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Strike is such a letdown compared to the glorious, building-flattening haymakers MECs could throw in EW e: at the very least, they should have given Strike some kickass canned kill animations.
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# ? Nov 24, 2018 18:44 |
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# ? May 30, 2024 20:10 |
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The ragdoll bodies helped it a ton too. Nothing more satisfying than flipping the ethereal prime over a guardrail into the abyss or those beautiful, rare punches where you can fastball a corpse into a car that another alien is taking cover behind.
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# ? Nov 24, 2018 19:03 |
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Either Mechatronic or Metal over Flesh Redux (I use both since they don’t conflict) add a full punching build for Sparks that is super good. Can get off like four punches in one turn if you overdrive, and then still use robot blade storm for anything that survives.
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# ? Nov 24, 2018 20:11 |
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Mans posted:Is there anything like the Long war perk pack for WOTC? I just got the expansion and while i'm looking for updated versions of the mod i've noticed that LW threw a hissy fit and didn't port over. Aegof above me posted the Long War classes mod that someone ported over, but be aware: The Long War Perk Pack that Pavonis put out and the actual Long War Classes (the latter being present in the linked mod) are very different - the old Perk Pack did not include the Long War specific Secondary Weapons, whereas this one does use them. As a result of this, the Pistol is 100% unused in the Long War classes mod, which means you'll need to find some other way to make use of them, either via adding a standalone class mod to make use of them, or through some other means like the Utility Slot Secondaries mod, or straight-up editting the mod itself to change the Sharpshooter back to using pistols or something. I won't lie, I would like to see the watered-down version that Pavonis originally put out ported over as well. More diversity, but at the same time, that diversity is not also bogged down by crippling overspecialization, and the original four Secondary Weapons are spread around the new classes.
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# ? Nov 24, 2018 21:22 |
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Angry Diplomat posted:Strike is such a letdown compared to the glorious, building-flattening haymakers MECs could throw in EW https://steamcommunity.com/sharedfiles/filedetails/?id=728525359 this helps a llittle bit. It's still no EW MEC but its something.
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# ? Nov 24, 2018 22:14 |
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BlazetheInferno posted:Aegof above me posted the Long War classes mod that someone ported over, but be aware: The Long War Perk Pack that Pavonis put out and the actual Long War Classes (the latter being present in the linked mod) are very different - the old Perk Pack did not include the Long War specific Secondary Weapons, whereas this one does use them. As a result of this, the Pistol is 100% unused in the Long War classes mod, which means you'll need to find some other way to make use of them, either via adding a standalone class mod to make use of them, or through some other means like the Utility Slot Secondaries mod, or straight-up editting the mod itself to change the Sharpshooter back to using pistols or something. Especially since so many of the new ones are loving terrible. Like the combat knife is just a really bad sword because they needed to gently caress Gunners I guess? Or the holo-targetter which is mathematically never worth using until you're nearly max rank! And the Gauntlet is 'what if we had a class based around just being really bad?' The Sawn off shotgun and Arc Thrower are at least novel and have some uses. Zore fucked around with this message at 22:28 on Nov 24, 2018 |
# ? Nov 24, 2018 22:16 |
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The gauntlet is conceptually great but thanks to Pavonis thinking randomness is strategy, it sucks rear end. There used to be a vanilla mod class called Guerilla who could use this enormous explosive strike that could level a whole city block or most of an advent avatar facility. It destroyed everyone’s cover but if you didn’t care about claiming an objective or keeping it safe, it owned as hell.
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# ? Nov 24, 2018 22:32 |
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Stun skills rule though, add that poo poo to RPGO and MOCX/Fulton rewards and have a good time.
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# ? Nov 24, 2018 22:36 |
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Always give stun rounds to the classes who can shoot multiple times per turn: skirmishers, akimbo, gunslingers, etc.
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# ? Nov 24, 2018 22:40 |
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Zore posted:Especially since so many of the new ones are loving terrible. Like the combat knife is just a really bad sword because they needed to gently caress Gunners I guess? Or the holo-targetter which is mathematically never worth using until you're nearly max rank! And the Gauntlet is 'what if we had a class based around just being really bad?' The Shadow Ops classes pack does a much better job with all of the above, I find.
