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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
this is going to be a glorious standard for PC games for years to come :xcom:

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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Got the deluxe edition from GMG and I'm loving ready for day 1 SMG mods let's do this

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Meta-Mollusk posted:

Kinda regret spoiling myself to most of the new aliens and tech, but I hope there are some big surprises left that nobody has been able to show us yet. Also can't wait to start customizing my rookies to painstakingly recreate most of the mercs from Jagged Alliance. Gus Tarballs (with a cigar and everything) skulljacking an alien is something I want to see.

I've basically maintained radio silence, just checking the last page of this thread to say this game is going to own.

I know there are snakemans. I know there are potentially snake tits. I watched a little of Beagle play just to make sure the game is still :sicknasty:

Otherwise, I'm going in real fresh and I can't loving wait. I gladly payed for the deluxe edition and my girlfriend is going to hate me on the 5th so much. I can't wait.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

ThePeavstenator posted:

I wish silencers were a thing in this game. It would be really cool to be able to use some real guerrilla tactics like ambush that actually matter instead of giving one of your soldiers a bonus when they shoot.

They way I could see it working is that you regain concealment if you kill all the aliens in a pod the turn you activate them with silenced weapons only.

Silencers/night vision/night maps are something I've really wanted for a long time - but hey, mods!

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
SMGs own on rangers

e: Shotguns do too, but I like having range on a few of them.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Is it possible to have a giant soldier pool yet? Or is that all manual stuff and INI edits? It would be sweet to subscribe to a workshop mod that imported a bunch of soldiers.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

ZenVulgarity posted:

I really like the idea that explosions cause a threat assessment level or something that the more you use the more likely reinforcements get called in, with each explosion triggering the chance for harder enemies.

That would be a great mechanic.

I'd really love to see night vision/silencers and some sort of deeper Covert Ops mechanic implemented that would reward you for moving silently and efficiently.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
wait you mean a reddit thread dogpiled on top of a bunch of inaccurate information?

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
basically don't listen to reddit about anything with this game. Horrible misinformation abound.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

-Dethstryk- posted:

Has anyone seen an example of people modding in more music tracks? I figured it would be fun to throw your own stuff into the ambient and combat soundtracks, if the game even works like that.

I want to mod in the EU/EW soundtrack for more variety.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Procedural level generation is the best improvement in this game, bar none. loving love that poo poo.

Also thin men actually being snake lizard women is loving hilarious

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
:stonk:

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

whoknew posted:

Hi everyone! Here's my :siren:Overwatch All:siren: mod!

http://steamcommunity.com/sharedfiles/filedetails/?id=621695447




Hope you all enjoy! Let me know if you spot any issues, and please do thumb and favorite if you like it. Thanks!

Very nice! I'll give this a shot.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Bolow posted:

Oh nice a Russian voice pack already

https://www.youtube.com/watch?v=YECBJsO6pls

:greencube:

Incredible. Thank you Jake Solomon.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Yeah that looks slick as hell, nice work.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Taffer posted:

http://steamcommunity.com/sharedfiles/filedetails/?id=618977388

This is the first mod with high-quality original assets, and is being continually updated. This guy's work is incredible and literally everyone should have this mod. He's already added like 5 new things and the game has been out for a week. Can't wait to see what he comes up with next.

I'm only currently using this, the quiet bradford mod, the camera mod, and the muton/SMG long war studios mod, pretty bare bones thus far. Might consider the +1 enemy pod mod depending on how my latest campaign goes.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
at least pods don't teleport around the loving map anymore

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

waah posted:

Begun, The Long War has...

I'm waiting for the grenade distance/proximity change that Long War made. I think that would do wonders for difficulty.

Also loving the pod size mod, gonna keep that in my loadout permanently.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Mimic beacons need to be beaten with the nerf bat hard.

Also there is a "Restart Mission" mod on the workshop.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

SynthOrange posted:

But... what if Bradford dies.

Badford

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Cautionary tale for those using hella mods - just found out the "Restart Mission" mod had really bad persistent perk bugs, so now my 15 hour Bronzeman legendary save is hosed and won't work even with the "Ignore Content" mod because the mod author took it down off the workshop.

Going to crib my list back down to just a few + the Long War guys' SMG/Muton mods, I think.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Specialists are probably the best class, imo.

Magni posted:

So, fair warning to people running the double pod size mod: Be prepared to get your rear end handed to you on like the third or fourth retaliation mission. I've seen a video from someone else getting a Long War-style football team pull. Two pods with a combined two Mutons and seven Berserkers. This included one pod of six Berserkers. Yeah. Have fun with that, I'll stay with vanilla pod sizes for now. :stare:

Edit. Have another example.

I also had issues with this mod just not spawning any Advent on the map at all during a VIP mission.

I have curbed my mod list back from being "hey these all look good" to just being a handful of mods. I have to remember that just because people can make mods, doesn't mean they should be.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

mastershakeman posted:

Why do you say that? I hated them on my first play through

Harrow posted:

Yeah, Specialists own pretty hard.

