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Torchlighter
Jan 15, 2012

I Got Kids. I need this.

silentsnack posted:

Yeah several game mechanics seem to have been designed with the assumption that the optimal tactic should be "never engage without high cover, and if you get a bad activation pull back to get average cover better than what the enemy can use; also spend at least half of your combat turns running away and/or hiding" but at some point someone remembered that would be really goddamn boring and spent the rest of development on giving the player reasons to take more risks instead of fewer, but those initial features never got reworked.

Like the ranger skill that makes you automatically hunker down, which accomplishes nothing unless your entire squad is also hunkering, because all it does is make the enemy shoot someone else.

Or suppression which simply does not work because the AI refuses to stay suppressed.



Like they started out thinking that the people who wanted an XCOM2 were the ones playing Long War and actually taking it seriously, and only changed their minds once playtesting showed that leads to a horrendously unfun game for masochists.

It's actually the other way around: XCOM EW's meta, especially at higher levels, was built around slow careful movement overwatching after every blue move to catch out pods patrolling into you, since that would give you 2 turns of fire before your opponents got one. XCOM2 was heavily built around trying to combat that, both with hard timers that demanded you engage the enemy, sometiems on unfavourable terms, but also on enemy abilities that allow them to punish or lock down soldiers if you dont maintain enough pressure... like suppression, which might not prevent an enemy from moving but does lower aim and prevent things like Sectoids or Vipers from using their Mental Powers or Pull + Bind to force your soldiers into bad positions.

As for Deep Cover, on paper it actually makes a lot of sense. Rangers have a limited range in terms of engagement, being armed only with a sword or shotgun, and outside of their preferred range, they're just... a body to get shot at. By providing a means to not get shot at while making their approach they allow you to position your Ranger more aggressively and make use of light cover much better. Of course... it's competing with a straight up 'become invincible to 1 shot per turn if you get a kill' and it turns out that the best form of control is Dead, which just about everyone can do in spades, but the heart is there.

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silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Torchlighter posted:

It's actually the other way around: XCOM EW's meta, especially at higher levels, was built around slow careful movement overwatching after every blue move to catch out pods patrolling into you, since that would give you 2 turns of fire before your opponents got one. XCOM2 was heavily built around trying to combat that, both with hard timers that demanded you engage the enemy, sometiems on unfavourable terms, but also on enemy abilities that allow them to punish or lock down soldiers if you dont maintain enough pressure...

No disagreement there, I'm just saying some of the game mechanics don't mesh well with the rest of the game, which makes me suspect those features were coded (or design-by-committee'd or whatever) without a coherent image of how they would fit into with the finished game that actually did get released, possibly because that image had not been finalized yet.

Especially in light of post-release patches tuning enemy AI getting to suicidally-aggressive stormtrooper levels (or am i completely misremembering that?) and the Anti-Beaglerush suckerpunch getting added; and how bonkers-overpowered Mimic Beacons were before The Nerf.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

silentsnack posted:

No disagreement there, I'm just saying some of the game mechanics don't mesh well with the rest of the game, which makes me suspect those features were coded (or design-by-committee'd or whatever) without a coherent image of how they would fit into with the finished game that actually did get released, possibly because that image had not been finalized yet.

Especially in light of post-release patches tuning enemy AI getting to suicidally-aggressive stormtrooper levels (or am i completely misremembering that?) and the Anti-Beaglerush suckerpunch getting added; and how bonkers-overpowered Mimic Beacons were before The Nerf.

TBF, A lot of them were EW perks, and the genre as a whole naturally bends towards that style of play. I don't think the mechanics were designed at all, I think they're a function of the genre conventions itself, and Fireaxis was very much trying to design away from them. They have a number of GDC talks about the design of XCOM, in one of which they mention that they wanted to avoid creating a situation where players 'optimised the fun out of playing'.

Scaramouche
Mar 26, 2001

SPACE FACE! SPACE FACE!