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# ? Nov 24, 2018 23:12 |
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I got War of the Chosen during the sale and I have to ask: is there a mod that removes the rank requirement for the Chosen stronghold convert ops? Everything about the expansion is great, except the Chosen. I just don't find them at all fun to fight and the sooner I can rid my game of them the better.
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# ? Nov 25, 2018 17:41 |
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marshmallow creep posted:The Shadow Ops classes pack does a much better job with all of the above, I find. I should play with these, I'm just a tiny bit leery of any mod that ditches the base 4 classes altogether. Oh well
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# ? Nov 25, 2018 18:15 |
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Ravenfood posted:I should play with these, I'm just a tiny bit leery of any mod that ditches the base 4 classes altogether. Oh well Don't worry about it, just embrace the RPGOverhaul insanity. If you really wanted to you can still create carbon copies of the original classes anyhow to boot.
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# ? Nov 26, 2018 02:47 |
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Gwaihir posted:Don't worry about it, just embrace the RPGOverhaul insanity. If you really wanted to you can still create carbon copies of the original classes anyhow to boot. That's what I did and by golly, it's just nuts. Also it's cool how each soldier's "class" changes to the specialization you bought more skills in. That little trick was what convinced me to give it a shot. I was only leery of RPGO because I thought everyone's class was just going to be "soldier" and I am an idiot.
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# ? Nov 26, 2018 04:06 |
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Rpgo can make some fantastic combinations if you can swing the builds, but I got tired of remembering who was working on what combo or build and decided that classes are fine, thanks.
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# ? Nov 26, 2018 04:11 |
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I mostly just pick things that look cool and give the soldier a cool class name and icon tbh
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# ? Nov 26, 2018 04:16 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=1253020874&searchtext=richard this was my go to for classes using some long war perks and weapons some ideas that made it fun: give the sawed off to gunners, the holotargeter to the commando and put a machine gun on the technician. there's some other neat poo poo I did with it, but don't exactly remember what and it looks like there's a version that's rpg overhaul compatible. class edits for skills and loadouts are wicked simple and running aba alongside is a great experience. a couple of the classes are duds, or were at any rate, so mix and match with a few other packs and kill some muthafuckas.
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# ? Nov 26, 2018 04:23 |
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I love the concept of RPGo, but for all the immense control it gives you over every aspect of your character, the randomized Squaddie perks that you have no control over have a big enough impact on your soldier that the inability to control those at all drives me up the wall, triggering some OCD-like reaction in my brain. The entire point of the mod is to have complete and total control over every statistical element of your character's progression, except let's throw something in at the very start that's completely random and you have no control over, THIS ISN'T RIGHT! AUGH!
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# ? Nov 26, 2018 21:37 |
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BlazetheInferno posted:THIS ISN'T RIGHT! AUGH! Shattered
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# ? Nov 26, 2018 21:43 |
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RBA Starblade posted:Shattered Negative Quirk Gained: Fear of Pacifist Perk Pacifist: +Squad defense. -Damage dealt after each kill. aegof fucked around with this message at 22:12 on Nov 26, 2018 |
# ? Nov 26, 2018 22:06 |
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BlazetheInferno posted:I love the concept of RPGo, but for all the immense control it gives you over every aspect of your character, the randomized Squaddie perks that you have no control over have a big enough impact on your soldier that the inability to control those at all drives me up the wall, triggering some OCD-like reaction in my brain. Yea, on the other hand... Once you can recruit straight squaddies, which happens real quick, that's very much not a big deal. e: What is a big deal is that the guy who makes RPGO just broke it somehow in the latest release and now the button to spend AP on your soldier's stats doesn't even appear in the barracks at all, haha. Hope you liked having 67 aim for, well, ever! Gwaihir fucked around with this message at 22:44 on Nov 26, 2018 |
# ? Nov 26, 2018 22:37 |
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Not playing with a lot of the crazy mods, mostly cosmetic and bug fix stuff, though I did put in that Tree view mod linked a couple pages back. Really enjoying my campaign so far... got lucky with two Rookie scans early, so my roster is already up to like 24 soldiers now with most at Squaddie level. The Lost are a neat mechanic, and I ran into the Assassin Chosen who was initially an rear end in a top hat, but the last two times she's shown up I've basically kicked her rear end immediately. I'm digging the random XCom perks... haven't grabbed many yet, but in using a show skills mod and I've got a Sergeant Sharpshooter that has Run & Gun, which sounds HILARIOUS if it lets me yellow move and still use the sniper rifle. I have another Sharpshooter that got Shredder Rounds so I'm gonna make him a revolver fiend to shoot every rear end in a top hat in sight. My Jane Kelly got Killzone at Lieutenant level so I grabbed it, only one so far. Did a random mission where I managed to deep flank her and then had a sniper blast a mixed pod and drop the Advent Captain... snakelady, a regular trooper, and Priest all dash into the killzone and are immediately splattered. Was awesome.
