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Zigmidge posted:That is not a thing. The ai does that when it doesn't know where you are but is activated. I know that behavior, but it wouldn't make sense in this case. I could move soldiers into the open within easy distance for him to walk over and flame me, but he still kept running back and forth around the objective. I even had people in range for him to toss a grenade if the wanted, but no go. And he was part of a pod that had activated, and he had the whole squad in line of sight for many turns in a row. Just weird. Angry Diplomat posted:It's also possible that the Purifier was attempting to shoot at the device (since at least one ADVENT unit usually tries to prioritize doing that), but couldn't figure out how since the flamethrower doesn't have a single-target directed attack. It could be something like this, though. I think the objective device on those missions is immune to fire, and I don't think I've ever seen advent toss a grenade at one of them, so he may have just been stuck in a loop of 'I must attack the thing, but I can't attack the thing'.
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# ? Nov 2, 2020 18:13 |
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# ? May 11, 2024 09:46 |
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That would also explain why his behaviour seemed similar to the nonsense you see when a pod activates but all your soldiers are still concealed. Whenever the AI can't figure out what to do, it just goes to its objective (pod leader, last patrol destination, device, etc.), and then uses all of its actions to mill around in confusion 1 or 2 spaces at a time. I always thought it would make more sense to use Overwatch as a sanity check in that case, but even that wouldn't have made a difference for a Purifier e: you can sometimes see this behaviour when trying to safely assassinate an alien ruler using Reaper + Sharpshooter degeneracy, at least on facility missions. Since the facility has a patrol route for the ruler, and the ruler can't find anything to massacre, it'll just very angrily run back and forth along its usual rounds (though sooner or later it'll simply lose its poo poo and charge in a random direction until it runs out of map, and if any of your troopers are spotted by anyone the ruler will immediately beeline for them) Angry Diplomat fucked around with this message at 18:34 on Nov 2, 2020 |
# ? Nov 2, 2020 18:29 |
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Ran into the Berserker Queen for the first time. It was on a place on the map I was not expecting and patrolled into me. My one support dude on overwatch got a shot off and procced the repeater instakill. Very funny, if a bit anticlimactic.
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# ? Nov 2, 2020 18:54 |
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I've had so many save the device missions ruined because a sectopod decided to just mosey through the building and smash everything
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# ? Nov 2, 2020 19:01 |
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Lemony posted:My one support dude on overwatch got a shot off and procced the repeater instakill. Very funny, if a bit anticlimactic. I had a similar thing happen when fighting the hunter in his base. I've got RPGO on and one of the somewhat overpowered classes you can build can dual wield pistols and has an ability that lets them take an automatic shot with both guns at any newly revealed enemies in range. So I sent her up in range to activate the hunter spawn, and when he zapped in with his light flash and started monologueing about how he was going to murder everyone, he got one shot by a pistol that procced execute. I cracked up.
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# ? Nov 2, 2020 19:04 |
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The first time I ran into the Berserker Queen it had already killed all the ADVENT on the map for me. Thanks bud!
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# ? Nov 2, 2020 19:30 |
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moist turtleneck posted:I've had so many save the device missions ruined because a sectopod decided to just mosey through the building and smash everything I feel like something is off in the balance on those missions anyway. It may be because my game has been swiss cheesed with mods over the years, but often on those missions I have to race across the map as fast as possible to have a remote chance at saving the objective. Otherwise the aliens will usually blast it down within 4 turns or so. Maybe something isn't set up right to beef up its HP as the alien power level increases. I'll usually play campaigns with the double turn timer on anyway, because I never really enjoyed rushing when I tried the default. That setting should probably also double HP on the device on those missions, since that's effectively the same as a timer, but it doesn't seem to.
