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Exposure posted:Yeah in XcomGameData_SoldierSkills.ini. You should see Brutal_Will_Mod somewhere in the chosen abilities. Would this in any way negatively impact a game in progress if I used it?
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# ? Aug 31, 2017 04:05 |
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# ? May 21, 2024 11:53 |
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Captain Oblivious posted:Would this in any way negatively impact a game in progress if I used it? Shouldn't, config changes in abilities only have the catch that they won't affect a save already in a mission: abilities get rebuilt with the new changes once a new mission starts.
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# ? Aug 31, 2017 04:09 |
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Exposure posted:Yeah in XcomGameData_SoldierSkills.ini. You should see Brutal_Will_Mod somewhere in the chosen abilities. You're good people.
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# ? Aug 31, 2017 04:13 |
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"Dark Event: The Chosen lose all weaknesses" NOPE NOPE NOPE NOPE NOPE
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# ? Aug 31, 2017 04:18 |
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My Templar just rolled Reaper.
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# ? Aug 31, 2017 04:20 |
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Internet Kraken posted:"Dark Event: The Chosen lose all weaknesses" Permanently, or for the month?
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# ? Aug 31, 2017 04:22 |
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SmallpoxJenkins posted:Permanently, or for the month? The latter normally, the former if you pick the option that makes all Dark Events permanent.
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# ? Aug 31, 2017 04:23 |
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Bonding and the posters brought this game from a 10/10 to close to GOAT
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# ? Aug 31, 2017 04:24 |
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marshmallow creep posted:The latter normally, the former if you pick the option that makes all Dark Events permanent. Why the hell would you want permanent dark events?
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# ? Aug 31, 2017 04:26 |
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SmallpoxJenkins posted:Why the hell would you want permanent dark events? Masochism.
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# ? Aug 31, 2017 04:30 |
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SmallpoxJenkins posted:Why the hell would you want permanent dark events? Also, I wish there were some way to permanently suspend the Avatar project, so that you could just tool around the Geoscape doing random stuff forever.
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# ? Aug 31, 2017 04:34 |
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Well I found a silly bug. When you rescue a solder on the "Lost VIP rescue" mission where you have 2 optional soldiers to pick up, they'll start the next mission with however much ammo they had in their gun when they evaced. Had a sniper eave with one round chambered in his rifle, apparently never thought to check it in the 3-4 days before I grabbed him for the next mission.
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# ? Aug 31, 2017 04:34 |
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I really like how the various new units can fill some good niches in a team, but they can't do everything. You still want to bring old units.
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# ? Aug 31, 2017 04:42 |
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Finally got predator armor...in June. Still relying on magnetic rifles. Also just got advanced grenade launchers. I'm waaay behind. But it seems like enemy progression is slower? I just met my first Archon and that was only at the blacksite. I remember seeing later tier enemies at this point. Also, did Blacksite always only remove 1 pip or is that a balance thing since there's Covert ops to reduce it? Templar is super, super good. Just got the perk where he gets some focus when you generally kill stuff. He saves a lot of grenades, and acts like a mini-Mimic Beacon if you don't want to deal with the last guy in the pod.
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# ? Aug 31, 2017 04:48 |
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Ersatz posted:
The covert ops that reduce it may as well be this. I've done all of one facility and it's only had under 3 pips left to start the doom timer once thanks to removing 2 pips every few weeks.
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# ? Aug 31, 2017 05:11 |
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I got the expansion and see that there are separate launchers for vanilla and WotC. Does the vanilla version have all the engine improvements that came with WotC?
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# ? Aug 31, 2017 05:12 |
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bought the game and expansion on impulse and am starting full expansion. is the long-rear end (but fun) reaper/skirmisher meetup mission required to complete every play through regardless of whether you have the tutorial on or off? i wanted to do the tutorial just to get the plot bits and refresh my basic knowledge of the mechanics, then restart and do ironman (with double timers), and don't want to go too far in on it, but it's hard to tell when they're done laying out the new stuff.
