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Maluco Marinero posted:Just adding carry states and rejigging missions tonight. Removed Extract VIP (which I may eventually turn into Protect and Extract, with Evac disabled for 6 turns), and reworked Retaliation, Rescue and Extract to have unlocked extractions. It may be necessary to make reinforcements more responsive here given how quickly you can possibly storm an objective. That looks awesome, sorry.
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# ? Mar 28, 2016 19:13 |
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# ? Jun 12, 2024 09:01 |
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Good luck getting that tail to ragdoll properly. Slippy-sliding all over.
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# ? Mar 28, 2016 19:15 |
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Maluco Marinero posted:Just adding carry states and rejigging missions tonight. Removed Extract VIP (which I may eventually turn into Protect and Extract, with Evac disabled for 6 turns), and reworked Retaliation, Rescue and Extract to have unlocked extractions. It may be necessary to make reinforcements more responsive here given how quickly you can possibly storm an objective. Is that a viper on your shoulder or are you just happy to see me?
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# ? Mar 28, 2016 19:49 |
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When do we get the mod where you can knock out enemy ADVENT and aliens, carry them home, then remove their psi controllers so we can
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# ? Mar 28, 2016 19:52 |
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Vib Rib posted:When do we get the mod where you can knock out enemy ADVENT and aliens, carry them home, then remove their psi controllers so we can Someone already made one from autopsies and proving ground projects. http://steamcommunity.com/sharedfiles/filedetails/?id=644076161
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# ? Mar 28, 2016 20:03 |
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Someone linked a dude's blog a couple days ago that was talking about the 'snowball problem', and the more I think about it the more I like one of his suggestions: don't give soldiers more HP when they rank up. Start them at 8 or something, then the only way to get more is through armor or items. So you can take more than one hit early-game without getting splattered, but late-game soldiers aren't invincible dudes with 20HP either.
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# ? Mar 28, 2016 20:37 |
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WarLocke posted:I do kind of feel this a little too, but in my experience it's usually because I'm trying to use Sharpshooters like I used to use Snipers - find a high perch with good LOS and just camp there all mission, popping heads. Used that way, Sharpshooters can pull off impressive shots and the occasional Serial, but there aren't a lot of missions where you can just camp like that, if only because of timers and evac spots. In an interesting development my Sharpshooter picked up the Shredder trait through the AWC. Shredding kill zones are incredibly useful. Unfortunately it specifies sniper rifle so not shredding pistol shots. Reik fucked around with this message at 21:56 on Mar 28, 2016 |
# ? Mar 28, 2016 21:54 |
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WarLocke posted:Someone linked a dude's blog a couple days ago that was talking about the 'snowball problem', and the more I think about it the more I like one of his suggestions: don't give soldiers more HP when they rank up. With me, aim is the problem. If they all started with max aim and just got abilities, I'd be more inclined to bring lower level dudes.
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# ? Mar 28, 2016 22:07 |
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many johnnys posted:With me, aim is the problem. If they all started with max aim and just got abilities, I'd be more inclined to bring lower level dudes. I've started bringing my lowbies on non-timed missions like supply raids and blacksites. I can usually play carefully enough to only lose a couple squaddies at most and it helps shore up my reserves for when my A team suffers some injuries.
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# ? Mar 28, 2016 22:20 |
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What happens if you squad wipe on the plot missions, such as the forge and blacksite? Does the game let you restart them or do you have to send another squad?WarLocke posted:Someone linked a dude's blog a couple days ago that was talking about the 'snowball problem', and the more I think about it the more I like one of his suggestions: don't give soldiers more HP when they rank up. I don't think that's the only problem, given its quite easy to get flawless missions. Soldiers shouldn't have as much HP as they do later on but even if you died in a single hit you could still wipe out basically every pod before they get a single move. When stuff dies on the turn you run into it, nothing can really threaten you. If they actually get a chance to move they can destroy you quite easily though. Your power increase in the late game shouldn't be so drastic. Internet Kraken fucked around with this message at 22:26 on Mar 28, 2016 |
# ? Mar 28, 2016 22:23 |
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Internet Kraken posted:What happens if you squad wipe on the plot missions, such as the forge and blacksite? Does the game let you restart them or do you have to send another squad? Send another squad.
