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explosivo
May 23, 2004

Fueled by Satan

Kthulhu5000 posted:

Some clothing/costume options I have installed:

I appreciate it! And all the other suggestions. Been picking up a bunch of stuff here and there, this should help me perfect my WWE roster :mmmhmm:

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Exposure
Apr 4, 2014

Inzombiac posted:


Personally I like that your ACC goes down if you are directly adjacent to a target because it means they could easily swat your rifle away.


...XCOM doesn't do this though?

(Unless it's a SPARK with the full cover ability but that's because Firaxis has yet to be able to fix that EU/EW era bug with how the game handles cover in relation to targeting logic :v: )

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
It definitely at least does it with sniper rifles.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Anonymous Robot posted:

It definitely at least does it with sniper rifles.

Just Snipers though. Cannons don't get a huge aim increase but they do get a small one and every other primary weapon is on a linear scale that maxes out at point blank.

explosivo
May 23, 2004

Fueled by Satan

This comes as a surprise to nobody ITT but man, WotC is really good, yall.

Vincent
Nov 25, 2005



Got WoTC, subscribed to some mods and used the mod launcher, but the mods aren't running. Checked google and deleted the .ini files about moding (more like, deleted what was in them) then ran the mod launcher again but nothing, the mods still didn't work. Anyone knows what to do?

And also, my PC should be able to run the game at max (at least ,according to that can you run it website), but the auto-detect puts it at the lowest. What the hell is up with WoTC??

Kthulhu5000
Jul 25, 2006

by R. Guyovich

Vincent posted:

Got WoTC, subscribed to some mods and used the mod launcher, but the mods aren't running. Checked google and deleted the .ini files about moding (more like, deleted what was in them) then ran the mod launcher again but nothing, the mods still didn't work. Anyone knows what to do?

Are the mods showing up in the launcher (I assume you're using the community launcher, not the default XCOM 2 launcher)? If so, did you checkmark the ones you want to launch the game with?

Vincent
Nov 25, 2005



Kthulhu5000 posted:

Are the mods showing up in the launcher (I assume you're using the community launcher, not the default XCOM 2 launcher)? If so, did you checkmark the ones you want to launch the game with?

Son of a... Of course it was that easy :doh:. Thanks!

Kthulhu5000
Jul 25, 2006

by R. Guyovich
Most XCOM missions, especially later game with higher ranked soldiers, can be pretty straightforward and breezy. Sometimes you get edge case missions where it seems like everything is rolling up awesome for you. And other times, of course, it all goes to hell and devolves into gory slapstick comedy.

The latter happened to me, yesterday. What was supposed to have been a straightforward "meet up with a VIP and then get to an evac zone" basically turned into a meat grinder of my squad against multiple Psionic enemies (Priests and Venators in particular; there's also a mod for the base game). Venators are basically like, all the headache of a Codex (teleporting and splitting), combined with more health, a "feedback" attack that can be triggered against a Psionic soldier and hurt nearby soldiers, and best of all...they have an area-of-effect explosion when they die.

So, to summarize some of the fun stuff:

* Multiple Enemy ADVENT Priests throwing Stasis left and right at my forces.

* The objective VIP getting killed because a Venator transported near him (almost like it knew!), and one of the helper Resistance troops stupidly killed it and got everyone near it AOE'd.

* Said Resistance troops getting slaughtered en masse, then being revived en masse by a Gatekeeper, then dying en masse again by said Gatekeeper being killed.

* One of my Skirmishers using Justice from up high on a Lancer. Said Lancer lost all but one of their health and had burning applied from Justice, so he was toast regardless. Then my Skirmisher grappled away and left him to his burning death.

* I finally had a chance to use the Reaper melee perk with a Ranger, solely as a means of just trying to clear out some of the horde firing at me.

In the end, while the mission went to hell, at least I didn't lose any of my squad...you know, the ones who really matter.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Anyone try the Phoenix Point early access? Is it terrible?

Backhand
Sep 25, 2008
I have not.... but for what it's worth. I hear that it's incredibly clunky and unpolished (as you would expect an alpha to be), but also has potential.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Some of the concept stuff that's been discussed is incredible. The idea of having to intercept and bomb biological juggernauts so enormous that they are the tactical map is badass as hell.

