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Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

FraudulentEconomics posted:

Bugged. There's a fix on the workshop though.
and i thought the saturation fire bug was bad jfc firaxis

Although even when fixed, I'd still not bother using smoke grenades unless they separated the to-hit and critical-hit rolls again. And made throwing them a single action.

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WhiteHowler
Apr 3, 2001

I'M HUGE!
Just finished my second run, this time on Commander.

Man, the last mission is so easy when you know what to expect. I brought so many proximity mines that didn't get used -- two blaster bombs and two psiops did all the heavy lifting.

Looking at the global stats is pretty funny. Apparently everyone save-scums like crazy -- the worldwide average is zero missions lost, 3 soldiers lost (and I'm assuming most people are doing the tutorial, so that two right there). I lost 7 soldiers, all before Predator Armor.

malhavok
Jan 18, 2013

Bloodly posted:

Because I am bad at pop culture more often than not: What tune am I supposed to sing this to?

https://www.youtube.com/watch?v=QWnDwM0RSX4

Moola
Aug 16, 2006

Exodee posted:

and i thought the saturation fire bug was bad jfc firaxis

Although even when fixed, I'd still not bother using smoke grenades unless they separated the to-hit and critical-hit rolls again. And made throwing them a single action.

It's really pretty shameful

at no point did a single developer have anyone try using a smoke grenade and check if it effected defense in any way?

really?

Also the fix is trivial, you can literally do it yourself by adding SMOKEGRENADE_HITMOD=-25 in WeaponData

Supersheep
Nov 11, 2009
For anyone having problems with the game eating up memory, it's apparently caused by a bug in the ModBuddy adding unnecessary files to audio- and visual mods. Reddit post on the issue.

Too many voice-packs and custom accessories will probably make your game run like crap.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Supersheep posted:

For anyone having problems with the game eating up memory, it's apparently caused by a bug in the ModBuddy adding unnecessary files to audio- and visual mods. Reddit post on the issue.

Too many voice-packs and custom accessories will probably make your game run like crap.

I love the game but it really needed another couple months.

Freezer
Apr 20, 2001

The Earth is the cradle of the mind, but one cannot stay in the cradle forever.
Whoever posted about the method to savescum on ironmam by closing the game with ALT-F4: drat YOU!

Now I can't help being tempted by it when three pods get randomly triggered at the same time, or my sniper misses a 98% critical shot that leads to two deaths (which seems to happen way more often than 2% of the time).

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Freezer posted:

Now I can't help being tempted by it when three pods get randomly triggered at the same time, or my sniper misses a 98% critical shot that leads to two deaths (which seems to happen way more often than 2% of the time).

Mec missiles, officer grenade, or gatekeeper ability?

Lunchmeat Larry
Nov 3, 2012

RBA Starblade posted:

I love the game but it really needed another couple months.
yeah looking at general impressions I'm just going to put it on the backburner for a bit and pick it up when it's a bit cheaper, all the stupid voicepacks I could ever want are available, and it works better generally. Maybe I'll finally play Long War to scratch the itch in the meantime.

Moola
Aug 16, 2006

Supersheep posted:

For anyone having problems with the game eating up memory, it's apparently caused by a bug in the ModBuddy adding unnecessary files to audio- and visual mods. Reddit post on the issue.

Too many voice-packs and custom accessories will probably make your game run like crap.

welp apparently just freed up about 100mb of useless poo poo being loaded into ram for no reason

gonna test if I notice a difference

SpookyLizard
Feb 17, 2009

SynthOrange posted:

I'm so sick of the dozens of ripped content mods all over the shop

were you expecting folks to make stuff totally from scratch or am I misunderstanding you?

Annointed
Mar 2, 2013

I kind of want to have the old medic class back, or something like it to make smoke grenades viable. They seem too weak in a game where unlike in XCOM 1
you're expected to kill every alien before they can draw a bead on you.

FraudulentEconomics
Oct 14, 2007

Pst...

Moola posted:

It's really pretty shameful

at no point did a single developer have anyone try using a smoke grenade and check if it effected defense in any way?

really?

Also the fix is trivial, you can literally do it yourself by adding SMOKEGRENADE_HITMOD=-25 in WeaponData

I think it's pretty indicative of how useful smoke is in this game.

