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Shoefish posted:
AWC Retraining does not affect the free perks
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# ? Feb 8, 2016 07:05 |
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# ? May 27, 2024 13:53 |
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Furnaceface posted:Im assuming Laser Sight for weapon mod, but what for the PCS slot? Perception or mobility. Mobility helps get the flanks and get back to cover with implacable, while perception is the slightly safer option for guaranteeing that you'll get a kill and won't whiff a rapid fire against a target with innate defense. Shotguns already get a sizeable aim bonus for close range, but a little more won't hurt (and will also affect your sword if for some reason you need to stab something).
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# ? Feb 8, 2016 07:09 |
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Welp, finished my first "test run" campaign, on Veteran with no mods. What I disliked: only a few complaints above "insignificant niggle" category. - The bugs and performance troubles are obviously annoying. - Animations in combat are too long. So many actions take an inordinately long time, like the Grenadier faffing about with their gun before firing a grenade, plasma weapons having the obnoxious charge-up pause, rapid fire being two fully animated attack sequences instead of just pop out, fire twice, duck back. Not to mention the drat Gremlins. The combat gameplay would feel a alot more fluid and pleasant if every action wasn't so drawn out. Thankfully you can at least switch to the next soldier with the Tab key while the previous thing is still happening, in some cases. - Relating to the above, OH MY GOD BRADFORD SHUT YOUR PIE HOLE AND LET ME DO MY poo poo. What I liked: Most everything. But espcially: - I'm another person who usually hates time limits - including the bomb missions in EU/EW - but loved them in this game. It's so much more satisfying to pull all these tactics hijinks to get things done as swiftly as possible instead of just turtling around. - I also love that the strategy layer has so much more stuff going on, and I didn't find it overwhelming. I had a bit of a sweaty phase early on when the doom timer was two pips away from full (I did not know about the grace period at the time) but then I managed to put some pieces together and knocked it back quite a bit in pretty short order. (I do think some of the incidental scan targets oughta have shorter scan times though. A week for 60 supplies hardly seems worth it. ) - I agree that the ease with which the environment gets destroyed in this game is a bit overblown, but I don't give a poo poo because it's too much fun. - The last mission was great fun. It got super hairy towards the end when I had two guys (including the mission critical one) bound by vipers, one MC'd and one dead, but I pulled it off without further casualties. Like Pomp, I also tongue-grabbed the last boss with a MC'd viper just to add insult to injory. What I also liked but think could be improved upon: - Customization poo poo. I want more different things to put on my guys and gals. I want bowler hats, top hats, berets, tank driver caps, ski glasses, tank driver goggles, welding goggles, goggling goggles, smoking pipes, smoking jackets, biker jackets, biker goggles. More things! Props for the prop god! - Special kinda missions like the penultimate one. Having special modifiers you could buy with intel was a nice idea and feels like something that could be used more often. Conclusion: Game loving owns and I want more of it. Gonna start a Commander campaign with a bunch of mods next.
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# ? Feb 8, 2016 07:09 |
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gullah jack posted:I don't know if anyone's interested, but I made a mod that lets you use all the lower tech armor pieces on the higher tech armors. This includes all the armors, unlike the other mod on the Workshop which just adds Kevlar and the DLC torsos to them. I'm going to keep working on it though because mine was going to let you use all armour pieces with any armour so you can make your Warden look like an EXO or your Kevlar look like a Wraith suit.
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# ? Feb 8, 2016 07:11 |
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malhavok posted:I don't know but i have about a one in three chance of crashing after missions, it is killing enjoyment of the game right now. this is me too Out of memory?
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# ? Feb 8, 2016 07:11 |
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CharlieFoxtrot posted:AWC Retraining does not affect the free perks And retraining Colonels who've procced free perks along the way is another great use for the AWC, because you can rebuild them around the bonus perks.
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# ? Feb 8, 2016 07:11 |
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Game seems buggy as gently caress for me, can't even switch resolutions Nice programming, firaxis Any news on the controller support? I'm going to wait until a few patches to start playing anyway
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# ? Feb 8, 2016 07:13 |
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# ? Feb 8, 2016 07:16 |
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I want being able to set default armour colours. Really really annoyed I can't and every item someone gets promoted I need to check my notes to see what colour combo I assigned to a given class.