Exposure
Apr 4, 2014
Yeah I like a lot of the ideas it has, I'm just not really that much of a fan as to how it plays right now.

Though I'll probably mess around with the new backer build coming since that one's going introduce playable vehicles, and I'm probably going waste some time just ramming walking crabs with it over and over.

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."
That is one of the things I wish XCOM had more of, vehicles you can have a guy hop in and pilot. I wanna run over the aliens and take free actions to honk the horn. The other thing I want is more automated units, I want a full team of robots beep boopin and poo poo.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
I completely understand why SPARKs are so expensive to make, because they're amazing, but I also wish it was practical to make an entire team of SPARKs, because they're amazing.

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy

AppleDan posted:

That is one of the things I wish XCOM had more of, vehicles you can have a guy hop in and pilot. I wanna run over the aliens and take free actions to honk the horn. The other thing I want is more automated units, I want a full team of robots beep boopin and poo poo.

Yeah I was talkin about this awhile back too, I want little metal slug/tank police tanks to run around in.

There is a mod that adds the automated sentries from Aliens out there I do believe. An "automated" ally unit that just does AI moves could be interesting though.

Speedball
Apr 15, 2008

The only other strategy game I can remember where vehicles were a big thing was Fallout Tactics, where you could load four guys into a jeep and have them fire out the windows.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Speedball posted:

The only other strategy game I can remember where vehicles were a big thing was Fallout Tactics, where you could load four guys into a jeep and have them fire out the windows.

I think the Jagged Alliance 1.13 mod has experimented with vehicles in combat (in the base game you can use vehicles to move between sectors more quickly and to carry equipment, but on the tactical map they're just static objects that act as containers). I have no idea how far along they've managed to get with it though.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
Welp, I may have hosed over my Classic Ironman WOTC playthrough. Decided to take out the Assassin. Then I found out blitzing down her health doesn't kill her. Aaand then I found out blitzing down the sarcophagus doesn't kill her either. So now I'm stuck after her respawn with one soldier mind controlled, one stasised, most of the rest low on health against two priests, an andromedon, an elite soldier and the assassin. I'll be amazed if anyone makes it out alive.

rabidsquid
Oct 11, 2004

LOVES THE KOG


Speedball posted:

The only other strategy game I can remember where vehicles were a big thing was Fallout Tactics, where you could load four guys into a jeep and have them fire out the windows.

HE tanks were way better than rookies in xcom!

Icon Of Sin
Dec 26, 2008



rabidsquid posted:

HE tanks were way better than rookies in xcom!

HE everything. Machine guns, autocannons, HWPs, gently caress the aliens and the general area they're standing in :twisted:

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


Eschatos posted:

Welp, I may have hosed over my Classic Ironman WOTC playthrough. Decided to take out the Assassin. Then I found out blitzing down her health doesn't kill her. Aaand then I found out blitzing down the sarcophagus doesn't kill her either. So now I'm stuck after her respawn with one soldier mind controlled, one stasised, most of the rest low on health against two priests, an andromedon, an elite soldier and the assassin. I'll be amazed if anyone makes it out alive.

That's XCOM!

Bogart
Apr 12, 2010

by VideoGames
Unfortunately, the SHIV mod for WOTC isn't very good since SHIVs can't hit the broad side of a drat barn.

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."

Light Gun Man posted:

Yeah I was talkin about this awhile back too, I want little metal slug/tank police tanks to run around in.

this EXACTLY, this is exactly what I was picturing

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."

Bogart posted:

Unfortunately, the SHIV mod for WOTC isn't very good since SHIVs can't hit the broad side of a drat barn.

It's decent, they arent supposed to be for long range fighting. Youre supposed to drive them up close, bathe them in smoke, and have them spray or lay down suppressive fire.

Bogart
Apr 12, 2010

by VideoGames
I can do those things with a grenadier, though, and they come with grenades. :v:

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Eschatos posted:

Welp, I may have hosed over my Classic Ironman WOTC playthrough. Decided to take out the Assassin. Then I found out blitzing down her health doesn't kill her. Aaand then I found out blitzing down the sarcophagus doesn't kill her either. So now I'm stuck after her respawn with one soldier mind controlled, one stasised, most of the rest low on health against two priests, an andromedon, an elite soldier and the assassin. I'll be amazed if anyone makes it out alive.

