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binge crotching
Apr 2, 2010

Internet Kraken posted:

Man I hate when a mod is cool but adds one dumb loving thing that ruins it.

Playing with The Hive, I like that it adds more lids and tries to make em dangerous, but what it does to covert ops is bullshit. Across two campaigns I've had the first ambush I did feature 12 HP 1 Armour lids that burrowed into the ground, only to pop up and dash to claw your face off. No real way to avoid them and they do 7 loving damage! If I didn't have an HP boost mod that would oneshot almost all of my soldiers right now. One of them also had this giant loving chrysalid camping the exit with 19 hp. I was really lucky the AI didn't target me and I got to dash out because that one was tearing lost apart with 9 damage swipes.

Its completely out of whack for what usually shows up on ambushes at this point in the game.

I was eying that mod, because it sounded interesting. I like Chrysalids, so something to add them as a rogue faction was appealing. I'm not using any other gameplay mods though, just QoL things, but it sounds like that mod needs beefier soldiers.

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Internet Kraken
Apr 24, 2010

slightly amused

binge crotching posted:

I was eying that mod, because it sounded interesting. I like Chrysalids, so something to add them as a rogue faction was appealing. I'm not using any other gameplay mods though, just QoL things, but it sounds like that mod needs beefier soldiers.

I'm using a class mod that gives soldiers more options so they're mostly stronger and also a +2 HP buff across the board. I was wary about the 2 HP increase but combined with all the other mods I think its fair. Its probably 'easier' than vanilla legendary but its a lot more fun, and while I might be able to do it without the 2 HP the enhanced AI and tough enemies would make it very difficult.

But there was nothing I could do there other than run and pray the lids didn't decide to rend my flesh. I think it might be an oversight because the lids I've encountered on normal missions are nowhere near that beefy.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Serephina posted:

I'm almost positive this was patched out?

I've seen people say that online, but I could swear that the last time I played late game WoTC it was still working (a couple months ago). I was playing a bit today but in an earlier phase, I'll have to see if there's a save I can find to test it. I typically loaded my lategame Specialists with Laser Sights, Stocks, and Expanded Magazines to be overwatch machines.

Edit: Wow yeah, I must have been misunderstanding that. I checked a save from a couple months ago, and my specialist with the Disrupter Rifle wouldn't proc a Guardian if she missed a shot, despite that having a Stock attached. It's possible that normal weapons are different, but I doubt it. That's so weird because I definitely have memories of it seemingly working. Thanks for the tip. If that's the case then a normal trifecta of Scope / Expanded Magazine / Repeater* would clearly be the way to go. That's a bummer because it was a good niche for the Laser Sight and Stock.

*I know some folks don't use Repeaters because they're overly powerful at high difficulties. I'm not quite sure what I'd use in that case, maybe Hair Trigger.

Kaal fucked around with this message at 07:13 on Dec 8, 2019

Ugly In The Morning
Jul 1, 2010
Pillbug

Serephina posted:

I'm almost positive this was patched out?

I hate when stuff like that is patched out. Finding ways for game systems to overlap with each other for a giant benefit is so satisfying.

Coolguye
Jul 6, 2011

Required by his programming!

Ugly In The Morning posted:

I hate when stuff like that is patched out. Finding ways for game systems to overlap with each other for a giant benefit is so satisfying.

i was glad when that was patched out because it was bugging the hell out of me when it happened. guardian specifically says “if the first overwatch shot HITS”, not “does DAMAGE”. as written the stock damage activating guardian was explicitly incorrect.

Chef Boyardeez Nuts
Sep 9, 2011

The more you kick against the pricks, the more you suffer.
I started a new LW2 campaign with Shinobi only gimmick squad and it's satisfyingly gamebreaking once you get heavy weapons. Not only do you only have to u stealth exactly what's needed to wipe the pod, but once uncovered they can pinball around the map delivering mass high percentage/damage melee.

WATCH FOR CHARLIE IN THE TREES

Captain Oblivious
Oct 12, 2007

I'm not like other posters
So I've been feeling a hankering for War of the Chosen lately, but I haven't played since launch. Did they ever make any notable balance changes? I remember the Skirmisher faction used to feel pretty drat weaksauce compared to Reapers and Templars for example.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
No official patches have ever addressed balance, for better or worse.

Cpt_Obvious
Jun 18, 2007

Serephina posted:

No official patches have ever addressed balance, for better or worse.

