a Phantom), and then make an ineffective run back for the rest of the squad.
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# ? May 15, 2017 09:09 |
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This is problem the most galling aspect of Alien Rulers in my mind. The fact that the AI is specifically instructed to pull its punches in order to make it work kinda makes it hard to get into it. Like the base enemy AI might be dumb as rocks but at least largely it's doing the best it can from within its ruleset, pod activation system not withstanding. Rulers have no visible mechanic for why they don't just kill you dead, you can't see their cooldowns or understand why exactly they don't just use all their moves to clobber your colonel, so I feel like suddenly you're in this tac situation you can't understand.
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# ? May 15, 2017 11:45 |
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Maluco Marinero posted:This is problem the most galling aspect of Alien Rulers in my mind. The fact that the AI is specifically instructed to pull its punches in order to make it work kinda makes it hard to get into it. Like the base enemy AI might be dumb as rocks but at least largely it's doing the best it can from within its ruleset, pod activation system not withstanding. But that's the fun; they're insane genetic experiments on the loose (My fav is how the bezerker will wipe out enemy pods while driving a path to you). The fact that you can't predict them is what makes them scary while not obnoxiously lethal. Ps. Enjoying xenonauts a lot more having realised machineguns are a legitimate way of opening doors.
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# ? May 15, 2017 12:39 |
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Alchenar posted:
Xenonauts feels a lot like Sci-fi swat team - the game.
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# ? May 15, 2017 12:43 |
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Afriscipio posted:Xenonauts feels a lot like Sci-fi swat team - the game. Complete with storming the alien ship with a team carrying riot shields and stun batons screaming something about resisting arrest. Also, if you manage to capture that game's version of a Chysalid the science report from the head researcher is goddamned hilarious.
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# ? May 15, 2017 13:54 |
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Alkydere posted:Complete with storming the alien ship with a team carrying riot shields and stun batons screaming something about resisting arrest. Dr Snidely* is the best character. *Or Dr Science. Or Dr Snark. Pick your poison.
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# ? May 15, 2017 14:04 |
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Thyrork posted:Dr Snidely* is the best character. In that one science report he's Dr. OHGODWHYDIDYOUBRINGMETHIS
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# ? May 15, 2017 14:36 |
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So does it always show the tactical action camera thing when your guy shoots out of overwatch or is there a way to disable that? I'd rather just be in the full isometric view the whole time.
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# ? May 15, 2017 14:57 |
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Yes, that's an option.
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# ? May 15, 2017 15:00 |
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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. There are more buffs than nerfs. https://www.reddit.com/r/Xcom/comments/6b6ywk/longwar_13_live_on_steam/dhl1cus/ Actually this post is a lot more helpful: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=25843 Rangers: Right-side overwatch Ranger builds are more effective early, due to gaining Ever Vigilant at LCPL. Overwatch Rangers work surprisingly well for early-game timed missions. Shinobis: Stealth Shinobis are weaker, Sword Shinobis are stronger. Spamming stealth Shinobis through the GTS in the early game is not recommended. Specialists: Specialists now have two main builds – the overwatch spec that goes down the centre column, and the hacker/medic that mixes perks from the left and right. If you’re going with the OW perks you probably want all of them, since Sentinel, Cool under Pressure, Covering Fire, and Ever Vigilant all synergise strongly. Other than that, Specialists fill the same role as they did before. Sharpshooters: Snap Shot snipers are actually decent now. They’re better than Death from Above or Rapid Targeting snipers on timed missions, though worse on untimed ones. Psi Ops: Much stronger than they used to be. Psis can now consistently use two abilities per turn, meaning they greatly benefit from being placed in a location where they don’t have to move. Heffer fucked around with this message at 18:00 on May 15, 2017 |
# ? May 15, 2017 17:28 |
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dyzzy posted:Yes, that's an option. Where? I turned off the option that has the over-the-shoulder camera angle when taking shots, but I still have it swing into the same camera angle when one of my guys takes a shot out of overwatch.
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# ? May 15, 2017 18:19 |
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I was kinda talking out of my rear end, I assume a mod exists for it
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# ? May 15, 2017 19:54 |
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I wonder if LW will ever comes to PS4/XBONE in the form of an update. It would be cool for console players to get stuff too.