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# ? Feb 8, 2016 07:18 |
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I had two of these pop up in the first month. My Specialist was more 1337 than ZeroCool from Hackers.
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# ? Feb 8, 2016 07:19 |
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The Long War guys' SMG and Muton Centurion are so well integrated I can't take them out The officer training school seems like butts though. If it worked like the Psi Ops training I might like it.
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# ? Feb 8, 2016 07:19 |
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People complaining about the time limits is just silly since its not like you don't get plenty of missions without them anyways. The joy of slowly creeping through a map at the pace of a snail. ZenVulgarity posted:The Long War guys' SMG and Muton Centurion are so well integrated I can't take them out Just looked this up. Is that model in the game files and just unused? If not that's pretty impressive work for only a few days of modding.
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# ? Feb 8, 2016 07:22 |
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ZenVulgarity posted:The Long War guys' SMG and Muton Centurion are so well integrated I can't take them out I kinda wish Muton Centurions had a research, too, but, ehn. I haven't used SMGs very much, yet. How they work out?
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# ? Feb 8, 2016 07:23 |
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I'd like the turn limit to start on first break of concealment for some things, it would be a nice change of pace
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# ? Feb 8, 2016 07:23 |
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Serial killers Heroes of the human race My grenadiers
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# ? Feb 8, 2016 07:23 |
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ZenVulgarity posted:The Long War guys' SMG and Muton Centurion are so well integrated I can't take them out Yeah, it's really loving annoying having to hope for a free 8 day gap to open up 5 times.
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# ? Feb 8, 2016 07:23 |
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Cosmic Afro posted:I kinda wish Muton Centurions had a research, too, but, ehn. I haven't used SMGs very much, yet. How they work out? They're really good on things you want to just run around the map like Psi Dudes. The mobility is fantastic.
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# ? Feb 8, 2016 07:24 |
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I think if I ever make a mod I'm going to make one called Shut The Hell Up, Bradford Guess what it'll do
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# ? Feb 8, 2016 07:25 |
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Ciaphas posted:I think if I ever make a mod I'm going to make one called Shut The Hell Up, Bradford Replace Bradford's lines with farts
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# ? Feb 8, 2016 07:27 |
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Vengarr posted:Soldiers screaming and crying when a Mimic Beacon dies never fails to make me smile. I like to think that they've been fooled too. The best thing is that Sectoids can reanimate dead beacons. I had a mission go sideways when a squaddie panicked after being attacked by her own zombie.
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# ? Feb 8, 2016 07:31 |
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I bought this friday but haven't gotten to play until tonight, I've been reading everybody's complaints about the time limits all weekend and jesus are those complaints way overblown. There's other things to point at that are way bigger issues with this game but overall it seems like an improvement gameplay-wise from the first. I just wrapped up the mission where you have to defend the ship with reinforcements while moving out to destroy the alien thingey. I lost 2 people during this mission but consider that a victory, honestly. That was super difficult and nerve-wracking. And that was with me save scumming
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# ? Feb 8, 2016 07:35 |
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Is it possible to cancel your Proving Grounds projects?
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# ? Feb 8, 2016 07:38 |
First month or so and i've got hidden faceless on every mission oh god
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# ? Feb 8, 2016 07:40 |
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Nation posted:First month or so and i've got hidden faceless on every mission oh god Invest in a scanner. Your fragile troops will love you for it.
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# ? Feb 8, 2016 07:42 |
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lilspooky posted:Is it possible to cancel your Proving Grounds projects? Yeah, go to the proving grounds and mouse over the project(s) currently in place. You can cancel them or just shift their order around.
