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I only recently got into this, thanks to them bundling the Legacy ops into it at no extra cost. First I played the base game, then the Legacy campaign, and now I've modded the hell out of WoTC and I'm blasting through it. I love the way you can build soldiers with the XCom skills - I have a Run and Gun Grenadier, an In The Zone ranger, my Templar rolled Bladestorm at Lieutenant. I'm using Mechatronic Warfare and my Spark is completely unstoppable. I'm still finding Skirmishers to be somewhat underpowered compared to Templars and Reapers, which is a pity. Mox is a useful guy to have around - very mobile, flexible and so on - but he's not very good at killing things. I'm also using the Goon character pool. I made Lowtax my Psi Trooper, and I cackled like an idiot when he stasised someone and shouted "Protected". EDIT: What are all you idiots doing just standing there? Robert Deadford fucked around with this message at 14:35 on Nov 27, 2018 |
# ? Nov 27, 2018 14:26 |
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# ? May 14, 2024 12:10 |
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Gwaihir posted: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? Remove Missing Mods for WotC will at least tell the game save that you don't want it to check for the removed mod anymore.
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# ? Nov 27, 2018 17:13 |
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I got banned from the XCOM2 Steam forums for asking this, so I'll pose it here: I keep getting an error message on startup that reads "[0006.42] Warning: Warning, Not a Portcullis build". Does anyone know what this may mean? (I purchased the game through Steam, which I wouldn't normally point out but since I was banned from the Steam forum for "Promoting piracy" I thought I'd include it)
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# ? Nov 28, 2018 04:56 |
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It doesn't mean anything. (If your game is crashing, it's totally unrelated).
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# ? Nov 28, 2018 06:35 |
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Does anyone know why Gotcha Again (WOTC) isn't working for me? I have it downloaded and enabled on the launcher. It simply doesn't have an effect in game. It doesn't show me when I have a flank on an enemy, and it never shows if a movement will activate a pod that is currently seen by a concealed Phantom or Reaper.
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# ? Nov 28, 2018 06:45 |
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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. You're not wrong, but I get around that by using the expanded console commands mod to reroll a soldier's starting perks. Like if someone gets Pacifist.
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# ? Nov 28, 2018 08:51 |
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Anyone know whther you lose Legacy Ops points if a sectopod walks over an objective and forces a mission restart?
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# ? Nov 28, 2018 12:19 |
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Last I played you don't lose any points for mission failure, only for a manual restart.
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# ? Nov 28, 2018 12:21 |
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Zomborgon posted:Anyone know whther you lose Legacy Ops points if a sectopod walks over an objective and forces a mission restart? i dont think so, forced restarts aren't a problem. it's only when you restart through the menu before a failstate that incurs the -5000 penalty. e:fb
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# ? Nov 28, 2018 12:21 |
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Finished my randomly generated Legacy Op last night. The final mission was... The Forge? Just straight up, cutscenes and all? I wasn't aware you could get storyline missions as Legacy Ops.
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# ? Nov 28, 2018 14:14 |
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"Bradford jesus christ we did that mission last week"
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# ? Nov 28, 2018 15:35 |
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So my A team had just done the Blacksite mission - one KIA, multiple wounded, everyone exhausted. Ive still got alien base assault missions left, so I send out B team. Desert map, I spawn half a map away. My Advent commando spawns ... Right outside the entrance of the facility, surrounded by pods. If he moves 3 tiles in any direction, he'll activate them. So I set up on a ridgeline, and overwatch for a few turns. I figure, their patrol will see him, activate, and Ill hit them from behind. They arent seeing him though, moving just barely around him, so I have him open the door. Pod right inside, he cant move at all. I wait another turn. Then the inside pod moves away. Commando sneaks inside, weaving between the alert squares. Makes it to the x4 point. My B team hasnt done anything, just watched this commando summon them for the assault. They watch him press the button, base goes nuts. 4 pods, 20 xeno, reinforcements getting called in. Bradford says evacuate, so B team deploys zone, rappels out. Commando is surrounded, activates his shields. Xeno are affected by tactical paralysis, commando runs for the escape zone. More pods discovered, enemy reinforcements landing. They are shooting at him, missing 90% shots, hes almost there. Im in shock, evac zone in sight. And then, freeze grenade. They surround him, start taking shots. Entire base is distracted from our escape, and the explosives ticking away. And then the whole base goes up in flame. Bravest thing Ive ever seen o7. Commando knew he was going to die, we dont even know his name, and he just wanted a witness to his final deed. He took out 30+ xeno by himself, putting him in the strongest tier of resistance heroes, and he will be remembered.