Did Guzman even make a shot that mission? I don't think I've been more down on a soldier since the original James Dean

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Torchlighter posted:

They have a number of GDC talks about the design of XCOM, in one of which they mention that they wanted to avoid creating a situation where players 'optimised the fun out of playing'.

In my opinion, the biggest hurdle there was giving the player too much information about enemies. My dream expansion for Enemy Unknown/Within would have done two things: hide enemy health (probably with an allowance for gauging the rough state, like untouched or near dead), and introduce randomization of enemy abilities and statistics. Meaningful randomization. I feel like the game would have felt a lot more tense and tactically compelling if I couldn't ever be completely confident about what the enemy could do, much less being able to perfectly call what the enemy is going to do on their turn.

The Door Frame
Dec 5, 2011

I don't know man everytime I go to the gym here there are like two huge dudes with raging high and tights snorting Nitro-tech off of each other's rock hard abs.

Cythereal posted:

In my opinion, the biggest hurdle there was giving the player too much information about enemies. My dream expansion for Enemy Unknown/Within would have done two things: hide enemy health (probably with an allowance for gauging the rough state, like untouched or near dead), and introduce randomization of enemy abilities and statistics. Meaningful randomization. I feel like the game would have felt a lot more tense and tactically compelling if I couldn't ever be completely confident about what the enemy could do, much less being able to perfectly call what the enemy is going to do on their turn.

The Lost, Rulers, and Chosen are all meant to fill that same niche by spicing up missions with unpredictable involvement, but they tend to feel more like speed bumps instead of curveballs when you're even a little ahead when they decide to pop in

I would have been happy with a few texture swapped mechs and troopers that had different AI or a slightly different gun, like Advent would have different military units for different things, spice up missions by running into a different unit than you expected. That and thematically you're fighting the ADVENT army, not just juiced up cops. I say that because not only do troopers not ever change from their beat cop uniforms we see in the opening, but there's a portion of the game where the most threatening guy on the map is a riot cop, and he is also never replaced with a soldier, just buffer riot cops

Jade Star
Jul 15, 2002

It burns when I LP
ADVENT won the war 20 years ago. Why do you expect to see an army? They're now the ruling government. So yeah, we're dealing with their police/swat/fbi whatever analogy.

The Door Frame
Dec 5, 2011

I don't know man everytime I go to the gym here there are like two huge dudes with raging high and tights snorting Nitro-tech off of each other's rock hard abs.

Jade Star posted:

ADVENT won the war 20 years ago. Why do you expect to see an army? They're now the ruling government. So yeah, we're dealing with their police/swat/fbi whatever analogy.

Because giant uncontrollable meat monsters don't hang out in the local precinct :catbert:

Partly, it's a because I imagine "ADVENT Peacekeeping Forces" on earth with active military revolutionaries to be like the US peacekeeping troops stationed in Baghdad in OEF, but also because of the Skirmishers, like I figured there was an army they defected from that's why they have their kit and not trooper equipment

Narsham
Jun 5, 2008

Cythereal posted:

In my opinion, the biggest hurdle there was giving the player too much information about enemies. My dream expansion for Enemy Unknown/Within would have done two things: hide enemy health (probably with an allowance for gauging the rough state, like untouched or near dead), and introduce randomization of enemy abilities and statistics. Meaningful randomization. I feel like the game would have felt a lot more tense and tactically compelling if I couldn't ever be completely confident about what the enemy could do, much less being able to perfectly call what the enemy is going to do on their turn.

Not sure that would work these days. Original X-Com you couldn't see alien health, and it was non-trivial to find out how many hp aliens started with, so while most Sectoids died on one hit that occasional tough guy would take multiple shots without flinching and you couldn't see how.

Now, there'd be a Steam Workshop "show alien health" mod within a week, and unless you introduced a wide variation of randomness in alien hp everyone else would look up how many hits they can take and be forced to track them themselves.

Whereas casual gamers probably aren't paying much attention to the health bars anyway and, in the absence of a mod that turns them into numbers, might get surprised by an alien whose bar they misestimated.