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# ? Feb 8, 2016 07:42 |
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I think I may have gotten over the difficulty hump, and I have yet to encounter the actual late game enemies. I just roasted two Sectopods without taking damage. I took exactly one shot from a real enemy (an Elite ADVENT Trooper that landed a hit on my Grenadier) but otherwise did not even take fire. The first Sectopod brought with it an Andromedon, Shieldbearer, Stun Lancer, the aforementioned Trooper, two Codices, and a conveniently nearby Superheavy Turret. All of them activated at the same time. To be fair, the all activated at the same time because I realized that my Grenadier's acid grenade, properly applied, could hit the Andromedan, both Codices, and the Sectopod. I decided this was absolutely worth it. She's got Salvo, so that got followed up with by another grenade that hit the Sectopod again and blew up the car for more damage, and took out one of the freshly cloned Codices. My Specialist hacked the turret and used it to take out one of the other Codices (the Turret hit four times at 50% odds, in action for the forces of good for once). Sharpshooter used Lightning Hands to hit the Sectopod, and then Quickdraw to hit the Sectopod, and then Face Off to (successfully) hit the Andromedon, Sectopod, Shieldbearer, Stun Lancer, and finish off a third Codex (one didn't clone, so that was the rest of them). My Ranger rolled up the flank on the Andromedon and one-shot it with a shotgun crit. That left my Psi-Op and my other Specialist. The former hit the Sectopod with Soulfire for more damage, and the latter tossed a Mimic Beacon. The Andromedon moved to attack the Ranger, but got shutdown (literally ) by the Ranger's Blademaster and the Arc Blade. The Sectopod critted the mimic beacon to death. The Shieldbearer dropped a shield, and the Stun Lancer smacked my Grenadier on a dash. Next turn the turret kills the Stun Lancer, my Ranger blows the Andromedon away with another crit, my Sharpshooter puts three shots into the Sectopod to kill it. The last remaining enemy, the Shieldbearer, was terminated by my remaining four squad members with extreme prejudice. I could still hear a Sectopod, so I crept forward a blue move, popped overwatch on everybody save one Specialist who used did a scan and found the pod. Overwatch camped a couple turns, until the Sectopod (on the roof) blundered into me and activated. It died instantly to overwatch fire. The remaining two troops took half a turn. I planted the explosives, dropped the evac, and got all soldiers out the same turn that the Sectopod activated. With a Colonel, three Majors, an Adept, and a Sergeant (lost a Grenadier a few missions ago) I'm honestly not sure what can threaten me from now to the end of the game except the Doom Clock.
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# ? Feb 8, 2016 07:44 |
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ZenVulgarity posted:Replace Bradford's lines with farts I was gonna go for random barnyard sounds but this works too
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# ? Feb 8, 2016 07:47 |
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OK...so there is a HUGE amount of RNG that goes into your starting location, apparently. My rear end was grass starting in South Africa; dead by June 5. Starting in China? No problem, comrade. Well, at least I don't feel stupid now. Holy crap the strategic game rolled me...it's like the Avatar project completed in like a week. This time through I feel like I have a Cadillac: built for comfort, not for speed.
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# ? Feb 8, 2016 07:51 |
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ZenVulgarity posted:Replace Bradford's lines with farts Don't tempt me.
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# ? Feb 8, 2016 07:52 |
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Man Gatekeepers are terrifying in a way that nothing else has been. I had one walk into a squad on overwatch and barely get grazed. I don't know why flashbangs work on it but thank goodness they do.
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# ? Feb 8, 2016 07:53 |
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ZenVulgarity posted:So ending spoiler teaser Doubtful. First, I've heard that whats-his-name hated TFTD. Secondly, remember that a key part of design is color-coding, and A Bunch Of Pink Stuff Coming Up From Underground right after you've been dealing with a bunch of pink Ethereal ghost-things hints at a connection between the two. Keeping the next bit spoilered because I'm talking about a game that might be a basis for an XCOM2 sequel (why would we be talking about X unless the ending hints at something like X), and erring on the side of caution: Fundamentally, TFTD was weird, and the weirdness it had would exist in any reboot/retake on the game. In TFTD, it felt like the developers didn't really know if the threat was related to the original invasion. You had the Space Aliens sending a notice to the Sea Aliens, the first Sea Alien was explicitly an underwater version of the First Space Alien... but most of the Sea Aliens are drastically different than the Space Aliens, and its run by a Cthulhu-esque entity. Plus, the almost Seaquestian "Suddenly everything that matters is in the Ocean for both the aliens and humans" take on most things was somewhat odd. Don't get me wrong, the ocean is alien and weird enough that an invasion from there is very interesting place for a game to go, but you'd still have the iconic Why-TFTD-is-considered-worse-than-XCOM stuff making TFTD2. If they are related to the other aliens, why is it only now that if they rise up? And if they aren't, why are they only coming up now? What about the hints in the first XCOM that there's even worse poo poo in space? Will it still be a 'real X-COM' if you're not fighting aliens from space, given the less-positive feelings TFTD elicits today? MisterBibs fucked around with this message at 07:58 on Feb 8, 2016 |
# ? Feb 8, 2016 07:53 |
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Shoefish posted:So turns out some perks from xcom-eu are available still from the random perk generator lab? Is this the most useless possible free perk? Also does anyone know if using the retrain soldier thing resets free perks or do you just lose them?