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# ? Nov 2, 2020 19:36 |
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I’ve seen that behavior before with a purifier—its almost certainly trying to attack the device but can’t. It would also be hilarious if they programmed in that suicide behavior. If you have a gremlin combat protocol charge or a skullmine available, I’m pretty sure neither of those will ever trigger an explosion. Some of the psi abilities are probably the same. Enemies will go huddle the objective if you have come out of concealment but have a stealthed soldier heading for the objective. That is a very real thing that does seem very ‘gamey’ and rather frustrating. I just started a legendary run trying to rush psi for the first time and got a ‘detonate the device’ guerrilla op with lost and surgical sitreps. To top it off, they already had mechs and this was the first mission to rollout mutons. I still only have ballistics. I took two sergeant rangers and a squaddie reaper. I had to break stealth with the rangers to destroy one of the transponders while running the reaper to the objective. They killed a lancer and mech near the LZ, and the muton from that pod retreated...to join the other pod camping the objective. Luckily, setting the C4 doesn’t cost an action. I planted it with the reaper and then dashed as far away as possible out of LoS. The reaper (luckily) evaded the pursuit/shooting from the pod that now had 2 mutons, another mech, and a purifier—then went back into Shadow. I camped the reaper up high back by the rangers for recon and played a 20 minute long game of cat and mouse with that last pod and the lost until they were all dead. Both rangers ended up with some nasty wounds but everyone went home with a successful mission.
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# ? Nov 2, 2020 20:48 |
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It's the simple things in life. https://i.imgur.com/lU1t4ch.mp4
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# ? Nov 3, 2020 03:58 |
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Zigmidge posted:It's the simple things in life. Death of Julius Caesar, c. 44 BC. (colorized)
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# ? Nov 3, 2020 20:20 |
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Et tu, Kelly?
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# ? Nov 3, 2020 22:57 |
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LWOTC is pretty great so far, that is my review
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# ? Nov 5, 2020 08:48 |
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chird posted:LWOTC is pretty great so far, that is my review It is. I'm eager to dive into it with the dev21 changes to Chosen.
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# ? Nov 9, 2020 14:44 |
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Thinking of jumping back on XCOM 2 after a few years. What are some contemporary or classic gameplay mods to add spice to the game? For WotC, naturally.
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# ? Nov 9, 2020 18:15 |
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ZearothK posted:Thinking of jumping back on XCOM 2 after a few years. What are some contemporary or classic gameplay mods to add spice to the game? For WotC, naturally. The stormrider and akimbo custom classes are both fully sick with custom animations
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# ? Nov 9, 2020 21:21 |
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ZearothK posted:Thinking of jumping back on XCOM 2 after a few years. What are some contemporary or classic gameplay mods to add spice to the game? For WotC, naturally. Depends on what you're looking for. If you want a sort of base class remix pack, there's the Proficiency Pack and its addons for Reapers and Skirmishers, too. I have a personal soft spot for Lucubrations sniper class as well. In terms of weapons or other fun things, there's a number of mods that port the Long war tiers of lasers and coilguns into the tech tree. LW2 SMGs and secondary weapons are available as well. Otherwise it depends heavily on how willing you are to get punched because a lot of enemy mods are sort of designed to be kicks in the dick for people playing with a lot of power.
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# ? Nov 10, 2020 07:44 |
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ZearothK posted:Thinking of jumping back on XCOM 2 after a few years. What are some contemporary or classic gameplay mods to add spice to the game? For WotC, naturally. Mechatronic mod is mandatory for making Sparks way more fun to play/level up. EDIT: This mod is mandatory: https://steamcommunity.com/sharedfiles/filedetails/?id=2105749504 skaianDestiny fucked around with this message at 08:50 on Nov 10, 2020 |
# ? Nov 10, 2020 08:40 |
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Last time I played I remember liking the Proficiency class pack.
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# ? Nov 10, 2020 09:27 |
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Clicking the next higher difficulty is the game's best mod
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# ? Nov 10, 2020 15:27 |
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skaianDestiny posted:Mechatronic mod is mandatory for making Sparks way more fun to play/level up. I was interested in Mechtronic but no controller support since it depends on: New Promotion Screen by Default Instead I went with a combination of Normalize SPARKs & Metal Over Flesh Redux for something similar
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# ? Nov 10, 2020 17:01 |
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Clibanarius posted:It is. I'm eager to dive into it with the dev21 changes to Chosen. Yeah I played Beta 3 till the Chosen turned up on a mission I had one soldier on and Assassin just killed her in the first turn after, seemed pretty pointless. So I upgraded to dev 21.1. So far I’ve noticed more mission variety, though I’m not sure about the changes to reapers. Admittedly they were probably OP.