Jade Star
Jul 15, 2002

It burns when I LP
Original X-Com alien health values didn't meaningfully change. The idea that 'one tough sectoid' could take multiple hits was because when a weapon hit someone the damage of the weapon was multiplied by a random value between 0 and 2, or in other words every shot did 0 to 200% the UFOpedia listed damage value. Sometimes you just rolled poorly and a plasma rifle shot does zero damage.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Narsham posted:

Not sure that would work these days. Original X-Com you couldn't see alien health, and it was non-trivial to find out how many hp aliens started with, so while most Sectoids died on one hit that occasional tough guy would take multiple shots without flinching and you couldn't see how.

Now, there'd be a Steam Workshop "show alien health" mod within a week, and unless you introduced a wide variation of randomness in alien hp everyone else would look up how many hits they can take and be forced to track them themselves.

Whereas casual gamers probably aren't paying much attention to the health bars anyway and, in the absence of a mod that turns them into numbers, might get surprised by an alien whose bar they misestimated.

I don't particularly care what people mod. They can mod games to be whatever they like.

What I think Enemy Unknown/Within missed most was uncertainty beyond the dice. I thought it was a real shame that every enemy had one pre-set list of stats and abilities, if you see them you know what they'll do or at least what they're capable of. I think the game desperately needed a feeling that you could never be completely certain of what's in front of you and what the aliens can do.

X-COM 2 also missed that, but it's a ways down my list of issues with the COMMANDER SOMEONE STUBBED HER TOE ON DECK FOUR YOU NEED TO GET DOWN THERE BEFORE IT'S TOO LATE!

Veloxyll
May 3, 2011

Fuck you say?!

Cythereal posted:

I don't particularly care what people mod. They can mod games to be whatever they like.

What I think Enemy Unknown/Within missed most was uncertainty beyond the dice. I thought it was a real shame that every enemy had one pre-set list of stats and abilities, if you see them you know what they'll do or at least what they're capable of. I think the game desperately needed a feeling that you could never be completely certain of what's in front of you and what the aliens can do.

X-COM 2 also missed that, but it's a ways down my list of issues with the COMMANDER SOMEONE STUBBED HER TOE ON DECK FOUR YOU NEED TO GET DOWN THERE BEFORE IT'S TOO LATE!

Aside from specialist aliens in original xcom also had one preset list of skills and abilities. Ethereals and Sectoids could Mind Control.
Crysalids could murder you in melee etc

Though some variety to alien loadouts would have been a nice way to spice things up

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
XCOM Chimera squad was pretty clearly Firaxis streamlining the tactical gameplay even further. "What if we just took the map exploration out entirely and made the whole game basically overwatch traps + cleanup"

Boat Stuck
Apr 20, 2021

I tried to sneak through the canal, man! Can't make it, can't make it, the ship's stuck! Outta my way son! BOAT STUCK! BOAT STUCK!

Wheany posted:

XCOM Chimera squad was pretty clearly Firaxis streamlining the tactical gameplay even further. "What if we just took the map exploration out entirely and made the whole game basically overwatch traps + cleanup"

And that was fantastic

My favorite X-Com game by far

Fire Storm
Aug 8, 2004

what's the point of life
if there are no sexborgs?

Jade Star posted:

Operation Mystery Retirement
Coffee root beer? It's most likely than you think!