I can't bring myself to retrain my main Specialist away from Medical Protocol to Combat Protocol, but it's extremely tempting. He has Restoration, too, but that's mostly because I didn't take Revival Protocol and I want some option available in case someone gets knocked unconscious. But I do love having him around, especially now that he's gotten a couple of hacking bonuses and has taken control of a Sectopod more than once.

At this point, I pretty much always have an eight-soldier squad because my Psi Op can 100% Dominate most things (including Andromedons) and my Specialist has a decent shot at hijacking mechanical enemies, especially once they're softened up with a Bluescreen Round pistol shot.

Basically because of this - also with weapons mods, they end up being an almost guaranteed amount of damage each turn between Combat Protocol and the like.

Also Aid Protocol is Very Good utility.

Also not sure if you goons are playing on Nvidia cards, but the new driver that came out today got me a nice 8 FPS average increase. The avenger is almost usable now!

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I have no idea what I'm doing in the Dev Kit but I want to make a mod that makes it so you can import XCOM1 musics into this game and add them to the soundtrack list.

Maybe someone smarter than me can do it.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

monster on a stick posted:

Good tips for retaliation missions?

battle scanners, SMGs are OK on a few troops if you have the mod

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Goddamn, the SDK is 60 gigs? Can anyone with the SDK let me know if it is possible to add new tracks to the existing soundtrack?

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I think GTS is pretty important to gun for first for the squad size upgrade (you'll probably have a sergeant very quickly) and the upgrade that makes ayys drop more stuff.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
If you can, I try to save one or two rookies for Psi operatives and then use the rest of the roster for actual shootin dudes.

Not always an option on Legendary, but if you have the resources I would try to do that.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Internet Kraken posted:

Well, they do stuff offscreen. Every time you get a supply raid its because resistance fighters blew up a convoy for you.

It would be cool if you occasionally saw a civ pull out a gun and fight back though. Even if they just died horribly in one turn. That's less bullets going my way! :v:

Sometimes I see civvies caught in my grenade blasts :kiddo:

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Without any INI tweaks, here are the mods I'm running. Pretty happy with the difficulty thus far on Legendary. Mostly inspired by Beagle's pastebin - but I haven't implemented any INI tweaks yet.

I know the pod size is kind of bullshit and made retaliation missions almost impossible in the second or third time you get them.

Mission Time Remaining - posted above, just tried this and it will remain in my loadout unless it becomes a vanilla feature

All the Long War Studio mods.

Remove aim assists - not a fan of how the game cheats for you, so this fixes that.

Grenade Damage Falloff - probably the best difficulty tweak thus far. Makes grenades work like they did in Long war, together with

Non tile snapping grenades

non tile snapping Psi

Bleedout mod

True Rectroactive AWC

Strip primary weapons - kind of buggy with how it displays, but does the job

Quiet Bradford

Stop wasting my time - just need something that speeds up the gremlin animations

Free camera rotation

Capn Bub's Accessory Pack - awesome high quality stuff here.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

BenRGamer posted:

Huh. Neat little mod someone made.

http://steamcommunity.com/sharedfiles/filedetails/?id=626263440

Deployable Turrets

ok yeah I had no idea this was something that I needed. Good mod.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

oswald ownenstein posted:

I never bothered w/ the SMG mod because on legendary they suck dick IMO

The idea of doing lovely, unreliable damage and having to reload faster just doesn't appeal to me

I think the increased movement range is a decent option on rangers and specialists.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
has anyone made a mod that makes blown up turrets into cover?

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Gatecrasher is p. easy

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Some nice changes there. Hoping mods are still OK for the most part.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Been playing this Infantry Mod on my latest game and it seriously owns. I'm playing with a bunch of difficulty mods, and it has been fairly balanced thus far, and also provides a much needed gap.

I would like to see a heavy battle rifle mod or option, though.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Beagle just stomping on missions with ease.

Re: modchat... If you're seeing crashes, try renaming the config folder in the xcom2 folder in my documents. Then launch the game and let it regenerate settings et el.

Usually the cause of removing mods and the overrides still being present.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Yeah I want to see MECs come back

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Combat protocol is pretty good in the early game when you need to finish off enemies, and also v good against mecs and turrets. My first specialist is usually a hacker for that reason.

E: ^^^ get out my head

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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

LowellDND posted:

This looks neat https://steamcommunity.com/sharedfiles/filedetails/?id=645085554

Ties enemy force composition to Avatar progress. I not sure well it plays with Avatar Project Reworked or All Aliens in All Missions though.

Going to give this a shot. Should be pretty brutal, but I'm basically reconstructing a lovely Long War (TM) and this sounds like another good strategic element to have to consider. Going to see about Avatar Project Reworked (because that is also good) compatibility.

Also has anyone found a decent class to compliment Lubrication's Infantry mod? I'm playing with default squad size 6, and I'd love to have one more class to compliment the default roster. I think the Infantry mod is great because it provides a niche that wasn't really filled well aside from maybe the gunslinger in an overwatch focused class.

I tried the Rogue class but wasn't too impressed with it, and didn't like the idea of a "Rogue".

Also need to find some more weapons mods like the Carbine et el.

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