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Central getting his sweater back at the end of the legacy missions truly explains why the resistance succeeded, excellent worldbuilding.
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# ? Aug 12, 2019 08:24 |
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# ? May 11, 2024 17:52 |
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Coolguye posted:that girl is nowhere near black enough to be storm TK-42-1 posted:Look scarjo can play whatever role she wants But seriously, the default purple eyes that psi ops get are lame as hell, but glowing eyes makes them look like the mind-melting, lighting-slinging badasses they truly are.
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# ? Aug 12, 2019 15:34 |
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I'm getting back into XCOM via the Android port, which runs like a dream on my S8. Quick question, though: Is there NO way to access armour decos during customization? I know that on other platforms it was available (I think by DLC?) but I don't think that DLC is an option with this version, so why put the menu listing in there to begin with?
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# ? Aug 12, 2019 17:02 |
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the game put the evac right there after a hard mission with a bunch of bullshit https://i.imgur.com/La3Fnpu.gifv im like nice, an easy extraction for once-- computer: haha SIKE
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# ? Aug 12, 2019 17:51 |
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also my sniper decided to be a badass https://i.imgur.com/JJgD6eW.gifv
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# ? Aug 12, 2019 18:00 |
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when you know the mission went well https://i.imgur.com/2YQADhY.gifv
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# ? Aug 12, 2019 18:03 |
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I'm literally on the victory lap for my commander/classic run of xcom 2 wotc bronze man! But I booted it up and realized I was on the final mission, the bit where I can go any time but haven't left yet. I can buy a bunch of stuff with intel (an extra squad member!!!), so I need to grind some intel since I have none. How do I do that?
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# ? Aug 12, 2019 18:44 |
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redreader posted:I'm literally on the victory lap for my commander/classic run of xcom 2 wotc bronze man! But I booted it up and realized I was on the final mission, the bit where I can go any time but haven't left yet. I can buy a bunch of stuff with intel (an extra squad member!!!), so I need to grind some intel since I have none. How do I do that? Well in the absolute worst case scenario you can sit at the reaper hq and passively accumulate about 5 Intel per day or you can fly around picking up whatever spawns (usually assorted loot scanning spots) until you get a mission from the other factions (reapers/skirmishers/templars) that offers up an Intel reward in exchange for extracting some civilian. Sometimes guerilla operations have intel rewards and sometimes you pick up advent datapads when enemies drop items those can be researched in the lab for a one time intel reward.
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# ? Aug 12, 2019 18:49 |
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You deffo don’t need the intel; the advent tower assault isn’t too hard even without them. But if you’re committed, reaper hideout scans, hack rewards, and council missions.
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# ? Aug 12, 2019 20:13 |
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moist turtleneck posted:also my sniper decided to be a badass I love that the actual shot is still coming from the pistol hanging on her hip.
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# ? Aug 12, 2019 20:36 |
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How do the odds of a soldier having psi potential work in EU/EW? It says that soldiers with high will have a higher chance. Is the chance determined on recruitment with will only hinting at their potential, or do things that happen to their will post-recruitment affect their odds, like entering bleedout and the OTS upgrade that causes promotions to add more will? The soldiers you get from the Furies campaign made me wonder about the first option.
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# ? Aug 12, 2019 20:39 |
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The furies iirc will always be psi compatible and Slingshot guy has a good likelihood too. Everyone else, it’s just a Will roll.
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# ? Aug 12, 2019 20:53 |
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I think you're also guaranteed to get at least one in your first batch of three, IIRC.