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# ? Mar 28, 2016 22:25 |
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many johnnys posted:With me, aim is the problem. If they all started with max aim and just got abilities, I'd be more inclined to bring lower level dudes. This is not something that could be fixed with mods without a huge overhaul, but I feel like the relatively low number of units you can bring on a mission (4-6 while I think the original X-COM let you bring more) combined with the extremely long progression of individual soldiers contributes to the problem a lot. It takes half the game to get a colonel, but they're ridiculously powerful and you want every ability at your disposal. You have to rely on soldiers that are four times as capable as squaddies (rookies practically don't even exist after the first few missions anymore due to GTS training) when it takes an incredibly long time to get them to that point, which means losing anyone at that rank is huge. It might help if individual soldiers didn't become such concentrated units of power, where they're ridiculously strong but also utterly irreplaceable if they die. Maybe only having 3 ranks above squaddie would help, and generally moving the rest of your power to your equipment and other abilities. As it is, you always move toward a team of 6 turbogods who would be star players no matter what items they had equipped, assuming their weapons are current. I never played long war but it may have had the right idea with increasing squad sizes while making individual soldiers more specialized. I think combining that kind of thing with a much lower power ceiling would help fix the problem.
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# ? Mar 28, 2016 22:27 |
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Internet Kraken posted:What happens if you squad wipe on the plot missions, such as the forge and blacksite? Does the game let you restart them or do you have to send another squad? If you wipe on the final mission in Ironman it lets you restart but there's a bug where almost all of your bonuses disappear including all aim bonuses, health bonuses from armor, etc; making the final mission near impossible after your first wipe.
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# ? Mar 28, 2016 22:29 |
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Digirat posted:This is not something that could be fixed with mods without a huge overhaul, but I feel like the relatively low number of units you can bring on a mission (4-6 while I think the original X-COM let you bring more) combined with the extremely long progression of individual soldiers contributes to the problem a lot. It takes half the game to get a colonel, but they're ridiculously powerful and you want every ability at your disposal. You have to rely on soldiers that are four times as capable as squaddies (rookies practically don't even exist after the first few missions anymore due to GTS training) when it takes an incredibly long time to get them to that point, which means losing anyone at that rank is huge. You can always buy soldiers with ranks that scale with campaign time. It's never as much as your seasoned veterans but it's close. e: also they're sometimes free from scanning events
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# ? Mar 28, 2016 22:37 |
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God, I'm on commander ironman 15 I think now. A bunch were instant/nearinstant restarts, but I've had 4-5 where I've made it a few months doing really well and then one mission just totally screws me and I lose 2-3 of my best soldiers and it's hard to recover from that
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# ? Mar 28, 2016 23:18 |
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It's easy and also a good idea to rotate soldiers so you have 2 to 3 squads worth of guys, but after a certain point bringing squaddies is suicidedyzzy posted:You can always buy soldiers with ranks that scale with campaign time. It's never as much as your seasoned veterans but it's close.
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# ? Mar 28, 2016 23:18 |
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dyzzy posted:You can always buy soldiers with ranks that scale with campaign time. It's never as much as your seasoned veterans but it's close. Yes but in my experience they are 100% Specialists. Do they try to slant it towards the classes you have the least of or something? Because while Specialists have some nice abilities I do not see why you would want to bring more than one.
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# ? Mar 28, 2016 23:36 |
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many johnnys posted:It's easy and also a good idea to rotate soldiers so you have 2 to 3 squads worth of guys, but after a certain point bringing squaddies is suicide Yeah, I generally try to roll with at least 1 lower level guy to level him up, but if poo poo hits the fan and I lose my 3 good dudes, it generally ends poorly.