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# ? Nov 11, 2020 12:08 |
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W.T. Fits posted:
Hey, finally got around to finishing my second campaign after taking a long-rear end break from the game right around the time I got to the final pair of missions. Final team this go around was Claymore, Shelter, Terminal, Cherub, Verge, Blueblood, Patchwork and Axiom. (Previous campaign was Torque, Shelter, Godmother, Terminal, Cherub, Verge, Blueblood and Zephyr.) Next run's going to be Progeny > Sacred Coil > Grey Phoenix. This one's going to be rough... both of my previous campaigns, I leaned heavily on Regen Weave for sustain through a lot of those missions... gonna be interesting having to do without easy access to it for the duration of the investigation.
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# ? Nov 12, 2020 00:15 |
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Zigmidge posted:It's the simple things in life. Excellent
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# ? Nov 12, 2020 00:17 |
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Shoenin posted:Excellent age hasn't slowed him down one bit nor losing an arm, holy poo poo
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# ? Nov 12, 2020 03:43 |
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Re: custom maps on X2 WOTC (not LWOTC), do you still need the 'missing packages' mod? I've downloaded these but will have to wait till later to test 'em, I remember map packs being notoriously buggy:
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# ? Nov 13, 2020 02:52 |
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One of those says 'non WOTC' so just a heads up. And most of those should have the missing packages mod as a required file. But who knows, hope your testing goes well.
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# ? Nov 13, 2020 04:20 |
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For whatever it's worth, the worst problems I've had with custom maps is just one part of it not loading, so there's a gaping hole in the map that has to be navigated around and provides no cover. It's a pain but it's a pain that you can work around. Haven't had anything like maps completely failing to load or saves corrupting or anything like that. And even that map hole problem has only happened once or twice in hundreds of hours of play time.
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# ? Nov 16, 2020 02:00 |
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I seemed to do OK with those maps without issue (the one that says non-WOTC states it'll probably be OK with WOTC). BUT I've gone back to LWOTC again, just at a lower difficulty with Chosen disabled and more unique enemies/missions/sitreps added. Still getting used to long war mechanics and I often realize around mission 25 or so I've completely blown it, but when I went back to WOTC alone it ended up feeling too simplistic and I kind of know what was gonna happen next. Also got fed up of the pods always moving towards you or in-between when stealthing, it can be quite fun to occasionally do stealth in LWOTC but not so fun in WOTC coz you know the pods will eventually all surround you. About 50% of XCOM gameplay is trying to get the right combination of mods to make the 'perfect' game imo. Feels weird I'm playing with LW2 when it essentially died a few years back, but I think when LWOTC hits 1.0 and is released on the workshop there'll be some uptick.
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# ? Nov 16, 2020 04:05 |
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chird posted:I seemed to do OK with those maps without issue (the one that says non-WOTC states it'll probably be OK with WOTC). Thanks for giving me a perfect segue to gush about Yellow Alert Gameplay and Dynamic Encounter Zones, which takes the LW alert system and ports a lot of it into WOTC. It's a change that seems like you wouldn't notice it, but it actually makes a lot of the game tick in a much more realistic manner when facing pods. The game feels like a much more dangerous place because of it, you can't be entirely sure of where all the pods are on the map without scouting. If you have any radiers, the same modder also created a mod to deal with their spawns and pathing.
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# ? Nov 16, 2020 06:51 |
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Torchlighter posted:Thanks for giving me a perfect segue to gush about Yellow Alert Gameplay and Dynamic Encounter Zones, which takes the LW alert system and ports a lot of it into WOTC. It's a change that seems like you wouldn't notice it, but it actually makes a lot of the game tick in a much more realistic manner when facing pods. I did see those mods when searching for that exact thing. I will definitely use them when I go back to WOTC.
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# ? Nov 16, 2020 07:44 |
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The basic game does get pretty samey after replaying over and over. I don't even know how many campaigns I've done, but my manual save number is somewhere in the 300s. I tried the 'A Better _____' mods, but found their sometimes idiotic changes to be more frustrating than the variety was worth. Lately I've been messing with RPGO and a ton of custom classes, which is keeping things relatively fresh. And RPGO very considerately lets you uncheck some of their changes to weapons and weapon mods so if you hate them you don't have to deal with it. LWOTC is a consideration, but from the bits of news I hear about it, it seems like it may have it's own share of idiotic changes. Kind of waiting for a complete 1.0 version to come out and then see what people's impressions are before I give it a shot.
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# ? Nov 16, 2020 22:18 |
I like a better advent a lot (i don't even mind the boomers), but i haven't gotten to endgame. does it add anything super frustrating to the back half?
