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You mean the Warning Device?
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# ? May 8, 2020 14:23 |
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# ? May 10, 2024 06:02 |
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4 inch cut no femmes posted:Are console commands or loading an old save the only ways to work around the missing equipment bug? https://steamcommunity.com/sharedfiles/filedetails/?id=2080261187&searchtext=
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# ? May 8, 2020 14:37 |
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any word on when a patch will drop? Been waiting on starting this until it gets cleaned up a bit.
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# ? May 8, 2020 16:00 |
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Okay, here's a funny little idea: Give Axiom a mindshield and he cannot Berserk. Which means you can keep his rage level up at all times. That opens up some possibilities.
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# ? May 8, 2020 18:43 |
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Magni posted:Okay, here's a funny little idea: Give Axiom a mindshield and he cannot Berserk. Which means you can keep his rage level up at all times. That opens up some possibilities. I feel like he's more useful punching people after going berserk rather than trying to get the random status effects when he melee's with a full rage bar.
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# ? May 8, 2020 18:49 |
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I've hit a weird bug where no matter what I do, the game is convinced Terminal has Tranq Rounds on and not whatever else she actually has. It's not really a big deal but I'd like the AP ones now that I'm in investigation 3.
RBA Starblade fucked around with this message at 19:35 on May 8, 2020 |
# ? May 8, 2020 19:01 |
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Gay Rat Wedding posted:any word on when a patch will drop? Been waiting on starting this until it gets cleaned up a bit. not at all
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# ? May 8, 2020 20:35 |
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Magni posted:Okay, here's a funny little idea: Give Axiom a mindshield and he cannot Berserk. Which means you can keep his rage level up at all times. That opens up some possibilities. This is the only good post in two hundred pages.
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# ? May 8, 2020 20:58 |
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TheParadigm posted:Something that's neat about his Collar is two fold and apparently makes him a lot better (i skipped it an regretted it) i totally missed that anyone can hit him to knock him out... always thought he had to hit them..
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# ? May 8, 2020 21:46 |
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Is there any difference between capturing faction leaders or just straight shooting them?in terms of dialog. My a-team is really uh... lethal. Also lol the big boss mod is great , he's like blueblood++
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# ? May 8, 2020 22:10 |
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Verviticus posted:how does XCOPS run compared to xcom2? It's kind of buggy atm but the load times are so fast it's nuts. I think it's because it uses smaller maps broken up into discrete Encounters with their own breach phases rather than trying to model a whole large map to wander around and activate pods in. Antifa Poltergeist posted:Is there any difference between capturing faction leaders or just straight shooting them?in terms of dialog. I wish he didn't take blueblood's spot tbh
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# ? May 8, 2020 22:12 |
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Antifa Poltergeist posted:Is there any difference between capturing faction leaders or just straight shooting them?in terms of dialog. No dialog difference, as far as I know.
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# ? May 8, 2020 22:18 |
Xcom2 Mod question: Are there any that are WoTC compatible that slow the game down a bit? One thing I dislike about 2, and I think the Long War might have fixed it, but it's been so long since I played, is that every mission just throws more and more stuff at you. There's never any "easy" missions with basic enemies to throw some fresh rookies at. I guess this is what the training room and special ops are for, but I prefer a slower pace.
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# ? May 9, 2020 01:01 |
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Soonmot posted:Xcom2 Mod question: Are there any that are WoTC compatible that slow the game down a bit? One thing I dislike about 2, and I think the Long War might have fixed it, but it's been so long since I played, is that every mission just throws more and more stuff at you. There's never any "easy" missions with basic enemies to throw some fresh rookies at. I guess this is what the training room and special ops are for, but I prefer a slower pace. This might not be quite what you're looking for, but in advanced options you can enable Lengthy Scheme to extend the Avatar Project, or Time Turner to extend the mission timers.
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# ? May 9, 2020 03:04 |
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Went into the assassin's fortress forgetting my star ranger had developed fear of the chosen. Thought I was screwed but she resisted the fear the first time. Then we took out the sarcophagus and the chosen materialized next to my ranger, triggering fear of the chosen. She became 'obsessed' and shotgunned the assassin during the alien activity phase for 14 damage. The chosen stuns someone nearby and then runs to a position flanked by the ranger. Who on my turn 'loses her turn' because she's obsessed and.shoots the chosen for 14 damage again, killing her. Sorry, assassin
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# ? May 9, 2020 05:57 |
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I've gone back to playing WOTC and did the first rescue mission. The Resistance fighters were hitting so well I wondered if I had a mod installed. Which hindsight was good as I was playing a bit too cautious and was wildly out of position most of the map to do anything but take a few potshots.