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# ? Feb 8, 2016 07:58 |
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Alkydere posted:This would be nice, but they really do need to get at least a small accuracy/damage buff with upgrades too. They're the only tool that really doesn't. Pistols get bonus damage. Gremlins get +hack and all sorts of subtle buffs (aid protocol getting buffed to +30 and then +40 defense is pretty baller). The only grenade launcher upgrade gives more range and bigger AOE (and honestly, a second upgrade would be silly). Psi-amp upgrades each give +20 psi each and buff the damage of psi skills. Yeah, the sword upgrades feel kind of random. I think having upgrades ignore more armor would feel right, it'd basically make it a lightsaber effect and keep them useful.
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# ? Feb 8, 2016 08:28 |
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natetimm posted:I started on normal but switched to easy. Easy is probably too easy. You'll be fine picking that one. I switched to easy after five consecutive failures getting through the first proper mission. Feels pretty good tbh, I don't lose many soldiers but they get roughed up a lot.
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# ? Feb 8, 2016 08:28 |
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MisterBibs posted:Doubtful. First, I've heard that whats-his-name hated TFTD. Secondly, remember that a key part of design is color-coding, and A Bunch Of Pink Stuff Coming Up From Underground right after you've been dealing with a bunch of pink Ethereal ghost-things hints at a connection between the two. My take Note that during the final mission, at one point a random non-Angelis Ethereal cuts in after the Angelis to say "You will defeat them, as you have before Commander". Who's this schmuck and why is he cheering us on to kill off the Ethereals? I'm guessing one of the Ethereal Collective broke off to go Doctor Mengele it up on his own under the sea. With blackjack. And hookers! What a loving game. I just finished it and I am wiped.
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# ? Feb 8, 2016 08:30 |
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I'm having a good time with the character customization in this game. It makes it hurt all the more when one of them dies. Click for bigger rip 2 people in that picture
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# ? Feb 8, 2016 08:33 |
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So I'm downloading the Development Kit. Gonna try my hand at creating an entirely new class. Here's my first pass at the design document, I'm going for something that can play either very aggressively or can be powerfully defensive or an interesting mix of the two. It'll need some balance passes of course, but I think most of these powers are in-line with what's in the game already. The player would need a psi-lab unlocked, and would train Rookies into the role probably in the Guerrilla Tactics School unless I can figure out a way to make the Psi Lab allow the choice. sword overwatch should read "two tiles of movement away", it is not implying that it should be a double-move away
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# ? Feb 8, 2016 08:33 |
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Cosmic Afro posted:I kinda wish Muton Centurions had a research, too, but, ehn. I haven't used SMGs very much, yet. How they work out? I only used them in Long War but they make so much sense it's stupid. Mobility is incredibly powerful in these games so you can make a weapon that's worse than the assault rifle but gives extra mobility and it can easily be worth it without being too powerful.
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# ? Feb 8, 2016 08:35 |
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re: scripting a new class. I spent a fair bit of today messing around with making a remotely-detonated explosive and scripting new abilities is pretty difficult. Or rather, even if it's easy, nobody quite knows how to do it well yet. You might have some trouble, is what I'm saying.
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# ? Feb 8, 2016 08:35 |
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# ? May 27, 2024 13:53 |
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Just did the final mission. The highlight was definitely the second-to-last turn, when my Sniper equipped with Scope, Auto-Loader, and Extended Mags fired up Serial, killed eight enemies, then grappled to another platform for a different angle and killed three more. That's right: ELEVEN kills in one turn by herself. That's loving XCOM, baby. Zoran fucked around with this message at 08:45 on Feb 8, 2016 |
# ? Feb 8, 2016 08:35 |