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# ? Nov 28, 2018 16:51 |
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I love this giant clusterfuck of mods playthough I'm doing so much. Today's adventures included: Realizing that selling your GTS also disables all the upgrades it provided, and then having to do a landed UFO with 48 aliens vs a 4 soldier squad. Also the lost were there. Just a normal everyday stroll in the woods you know. Not pictured, the RIftkeeper Mk II and pack of boas behind this one inside the UFO. Luckily, I also have along 2 absurd murderbot soldiers, and an uber tanky templar with bladestorm to just park in the middle of ALL THE poo poo and give no fucks. Between A Better Advent/Campaign/Lategame enemies/bonus pod size by force level you just get the most insane smashup fights and it owns. The next mission had a quad venator (Super codexes with much nastier abilities) + two elite priest pack, a 3 sectoid + riftkeeper MKII pack, and a spectre prime + quad elite spectre pack all within range of each other and ho boy at least I had my full squad back for that mission because even with OP RPGoverhaul max level characters that would have gone to complete poo poo.
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# ? Nov 28, 2018 20:18 |
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Gwaihir posted:Super codexes with much nastier abilities no thanks.
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# ? Nov 28, 2018 23:11 |
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Gwaihir posted:I love this giant clusterfuck of mods playthough I'm doing so much. Today's adventures included: Realizing that selling your GTS also disables all the upgrades it provided, and then having to do a landed UFO with 48 aliens vs a 4 soldier squad. Also the lost were there. Okay but seriously is deadeye still poo poo compared to lightning hands? Previously I've always taken it because if you really want something dead it's good for that but should I be taking lightning hands usually? TescoBag fucked around with this message at 03:35 on Nov 29, 2018 |
# ? Nov 29, 2018 03:33 |
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The number of situations where I find my sniper in pistol range that I'd be able to use a free lightning hands shot is just vanishingly small personally. It's way way more common that I really want a big hit on some particular thing in squadsight range.
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# ? Nov 29, 2018 03:38 |
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Deadeye is also pretty great if you happen to get it on a Ranger, because the close range accuracy of shotguns will easily make up for the aim hit.
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# ? Nov 29, 2018 03:48 |
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Deadeye is kind of meh early on when missing stuff is a real concern, but once you get a good sniper decked out with a scope, aim PCS, and/or tracer rounds it's loving insane.
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# ? Nov 29, 2018 04:20 |
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Angry Diplomat posted:Deadeye is kind of meh early on when missing stuff is a real concern, but once you get a good sniper decked out with a scope, aim PCS, and/or tracer rounds it's loving insane. I found it was pretty clutch for those times when a new enemy type pops in just before you upgrade your weapons. The damage boost usually let's you kill then in one round a ton easier. And it gets crazy big with later weapons.
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# ? Nov 29, 2018 04:44 |
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alternately just train for both!
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# ? Nov 29, 2018 05:35 |
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In base XCOM 2 deadeye vs lightning hands is basically a "long term vs short term" choice because the aim penalty is way too much when you get it, while deadeye works better with standard snipers better once you can keep a 100% hit chance with it. But since the difficulty of the game is all frontloaded I always pick lightning hands. Even if it's not 100%, a free shot is always nice to have since there's no downside to fishing for good luck with it. But in WOTC it's just whynotboth.gif yeah
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# ? Nov 29, 2018 07:36 |
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Gunslinger snipers are great, screw you all.
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# ? Nov 29, 2018 08:40 |
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Fuzz posted:Gunslinger snipers are great, screw you all. Basically my snipers are just gunslingers who lug around a rifle for some reason until mid/late game, when they actually start getting enough aim bonuses that the squadsight and deadeye penalties can be ignored.
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# ? Nov 29, 2018 11:47 |
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At the end of the day both skills really do the same thing. It's a little bit more damage on a moderate cooldown. Lightning hands is more reliable and can be used on the move at the expense of placing your dude where they can get shot and being crippled by enemy armor, but you won't be hurting no matter which you pick. (Both, you should be picking both. No such thing as too many good damage skills.)
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# ? Nov 29, 2018 12:05 |
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My current game I have way too many Sharpshooters, and oddly most of them have XCOM skills that synergize better with Gunslinging than Sniping. I've started using my EXO suit on them (don't have powered yet) because it's a better use for the heavy weapon than tying up any of my other guys, since at least the Gunslingers can Lightning Hands a free shot before torching/rocketing an area. I also hand them a mimic beacon or an underlay and use them as my multipurpose "go undaze this other person and still drop a shot and go on overwatch" or "Carry this motherfucker." I do wish that they could still fire the pistol while carrying someone. No real reason why not, and it would add another fun use for them. A fun thing I randomly found out is that if you give an Extra Ordnance Grenadier the Freeze Bomb in their grenade slot, they get 2 of them. With the extra blast radius and range they are stupidly useful, particularly out of concealment before you alert a pod since then it will sometimes last 2 rounds instead of just one, plus you can nail the entire pod, usually.