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# ? May 9, 2020 15:43 |
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In my head cannon now the resistance guys that do really well in wotc are the ones recruited to chimera squad. Godmother going "oh yeah, one time the chosen assassin and a half dozen faceless invaded our camp and we had to duke it out.oh, xcom was there too, I guess."
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# ? May 9, 2020 17:24 |
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I have to say that I´m a bit surprised that you don´t even get anything for going the extra mile and capturing faction leaders alive. You´d think that you would at least get some extra lore/interaction or anything but nope. Maybe the devs will do something about it later on but it was a bit of a disappointment when Icaptured the Iron Phoenix leader and didn´t even get as much as a "good job" for it.
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# ? May 9, 2020 17:30 |
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Second play through is a surprisingly different game. Factions in different order, the “mini investigations” have been totally different, even the final missions have been the same idea but completely different objective style encounters. Plus the variety of the squad has been great - went with my Unplayed people so I started with Shelter, Patchwork, Claymore, and Verge. Definitely felt a little too supporty, and patchwork and shelter each having a consistent 4 damage option felt inefficient. Verge has just not felt effective. A full turn for a stun that half the time let’s the enemy shoot anyway and a shot or a battle madness just isn’t effective. Even on impossible I feel like I’m on a victory lap end of investigation two. Poison ammo, a few scavenger market purchases, a few good grenades, and the power level creeps up massively with nothing the enemy can do. Just got a new plot point during sacred coil about andromedons I’m excited to see!
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# ? May 9, 2020 17:49 |
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yay i beat chimera squad. optional squad was patchwork, claymore, torque, blueblood; final mission crew was verge, godmother, terminal, blueblood. Verge was probably my most used team member, went on almost every mission. Patchwork ended up benched because she got hit with the equipment bug, but I was very glad to have her for the faction with the robots. Overall, quite fun! Never really got into anarchy trouble at all, the spec op is really, really good. e- taking the grey phoenix extra HP dark option instead of their buffed grenades may have been a mistake
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# ? May 9, 2020 18:37 |
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Soonmot posted:Xcom2 Mod question: Are there any that are WoTC compatible that slow the game down a bit? One thing I dislike about 2, and I think the Long War might have fixed it, but it's been so long since I played, is that every mission just throws more and more stuff at you. There's never any "easy" missions with basic enemies to throw some fresh rookies at. I guess this is what the training room and special ops are for, but I prefer a slower pace. Long War of the Chosen has a stable beta out right now; that may suit your needs.
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# ? May 9, 2020 19:45 |
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unless I'm totally off base I don't see LW slowing it down in the sense of giving them 'easy missions for rookies' but maybe it does? also to help with the rookie problem without mods, I've successfully trained up soldiers doing covert ops as the second or third soldier attached to one, I just keep deploying them on cov ops repeatedly. It's slow since you're only doing it 1-2 people at a time but even getting them to sergeant or whatever means I can take them on a real run. There's also a continent bonus for the GTS which gives people sergeant straight out of class training, but you can't be guaranteed to get that one.
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# ? May 9, 2020 19:50 |
Yeah, now that I started playing around with the covert ops room, that kind of addresses my complaint
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# ? May 9, 2020 20:08 |
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Captain Foo posted:yay i beat chimera squad. optional squad was patchwork, claymore, torque, blueblood; final mission crew was verge, godmother, terminal, blueblood. Verge was probably my most used team member, went on almost every mission. Patchwork ended up benched because she got hit with the equipment bug, but I was very glad to have her for the faction with the robots. Overall, quite fun! Never really got into anarchy trouble at all, the spec op is really, really good. Same. I did two playthroughs and never got anarchy even though it was on impossible. The city management was either too easy, or I got lucky roll of events. It was pretty cool to see different boss missions though. It's definitely a fun game even if it's less tense than the main series. It'd be nice if the breach mechanic carries over into the next game in some variation. I really enjoyed everything about breach items and planning it out. The arrest mechanic not so much. Guarantied damage breaks XCOM. Radial overwatch is too effective too, letting you pick priority targets or enemies you know you'll hit.