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# ? Aug 12, 2019 21:09 |
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Dr Christmas posted:How do the odds of a soldier having psi potential work in EU/EW? It says that soldiers with high will have a higher chance. Is the chance determined on recruitment with will only hinting at their potential, or do things that happen to their will post-recruitment affect their odds, like entering bleedout and the OTS upgrade that causes promotions to add more will? The soldiers you get from the Furies campaign made me wonder about the first option. quote:-The basic formula gives a soldier's chance of becoming Gifted as their Will stat divided by 4 (the default PSI_GIFT_CHANCE value); so a Colonel with 108 Will would have a 27% chance. https://www.ufopaedia.org/index.php/Psi_Lab_(EU2012)#Psi_Chance Kennel fucked around with this message at 22:03 on Aug 12, 2019 |
# ? Aug 12, 2019 21:56 |
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I was about to say, I remember that you very specifically should NOT send a Fury through first since your first try will guarantee you a psi operative, but the Furies are also all guaranteed gifted so if you send one of them, you're wasting a 100% roll
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# ? Aug 12, 2019 23:22 |
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I got a lead on an Advent Site, how do I use it? I thought I'd have to research it but it isn't in my research list.Danaru posted:I was about to say, I remember that you very specifically should NOT send a Fury through first since your first try will guarantee you a psi operative, but the Furies are also all guaranteed gifted so if you send one of them, you're wasting a 100% roll I'm fairly certain this isn't the case. Before I started XCom 2, I did a full EW playthrough and it took me like 4 or 5 tries to get a gifted. I remember this vividly because I was careful NOT to use more than 1 of my elite squad at a time. And the mission IMMEDIATELY AFTER was the dam mission to get the french chick, so I was mildly annoyed by that. khy fucked around with this message at 07:22 on Aug 13, 2019 |
# ? Aug 13, 2019 07:17 |
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khy posted:I'm fairly certain this isn't the case. Before I started XCom 2, I did a full EW playthrough and it took me like 4 or 5 tries to get a gifted. I remember this vividly because I was careful NOT to use more than 1 of my elite squad at a time. And the mission IMMEDIATELY AFTER was the dam mission to get the french chick, so I was mildly annoyed by that. Well, according to the formula listed on the pages linked just a few posts up, the explanation would be that it's NOT guaranteed for your first time through, and it's very possible to go quite a few rounds of testing before finding someone... if you're tossing in high-ranked soldiers. It's actually rather counter-intuitive, as while the Will stat does directly correlate to the likelihood of having the Gift, and thus you want it to be as high as possible when you send them in, when you don't have any Psi Soldiers yet (or only have one), your lowest-ranked soldiers get huge bonuses to their chances of having the gift. So the optimal way to do it is for your first round to be the lowest-ranked soldiers you have that you think you can take the distance, then once you've got a couple of Psychics, start sending in the experienced crew. Then start sending the lowbies in again if all your psychics die off.
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# ? Aug 13, 2019 10:52 |
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khy posted:I got a lead on an Advent Site, how do I use it? I thought I'd have to research it but it isn't in my research list. Maybe you got awarded a pre-researched one or something? Alternatively: are there actually any Avatar Facilities in play? Facility leads don't reveal hidden facilities, they choose an existing one you can't reach and let you attack it directly, from any distance.
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# ? Aug 13, 2019 13:04 |
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Angry Diplomat posted:Maybe you got awarded a pre-researched one or something? Alternatively: are there actually any Avatar Facilities in play? Facility leads don't reveal hidden facilities, they choose an existing one you can't reach and let you attack it directly, from any distance. Yeah, if you look at the list of icons on the bottom right of the geoscape, you'll see lock icons on most of the facilities. One of them won't have the lock icon, that's the facility that you just unlocked with the lead.
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# ? Aug 13, 2019 16:30 |
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Whats the recommended mod manager? the one i was using isnt letting me delete old mods from its list, so its over 320 listed, while im no where near that subscribed anymore.
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# ? Aug 14, 2019 04:17 |
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Angry Diplomat posted:Alternatively: are there actually any Avatar Facilities in play? Facility leads don't reveal hidden facilities, they choose an existing one you can't reach and let you attack it directly, from any distance. Ohhhh, see I thought facility leads would REVEAL facilities that would let me lower the avatar timer. There were no facilities on the map, so I couldn't use the lead. My bad!
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# ? Aug 14, 2019 07:53 |
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winterwerefox posted:Whats the recommended mod manager? the one i was using isnt letting me delete old mods from its list, so its over 320 listed, while im no where near that subscribed anymore. I think it's called xcom2 community mod manager and it's hosted on GitHub
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# ? Aug 14, 2019 13:06 |
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Does anyone else have an issue launching EW from Steam? When I start the game, the window pops up where I choose between EW and EU, but when I select EW nothing happens for a few seconds and then the window pops up again. This happens every few months it seems and the only fix is verifying the game files. But I'm using LW and a few submods and it's a pain trying to reinstall them in the right order so I can continue my campaign.