Warlock still a turd, assassin still a monster.

binge crotching
Apr 2, 2010

Cpt_Obvious posted:

Warlock still a turd, assassin still a monster.

I had a Warlock with reveals hidden units, immune to explosive, and regeneration. He later got summoning and I think immune to melee? He was a pain in the rear end, but I still took out the assassin first because hunting the hidden assassin sucks so much.

nessin
Feb 7, 2010
So I just found out there is a Warhammer 40k mod (or at least a bunch of mods that work a set to mostly convert parts of the game to a Warhammer 40k theme), which is definitely a thing I'm going to at least try. Are there any other themed mods like that, whether from an existing IP or it's own thing?

Kwanzaa Quickie
Nov 4, 2009
There’s a bunch of Star Wars mods

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

nessin posted:

So I just found out there is a Warhammer 40k mod (or at least a bunch of mods that work a set to mostly convert parts of the game to a Warhammer 40k theme), which is definitely a thing I'm going to at least try. Are there any other themed mods like that, whether from an existing IP or it's own thing?

Star Wars and Mass Effect mostly. Neither is as full overhaul as the WH40k stuff but they have a ton of content.

After them its Halo, Metal Gear and Titanfall though they're mostly limited to player cosmetic stuff.

Runa
Feb 13, 2011

The Titanfall character customization mods are far and away the best-looking stuff on the workshop.

For starters, they look cool while managing to not look jarring if you mix-and-match them with other parts, unlike halo, sw, or 40k stuff.

Runa
Feb 13, 2011

While any cosmetic mod is going to look better than the oddly bland default art direction for the armor and weapons in the game, at least the XCOM franchise isn't going whole hog with jumping into the cthulhu mythos.

Of all the tiresome, played out IPs for Phoenix Point to "unofficially" latch itself onto, smh

Internet Kraken
Apr 24, 2010

slightly amused

Serephina posted:

No official patches have ever addressed balance, for better or worse.

Nah they've changed a few things. Main thing I remember is that Skirmishers used to have 100% chance for stun on all their ripjack attacks once you upgraded it to ionic, which was massive and turned them into disable kings. People said Skirmishers were bad but if you took advantage of that they were pretty great. They nerfed it down to an unreliable 25% chance though so they lost a lot of utility.

I play with a rebalance mod for them. Honestly not entirely sure what it does but it doesn't feel broken and they are strong without the chain-stuns, so I prefer it now.

Anyways, if you want a better Xcom 2 experience and actually like challenge, here's a hot tip; don't use the really broken disabling stuff. I realized pretty quickly the game stopped being interesting when I leaned on the following;

-frost grenade
-stasis
-mimic beacon

These are universal solutions to almost every bad encounter you find yourself in. Xcom is a tactical game where you need to weigh your options and make good choices to get out of a bad spot. But the above options work in pretty much any situation and drain so much of the challenge out of the game. Being able to easily disable enemies and pick them off at your leisure breaks the balance of the game completely.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Fair point about the ionic ripjack, rip.

But yea balance is kinda wonky in this game, it's been very over-designed to have a very smooth experience where the player keeps winning while there's a lot of smoke and mirrors furiously gyrating to make sure the player feels threatened, but not too much. The head design team (correctly) surmised that most people nowadays don't want actual challenge with real loss potential. Losing isn't fun, no matter what the dwarf fortress guys say. Or rather; Losing isn't as fun as Winning.

The challenge comment isn't a crack at "casuals" or a criticism otherwise btw; people play video games to have fun, not better themselves via sweat and work.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Shot in the dark, but I don't suppose there's any mod out there that removes like... all the story missions? I've played the campaign a dozen times, and I can play random missions till I die but I don't feel like wading through the blacksite, gatekeeper, etc. missions yet again.

Internet Kraken
Apr 24, 2010

slightly amused

Vib Rib posted:

Shot in the dark, but I don't suppose there's any mod out there that removes like... all the story missions? I've played the campaign a dozen times, and I can play random missions till I die but I don't feel like wading through the blacksite, gatekeeper, etc. missions yet again.

Not what you're looking for exactly but there is a mod that changes those missions spawn lists so you'll run into a greater variety of pods and there also won't be random weak pods running around.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Internet Kraken posted:

Not what you're looking for exactly but there is a mod that changes those missions spawn lists so you'll run into a greater variety of pods and there also won't be random weak pods running around.
I'll take what I can get. Do you have the name handy?