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# ? May 15, 2017 19:57 |
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I thought Xcom 2 wasn't even released on consoles? Unrelated: I'm glad with Alien Hunters Xcom drops all pretense of being civilized and starts wearing the corpses of fallen enemies as skin suits. Internet Kraken fucked around with this message at 20:28 on May 15, 2017 |
# ? May 15, 2017 20:14 |
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Internet Kraken posted:I thought Xcom 2 wasn't even released on consoles?. It most certainly is
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# ? May 15, 2017 20:34 |
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Internet Kraken posted:I thought Xcom 2 wasn't even released on consoles? It wasn't out for a while and they didn't announce it for a long time. I bought it two days ago in a flash sale on PSN because my computer is so bad I can barely run it on PC.
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# ? May 15, 2017 20:51 |
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strategery posted:I wonder if LW will ever comes to PS4/XBONE in the form of an update. It would be cool for console players to get stuff too. Unless Firaxis is willing to treat it as a no-poo poo official DLC, I wouldn't count on it. Fallout 4 and Skyrim get console mod support because Bethesda was willing to create their own mod hosting service, and include a browser for it in the game menu. And even with that in place, a lot of mods are still not available for PS4 because Sony still isn't willing to import any new art/sound assets. So no new weapons (i.e. SMGs) no retextured enemies, not even new perk icons. Even if Firaxis did create a Bethesda style mod service, they'd almost certainly have to crack down heavily on armor models and voice packs, since so much of that stuff is ripped from other games. I'm honestly surprised that hasn't been a major issue already. Again, if LW was incorporated into the game as an optional, official piece of DLC, it would side-step these issues. Firaxis and Pavonis have enough of a relationship that I wouldn't call that impossible, but I sure as hell wouldn't expect it.
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# ? May 15, 2017 22:13 |
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I probably should have asked this before jumping in and buying the game, but does anyone else have issues with the PS4 version? I've gotten two blue screens from playing and somehow managed to get a glitch where I couldn't move the Avenger on the map.
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# ? May 16, 2017 01:22 |
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So with the changes to reinforcements does anyone know if you can active Jammer at any time and it will work, or do you have to wait until the warning turns red so that it's going to happen next turn?
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# ? May 16, 2017 03:12 |
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Also, is there any mod or cheat or something I can use to go in and respec my gunners, who have apparently all been rendered useless now since the patch. Changing the location of a bunch of skills like that is really dumb. Edit: Holy poo poo. By gunners apparently I mean like every soldier I have. counterfeitsaint fucked around with this message at 05:48 on May 16, 2017 |
# ? May 16, 2017 05:43 |
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Might as well start a new game, it is nice it saves your custom soldiers.
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# ? May 16, 2017 05:51 |
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Oh my god if you upgrade your sparks with bulwark then enemies can use them as heavy cover. Which means they get protection from the sparks own loving shots Is there a mod that fixes this? I couldn't find one in a quick workshop search. EDIT: Later in the mission the spark fired a rocket at a cluster of enemies. Either I clipped the VIP with the explosion or the collapsing ceiling actually hurt him, but the result was he got blown up. So everyone comes home on the skyranger looking super depressed and the spark that hosed up everything is just sitting there like nothing went wrong Internet Kraken fucked around with this message at 06:41 on May 16, 2017 |
# ? May 16, 2017 06:16 |
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I just step away from them. Suddenly they're in the open with no cover.
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# ? May 16, 2017 07:17 |
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What's weird to consider is that LW2 was made by Pavonis on a contract with Firaxis, and they had various rules in place that make it far more 'official-like', like that they have to support every language XCOM2 itself does. Which is why they do crowd-sourced fan translating of all the new tooltips and poo poo that end up in in-game text. I wouldn't think that porting it to consoles would really be that much harder than just implementing controller support and some platform-specific bugtesting, as such.
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# ? May 16, 2017 08:25 |
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It was actually a contract with 2K, not Firaxis's, which I think makes it trickier because maybe they don't have the bandwidth to support a full collaborative process with Firaxis proper like a porting or contractor team would.