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# ? May 9, 2020 20:37 |
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Donnerberg posted:Same. I did two playthroughs and never got anarchy even though it was on impossible. The city management was either too easy, or I got lucky roll of events. It was pretty cool to see different boss missions though. I don’t think guaranteed damage is a problem at all, here. I also really appreciate the way they addressed the classic rocket tag issues xcom2 in particular has
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# ? May 9, 2020 22:09 |
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I noticed almost instantly how strong subdue was as an action. It fades away quickly once you get other guaranteed-results abilities, but it really is incongruously strong for the first few missions. It only gets replaced, of course, because almost everyone gets super broken 100% results stuff while those scrub enemies are still trying to shoot their guns at people in cover. XCOM2 didn't suffer from rocket tag only because the aliens never got rockets. Players where so eager to chaos dunk on pods that they never noticed that the stray return fire was usually ineffectual (barring things like a Gatekeeper's Gateway, or Archon's devastate). Chimera's greatest sin was probably allowing for too much breaking of the turn order and action economy. Game would be very different if alpha striking encounters wasn't so trivial.
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# ? May 9, 2020 22:17 |
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One thing I'd love to see in XCOM is site recon/analysis. It would be great to have some sort of idea of the layout of what you're heading into even if it's sometimes wrong, and I think there's opportunity for alternate methods of progression in getting better information before the mission starts if you've been putting resources into it. New game? First mission in a region? Nah, fog of war. Completed that mission into the old military base? Now there's old satellite photos available. Bought the radar upgrades for the skyranger? Here's where there's some big stuff. Had a successful recon covert op in the area recently? Here's the neighborhood layout and some recent photos. Done all your alien tech research? Here are the plans for that model of ship you're assaulting. Successfully hacked the ADVENT datacenter? Here's all the map and building data they had for that region. For CS it would be similar, just on a smaller scale. Rush mission? You're blind, good luck. If you're on good terms with the government you might have the original plans for the building you're heading into. Put money into the right research and maybe you've got a keyhole cam or recon drone image or two. Equip a motion detector or IR sensor and you've got a rough idea of how many things are on the other side of the door. Have someone putting legwork in to that area and now you know likely reinforcement/exit points. Of course this would be more art but it'd also be cool worldbuilding to be able to see the changes in the mission area from the out of date intel you have. It also restores some difficulty to the crucial plot missions because you don't have intel on the blacksite or temple ship or whatever. It doesn't have to be a big tactical advantage for it to feel weighty when it's taken away.
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# ? May 9, 2020 22:21 |
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Captain Foo posted:I dont think guaranteed damage is a problem at all, here. I also really appreciate the way they addressed the classic rocket tag issues xcom2 in particular has I've disliked psi attacks for the same reason, and came into CS with that bias. I'll concede that the lower difficulty isn't all about fixed damage. There's certainly ways to have that and still have a hard game. There's a lot of cases where the AI, Snakemen in particular, don't play well or their crits don't hit hard enough, or they whiff shots when they flank. Not having to carry the dead and wounded out of missions makes a huge difference too. Then again, it doesn't feel like CS wanted to be a nightmare game anyway. It's the embodiment of the victory lap, getting to show off all your abilities and having a good time doing it. Attack on Princess fucked around with this message at 22:47 on May 9, 2020 |
# ? May 9, 2020 22:45 |
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Tom Tucker posted:Verge has just not felt effective. A full turn for a stun that half the time let’s the enemy shoot anyway and a shot or a battle madness just isn’t effective.
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# ? May 9, 2020 23:28 |
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N.B. that you can't use ceasefire grenades alongside Verge, else you WILL end up berserking a guy just to watch him reload his gun and say thanks.
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# ? May 9, 2020 23:58 |
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Is there a way to tell when missions will punish you for civilian casualties? I keep failing to stop Chrysalids from attacking them but only sometimes get additional unrest.