Smoke Grenades need to either have 2 charges or be free-action to have any discernible use. Giving up an item slot in LW was valuable because explosives were a lot less potent in the untrained hands, plus you could load out a grand total of 3 grenades in JUST perks, even more if you stack them up. They really need to offer additional functionality or something.

Moola
Aug 16, 2006
I would like smoke grenades to just be an ability available to the grenadier or specialist. Taking up an item slot is definitely too much

On the subject of defense, how hard would it be to mod Cover to give other stat benefits? Like dodge or armour?

Freezer
Apr 20, 2001

The Earth is the cradle of the mind, but one cannot stay in the cradle forever.

RBA Starblade posted:

Mec missiles, officer grenade, or gatekeeper ability?

Muton grenade, premply followed by me screaming 'bullshit!' and altf4ing. I wish there was a mod that made Ironman save after every action is taken and before the animation for it plays out.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Freezer posted:

Muton grenade, premply followed by me screaming 'bullshit!' and altf4ing. I wish there was a mod that made Ironman save after every action is taken and before the animation for it plays out.

Oof. By the way, from what I can tell from domination, advent forces never get upgraded grenades. They keep their lovely frags.

quote:

In the mission to rescue my old medic specialist, will he be able to do anything or do they act like a regular vip for that mission? Does he come with his gear or do I need to find it?

I asked this earlier, does anyone know? Is that what the advent loot crate is for?

many johnnys
May 17, 2015

Freezer posted:

Muton grenade, premply followed by me screaming 'bullshit!' and altf4ing. I wish there was a mod that made Ironman save after every action is taken and before the animation for it plays out.

You could mod in some self-control

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

many johnnys posted:

You could mod in some self-control

Yeah. If you don't have enough self control to resist alt-f4ing out from a Muton Grenade, I don't think Ironman is right for you.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Welp, did it. Gave up last night on the last mission thinking it was a wipe...loaded up to just use up the last action and go for the restart, turns out my avatars rift had just popped and that gave me what I needed to finish the last thing.



For most missions my squad was 2x specialist (1 medic 1 hacker) and 1x sniper/grenadier/ranger/psionic but pre-psionic it was 2x of something else

Lost the first retaliation - which is standard IMO unless you get lucky - and lost a couple other missions. Had a guaranteed squad wipe on a VIP extraction turn into a win because the hack tower gave me control of the gatekeeper.

Rushed vulture ASAP...really paid dividends.

upgunned shitpost
Jan 21, 2015

FraudulentEconomics posted:

Smoke Grenades need to either have 2 charges or be free-action to have any discernible use.

xcomgame/config/defaultweapondata

Just increase the clipsize to two and I'd bump up the radius a little as well.

Freezer
Apr 20, 2001

The Earth is the cradle of the mind, but one cannot stay in the cradle forever.

Maluco Marinero posted:

Yeah. If you don't have enough self control to resist alt-f4ing out from a Muton Grenade, I don't think Ironman is right for you.

Yeah, you're probably right.

Bushiz
Sep 21, 2004

The #1 Threat to Ba Sing Se

Grimey Drawer
I just watched a stun lancer make a double move, whiff a stun, then get hit by a bladestorm proc, then run away and shoot someone else. What the gently caress.

dyzzy
Dec 22, 2009

argh

Bushiz posted:

I just watched a stun lancer make a double move, whiff a stun, then get hit by a bladestorm proc, then run away and shoot someone else. What the gently caress.

I've seen that happen as well off of a regular overwatch shot. Really weird.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

jfood posted:

xcomgame/config/defaultweapondata

Just increase the clipsize to two and I'd bump up the radius a little as well.

But for gods sake don't use smoke grenades with the default XCOM2 hit roll mechanics. You'll just make all your smoked units eat crits for days.

Tiler Kiwi
Feb 26, 2011
that is not how that bug works

it does make accuracy reducing stuff less effective but you dont get crit more

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
It does mean hits, which will come less often, will be all but guaranteed to be crits though. As I understand it the -aim will skim from the regular hit first and only eat into crit chance after that.

Dante80
Mar 23, 2015

https://www.youtube.com/watch?v=726tPMtAVes

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

DatonKallandor posted:

It does mean hits, which will come less often, will be all but guaranteed to be crits though. As I understand it the -aim will skim from the regular hit first and only eat into crit chance after that.