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# ? Nov 29, 2018 15:53 |
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158 hours in XCOM2 and it just now occurred to me to use a mimic beacon offensively, to force melee enemies into a Bladestorm. ugh why didn't I think of this sooner?
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# ? Nov 29, 2018 17:48 |
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# ? Dec 1, 2018 07:34 |
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Bwhahaha, finally find a mod combination that didn't corrupt saves. I have now (finally) beat WOTC Fun little ending. Tried the first mission of the new DLC, got my face stomped. Clearly I'm not in the right mindset after clowning on the final mission of WOTC Too used to 25 hp 6 armor megakillers.
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# ? Dec 3, 2018 09:29 |
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Is there a way to stop this?
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# ? Dec 5, 2018 03:59 |
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You've got a hosed up mod somewhere.
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# ? Dec 5, 2018 05:59 |
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DJ Dizzy posted:Is there a way to stop this? Is it doing that post mission or when you go to the photo booth on the Avenger? One of the bigger photo booth mods does that if it's only affecting the photo booth (I think Re:booth?). Of it's a post mission thing it means you have too many mods and too big of an asset overhead. I used to get it all the time with LW2 in Vanilla but it can be triggered by a bunch of weapon/cosmetic packs if they're big enough
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# ? Dec 5, 2018 06:15 |
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I have a Protect the Device mission with the Lost and I've killed everything. All the aliens are dead, and I've scouted the entire map and there aren't any straggler Lost pods. The mission won't end and it continues to send Lost swarms at me. What can I do? Is there a cheat that forces a mission to end? This is stupid.
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# ? Dec 6, 2018 02:34 |
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DJ Dizzy posted:Is there a way to stop this? that used to happen to me when i had to many mods loaded.
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# ? Dec 6, 2018 02:36 |
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Node posted:I have a Protect the Device mission with the Lost and I've killed everything. All the aliens are dead, and I've scouted the entire map and there aren't any straggler Lost pods. The mission won't end and it continues to send Lost swarms at me. What can I do? Is there a cheat that forces a mission to end? This is stupid. I had this happen once, and it turned out that one lost pod had spawned in an area of the map blocked by walls. I got lucky and blew up the right wall to find them.
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# ? Dec 6, 2018 04:13 |
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Node posted:I have a Protect the Device mission with the Lost and I've killed everything. All the aliens are dead, and I've scouted the entire map and there aren't any straggler Lost pods. The mission won't end and it continues to send Lost swarms at me. What can I do? Is there a cheat that forces a mission to end? This is stupid. KillAllAis Endbattle xcomwins true
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# ? Dec 6, 2018 19:12 |
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I'm getting ready to finish my Legendary war of the chosen campaign. Somehow I managed to lose the TLP weapons halfway through and now the game thinks I haven't completed the legacy ops. Also it's been over a year in game time and apparently I have not managed to bring a single turret back to the Avenger
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# ? Dec 9, 2018 21:22 |
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Have any of you folks played with any of the mods that let your classes equip other weapons? If I don't have an arbitrary penalty (like the mod deciding off-class weapons can't crit, or -10 aim) is there any reason ever to not give my reapers and skirmishers the bog standard rifle? Is there any stat where it's not strictly superior?
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# ? Dec 10, 2018 04:02 |
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Dancer posted:Have any of you folks played with any of the mods that let your classes equip other weapons? If I don't have an arbitrary penalty (like the mod deciding off-class weapons can't crit, or -10 aim) is there any reason ever to not give my reapers and skirmishers the bog standard rifle? Is there any stat where it's not strictly superior? It's not shown in the menus but Vektor Rifles have a really high crit damage compared to other weapons: they do damage on par with a sniper rifle critting. So a variable worth considering if you have any Reapers who can stack crit chance as much as they can. Bullpups are outmatched by ARs if there's no penalties involved, however.
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# ? Dec 10, 2018 05:16 |
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Exposure posted:It's not shown in the menus but Vektor Rifles have a really high crit damage compared to other weapons: they do damage on par with a sniper rifle critting. So a variable worth considering if you have any Reapers who can stack crit chance as much as they can. So is it worth giving Reapers Talon Rounds to stack the crit percentage, or giving them AP Rounds to bypass the annoyingly-high late-game armor? I’ve always defaulted to AP Rounds for anyone that isn’t a Ranger, with a few Tracer Rounds tossed in here and there as filler.
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# ? Dec 10, 2018 06:10 |
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# ? May 14, 2024 12:10 |
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I think that skirmisher double fire is linked to their bull pup.
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# ? Dec 10, 2018 09:04 |