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# ? May 16, 2017 09:07 |
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Oh! Thanks for the correction, I probably should've known I only had part of the story. On another note, though, Robojumper made something that's just comically awesome: https://steamcommunity.com/sharedfiles/filedetails/?id=926686462 A mod which turns some of the idling animations into units going into suppressing fire animations against targets of opportunity. It looks amazing in action.
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# ? May 16, 2017 12:48 |
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Apoplexy posted:On another note, though, Robojumper made something that's just comically awesome: https://steamcommunity.com/sharedfiles/filedetails/?id=926686462 A mod which turns some of the idling animations into units going into suppressing fire animations against targets of opportunity. It looks amazing in action. I think I saw the proof-of-concept for this a few months back and immediately knew I needed it in my life, awesome that it's ready for prime time. I assume that the Community Highlander still includes all of LW2's highlander changes even now with 1.3, so they'll work correctly together if the required changes to LW2 are made?
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# ? May 16, 2017 15:37 |
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I made the changes to make it compatible with LW2 but got a huge number of virtual function call errors. I am running like 100 mods though so there is that. Looks so good though.
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# ? May 16, 2017 15:45 |
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Dallan Invictus posted:I think I saw the proof-of-concept for this a few months back and immediately knew I needed it in my life, awesome that it's ready for prime time. I assume that the Community Highlander still includes all of LW2's highlander changes even now with 1.3, so they'll work correctly together if the required changes to LW2 are made? I brought in all the 1.3 changes and cut a new highlander release yesterday, so yeah, it should be good. I can guarantee vanilla compat at least ostensibly works, I'll need some spend some time with just the highlander and LW enabled to guarantee that compat, although I can assure all of their code made it in unchanged.
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# ? May 16, 2017 15:54 |
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Apoplexy posted:Oh! Thanks for the correction, I probably should've known I only had part of the story. gently caress this is insanely rad
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# ? May 16, 2017 17:45 |
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counterfeitsaint posted:Also, is there any mod or cheat or something I can use to go in and respec my gunners, who have apparently all been rendered useless now since the patch. Changing the location of a bunch of skills like that is really dumb. Set the AWC retraining time to 0 in the INI
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# ? May 16, 2017 17:45 |
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Apoplexy posted:Oh! Thanks for the correction, I probably should've known I only had part of the story. gently caress YES. I'm always a huge fan for how much using suppressing fire livens up the battlefield, not sure if this mod is overkill but it's totally going in to my next game
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# ? May 16, 2017 18:11 |
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Has there been any official talk recently regarding a potential expansion? It seems like it's been a long time since release to have had nothing from Firaxis but bite-sized DLC.
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# ? May 16, 2017 18:33 |
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Ersatz posted:Has there been any official talk recently regarding a potential expansion? It seems like it's been a long time since release to have had nothing from Firaxis but bite-sized DLC. Officially, no. Unofficially their tie-in novel for it has been put on additional sites and now has a release date tied to it (November 14), plus steamdb activity for XCOM 2 is still pointing towards they're working on something, and something that seems to be in the "we're close to being able to preview this for people". Take-Two is having an earning call on May 23rd, so if that November 14th date is right for even just the window of when the expansion comes out, teases for it should start appearing in June at least, judging from past behaviour of when Take-Two would mention upcoming content for their series if it was coming in the next couple of fiscal quarters. I may or may not have a Pepe Silvia-esque chart to help me keep track of all this. Exposure fucked around with this message at 19:43 on May 16, 2017 |
# ? May 16, 2017 19:40 |
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Exposure posted:Officially, no.
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# ? May 16, 2017 19:54 |
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Is anything in the game immune to frost bombs? I'm feeling bad about using them. So many bad situations where my solution is just "frost bomb" and it always works. The only thing it didn't work well against was a Sectopod since it thawed with one action point, but everything else seems to be ruined by them. Might have to set a house rule to not use them like I did with mimic beacons.
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# ? May 17, 2017 21:28 |
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# ? May 21, 2024 15:19 |
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Gatekeepers thaw the same way. Any tips for the trophy to win by July?
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# ? May 17, 2017 23:26 |