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Final mission in IT CAME FROM THE SEA on nightmare difficulty. Somehow activated all three big pods simultaneously. 3 avatars, a sectopod, an andromedon, a gatekeeper, a muton, a chrysallid and a codex. Killed them all and didn't lose a soldier. Feels as all gently caress. Took a few turns, but made it through. Mimic beacons, mind controlling the gatekeeper and an accidental mind control on the andromedon (during my opening shot of a warp rift) got me through. (well my Templar spent most of a turn mind controlled, but that doesn't quite count)
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# ? Oct 17, 2018 02:48 |
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# ? May 30, 2024 11:58 |
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how do you actually use the old equipment designs once you've unlocked them?
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# ? Oct 17, 2018 02:52 |
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DrManiac posted:how do you actually use the old equipment designs once you've unlocked them? You get one of each weapon, much like the Alien Hunters weapons. They come pre-equipped with the same mods the weapons had in the Legacy Campaigns, so the LMG and its upgrades have Stocks, the Assault Rifle will get a Repeater eventually, stuff like that. They unlock with the appropriate tier. You can't change the mods around, and since you only get one of each (barring mods), if you lose it on a mission, it's gone.
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# ? Oct 17, 2018 02:56 |
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Doomsayer posted:The common denominator for most of the mod-related crashes is [WotC] Mod Config Menu Going to try deactivating it, thanks!
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# ? Oct 17, 2018 02:57 |
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BlazetheInferno posted:A good go-to for amping up enemy difficulty is the WotC edition of A Better ADVENT. Even ignoring the AI changes and all the different variations of stuff that can show up, the addition of Primes in the late game which act like pseudo-Rulers (in that they get one action every time they take damage... but only when they take damage, though they get a normal turn on the Alien's turn too) shakes things up considerably. Yeah ABA is really solid, though YMMV with the "A Better Barracks", "A Better Campaign", etc. mods. I've only really used ABA. A lot of the other standalone monster mods make good add-ins too, like the Berserker Prime and Sectoid Abductor and whatnot. (The abductor in particular is fun for more things weak to melee but they also use the rarely-utilized soldier rescue mechanic, and I actually like those missions).
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# ? Oct 17, 2018 03:36 |
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BlazetheInferno posted:You get one of each weapon, much like the Alien Hunters weapons. They come pre-equipped with the same mods the weapons had in the Legacy Campaigns, so the LMG and its upgrades have Stocks, the Assault Rifle will get a Repeater eventually, stuff like that. They unlock with the appropriate tier. Surely you can use them as a cosmetic option for normal gameplay?
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# ? Oct 17, 2018 04:00 |
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Doomsayer posted:Yeah ABA is really solid, though YMMV with the "A Better Barracks", "A Better Campaign", etc. mods. I've only really used ABA. A lot of the other standalone monster mods make good add-ins too, like the Berserker Prime and Sectoid Abductor and whatnot. (The abductor in particular is fun for more things weak to melee but they also use the rarely-utilized soldier rescue mechanic, and I actually like those missions). A Better Campaign Plus is highly recommended if one is going to install such hilariously overpowered stuff as Grimy's Loot Mod. It increases pod sizes and adds ABA enemy variants into main story missions. Hell, I'm not even using GLM and I still have ABCP, with a squadsize increase to compensate. poo poo gets really hectic and I love it, I'm not gonna play this game without these mods anytime soon. A Better Barracks however, yeah YMMV indeed. It has some ideas I quite like, but in the end I stopped using it because the cons outweighed the pros.
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# ? Oct 17, 2018 04:07 |
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Nordick posted:A Better Campaign Plus is highly recommended if one is going to install such hilariously overpowered stuff as Grimy's Loot Mod. It increases pod sizes and adds ABA enemy variants into main story missions. Hell, I'm not even using GLM and I still have ABCP, with a squadsize increase to compensate. poo poo gets really hectic and I love it, I'm not gonna play this game without these mods anytime soon. You've inspired me to start over yet again with ABC+ (I think at one point I had a conflict with something else, ultimately removed that, but then never replaced it), ABB, AND every single class-adding/mangling mod I can get my hands on. I also have that mod that lets you pick from three classes when a rookie levels up. CLASS BLOOD FOR THE CLASS GOD! I can't decide if I want to expand XCOM's squad size by default or just throw 4 meathunks into the grinder at a time and see if they come out the other side wizards. If you ever get bored with the game, I really can't recommend enough just slapping in whatever looks even vaguely interesting and just riding out the results. I checked and at one point I had well over 350 subscriptions and I swear it worked! It had some weird bugs and was horrifically unbalanced, but it worked and was drat entertaining! Doomsayer fucked around with this message at 04:34 on Oct 17, 2018 |
# ? Oct 17, 2018 04:30 |
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Serephina posted:Surely you can use them as a cosmetic option for normal gameplay? Only if you grab a mod to allow such. Like this one. Still gotta unlock them to use them, though.