I don't know if it's too late for this but you only need to focus fire down the assassin. The mission just ends.

Speedball posted:

The only other strategy game I can remember where vehicles were a big thing was Fallout Tactics, where you could load four guys into a jeep and have them fire out the windows.

Warhammer 40k Chaos Gate had vehicles, but I didn't get far enough through the campaign to see them.

Silent Storm had the infamous Panzerkleins, but they were more a power armour sort of thing.

Valkyria Chronicles had tanks, different sort of game though.

Fangz fucked around with this message at 12:06 on Jul 3, 2018

Hobojim
Oct 31, 2011


Just got this plus wotc on the steam sale because I played the poo poo out of the original, both old and newer.

I just finished assaulting the assassin fortress. Things went badly right away. I checked a room, it looked empty and like a dead end, so I checked an opposite door. I was setting up an ambush on troops in there when two bigass mechs sauntered in from the aforementioned dead end and revealed me. This caused a crazy scramble where I was surrounded and my specialist didn’t make it. Bad first encounter.

I pressed on with no issues until the final chamber. I opened the door and was greeted by a chrysalid pod, the first of my playthrough. Luckily I had a bladestorm ranger set up at the door and she cut them to pieces, allowing me to take no damage. poo poo was lucky.

Confronting the assassin was fine. Killed everyone in the room, killed her, then focussed on the obelisk thinking that would be the end of it. Three berserkers spawned, but I stayed on target. Blew up the obelisk and was about to high five myself when the assassin came back. The berserkers then knocked two characters unconscious, and the assassin chopped my sniper into an early grave. I decided this might be a suicide mission but that bitch is dying one way or the other. She was immune to melee and overwatch shots, so I tossed a Grenade to reveal her and ran up point-blank to shotgun her in the face with my ranger. A lucky crit took her down, and thankfully the mission ended.

Game’s good.

Although the alien rulers are loving irritating. Who thought it was a good idea to give something a turn every time someone else does anything in a turn-based game.

Bogart
Apr 12, 2010

by VideoGames
Scout with a reaper and snipe it from squadsight with a sniper. Easy peasy Ruler suit.

rabidsquid
Oct 11, 2004

LOVES THE KOG


alien rulers have been toned down since vanilla i think. i sort of get the idea behind them but they managed to hit the sweet spot of not being challenging to the high end players and being an inscrutable and unfair encounter for most of the regular players. its kind of impressive that they could hit that perfect bit of difficulty to not challenge the people who would enjoy it and piss the people off with an encounter that "feels" unfair to the ones who dont want an extra hard challenge.

dogstile
May 1, 2012

fucking clocks
how do they work?
I just never liked how they broke the turn order to the point where I just started stocking up on free actions so I could hopefully get them to gently caress off in one turn and I could get back to, you know, actually playing Xcom.

Hobojim
Oct 31, 2011


It’s not the difficulty of them, I like the idea of strong boss-type characters that have lots of health persisting between missions. I don’t like that they get so many chances to act. You can’t position on them because every time you move they attack. I ended up sacrificing a soldier to the snake ruler’s bind just so I could position well and then shoot him a bunch in quick succession.

Making them hard is good. Making them have high health, do lots of damage and do unique attacks that require new strategies is good. Punishing the player for trying to position their team by eating an attack every action is irritating considering how important positioning is in this series.

I’m even all for the idea of counter attacks on actions and whatnot, it just feels lovely to be punished for moving and makes it feel like I have to cheese them or damage race them.

Vincent
Nov 25, 2005



The Assassin is an rear end in a top hat! After a squad wipe I decided to just power-level and bee-line toward the tactical analysis perk (I got lucky and got that in a region that was close) and a psy mage. Got to her stronghold just one day shy of her getting the ability to teleport after being damaged.
Kinda shot myself in the foot 'cause I'm a bit overleveled but man is it good to not have her appear in missions anymore.

re: Alien Rulers. I think there's a mod that eliminates their ability to move between your actions and instead, gives them like 3 or 4 action points. Could be making this up, but I remember reading that somewhere.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Hobojim posted:

It’s not the difficulty of them, I like the idea of strong boss-type characters that have lots of health persisting between missions. I don’t like that they get so many chances to act. You can’t position on them because every time you move they attack. I ended up sacrificing a soldier to the snake ruler’s bind just so I could position well and then shoot him a bunch in quick succession.