Icon Of Sin
Dec 26, 2008



Xarbala posted:

at least the XCOM franchise isn't going whole hog with jumping into the cthulhu mythos.

They did it almost 25 years ago, and probably better than probably anyone else has since. There's no reason for them to go back to it, even if they did somehow smooth out TFTD's difficulty curve.

Or is that :thejoke:

The Midniter
Jul 9, 2001

I don't know why it's taken so long but I'm finally getting around to sinking my teeth into XCOM 2. It's still the XCOM I know and love, but with a whole bunch of new poo poo added. I'm in mid-April right now, and I feel like I just can't get a breather. I can never even finish scanning a single site before some other mission/objective comes up that I have to deal with or else it disappears, so my soldiers are constantly in a wounded state or tired, and because of this huge frontloading of missions, I can never get any solid research done so the only upgrade I have right now are magnetic weapons.

Does this ever change, or does it just keep throwing "DO IT NOW!" missions at you the entire game? I'm still loving the game (though...gently caress the Assassin), but I just need to know if I should temper my expectations.

Also, it really seems like Sharpshooters have taken a massive dive in utility since the last game. My highest-ranked one is still just a Sergeant, but I'm really finding him to be a liability on most missions so far.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

The Midniter posted:

I don't know why it's taken so long but I'm finally getting around to sinking my teeth into XCOM 2. It's still the XCOM I know and love, but with a whole bunch of new poo poo added. I'm in mid-April right now, and I feel like I just can't get a breather. I can never even finish scanning a single site before some other mission/objective comes up that I have to deal with or else it disappears, so my soldiers are constantly in a wounded state or tired, and because of this huge frontloading of missions, I can never get any solid research done so the only upgrade I have right now are magnetic weapons.

Does this ever change, or does it just keep throwing "DO IT NOW!" missions at you the entire game? I'm still loving the game (though...gently caress the Assassin), but I just need to know if I should temper my expectations.

Also, it really seems like Sharpshooters have taken a massive dive in utility since the last game. My highest-ranked one is still just a Sergeant, but I'm really finding him to be a liability on most missions so far.

You're always under pressure; a deep roster helps a lot. Hire more soldiers and train 'em up as best you can - sending low-ranked mooks on Resistance Ring missions is a great way to do this. You should eventually hit a point where you're usually tearing through ADVENT fast enough that your soldiers come back unharmed and only mildly tired. Also, build an infirmary if you don't have one - it helps a lot. Scanning at Templar HQ speeds up soldier recovery as well iirc.

Once you've killed off a Chosen or two, the pressure eases a little. It takes some doing to pull that off, though - for now, just pad your roster with decent recruits and make sure to give more than one Specialist the medical skills (I personally give all of them the medical skills, and use individual soldiers' bonus AP to buy the alternative skills when the opportunity arises).

Sharpshooters are very meh at Sergeant but they're insane at high ranks. A sniping-focused Sharpshooter can park their rear end in a tower somewhere and sit there killing idiots for the entire mission, if you've given them a good vantage point. Put 'em in light armour from the Proving Ground and let them grapple up to rooftops with cover to give the aliens an extremely bad time. Even more ridiculous is pairing a sniper with a Reaper as spotter; if the aliens can't actually see your squad when it's revealed (due to the Reaper remaining invisible and everyone else being outside of sight range), they basically panic and run around in circles while your Sharpshooter takes potshots at their heads. It's great.

A pistol Sharpshooter can unload absurd numbers of bullets in all directions and, if you've given them experimental ammo that enhances their stopping power, will generally be a total nightmare of relentless damage output regardless of what specific thing you're doing with them. Give 'em Bluescreen rounds and watch 'em horrifically obliterate MECs, Sectopods, turrets, and more. Alternatively, give them the fire or poison bullets from the Proving Ground for that sweet sweet +1 damage per hit, and use them as extremely flexible mop-up experts who can pick off wounded enemies with ease or focus their fire to aid in bringing down tougher ones.

Angry Diplomat fucked around with this message at 15:11 on Dec 9, 2019

Icon Of Sin
Dec 26, 2008



In the past I’ve usually ended up running with about 20 soldiers, so 3 full teams plus a backup here or there. Sending a support or a ranger on any covert op that bumps up their mobility is always a nice boost, along with the guaranteed promotions rewards as well. Keep some intel and credits aside (or a scientist or an engineer, sometimes) to avoid ambush/capture by Chosen that’s possible on some of the missions, and enjoy your freely leveling soldiers :)

Nordick
Sep 3, 2011

Yes.