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# ? Oct 17, 2018 04:33 |
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What are people's favorite class mods, anyways? And which is the two major classless mods is generally considered superior?
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# ? Oct 17, 2018 04:33 |
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John Lee posted:What are people's favorite class mods, anyways? And which is the two major classless mods is generally considered superior? RPGO is the most up-to-date and modular one as far as I know. The way it does it you could even unlock "Soldier" as an extra class (this presumably requires some kind of .ini edit, or subscribing to something else that breaks it on accident, in my case ) and have them alongside other mod classes or the regular classes. It doesn't have a description, but if that's the class they get on level-up (or through the GTS) they'll have access to all however many dozen trees. The new Warden class up on the workshop is pretty fun, as are the Necromancer, Akimbo, Valkyrie, and Samurai classes. Balance abso-fuckin'-lutely not guaranteed though!
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# ? Oct 17, 2018 04:37 |
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Coolguye posted:i think i need you to post in my threads more often, you also posted like this in the rimworld thread and it was a magical two weeks or so Just waiting for 1.0 and like an 80 hour window of spare time.
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# ? Oct 17, 2018 05:19 |
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Coolguye posted:i think i need you to post in my threads more often, you also posted like this in the rimworld thread and it was a magical two weeks or so Hey, I never noticed the snake tits in RimWorld either.
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# ? Oct 17, 2018 05:31 |
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How me, a simple Bogart, use alternative mod lunch?
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# ? Oct 17, 2018 07:06 |
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We're here for the bank's money, not your money. Your money is insured by the federal government, you're not gonna lose a dime. Think of your families, don't risk your life. Don't try and be a hero.
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# ? Oct 17, 2018 07:45 |
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I usually get dealt pushover hunters. This one heals when things are injured around him, can overwatch at the end of a turn (only pistol but still annoying), and while he has a downside of better accuracy when above him the guy likes to perch. Naturally my first encounter had him spawn in a three-story building on the opposite side of a narrow bridge where I can't approach easily. It was plinking across the map, and every time he got a good shot off he'd heal any damage I'd done.
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# ? Oct 17, 2018 08:06 |
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Oh god the templar on lazarus doesn't even have parry
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# ? Oct 17, 2018 13:36 |
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I started trying the thing beagle did and ambushing by charging a blademaster ranger into the middle of the group, so that the enemies all get chopped when they run away with their free move. So they致e responded by not taking their free move at all and just standing still out in the open instead.
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# ? Oct 17, 2018 14:39 |
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Same effect though? In WotC you get your free bladestorm swing upon any move or attack from an adjacent square. So unless they just sit there staring at you for the rest of the game, you'll get your free swings. I'm not 100% sure why they changed it from how it worked in Vanilla, but I sure ain't complaining.
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# ? Oct 17, 2018 14:46 |
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ditty bout my clitty posted:Oh god the templar on lazarus doesn't even have parry A shameful templar
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# ? Oct 17, 2018 14:53 |
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John Lee posted:What are people's favorite class mods, anyways? And which is the two major classless mods is generally considered superior? I noticed there's now a WOTC port of the LW2 classes available, I was thinking of giving that a whirl next. Everything else about LW2 notwithstanding, I remember quite liking the classes so I wanna see what kinda crazy hijinks I can get up to with them in WOTC. I mean: "[WOTC posted:LW2 Classes and Perks mod description"]There may be some unexpected gameplay and balance consequences with getting multiple abilties from the same rank through the Training Center. Overall, I'm not really fond of really weird class mods like "necromancer" or whatever. I guess it tells something about me that currently I have both Lucubrations Infantry Class and Alpha's Rifleman Class active and I just fail to care about them being pretty superfluous. That said, if anyone knows of any good one-off class mods with a similarly down-to-earth theme, feel free to holler at me. Nordick fucked around with this message at 16:04 on Oct 17, 2018 |
# ? Oct 17, 2018 15:44 |
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Nordick posted:I noticed there's now a WOTC port of the LW2 classes available, I was thinking of giving that a whirl next. Everything else about LW2 notwithstanding, I remember quite liking the classes so I wanna see what kinda crazy hijinks I can get up to with them in WOTC's. I mean: The technical from the LW2 classes is pretty garbage outside the LW2 environment so I'd suggest disabling or buffing it. Also none of the classes use pistols by default and it doesn't implement the pistol training system. I personally modified the pistol and pistol perks onto the Sharpshooter because I despise the holo-targetter, its a pretty easy ini change.