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# ? Nov 16, 2020 23:12 |
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Hooplah posted:I like a better advent a lot (i don't even mind the boomers), but i haven't gotten to endgame. does it add anything super frustrating to the back half? The Bad News: "Prime" variants of some enemies that are like Rulers-Lite. They get reactions whenever they take damage. In a couple cases, this is WORSE than Rulers; if you Fan Fire a Prime and it survives, it gets three immediate actions because it just took damage three times. The Worse News: There is, in fact, a Sectopod Prime.
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# ? Nov 16, 2020 23:22 |
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I've had a situation where the Sectopod Prime triggered infinite attacks off a Spark with Taunt. Sectopod shoots, Spark taunts, Sectopod gets free reaction to shoot again, Spark taunts, repeat until Spark is dead. I've also had situations where Sectopod Prime's just crash the game to desktop, but it's been a while.
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# ? Nov 16, 2020 23:27 |
Well if I hate these as much as it sounds like i may, i can always give rpgo another shot. i just really didn't like the amount of decisions it forces on the player with total control over classes, but totally random can make some completely useless mans, as lots of the classes are obviously supposed to go together. i guess i just didn't have the settings dialed in correctly last time i tried it.
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# ? Nov 16, 2020 23:31 |
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Hooplah posted:Well if I hate these as much as it sounds like i may, i can always give rpgo another shot. i just really didn't like the amount of decisions it forces on the player with total control over classes, but totally random can make some completely useless mans, as lots of the classes are obviously supposed to go together. i guess i just didn't have the settings dialed in correctly last time i tried it. I'm also pretty bad at picking and choosing when I've got too many options. I haven't played any previous versions to compare, but at least in the current RPGO version there are some ways to control this. You can have it random up one perk line and let you pick the other two, so you kind of get a starting template to work with instead of just freezing from analysis paralysis when you're staring at a billion different possible combinations. There's also a smarter random-ish option that will try to put together classes that make some sense and can use a primary and secondary of some kind. So it might end up giving you two trees that use a sniper rifle and one that uses a grenade launcher. Also there's an option to allow everyone to use assault rifles, so in a pinch even the most disjointed mess of a class can still shoot aliens ok.
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# ? Nov 17, 2020 00:02 |
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I made an XCOM2 mod/setup that extends the campaign another year, increasing the number of enemies every two weeks, like a Survival mode. But what I really wanted to do was add more pods each level instead of making the pods bigger, but that's much more tedious to do and probably why no-one has bothered doing it so I think I'll abandon it. With this latest run I ended up removing more and more mods along the way that unbalanced the game, so I've ended up with a relatively vanilla game in the end. Honestly, the most successful additions were these graphics mods: [WOTC] Enhanced Ragdoll Physics and FX [WOTC] Impact FX [WOTC] Restored Ragdoll Collision [WOTC] Holographic Scanning
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# ? Nov 23, 2020 11:47 |
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I'd love a good extended campaign mod, but probably not something that just chokes the game with extra enemies. My computer already whines on maps with too many lost stacking up. Although I'm also wondering if I need to reinstall at some point, because loading saves is taking longer and longer and I'm wondering if having a few hundred old saves and years of mod detritus is starting to drag it down. Anyway, I hope Xcom 3 gets the balance better so that it doesn't just feel like a constant race to push your tech levels up, but then as soon as you hit the last tier it turns into an extended victory lap. Even the extended pacing on legendary doesn't really help. You're still rushing for better weapons, it's just at a stretched out pace.
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# ? Nov 23, 2020 18:06 |
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BobTheJanitor posted:I'd love a good extended campaign mod, but probably not something that just chokes the game with extra enemies. My computer already whines on maps with too many lost stacking up. Although I'm also wondering if I need to reinstall at some point, because loading saves is taking longer and longer and I'm wondering if having a few hundred old saves and years of mod detritus is starting to drag it down. Just delete all your old saves
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# ? Nov 23, 2020 18:17 |
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# ? May 11, 2024 09:46 |
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Captain Foo posted:Just delete all your old saves I know, that is the obvious choice. I just keep procrastinating because I kind of want to go back through and save off the well-dressed soldiers from earlier campaigns, but then whenever I boot the game I just end up playing instead of doing the vaguely responsible thing.
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# ? Nov 24, 2020 21:57 |