I personally love the stuff.
https://northwoodssoda.com/product/espresso-root-beer/

MagusofStars
Mar 31, 2012



Cythereal posted:

What I think Enemy Unknown/Within missed most was uncertainty beyond the dice. I thought it was a real shame that every enemy had one pre-set list of stats and abilities, if you see them you know what they'll do or at least what they're capable of. I think the game desperately needed a feeling that you could never be completely certain of what's in front of you and what the aliens can do.
I think this would be a pretty cool addition. Obviously you can't make infinite options and it needs to be balanced, but even just like every alien breed having a couple potential bonus abilities and then it's a dice roll which one an individual alien on the map rolls, so every combat is a little different rather than firmly knowing every single Sectoid can do X and Y.

quote:

X-COM 2 also missed that, but it's a ways down my list of issues with the COMMANDER SOMEONE STUBBED HER TOE ON DECK FOUR YOU NEED TO GET DOWN THERE BEFORE IT'S TOO LATE!
Outside of the first hour or so of tutorial where they send you from place to place within the ship specifically because it's a hand-holding tutorial, I never really felt like this was an issue myself. Also, Bradford needs to shut the hell up in terror missions because yes I got it, we're here to save people, let me work dude.

Besides that, there's always too much to do with the tactical map but that's intentional: You have to make choices with your scanning time to balance between long-term benefits (scanning new regions, radio relays, etc) versus the instant benefit of spending those days scanning for supplies/rookies/whatever, all while also staring at the Avatar Project's slowly ticking doom timer.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

Cythereal posted:

I don't particularly care what people mod. They can mod games to be whatever they like.

What I think Enemy Unknown/Within missed most was uncertainty beyond the dice. I thought it was a real shame that every enemy had one pre-set list of stats and abilities, if you see them you know what they'll do or at least what they're capable of. I think the game desperately needed a feeling that you could never be completely certain of what's in front of you and what the aliens can do.

X-COM 2 also missed that, but it's a ways down my list of issues with the COMMANDER SOMEONE STUBBED HER TOE ON DECK FOUR YOU NEED TO GET DOWN THERE BEFORE IT'S TOO LATE!

They did that in Long War. The issue there is that the entire thing becomes :xcom: when it turns out that thing you were trying to overwatch has Lightning Reflexes, so the game mostly just feels full of gotchas. That being said, the brilliance of turning the game moddable means there's a mod for that, although for XCOM2 this one doesn't hand out free perks for enemy units. There's also a reskinner for variation puttering around, although it's more cosmetic and won't have consistancy. But yes, increasing enemy variation is fairly easy via mods.

Dr_Gee
Apr 26, 2008

The Door Frame posted:

The Lost, Rulers, and Chosen are all meant to fill that same niche by spicing up missions with unpredictable involvement, but they tend to feel more like speed bumps instead of curveballs when you're even a little ahead when they decide to pop in

I would have been happy with a few texture swapped mechs and troopers that had different AI or a slightly different gun, like Advent would have different military units for different things, spice up missions by running into a different unit than you expected. That and thematically you're fighting the ADVENT army, not just juiced up cops. I say that because not only do troopers not ever change from their beat cop uniforms we see in the opening, but there's a portion of the game where the most threatening guy on the map is a riot cop, and he is also never replaced with a soldier, just buffer riot cops

isn't that literally A Better Advent?

i get the argument that it'd be nice in the base game / critiquing Jake for not doing it in the first place. just think it's okay for that to come with a good modding community. like, there's quite a few enemies for this kind of game already, especially when you add WOTC

Jade Star
Jul 15, 2002

It burns when I LP



Almost an hour long video this time around, so get a snack, get comfortable and then watch.

I get almost a week of scan time in to build needed things around the Avenger but still need more supplies to build everything I could get my hands on at this point, but it's a good start. The time allows me to reach New Mexico and establish contact there so I can assault the Avatar facility there. The one that previously warned us that a large and powerful alien was detected guarding the facility. Hurray! Well at least we know what we're getting into this time!















Cooked Auto
Aug 4, 2007

History repeats itself!

AradoBalanga
Jan 3, 2013

Ciaphas Cain: "Hello boys, I'm baaaaaaaack!"

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I like tracer rounds on pistoleers. Their damage is poo poo anyway, so using fanfire and whatnot to buff the team's accuracy is a good use for them.

Gun Jam
Apr 11, 2015

Here's the strat - just roll a natural twenty at the best moment.

Y'know how a lot of RPGs have bosses inexplicably immune to various specials?