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# ? Mar 28, 2016 23:41 |
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https://www.youtube.com/watch?v=qR74IFX4Oe0 http://www.nicolawelbourne.com/portfolio/xcom-2-viper-vinyl-figure/ Eheheheee.
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# ? Mar 28, 2016 23:48 |
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Large squads are pretty necessary in Ironman, especially Legendary Ironman, so get a load of rookies on the cheap at the start of the game and bring them all. Good to have about four of each class, focusing on useful roles and if someone dies, well it sucks, but you'll manage. Have a strange case here, managed to rescue my captured soldier, but she's Shaken and cannot be selected for any missions, like she's been permanently wounded. How can I fix this?
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# ? Mar 28, 2016 23:48 |
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MF_James posted:Yeah, I generally try to roll with at least 1 lower level guy to level him up, but if poo poo hits the fan and I lose my 3 good dudes, it generally ends poorly. One time (early game) I was dreading a mission so I purposely sent multiple squaddies just in case poo poo went upside down, I could recover. It ended our working out, but I still sent a half team to save my gooders for an upcoming terror mission. The irony is that the babbies aced the council mission, while the vets couldn't win the terror one! At least I didn't lose anyone, we all bugged out before things got too hairy.
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# ? Mar 28, 2016 23:49 |
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I've taken to heart a lesson: it's better to fail a mission and get your guys out alive, than fail a mission and everybody dies. At some point a clutch victory is off the table and you gotta mitigate damage. That is also what makes council mission extra scary... No evac
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# ? Mar 28, 2016 23:52 |
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Crosspeice posted:Large squads are pretty necessary in Ironman, especially Legendary Ironman, so get a load of rookies on the cheap at the start of the game and bring them all. Good to have about four of each class, focusing on useful roles and if someone dies, well it sucks, but you'll manage. Yeah, I mean barring some absolutely horrendous decisions, XCOM2's campaigns are just not that brittle. Anyone constantly petering out on Ironman is likely making some major errors in how you build up in the early game, and one of the easiest errors is to make is not endeavouring to train out as many troops as you can early when the enemy isn't bringing it's worst. The video campaign I'm doing started off with a few injuries and deaths in the early missions, some real bad missions every now and then, but the campaign is still kicking because I did my best to preserve troops over the bad missions, and also constantly spread out my promotions. I was partially forced to do that by injuries but the fact is it's probably for the best. The problem with the A-Team is you'll be overpowered sure, but if you make a mistake you've got a long way to fall having gotten your best injured. You need a deep roster to win Ironman because you don't have the luxury of reloading after a bad beat, you need to wear it and the question is what will you wear it with. If the answer is 6 rookies you bought in a panic then you're already pretty screwed.
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# ? Mar 29, 2016 00:00 |
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I almost always bring out B team guys along with the A team, usually on a proportion of 4 Top Tier troops with 2 Mid/Low troopers. It works well enough in spreading promotions along with the mandatory benching caused by wounds. Also rushing Psionics and training a secret army of Wizards to deploy in the late game. It is expensive, but absolutely worth it.
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# ? Mar 29, 2016 00:32 |
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ZearothK posted:Also rushing Psionics and training a secret army of Wizards to deploy in the late game. It is expensive, but absolutely worth it. How does that work with Legend, my campaign resources were stretched just getting to Mag & Plated with enough expansion, let alone power & resources to spare for Psi.
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# ? Mar 29, 2016 00:35 |
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Maluco Marinero posted:How does that work with Legend, my campaign resources were stretched just getting to Mag & Plated with enough expansion, let alone power & resources to spare for Psi. I've tried rushing psi on legendary twice and both times the campaigns crashed and burned. The payoff is just too far off imo. I think a pro like beagle could do it but I can't afford to slip behind on tech that much.
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# ? Mar 29, 2016 00:37 |
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Maluco Marinero posted:How does that work with Legend, my campaign resources were stretched just getting to Mag & Plated with enough expansion, let alone power & resources to spare for Psi. Yeah, I wouldn't know how that would go with the increased training/build times on Leg. It's been working pretty well on Commander, though!