Making them hard is good. Making them have high health, do lots of damage and do unique attacks that require new strategies is good. Punishing the player for trying to position their team by eating an attack every action is irritating considering how important positioning is in this series.

I’m even all for the idea of counter attacks on actions and whatnot, it just feels lovely to be punished for moving and makes it feel like I have to cheese them or damage race them.

You have to position before they get activated. Use concealment.

Coolguye
Jul 6, 2011
Probation
Can't post for 5 hours!
the rulers only get to act if they see the movement. squadsight is anathema to them now, as is concealment. you can also clean up the battlefield away from them without making them go ham.

Backhand
Sep 25, 2008
Also amusingly, the Ruler Reaction really is specific to them SEEING the soldier in question - not just 'being within sight range.' It's the kind of thing you probably couldn't take advantage of with any degree of regularity, but in at least one encounter with the Viper King I lucked into having a situation with two grenadiers on the opposite side of a wall from him. A couple of lobbed grenades later, his armor was shredded and he was on fire. With no bonus actions.

Hobojim
Oct 31, 2011


Fangz posted:

You have to position before they get activated. Use concealment.

That only works if you have a reaper that can re-conceal or if they're in the first pod you run across though, unless you slowly plod along in stealth to find them first. Which I guess is a decent idea, thanks! Assuming it isn't a timed mission anyway.

I killed the Viper King in the third encounter with him, haven't run across the other rulers yet but the game made it pretty apparent they all get turns for every action you take. With how early the Viper King came in in this playthrough it was pretty rough going, especially going into the first fight with him blind. I lost a handful of soldiers on that one without knowing what I was doing.

BlazetheInferno
Jun 6, 2015

Hobojim posted:

That only works if you have a reaper that can re-conceal or if they're in the first pod you run across though, unless you slowly plod along in stealth to find them first. Which I guess is a decent idea, thanks! Assuming it isn't a timed mission anyway.

I killed the Viper King in the third encounter with him, haven't run across the other rulers yet but the game made it pretty apparent they all get turns for every action you take. With how early the Viper King came in in this playthrough it was pretty rough going, especially going into the first fight with him blind. I lost a handful of soldiers on that one without knowing what I was doing.

Worth noting, outside of mods, in WotC, the Rulers will not get reactions for actions taken outside of their sight (so, for example, shots taken at them from Squadsight), or for reloading. Also, the Frost Grenade can disable them for several actions worth of reactions. Plus, any action that doesn't COST an action, like Lightning Hands, or the Hunter Axe's throw ability, does not give the Rulers a reaction. This doesn't include stuff that REFUNDS an action, though. Getting a Hair Trigger proc will not, to my knowledge, skip the Ruler Reaction.

You do have advantages and tools at your disposal. It's up to you to leverage all of them to pull out a kill.

Exposure
Apr 4, 2014
The ultimate solution would probably be just putting them on their own special team separate from everybody, since then the breaking of the rules would be equally applicable to everybody who's not a ruler, instead of it coming off as though the aliens get to tap into rulebreaking special bullshit that you know you can never tap into yourself instead of it just feeling like the aliens get to tap into special full cover crit bullshit that you know you can never tap into yourself.

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BlazetheInferno
Jun 6, 2015

Exposure posted:

The ultimate solution would probably be just putting them on their own special team separate from everybody, since then the breaking of the rules would be equally applicable to everybody who's not a ruler, instead of it coming off as though the aliens get to tap into rulebreaking special bullshit that you know you can never tap into yourself instead of it just feeling like the aliens get to tap into special full cover crit bullshit that you know you can never tap into yourself.

The problem is, if you put them on their own team, would they get reactions to ALIEN actions, too? What if they show up in a firefight with several alien pods, and they decide to take a bunch of their alien-triggered attacks at *you* by sheer virtue of RNG?

And if you take away their ruler reactions, how do you compensate for them suddenly having to fight against you *AND* the Aliens, no longer having Alien/ADVENT backup?

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