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

...um, Guava? The Hoover Dam is between Nevada and Arizona, not New Mexico. But you got closer than most folks do to figuring out where we are..

Shei-kun
Dec 2, 2011

Screw you, physics!
Glad to see what we've been waiting for happen.

Hunt11
Jul 24, 2013

Grimey Drawer
That is the only way it could have ended.

GuavaMoment
Aug 13, 2006

YouTube dude

Bruceski posted:

...um, Guava? The Hoover Dam is between Nevada and Arizona, not New Mexico. But you got closer than most folks do to figuring out where we are..

....

gently caress. I've been in Arizona for like 2 minutes, not NM. Good point.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH


Honestly can't tell if she is doing that because of ThirstMod or it is just a inexplicably horny default head-stomping pose

MagusofStars
Mar 31, 2012



Bruceski posted:

...um, Guava? The Hoover Dam is between Nevada and Arizona, not New Mexico. But you got closer than most folks do to figuring out where we are..
It's southeast of New Vegas near a couple of Vaults, c'mon, everybody knows that. :smuggo:

Jade Star
Jul 15, 2002

It burns when I LP

Slaan posted:

Honestly can't tell if she is doing that because of ThirstMod or it is just a inexplicably horny default head-stomping pose

Pretty sure it's thirst mod

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

GuavaMoment posted:

....

gently caress. I've been in Arizona for like 2 minutes, not NM. Good point.

We're not called the Memory Hole State for nothing. People think Arizona borders Texas.

Flair
Apr 5, 2016
The Kingslayer living up to his name.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

A proud tradition upheld. :haibrower:

Neophyte
Apr 23, 2006

perennially
Taco Defender
Billy Bishop's Field Manual to the War of the Chosen

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Jade I think the sky ranger customization is in the barracks somewhere. You know the menu that also lets you get a good look at all the skulls of ADVENT you've been gathering?

Sorry, uninstalled xcom 2 so can't fire it up to get screenshots. :v:

quote:

Adds customization options to the skyranger. To access them, go to the armory and click "Skyranger Customization". The Community Highlander is required for this.

If it helps it took me far too long to find it too.

According to the thread. I assume you've already got CH since it's become a pretty key lib for a bunch of mods. I want to say the unlimited/unrestricted appearances mod you got is using it?

Jade Star
Jul 15, 2002

It burns when I LP
I thought it was through the armory but didnt find it. I am also fairly sure I do not have the community highlander, since I dont even know what it is.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

Jade Star posted:

I thought it was through the armory but didnt find it. I am also fairly sure I do not have the community highlander, since I dont even know what it is.

It definitely doesn't show up in the armory tab in the video. As for the Highlander, the Skyranger mod literally has it listed as a required mod and when you attempt to download it wihtout the highlander, it should have put up a dialogue box, but the highlander is a rewrite of a bunch of the games code to make it more mod friendly and is basically baseline for a lot of mods. I wouldn't be surprised if not having the highlander simply means that the mod doesn't work, because it might be trying to alter code in the game that just doesn't exist.

This is the current highlander that the mod has listed as a requirements, there's a few different versions floating around. https://steamcommunity.com/workshop/filedetails/?id=1134256495

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
A green angry super star, eh?

High quality animated png:


Old reliable gif:


New hotness, webp:


And no animation, if you're not into that:


edit:timg

Wheany fucked around with this message at 19:07 on Mar 28, 2022

Leal
Oct 2, 2009

Leal posted:

Hope you can top having the repeater activate on the Archon King

:allears: :allears: :allears: :allears: :allears: :allears:

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FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

The queen probably would have retreated after that shot anyways, but the important thing is that he's done it again!

I disagree with y'all on chainshot. Poor man's rapid fire is still really drat good, and especially on rangers your hit rate is so high it's functionally that second rapid fire cooldown you mentioned. It's also really cheap skill point wise for what it does.I think it's 12 points to 25 for rapid fire?

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