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# ? Oct 17, 2018 15:49 |
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Serephina posted:Same effect though? In WotC you get your free bladestorm swing upon any move or attack from an adjacent square. So unless they just sit there staring at you for the rest of the game, you'll get your free swings. It really isn稚 the same, because if I知 not 100% guaranteed the bladestorm will kill then I知 not just leaving those enemies around with my other guys and hoping the bladestorm works next turn
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# ? Oct 17, 2018 15:51 |
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Yeah the LW class mod is pretty fun, although I'm not a huge fan of how nobody has pistols. The new Ranger's sawed-off shotgun more than makes up for it though-- after softening up the Chosen Assassin with my Psi-Op and SPARK, my Ranger ran right up next to her and unloaded both barrels of magnetized buckshot in her face for 48(!) damage. Made a poster in his honor (although mostly just because the EW carapace armor mod looks slick as hell)
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# ? Oct 17, 2018 15:52 |
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I gave a templar bladestorm and I think I unleashed a monster.
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# ? Oct 17, 2018 16:00 |
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Zore posted:The technical from the LW2 classes is pretty garbage outside the LW2 environment so I'd suggest disabling or buffing it. Ah well, I'll worry about crossing that bridge when I get to it. Thanks for the heads-up though. Lord Lambeth posted:I gave a templar bladestorm and I think I unleashed a monster. Same, my Templar got Bladestorm as his first TC perk at like Sergeant and has been tearing so much poo poo up. And today he hit Colonel and got Reaper.
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# ? Oct 17, 2018 16:08 |
Nordick posted:Ah well, I'll worry about crossing that bridge when I get to it. Thanks for the heads-up though. I had this in my last campaign and i miss it so, so much.
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# ? Oct 17, 2018 16:11 |
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The training center seems pretty busted. Being able to just buy the other skill of rank up seems to just eliminate most of the difficult choices. Also being able to see the hidden perks and choose to get them manually, although that aspect of it is probably better. My top specialist got rupture as her first XCOM skill available which straight up saved my life about 2 ingame hours later when I immediately got shot down by a UFO and had a tiny map where the enemies were all super close by, and I alerted them all by my second turn by being a moran and charging my hacked MEC in. Turns out having rupture on the guy who can actually get easy 100% hit chances makes a big difference when there痴 a berserker in front of about 11 other aliens and you really can稚 afford to shoot it 6 times with your bullet guns to kill it
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# ? Oct 17, 2018 16:19 |
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ninjahedgehog posted:Yeah the LW class mod is pretty fun, although I'm not a huge fan of how nobody has pistols. The new Ranger's sawed-off shotgun more than makes up for it though-- after softening up the Chosen Assassin with my Psi-Op and SPARK, my Ranger ran right up next to her and unloaded both barrels of magnetized buckshot in her face for 48(!) damage. Should have been Callsign "Sutherland".
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# ? Oct 17, 2018 17:32 |
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I figured out how to add swords and pistols to some of the LW2 classes. I also gave the sawed off to more classes. If I can learn more about this editing process I want to remove the dumb combat knives and add pistol skills back in, because without regular sharpshooters the only class that can do stuff like Face Off is Templars if they roll the skill.