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# ? May 10, 2020 00:06 |
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Fintilgin posted:Realistically ( ) I think you would see nations at least trying to reemerge. 20 years isn't really that long. Like, if your high school graduation was the day the aliens invaded, they'd be overthrown before you were 40. That's not long enough to erase centuries or longer of the idea of, say, French or Japanese national identity. I mean, there would be a dozen different factions claiming to be the REAL United States, and it would be a huge nightmare of warlords and chaos, but.... its 20 years of trying to erase any trace of that kind of thinking, after a nearly apocalyptic alien invasion. 20 years is basically what it tooks for the spaniards to erase most native identities for example
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# ? May 10, 2020 00:29 |
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Magnetic North posted:Is there a way to tell when missions will punish you for civilian casualties? I keep failing to stop Chrysalids from attacking them but only sometimes get additional unrest. its 20% chance to increase unrest for every civilian killed. same as subduing enemies for intel
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# ? May 10, 2020 00:32 |
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Tricky Ed posted:One thing I'd love to see in XCOM is site recon/analysis. It would be great to have some sort of idea of the layout of what you're heading into even if it's sometimes wrong, and I think there's opportunity for alternate methods of progression in getting better information before the mission starts if you've been putting resources into it. That reminds me of one of my complaints about the campaign map in XCOM 2. You never really feel like a resistance to me, you're always reacting to Advent, when thematically they should be reacting to you. The mission roulette wheel spins up some choices and you sometimes get to pick which one you want. I feel like it would have been more interesting if the campaign had been much more player driven and less about frantically trying to stop the Avatar project. Like the map is initially scattered with all sorts of unknown Advent sites and you can conduct recon missions and spend intel to learn what they are. Each site gives different bonuses to Advent and you could smash up a couple of their big robot factories, say, to greatly reduce the number of mech units you encounter for a while. The long term goal being hunting down the Chosen and the head Elder, or shutting down the psionic link the (off-world) Elder Collective or something. Like the Advent sites wouldn't be a full blown Occupation Sim, but kinda fake it and give the player more choices. Like if I'm really low on Alien Alloys I can attack an Advent Refinery (difficult mission) or spend 'Resistance Assets' to derail an Advent train to get one of the current Supply missions, or stuff like that.
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# ? May 10, 2020 00:56 |
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I am chewing through WOTC and was getting my rear end pounded, finally stabilized with some key tech upgrades and managed to ratchet back avatar progress, now back to getting my rear end a bit pounded now that the acid mech dudes are out to play. God I think I made the exact same fuckup I did 4 years ago, I'm not getting any more advent trooper corpses and can't build the plate armor upgrade, but I now have the research for power armor and am probably going to have to skip right over tier 2 armor and rely on exosuits and never taking damage.
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# ? May 10, 2020 00:59 |
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Longshot, but does anyone know how to adjust the reinforcement timer through ini's in XCOM 2? I'm playing Long War of the Chosen and one of the mission types is bugged into dropping reinforcements starting turn one, and never letting up.
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# ? May 10, 2020 01:30 |
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Scoss posted:I am chewing through WOTC and was getting my rear end pounded, finally stabilized with some key tech upgrades and managed to ratchet back avatar progress, now back to getting my rear end a bit pounded now that the acid mech dudes are out to play.
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# ? May 10, 2020 01:43 |
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I never sold anything on the black market! Other than accidentally making two exosuits, I have no idea where the corpses went.I don't know what mechanism the game uses to decide when to phase out early enemies and introduce harder ones, but the only thing I can think is I must have gotten to some milestone too fast.
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# ? May 10, 2020 03:48 |
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Scoss posted:I never sold anything on the black market! Other than accidentally making two exosuits, I have no idea where the corpses went.I don't know what mechanism the game uses to decide when to phase out early enemies and introduce harder ones, but the only thing I can think is I must have gotten to some milestone too fast. Maybe try and focus on a really dedicated combined arms approach? Templars and Rangers can both get parries, and enemies absolutely love to take swings when they're flanked despite the auto-miss. They also have a few abilities that let them take multiple attacks. Specialists with Aid Protocol can help if you get caught with your pants down (and it also gives an Overwatch shot). Being Bonded can give you an extra action or two if you get in over your head. Skirmishers and Psi Operatives (if you have unlocked Psionics) can toss out extra actions on a cooldown. Sharpshooters can fire from outside of counter-attack range. Grappling Hooks are a free move, they are like gold when you have guys who can multiattack.
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# ? May 10, 2020 05:17 |
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# ? May 10, 2024 06:02 |
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Blueblood is very GOOD.
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# ? May 10, 2020 06:56 |