Shumagorath posted:

The one good YouTube comment I've read this decade said it would be cool to hear the original XCOM 2 music for normal missions and the WOTC music for critical story missions.

Nah. Just play the original XCOM 2 loadout music like half the time in the squad select screen and use the UFO Defense soundtrack for everything else, because it's just that good. Maybe sprinkle the odd Enemy Within track here and there.

EDIT: If you want a special squad select track for main story missions, use XCOM Give It to Ya

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

The Midniter posted:

I don't know why it's taken so long but I'm finally getting around to sinking my teeth into XCOM 2. It's still the XCOM I know and love, but with a whole bunch of new poo poo added. I'm in mid-April right now, and I feel like I just can't get a breather. I can never even finish scanning a single site before some other mission/objective comes up that I have to deal with or else it disappears, so my soldiers are constantly in a wounded state or tired, and because of this huge frontloading of missions, I can never get any solid research done so the only upgrade I have right now are magnetic weapons.

Does this ever change, or does it just keep throwing "DO IT NOW!" missions at you the entire game? I'm still loving the game (though...gently caress the Assassin), but I just need to know if I should temper my expectations.

Also, it really seems like Sharpshooters have taken a massive dive in utility since the last game. My highest-ranked one is still just a Sergeant, but I'm really finding him to be a liability on most missions so far.

Deffo need a deeper roster with WotC, the entire point of the weariness system was to bludgeon players into using more than just their 'A' team.

With all the DLC added, a looot of stuff can be fobbed off for later. You don't really need Snakedick ruining your day, and the hunter weapons can hold on a minute. Likewise with the Shen DLC it can sit there until tier 1.5 and you have a pile of soldiers you don't mind sending to sickbay for a month. As long as the core advancements (supplies + tech + avenger) are ticking along letting scanning sites expire is fine.

Snipers where nutso-powerful in nuXCOM1, and a lot of subtle nerfs have forced them out of the limelight in X2. The timers and aggressive upramping mean that you can't really crawl slowly over the map which the sniper would prefer, and at endgame you don't have archangel armour to laugh at everyone with. It's surpsing how much not being able to fly over empty maps ruins a sniper's day. So yea, a squaddie sniper is almost strictly worse than a rookie, its better to accept that even if you're speccing him into sniping, he's a lovely tag-along with a pistol until sometime around KillZone unlocking. He gets there eventually though.

Owl Inspector
Sep 14, 2011

The Midniter posted:

I don't know why it's taken so long but I'm finally getting around to sinking my teeth into XCOM 2. It's still the XCOM I know and love, but with a whole bunch of new poo poo added. I'm in mid-April right now, and I feel like I just can't get a breather. I can never even finish scanning a single site before some other mission/objective comes up that I have to deal with or else it disappears, so my soldiers are constantly in a wounded state or tired, and because of this huge frontloading of missions, I can never get any solid research done so the only upgrade I have right now are magnetic weapons.

Does this ever change, or does it just keep throwing "DO IT NOW!" missions at you the entire game? I'm still loving the game (though...gently caress the Assassin), but I just need to know if I should temper my expectations.

it doesn’t really change but this is compounded by WOTC. honestly I suggest new people start with the base game before doing a campaign with the expansion, since all of WOTC’s new missions and content are packed into a game that’s about the same length as without it, so it can be pretty overwhelming if you’re not already familiar with everything in the base game. Original XCOM 2 is certainly not relaxed but it’s paced more sparsely than WOTC

quote:

Also, it really seems like Sharpshooters have taken a massive dive in utility since the last game. My highest-ranked one is still just a Sergeant, but I'm really finding him to be a liability on most missions so far.

Snipers are still extremely good, just not as absurd as they used to be and they take time to develop. Feeding them kills when you have the option is good to help boost them past the painful early ranks.

Internet Kraken
Apr 24, 2010

slightly amused

Vib Rib posted:

I'll take what I can get. Do you have the name handy?

https://steamcommunity.com/sharedfiles/filedetails/?id=1294398423

reignofevil
Nov 7, 2008
One thing you can do to make that sniper immediately useful right now is put blue screen rounds onto him. You can build them in the proving ground after you research a mec iirc.