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# ? Aug 31, 2017 05:23 |
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Princeps32 posted:bought the game and expansion on impulse and am starting full expansion. is the long-rear end (but fun) reaper/skirmisher meetup mission required to complete every play through regardless of whether you have the tutorial on or off? i wanted to do the tutorial just to get the plot bits and refresh my basic knowledge of the mechanics, then restart and do ironman (with double timers), and don't want to go too far in on it, but it's hard to tell when they're done laying out the new stuff. You can choose whether or not you want to do the Lost and Abandoned mission (it's right next to where you decide whether or not you want to do the tutorial). If you don't, you start at a random faction headquarters and you get the corresponding faction hero with you on gatecrasher. Or you can use the second wave options to pick which faction you start with.
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# ? Aug 31, 2017 05:30 |
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Unlucky7 posted:I got the expansion and see that there are separate launchers for vanilla and WotC. Does the vanilla version have all the engine improvements that came with WotC? No, just the WoTC because it's basically on a new engine (that's why a lot of mods don't work off the bat).
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# ? Aug 31, 2017 05:30 |
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So what seems to be the best way to combat the Warlock? I just 'unlocked' him, and the only time I've seen him in video, he stayed on the other side of the map and spammed zombies at the player. I want to be ready for his gimmick.
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# ? Aug 31, 2017 05:31 |
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Tae posted:No, just the WoTC because it's basically on a new engine (that's why a lot of mods don't work off the bat). You'll find me skeptical that they coded a new engine for an expansion, when they didn't even do it going from XCOM->XCOM2. It sounds like they just streamlined how the data files are stored/loaded and have left the renderer alone.
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# ? Aug 31, 2017 05:33 |
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Asked this a few days back but got no response: have they improved the post-mission loading times on PS4?
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# ? Aug 31, 2017 05:37 |
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SmallpoxJenkins posted:So what seems to be the best way to combat the Warlock? The gimmick is you shoot him in the face till he dies. Also like half my guys are ridin' dirty with mindshields. And we have the special op going that hits psy attackers with psychic feedback.
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# ? Aug 31, 2017 05:40 |
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Helion posted:And we have the special op going that hits psy attackers with psychic feedback. I had a gatekeeper use its giant aoe ability on my crew with that resistance order and he basically killed himself, took something like 20 damage..
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# ? Aug 31, 2017 05:45 |
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Jabor posted:You can choose whether or not you want to do the Lost and Abandoned mission (it's right next to where you decide whether or not you want to do the tutorial). perfect thanks!
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# ? Aug 31, 2017 05:50 |
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The fact that Templar's overwatch button is 3 and their actually shoot button is on 2 has made me have so many abortive ambushes.
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# ? Aug 31, 2017 05:52 |
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Helion posted:And we have the special op going that hits psy attackers with psychic feedback. Well now, that sounds absolutely delicious
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# ? Aug 31, 2017 05:52 |
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Serephina posted:You'll find me skeptical that they coded a new engine for an expansion, when they didn't even do it going from XCOM->XCOM2. It sounds like they just streamlined how the data files are stored/loaded and have left the renderer alone. It's not a new engine, it's Unreal 3 tech as per usual, just with a considerable rewrite under the hood. Codebase wise XCOM 2 and WOTC can be made compatible, but not without breaking nearly every mod released for XCOM 2 Vanilla. Backporting the engine improvements would've been an option if it wasn't for modding basically, by choosing not to they've ensured mods written for Vanilla will still work, which honestly is probably the better decision, even if it would be nice for them to roll improvements back to Vanilla once the community modding scene is up to date, I kinda doubt it will happen.
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# ? Aug 31, 2017 05:57 |
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I am sorely tempted to grenade those rear end in a top hat civilians hiding 1 tile out of LOS that end up ruining your stealth. loving snitches.
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# ? Aug 31, 2017 06:01 |
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is there a way to enable the double timers option without restarting the game? honestly sick of these 7 turn missions with 6.5 turns of space between me and the objective
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# ? Aug 31, 2017 06:04 |
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snoremac posted:Asked this a few days back but got no response: have they improved the post-mission loading times on PS4? Presumably, but we don't know for sure since the console versions have been delayed to the 12th of September.
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# ? Aug 31, 2017 06:05 |
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Space is uncomfortably tight in the Avenger this time around. I feel like I need another floor.