So? Any crits that come through would have been crits regardless of if there was smoke there or not.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester


I'm the guy who didn't even aim in the general vicinity of the chryssalid.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

BenRGamer posted:

So? Any crits that come through would have been crits regardless of if there was smoke there or not.

With that system yes. Personally I think it's really odd when a game tells you 50% chance to crit but doesn't actually mean that 50% of hits will crit.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
Will say this, though. Using All Pods Active and ignoring Phantom/Conceal because of that, because they're much less useful, I've been using Bladestorm instead of Implacable on my Gun Rangers, they were taking Blademaster instead of Phantom anyway, and with the hunters instinct sword mod and upgraded swords they stand a good chance of one-shotting even advanced lancers and maybe chryssalids as well. They can use Run and Gun to get to a good position with cover where they won't need to move again, whereas the Sword Rangers... kinda generally need to move after the kill, so they get Implacable.

It's interesting because I never tried to build a gun ranger like that.

Edit: Also I think that you can just straight up replace the Sharpshooter's Sniper Rifle with the SMG to make them a good 'scout' class, the lower damage/possible aim offsets the ability to move and squadsight shoot. Also works interestingly on Blade Rangers.

DMW45 fucked around with this message at 18:46 on Mar 2, 2016

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

DatonKallandor posted:

With that system yes. Personally I think it's really odd when a game tells you 50% chance to crit but doesn't actually mean that 50% of hits will crit.

Someone'll made a mod that'll make flashbangs and smoke decrease crit chance, I'm sure.

Edit: Quote is not edit...

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It's been two campaigns and I still haven't trained up a backup ranger.

Flubby
Feb 28, 2006
Fun Shoe

Oh my god that sword perk going off in the end was too funny. Sometimes it doesn't matter how smart you play. A game of chance is still a game of chance.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF

DatonKallandor posted:

With that system yes. Personally I think it's really odd when a game tells you 50% chance to crit but doesn't actually mean that 50% of hits will crit.

A visual illustration would work better, as with hacking. e.g.:
code:
<---••*************!!>
Where - is a miss, • is a dodge-graze, * is a hit, and ! is a crit. Except in practice that'd be, like, blue, purple, red, and yellow. Humans are good at comparing areas to each other; you can immediately intuit the relative likelihood of a hit, dodge-graze, hit, or crit with this system.

I'm sure it'll get modded in eventually.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

RiotGearEpsilon posted:

A visual illustration would work better, as with hacking. e.g.:
code:
<---••*************!!>
Where - is a miss, • is a dodge-graze, * is a hit, and ! is a crit. Except in practice that'd be, like, blue, purple, red, and yellow. Humans are good at comparing areas to each other; you can immediately intuit the relative likelihood of a hit, dodge-graze, hit, or crit with this system.

I'm sure it'll get modded in eventually.

Speaking of, one of the weapon mods added in Grimy's Loot Mod reduces dodge. Which I kinda fell in love with as soon as I saw.

Gharbad the Weak
Feb 23, 2008

This too good for you.
I've had four overwatch shots miss every shot against the last enemy of the mission, an advent trooper guy with one health. Who then missed his flanking shot. I was actually pulling for that guy, I wanted him to be a hero.

ConfusedPig
Mar 27, 2013


There's a mod that makes hit rolls work the way they did in EU/EW, in other words separate rolls for hitting and critting (and dodge as well) for those of you who are interested: http://steamcommunity.com/sharedfiles/filedetails/?id=624799134

SpookyLizard
Feb 17, 2009

GoneWithTheTornado posted:

There's a mod that makes hit rolls work the way they did in EU/EW, in other words separate rolls for hitting and critting (and dodge as well) for those of you who are interested: http://steamcommunity.com/sharedfiles/filedetails/?id=624799134

Seriously use this mod.

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dangerous.hotdog
Feb 29, 2008

Bushiz posted:

I just watched a stun lancer make a double move, whiff a stun, then get hit by a bladestorm proc, then run away and shoot someone else. What the gently caress.

It's the burning proc on the tier 3 sword that causes that. You sure he whiffed that stun? Because what I typically see is: Stun lancer moves in to melee, Ranger Bladestorms him, lancer catches on fire (therefore can't use melee move) so he repositions to shoot instead of melee. Which is pretty bullshit regardless.

e- Also bullshit: Andromedon suits getting a free turn when you kill the pilot during Overwatch.

dangerous.hotdog fucked around with this message at 19:24 on Mar 2, 2016

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