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# ? Aug 14, 2019 13:33 |
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In XCom EU and EW, soldiers wouldn't be 'wounded' unless they took damage strong enough to overcome the HP granted by armor. If you wore 6HP armor and took 5HP of damage, no wounds. In XCom 2, it seems like that is no longer the case? I had a ranger wearing Warden armor (+6 HP +1 armor) and he took 4 damage and got shredded when he stood too close to an exploding Sectopod. But he was listed as 'wounded' after the mission. Or did something else cause it? Also, gently caress Codexes. Teleport doesn't trigger overwatch, the fuckoff AoE weapon disable, and the clone is just the poo poo icing on the fecal cake.
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# ? Aug 15, 2019 03:23 |
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khy posted:In XCom EU and EW, soldiers wouldn't be 'wounded' unless they took damage strong enough to overcome the HP granted by armor. If you wore 6HP armor and took 5HP of damage, no wounds. Flashbang Codexes and they can't do any of that poo poo.
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# ? Aug 15, 2019 03:27 |
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khy posted:In XCom EU and EW, soldiers wouldn't be 'wounded' unless they took damage strong enough to overcome the HP granted by armor. If you wore 6HP armor and took 5HP of damage, no wounds. In XCOM 2 they changed it so that if a soldier takes any wounds, they are counted as wounded. This is the case even if you heal it during the mission.
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# ? Aug 15, 2019 03:46 |
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I feel like it was Long War that made it so any damage that only hit armour caused no wounds, wasnt it? It was so long ago I dont remember for sure
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# ? Aug 15, 2019 03:49 |
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Danaru posted:I feel like it was Long War that made it so any damage that only hit armour caused no wounds, wasnt it? It was so long ago I dont remember for sure It was the same in vanilla XCOM. I think that Long War made the armour pips a different colour on the tactical layer.
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# ? Aug 15, 2019 04:11 |
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khy posted:In XCom EU and EW, soldiers wouldn't be 'wounded' unless they took damage strong enough to overcome the HP granted by armor. If you wore 6HP armor and took 5HP of damage, no wounds. The thing about codexes is they pretty much have two modes of existence. You aren't well outfitted enough to kill them in one shot, usually that means one codex in amongst a more dangerous pod. With care toward the inevitable time spent reloading your guns you are better off ignoring them for the biggest immediate threat (mec, stun lancer, andromedon), alternatively you are late game and you're fighting a ton of codexes but you have EMP bombs and blue screen rounds so you can probably one shot them. I usually put volatile mix on my grenaders for exactly this reason and then later down the line train them on chain shot for chosen-killing / whathave you. If you have the alien rulers DLC the frost bomb will also work like a charm, they can't clone when frozen.
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# ? Aug 15, 2019 04:21 |
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bpACH posted:It was the same in vanilla XCOM. I think that Long War made the armour pips a different colour on the tactical layer. LW2 added some items that gave ablative HP (kinda like shieldbearer buff) that didn't cause wounds if lost, but also couldn't be healed.
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# ? Aug 15, 2019 04:33 |
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So I couldn't find this mentioned with a quick search and you're all the only people who will likely ever care so here's a Note: I have no relation to this project. So there's a fantastic, massive mod for the original x-com that's nearing completion. And by original I mean the 1994 version and more specifically the OpenXcom rewrite. Have you ever found the Long War mods for the reboots to be too short? Craved something that makes I/I runs look like a cakewalk down a sunny lane? Wanted to follow the whole story? And most importantly like janky old graphics? Then the X-Com Files might be for you! (Requires owning the original X-Com) Yes it does pull inspiration from the TV show but has little else to do with it and nothing will be missed if you haven't watched it. As a quick overview it's a mod that features you taking control of a small, underfunded, understaffed, limited power government agency tasked with investigating disturbing reports of unusual activity and suspicious sightings. Over time and through multiple story arcs the world will slowly come to realize that something is amiss and your task will shift from investigation to becoming the front line global defense against the alien invaders - essentially placing you at the start of normal X-Com and having to then follow more arcs to finally defeat the alien threat once and for all. And while it was mentioned before it's good to reiterate: This mod is long. The early game prologue will take as much time or more as a Long War run before you even start getting into the various factions that need to be dealt with before the aliens even arrive - and if you're not fast enough you'll be fighting such overwhelming amounts of enemies that you're likely to lose too many countries and be too under-equipped to even harm the sectoids. Oh, and the sectoids are no longer basic chumps and laser/plasma weapons pack a huge punch until you develop armours that can mitigate their damage - you will lose agents. Includes many new tile sets, merges TFTD content in (with a bunch of new stuff for it as well), adds many new armours, hundreds of weapons, secret occult items, completely overhauled psionics, tanks, robots, creepy spiders, shady organizations, and so much more. Seriously there's an incredible amount of content jammed in here. Can you save the world when all you start with is just two agents and an old car? Hint: Probably not if you don't carefully read the help pages in the ufopedia as there are many new buttons including a research tree viewer which is essential to figuring out how to progress. Considering the nature of overhauls it is highly suggested you not play ironman and instead practice self-restraint as the game is liable to encounter crashes, bugs, and rarely save corruption.