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# ? Aug 31, 2017 06:07 |
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How does the shaken status stack with being injured? I think I had a soldier get shaken but also lightly wounded, so he healed in a day and was ready to go with no shaken status. Almost makes me consider just nading my tired troops at the end of a mission to get them back faster.
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# ? Aug 31, 2017 06:11 |
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Verviticus posted:is there a way to enable the double timers option without restarting the game? honestly sick of these 7 turn missions with 6.5 turns of space between me and the objective The simplest way to combat this is to equip the Reaper Order that makes timers not progress until you break concealment.
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# ? Aug 31, 2017 06:35 |
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Skirmishers and Reapers have overall the best orders so its probably best to focus on them over Templars for influence generation. Templar poo poo is mostly minor or extremely situational.
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# ? Aug 31, 2017 06:40 |
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That... was NOT a pleasant Retaliation mission. Thank GOD the Chosen didn't show up. Total enemy count: 1 Spectre 1 Viper 1 Faceless 4 Berserkers 7 Mutons It was one of the ones with Resistance soldiers. Two of the mutons actually died to the second group without shooting back, before I could get out there, I was surprised. But then the Muton near the first resistance group retreated to join the rest, as I moved forward, and ended up having to take on five mutons and three berserkers, and a faceless, ALL AT ONCE. Oh, and one of the mutons BLEW UP THE BUS ALL THE RESISTANCE GUYS WERE HIDING NEXT TO. Took out five civvies and hurt the hell out of a few of my guys because of sloppy positioning. I got out of the mission with two casualties (a ranger and a grenadier), three wounded, and only 9/19 civilians rescued. On the plus side, Muton autopsy now instant!
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# ? Aug 31, 2017 06:55 |
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Alkydere posted:Well I found a silly bug. When you rescue a solder on the "Lost VIP rescue" mission where you have 2 optional soldiers to pick up, they'll start the next mission with however much ammo they had in their gun when they evaced. I just did one of these missions and got two Col. Grenadiers with Genius Combat Intelligence. One of them has run and gun as a special training option. Both of them have rapid fire as an option.
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# ? Aug 31, 2017 06:56 |
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Are flashbangs as useless as they seem or am I just having terrible luck? As far as I can tell they just make stunned enemies land implausible critical hits on me while I'm in full cover.
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# ? Aug 31, 2017 07:22 |
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So I never thought skirmishers could disappoint me but it turns out they are pretty poo poo against rulers due to RULER REACTION bugging out. Have the assault a facility and it turns out to be guarded by the Archon Lord. Wonderful. Well I pretty much got a perfect encounter against it, doing over half its health while taking zero damage! It tries to run away, so I try to be clever and put my skirmisher on overwatch. With the multi-shot ability and 3 actions from reflex, I figure its my best bet to do solid damage before it flees. Well the first shot works, but the second two never come. The Archon Lord teleports away and then this happens; Skirmishers zooms into unleash his remaining shots on thin air. Second shot fires and hits nothing (no poo poo), but the third never comes. I'm sitting there waiting for him to fire and he does nothing. All I can do is stare at the pool of acid where the Lord used to be. After 5 minutes of this I give up and exit back to the main menu. So I reload the game and have to do the turn again. Of course this time instead of getting a perfect encounter the Lord nearly kills half my squad before running away. THANKS JAKE! veni veni veni posted:Are flashbangs as useless as they seem or am I just having terrible luck? As far as I can tell they just make stunned enemies land implausible critical hits on me while I'm in full cover. Flashbangs aren't really good for not getting shot. They help a bit but the aim penalty is only -20 which isn't that big. Their main use is preventing enemies from using certain abilities. If they are just gonna shoot you in the face anyways though, they aren't doing much good. If I was balancing the game I would make them destroy the enemies crit chance.
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# ? Aug 31, 2017 07:27 |
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# ? May 21, 2024 11:53 |
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So Chosen, or just the Warlock, are immune to flashbangs. Awesome. He's mind controlled Mox. Great. Mox threw a grenade at my ranger, which summoned a horde. Flashbangs also summon hordes. Either they beat the poo poo out of Mox and I scrub this campaign, or I get crazy lucky and he bleeds out.
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# ? Aug 31, 2017 07:40 |