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# ? Nov 26, 2018 23:15 |
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Gwaihir posted:Yea, on the other hand... Once you can recruit straight squaddies, which happens real quick, that's very much not a big deal. Do you have the detailed soldier stat mod? It's integrated into RPGO already and overrides the stat button if you have it as well. Found that one out the hard way
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# ? Nov 26, 2018 23:45 |
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aegof posted:Negative Quirk Gained: Fear of Pacifist Perk Lol why would you even apply to XCOM then squaddie
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# ? Nov 26, 2018 23:57 |
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Zore posted:Do you have the detailed soldier stat mod? It's integrated into RPGO already and overrides the stat button if you have it as well. Found that one out the hard way Yea, I was using detailed soldier lists but I disabled that one to see if it was causing the problem. Is there a good way to further clean poo poo out/does disabling it in the launcher not nescesarily fix overwriting issues ingame?
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# ? Nov 27, 2018 00:03 |
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I accidentally clicked through the tutorial for it so I missed it. Are the skills Templars, Reapers, Skirmishers can get limited by the amount of AP you have to spend? So If I wanted to get all of them in a certain rank, I can use them all in combat? Also, what's the best way to use the Reaper? Of all the special classes, I'm having a hard time using that one.
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# ? Nov 27, 2018 01:38 |
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Jimbot posted:I accidentally clicked through the tutorial for it so I missed it. Are the skills Templars, Reapers, Skirmishers can get limited by the amount of AP you have to spend? So If I wanted to get all of them in a certain rank, I can use them all in combat? yes, claymore & remote start respectively
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# ? Nov 27, 2018 01:54 |
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Reapers totally change how they play once you get a squad size upgrade. Initially you just use them as your initial scout, re-shadow once you've cleared out the first wave and need to do some more scouting, but mostly they're just a regular shooter, because you need that fourth gun. Once you get a squad size upgrade, though, they turn into a near-permanent scout. Stay in shadow, never shoot (except for Remote Start, and guaranteed killshots once you get the relevant ability), and have perfect information to ensure you never get a bad activation. And you get to re-enter shadow if they do need to go loud to resolve a situation.
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# ? Nov 27, 2018 01:58 |
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Reapers are so amazing. Even more so on non-timed missions because they can almost solo the drat things if there are enough explosives. But yes, use Reapers for scouting, grab the talents that give them more/better Claymores, Remote Start, Target Definition, and let them beat up stupid/dumb/gay ADVENT that can't figure out what is making everything blow up around them.
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# ? Nov 27, 2018 02:00 |
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Reapers are basically trading a bunch of the utility another soldier would give you in exchange for guaranteeing you only have to fight 1 crew of aliens at a time because they are Super Scouts. That's a pretty bad trade when it's 1 out of your 4 soldiers and it can't do almost anything without losing its gimmick, and a stonking amazing trade later on when it's 1 out of 6 soldiers and it can still attack without losing shadow. A big thing that makes reapers so good later on is the skill that says it keeps the chance to reveal the reaper from increasing if they get a kill. This description is fantastically incomplete and does not mention that it makes the reveal chance start at 0% on kills from shadow instead of the normal 50%, so it lets the reaper finish off any number of low health enemies for 0 risk. I didn't know this on my first WOTC campaign and thought reapers were merely "pretty good." now that I know that...