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# ? Aug 15, 2019 09:34 |
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The "pre-alien invasion" stuff sounds really cool but man the last thing I need is another mod built around inescapable outpacing/death spirals that you won't even know you're in for hours.
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# ? Aug 15, 2019 09:43 |
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Yeah that concept is amazing, but "Long War except with even more of everything that's wrong with Long War, in OG XCom so as to maximize bookkeeping and UI jank" is a pretty big dealbreaker. And I say this as someone who adores OG XCom.
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# ? Aug 15, 2019 12:02 |
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Yes unfortunately for the mod it does become very easy to fall behind if you're not used to either Final Mod Pack (which XCF is built on top of) balance or higher difficulty vanilla xcom in general. With that said keeping pace with the research isn't too daunting if you're actively capturing and dealing with threats as they pop up and expanding out bases. It's still brutally painful even on 'normal' difficulty and can overwhelm someone who isn't used to having to recover runs. To make it easier to keep troops around the pack does contain a special 'gym' building which has slots to train troop (and dog) stats which can churn out decent soldiers after a few months to deal with the high mortality rates. You also do eventually gain access to more sacrificial things like scout drones which can use your ever-expanding production capabilities to help dampen losses. And yeah, bookkeeping and the ui will be the thing that turns most people away.
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# ? Aug 15, 2019 12:14 |
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I do have openXcom (was playing TFTD again some time ago). Is that mod in a state that you can enjoy it start-to-finish, or is it simply not done yet? I'd like to try this.
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# ? Aug 15, 2019 13:42 |
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Dante80 posted:I do have openXcom (was playing TFTD again some time ago). Is that mod in a state that you can enjoy it start-to-finish, or is it simply not done yet? I'd like to try this. It's completely playable start-to-finish with only a few side story faction arcs not done.
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# ? Aug 15, 2019 13:51 |
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Many thanks, will give it a try this weekend then. OG Xcom is what made me a man.
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# ? Aug 15, 2019 13:52 |
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Dante80 posted:Many thanks, will give it a try this weekend then. OG Xcom is what made me a man. i expect a trip report, friend
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# ? Aug 15, 2019 15:18 |
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Dante80 posted:Many thanks, will give it a try this weekend then. OG Xcom is what made me a man. Good luck! It's a wild ride. And another tip I should have mentioned in the post is to liberally use the 'Stats for nerds' button in the 'pedia as once something is researched the page will show all of their exact stats ie. range, damage types, aiming bonuses/penalties, armour mitigation percentages, etc. and not just damage.
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# ? Aug 15, 2019 15:26 |
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# ? May 11, 2024 17:52 |
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reignofevil posted:you have EMP bombs and blue screen rounds so you can probably one shot them. I usually put volatile mix on my grenaders for exactly this reason and then later down the line train them on chain shot for chosen-killing / whathave you. WHY THE gently caress WAS I SO STUPID? WHY DID I BOTHER WITH TRACER ROUNDS INSTEAD OF BLUE SCREEN ROUNDS??? I gave my sniper blue screen rounds and suddenly codexes can easily be 1-shot and are cake. Also I had NO IDEA they decrease hack difficulty on Sectopods, which is a super nice bonus.
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# ? Aug 17, 2019 02:23 |