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# ? Mar 29, 2016 02:03 |
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many johnnys posted:It's easy and also a good idea to rotate soldiers so you have 2 to 3 squads worth of guys, but after a certain point bringing squaddies is suicide There's a mod out there that lets you use veteran soldiers to train up rookies a little bit. I've been liking the alternate version of it for a while, since it doesn't have collisions with other facility mods. When your options are 'stupid rookie or colonel', the problem is because you don't have a middle ground.
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# ? Mar 29, 2016 03:14 |
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SynthOrange, did you new Skyranger mod break my game? (It just hangs here after a mission ended and the skyranger is supposed to land.) Or is this game just buggy as poo poo? Edit: I removed the mod, and now my game is crashing at the Geoscape. I might take a break. Yoked fucked around with this message at 04:45 on Mar 29, 2016 |
# ? Mar 29, 2016 04:43 |
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Shiiiiiiit. Have you successfully completed missions before? How many mods are you also running? Also try restarting the game to load. I havent seen that bug with the mod in awhile but yeah, the testbed is the base game + my mod only, no interaction with other mods.
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# ? Mar 29, 2016 04:51 |
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Yoked posted:SynthOrange, did you new Skyranger mod break my game? This happened to me today, and I don't have that mod. Restarting the game fixed it.
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# ? Mar 29, 2016 04:52 |
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O-oh. It wasnt my mod causing it? Phew. So Malekeith you never had my mod? Or just didnt have it installed right then? Synthbuttrange fucked around with this message at 04:56 on Mar 29, 2016 |
# ? Mar 29, 2016 04:54 |
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SynthOrange posted:O-oh. It wasnt my mod causing it? I've never had it. Whatever caused that bug, it wasn't you.
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# ? Mar 29, 2016 05:01 |
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I am not actually saying it's the mod. It just happened right after installing it. I tried reloading the campaign and restarting the game, but it was still crashing. It was the first mission I did with the new mod though. I am running quite a few along with the Skyranger mod, but my game has honestly been bugging out a lot, so I might just try removing a bunch and see what happens.
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# ? Mar 29, 2016 05:06 |
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You have no idea how relieved I am to hear that. I can reliably cause that bug by leaving in an infinite recursion call and clogging up the game memory with crap though. It was something I worked to fix on my mod before release so seeing it back in there was a real moment. Thankfully it's not just my mod that can cause it.
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# ? Mar 29, 2016 05:06 |
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SynthOrange posted:You have no idea how relieved I am to hear that. I can reliably cause that bug by leaving in an infinite recursion call and clogging up the game memory with crap though. It was something I worked to fix on my mod before release so seeing it back in there was a real moment. Thankfully it's not just my mod that can cause it. ...this is making me a bit concerned because I've gotten a couple reports from people on my mod doing the same thing right after they installed it. Granted only a couple complaints on those lines only recently started appearing and I hadn't updated it in a while, so I'm not sure if it's specifically due to my mod or if it's like, possible to experience similar symptoms if you end up putting in 10GB+ worth of mods in your game and my mod just ended up being the final straw for those people's games.
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# ? Mar 29, 2016 05:25 |
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Yeah. I'll have to be a bit more aggressive about garbage collection to make sure I'm not adding to clutter more than I need to though.
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# ? Mar 29, 2016 05:41 |
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Yoked posted:SynthOrange, did you new Skyranger mod break my game? Only time I ever saw that was with the mod that adds a button to display the techtree, but that was a few weeks ago.
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# ? Mar 29, 2016 07:41 |
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Lprsti99 posted:Only time I ever saw that was with the mod that adds a button to display the techtree, but that was a few weeks ago. I had that today as well. Like, literally today. Weird.
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# ? Mar 29, 2016 09:21 |
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# ? Jun 12, 2024 09:01 |
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Congrats on 1,000 subs to your crazy Bradfordranger mod, synthorange.
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# ? Mar 29, 2016 09:24 |