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# ? Nov 27, 2018 02:12 |
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I thought that only worked for the last remaining alien in a pod. You mean as long as you kill an enemy in a pod in Shadow, even if there are others remaining, you won't get revealed? That's insane.
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# ? Nov 27, 2018 02:15 |
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As long as your attack is a kill shot, you aren't revealed period (with that skill.)
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# ? Nov 27, 2018 02:21 |
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And the game even lets you have two Reapers. God drat.
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# ? Nov 27, 2018 02:24 |
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Digirat posted:This description is fantastically incomplete and does not mention that it makes the reveal chance start at 0% on kills from shadow instead of the normal 50%, so it lets the reaper finish off any number of low health enemies for 0 risk. I had to do a double take. I think during the promotional run for WotC they described it in the correct way so I never got tripped up by this. Yeah that description really undersells it.
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# ? Nov 27, 2018 03:17 |
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Later in the game, you don't even have to settle for finishing off low health enemies. If you're lucky enough to roll a Reaper with both Deadeye and Tactical Rigging (for Talon Rounds) and have a decent laser sight to spare, you can pretty reliably pop anything short of a Heavy MEC in one shot, every other turn. I've never understood the people who are down on Reapers. They're complete monsters lategame, but even early on, the claymore will pretty reliably wreck one pod, and, less reliably, they'll occasionally make ridiculous plays off of remote start. Plus, they're essentially gamebreaking in that they're the only class that can do proper recon. That said, it does feel lovely when an enemy "coincidently" wanders into them out of position and they get shot to poo poo.
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# ? Nov 27, 2018 03:35 |
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Holy gently caress. I rarely actually get opportunities to hit those HUGE explosives with Remote Start - you know, the ones that seem to level half the map? In this Legacy Op I'm doing, though, the chance finally just came up with a huge gas tank attached to an abandoned power substation. I set the thing off.... and the entire loving building just flat out disappeared. No joke! There's not so much as a ruined wall left standing. The entire structure is just.... gone.
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# ? Nov 27, 2018 04:19 |
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Stop the reaper hate.
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# ? Nov 27, 2018 04:23 |
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Reapers want so badly to be sneaky, badass assassins, but my character pool demands they actually be goofy things like dudes running around in top hats, a dude in a ww1 type flight cap, and a random person in a baseball hat. Its great.
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# ? Nov 27, 2018 04:30 |
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This Legacy Op is being insanely generous. I know, in theory there's no such thing as a bad party.... but that hasn't been my experience in the past at all. There are some compositions that I just really, really do not like. THIS team? I started with a SPARK, a Templar, a Ranger, and a Grenadier. On the second mission I picked up a Reaper, and now the fourth just gave me a Psi Op. I'm just.... loving destroying everything.
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# ? Nov 27, 2018 04:44 |
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# ? May 30, 2024 20:10 |
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Digirat posted:A big thing that makes reapers so good later on is the skill that says it keeps the chance to reveal the reaper from increasing if they get a kill. This description is fantastically incomplete and does not mention that it makes the reveal chance start at 0% on kills from shadow instead of the normal 50%, so it lets the reaper finish off any number of low health enemies for 0 risk. Actually, this is slightly incorrect. The reveal chance always starts at zero. However, without that Silent Killer perk, as soon as you take your first shot, it increases to 50%. The increase to the reveal chance happens after the shot, but before the roll. That's why it stays at zero if you only take killshots. Also, Fuzz posted:I've got a Sergeant Sharpshooter that has Run & Gun, which sounds HILARIOUS if it lets me yellow move and still use the sniper rifle. No; but it DOES let you BLUE-move and shoot the Sniper Rifle.
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# ? Nov 27, 2018 05:34 |