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# ? Oct 17, 2018 17:37 |
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marshmallow creep posted:I figured out how to add swords and pistols to some of the LW2 classes. I also gave the sawed off to more classes. If I can learn more about this editing process I want to remove the dumb combat knives and add pistol skills back in, because without regular sharpshooters the only class that can do stuff like Face Off is Templars if they roll the skill. That's pretty easy Here's my version of the LW Sharpshooter with Pistol. I included all the perks and excised the Holo ones so just copy the perk you want over the park you want to replace in your own ini. ;************************************************************************************************************ ; SHARPSHOOTER ;************************************************************************************************************ [LWOTC_Sharpshooter X2SoldierClassTemplate] +bMultiplayerOnly=0 +ClassPoints=1 +IconImage="img:///UILibrary_Common.class_sharpshooter" +NumInForcedDeck=1 +NumInDeck=4 +KillAssistsPerKill=4 +SquaddieLoadout="LWOTC_Sharpshooter" +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol") +AllowedArmors="soldier" +bAllowAWCAbilities=1 +ExcludedAbilities="LightningReflexes" +ExcludedAbilities="RunAndGun" +ExcludedAbilities="HailOfBullets" +ExcludedAbilities="VolatileMix" +bCanHaveBonds=true +UnfavoredClasses="LWOTC_Sharpshooter" +BaseAbilityPointsPerPromotion=3 ; squaddie +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)),\\ (AbilityType=(AbilityName="Squadsight")), \\ (AbilityType=(AbilityName="LW2WotC_SteadyWeapon", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_Will,StatAmount=3), (StatType=eStat_CombatSims,StatAmount=1)) \\ ) ; corporal +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="DeathFromAbove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="Quickdraw")), \\ (AbilityType=(AbilityName="LW2WotC_SnapShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=3)) \\ ) ; sergeant +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="LW2WotC_DamnGoodGround", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="Phantom")), \\ (AbilityType=(AbilityName="LW2WotC_CenterMass", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0)) \\ ) ; lieutenant +SoldierRanks=(AbilitySlots=( (AbilityType=(AbilityName="LW2WotC_PrecisionShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\ (AbilityType=(AbilityName="LW2WotC_LoneWolf", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1)) \\ ) ; captain +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\ (AbilityType=(AbilityName="LW2WotC_LowProfile")) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0)) \\ ) ; major +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\ (AbilityType=(AbilityName="LW2WotC_Aggression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0)) \\ ) ; colonel +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="LW2WotC_Kubikuri", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="BloodTrail", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="HuntersInstinct", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0)) \\ ) ; brigadier +SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="LW2WotC_DoubleTap", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="LW2WotC_AlphaMikeFoxtrot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\ (AbilityType=(AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) \\ ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1)) \\ )
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# ? Oct 17, 2018 17:41 |
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Add Akimbo if you want a class that breathes pistol.
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# ? Oct 17, 2018 17:51 |
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Lord Lambeth posted:I gave a templar bladestorm and I think I unleashed a monster. It's the best. My last game my templar got some garbage skill options instead and I basically just sent them on covert ops all the time.
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# ? Oct 17, 2018 18:01 |
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I got my templar as a squadie when all my guys I知 using are now pretty much lts. and above, and then he got captured on the first covert ops I sent him on to level him up, so uh, I guess I知 not using the templar this game.
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# ? Oct 17, 2018 18:07 |
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Digirat posted:I got my templar as a squadie when all my guys I知 using are now pretty much lts. and above, and then he got captured on the first covert ops I sent him on to level him up, so uh, I guess I知 not using the templar this game. *Guy in glowing purple armor with facemask and arm-blade walks up* "Hi, I'm Jim, here for the perfectly normal safety inspection?" Better than sending a Reaper, when they show you pictures of their kids you're not supposed to offer baking suggestions.
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# ? Oct 17, 2018 18:11 |
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Digirat posted:I got my templar as a squadie when all my guys I知 using are now pretty much lts. and above, and then he got captured on the first covert ops I sent him on to level him up, so uh, I guess I知 not using the templar this game. Templars punch way above their rank once they have max Focus. I wouldn't be at all worried about bringing a Squaddie Templar with a bunch of LTs, especially since they can feed him kills to help get his focus up. Most Templar skills are just "nice" rather than "essential" (Parry is the one big exception). Having said that--I usually go in hard with my XCOM ability points on my Templar, since a lot of their Focus abilities are powerful but situational. Pillar, Stun Strike, and Amplify are all in that box. If you have Deep Focus and Channel you'll have more Focus than you know what to do with, so having lots of options isn't a bad thing. And of course, a Templar with Bladestorm is pure, unadulterated
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# ? Oct 17, 2018 18:21 |
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Is there a mod that lets you put upgrades on Templar Gauntlets? I know Grimy's Loot mod adds upgrades to swords like armor piercing and crit chance, but you can't put them on Gauntlets.
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# ? Oct 17, 2018 18:28 |
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I just had a bladestorm/faceoff templar murder 72 lost at a chokepoint. It was a heavy metal album cover.
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# ? Oct 17, 2018 18:40 |
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Lima posted:Should have been Callsign "Sutherland". ah drat now I can't unsee this
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# ? Oct 17, 2018 18:45 |
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# ? May 30, 2024 11:58 |
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Captain Gordon posted:I just had a bladestorm/faceoff templar murder 72 lost at a chokepoint. It was a heavy metal album cover. The mod Rend the Lost that lets Rend count for Headshot, combined with Between the Eyes, meant that in one VIP rescue mission that I had a Templar clear the entire map, rescue the escort, and evac in the same turn.
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# ? Oct 17, 2018 18:51 |