Robotic units mostly have tons of armor and don't use cover. Even better if you need mobility, blue screen rounds work with pistols. Your sniper could easily slot into a dedicated anti mec/anti Andromedon Shell spot

Cpt_Obvious
Jun 18, 2007

reignofevil posted:

One thing you can do to make that sniper immediately useful right now is put blue screen rounds onto him. You can build them in the proving ground after you research a mec iirc.

Robotic units mostly have tons of armor and don't use cover. Even better if you need mobility, blue screen rounds work with pistols. Your sniper could easily slot into a dedicated anti mec/anti Andromedon Shell spot

This is exclusively what I use pistol-based snipers for. They get half a dozen shots a round, mine as well give them a bonus +5 dmg to mechs.

BobTheJanitor
Jun 28, 2003

On the DO IT NOW feeling, bear in mind that the game is kind of designed to give you that pressure, but it's also a somewhat false impression. Maybe you miss some intel from a scan, but another one will pop up soon. There's not really anything that will be gone forever if you miss it the first time. Also almost all of the story missions can be done at any time. You can hold off storyline research for essentially as long as you want. (Although I'd at least do alien biotech early because it unlocks a ton of other research stuff, and the infirmary which you do not want to go without for long) I've had games where I didn't even build the shadow chamber until the 3rd or 4th level down the avenger, and then plowed through all the story missions from the blacksite through the final mission one after another.

Also, bear in mind that running missions takes zero map time, except for the brief travel time which is negligible compared to scanning timers. And if you have one that you really don't want to lose, any scanning at all, even a brief tap, will reset its expiration timer. There are mods that will show you exactly when it will expire, too, which can help to manage things better and worry less.

binge crotching
Apr 2, 2010

Once you get the chosen sniper rifle your sharpshooter will turn into a demigod. Death from above is a mandatory perk, since it lets you fire forever as long as you're picking up kills. Talon rounds are nice for the bonus crit damage, but bluescreen is probably the better option for generic missions.

Also, put the fire damage ammo on for lost missions, and you'll kill everything with just the pistol. Great way to rack up the kills, even if they only give a tiny bit of xp.

Moola
Aug 16, 2006
For all the star wars mods out there, I'm surprised the inevitable THE MANDOLORIAN armor mod hasn't been released yet

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:

Moola posted:

For all the star wars mods out there, I'm surprised the inevitable THE MANDOLORIAN armor mod hasn't been released yet

With gremlin's replaced by Baby Yoda?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Moola posted:

For all the star wars mods out there, I'm surprised the inevitable THE MANDOLORIAN armor mod hasn't been released yet

I mean most cosmetic mods are model rips from other games and in general Mandolorians aren't really a thing in the games models have been ripped from.

Moola
Aug 16, 2006

bunnyofdoom posted:

With gremlin's replaced by Baby Yoda?

:hmmorks:

ninjahedgehog
Feb 17, 2011

It's time to kick the tires and light the fires, Big Bird.


Does anyone know of any mods that add a headset/earpiece/throat mic for men? There are a few for women including the Titanfall gear but I haven't been able to find a make equivalent on the workshop.

CaptainViolence
Apr 19, 2006

I'M GONNA GET YOU DUCK

Zore posted:

I mean most cosmetic mods are model rips from other games and in general Mandolorians aren't really a thing in the games models have been ripped from.

somewhere back in the thread somebody linked a star wars conversion mod collection on steam, and one of the mods in it definitely replaces an enemy type with mandalorians. the XCOM side mostly just got a bunch of alien heads and not a ton of armor variety, though, no mandalorian armor

upgunned shitpost
Jan 21, 2015

ninjahedgehog posted:

Does anyone know of any mods that add a headset/earpiece/throat mic for men? There are a few for women including the Titanfall gear but I haven't been able to find a make equivalent on the workshop.

I think it's phantom pain... one of the metal gear ones anyways. it's more 80s sports broadcaster than tacticool though.

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Internet Kraken
Apr 24, 2010

slightly amused
Question: Has anyone played with Mocx and actually found em balanced? Cause from watching someone else play it seems like the Mocx squads don't contribute to the total enemy count on a mission. They just get added on top of the normal enemies so you have to deal with a whole nother pod of tough units.

That might not be how it works but it sure seems like it.

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