|
I'd love for the Laboratory to have a secondary feature of creating combat sims, and the workshop to make gun upgrades. Hell, make them random ones if you want to avoid "gaming" them.
|
# ¿ Feb 7, 2016 18:26 |
|
|
# ¿ May 22, 2024 04:10 |
|
Eimi posted:I'm still not sure on how I feel about the random vests/ammos/EXO weapons. The ammos at least seem to be good, but the flamethrower has not been as good as the rocket launcher has been. I guess part of it is I needed to get a proving ground up and running but even on Veteran I had no funds for a very long time. The Lab needs to do something though, because you research super fast and run out of techs as is. I'm in the same camp Eimi, having it be random doesn't feel as good, but the amount of other items that I ignore and never give a chance is pretty impressive already. A solution might be something on the lines of "You've made X number of randomized Y, Here's a project that lets you choose one." MarquiseMindfang posted:One thing I would like to see is the Black Market selling Experimental Ammo/Grenades/Heavy Weapons for intel. Say, 2 random ammo, 1 grenade and 1 HW per month. I'm sick of trying to get Tracer rounds for my sniper only to end up with a hundred of those crit+ rounds I have no interest in using. I have genuinely considered savescumming the proving grounds. Also yes, Random PCS and Random Loot projects would be good. And let me upgrade the Proving Grounds to manufacture 2 things at once (or halve the time again, I don't care.) This would also be good. I also wouldn't mind seeing it be a country bonus. Got all of america on your side? "Hidden Arms Manufacturer unlocked! - Receive one selected ammo/grenade per month!" ... or something. Vib Rib posted:Hey heads up since I know a lot of people have been asking for it! No really, that'd be hella cool. Thyrork fucked around with this message at 18:49 on Feb 7, 2016 |
# ¿ Feb 7, 2016 18:46 |
|
MadJackMcJack posted:Better that they get killed by your grenades then turned into Advent Burgers. I still want the reveal for ADVENT Burgers to be something like "We reprocessed Soy into actually tasting good. What? What?! Did you think we were feeding you your own dead?!" Harrow posted:Actually, now I'm less sure. Shadowstrike or Shadowstep for a Ranger? I can't decide if I want to try to build him as a ninja or as a pseudo-Assault. My opinions on the two: Shadowstrike + Re-concealment means you can get a nasty attack in every so often. Shadowstep lets you run and gun next to an overwatcher and slug them in the face. The latter has worked well for me but not consistently enough to warrent going for it as a priority.
|
# ¿ Feb 7, 2016 20:53 |
|
Victory. My war felt like it went long, but I savored every moment of it. Oh, that final level. We were so loving played by Jake. It captured the atmosphere of terror from the deep wonderfully while being entirely its own creature. Well played Jake, well played. It helps that it was also legit hard, and my four psi troopers took so much of the weight of that final exchange. That entirety of the actual ending was great too. We have a nice setup for a future game. A new foe on the horizon, ADVENT still being a problem and perhaps the corpse of a perfect being now inhabited by several(?) ethereals? Oh dear. So, Game good, good game. + Actually a entertaining plotline that was well told out for Friaxis and videogames. + Psionics were amazing this time. If Jake wants to work on a fantasy XCOM game, someone let him work on it. + All the classes were great, although I had very little reason to take rangers. + The lack of an airwar never felt like it missed something, the Geoscape is so much better. + The flavor of the game, the aliens, the weapons, the locations are all gold standard. + In the same vein, the sound work and the music are superb. + The timer adds so much to the game, although I must admit I think the mod that makes it only start ticking down when detected is probably the best solution. + The randomly generated maps are so good. The handcrafted maps are loving gorgeous. + The game is ruthlessly hard but in a way that never breaks you unless you start dropping entire squads. Good luck, Ironman Commanders. I don't envy you. - Its been said by a thousand voices at this point, but yes, the game is badly optimized. - Localization can certainly be improved. Making my russian sniper speak german was somewhat amusing, but it would have been nice to have more countries to pick. - Where In the World is Dr.Valhen. I did get a popup event that implied she has laboratories across the earth 'tho! - The contagion zones were missing apart from another popup. Also a shame, although that might end up being a hook for the follow up? - No Second Wave, although to be fair that was post-release content for Enemy Unknown, so hopefully... - I really digged the Avatar enemy, and would have liked her to turn up as a super-rare enemy on late game missions. All in all, the best pile of money I've spent on a videogame. Time to put it aside for a few weeks and then tear into its guts and/or mods. E: VVVV It is extremely anime. The best kind of anime. The kind that gave us Metal Gear Revengence. Thyrork fucked around with this message at 04:13 on Feb 9, 2016 |
# ¿ Feb 9, 2016 04:09 |
|
PaybackJack posted:Beat this on Monday so I feel qualified to answer these. Good advice, but going to have to disagree on Psionics. Getting them cooking up sooner rather then later means you get an unbelievably powerful force multiplier in your back. It also means you can fill holes in your squad when people die with them. My advice would be to start eyeballing them after you've stabilized post-mag weapons and predator armour. Before then, you are simply too cash strapped, power limited and space restricted on the avenger. Also, specialists are amazingly good to pair up, one being a hacker & robot killer and the other being team squad support with the medkit. My final squad was 4 psi ops and 2 supports, and they really shined.
|
# ¿ Feb 9, 2016 16:42 |
|
PaybackJack posted:We're actually in agreement. I said don't rush Psi Ops, and if you're defining that as coming after you've build Mag Weapons and Predator Armor then you're looking around March-April so I wouldn't call that rushing. Fair. Workshop worked alright for me, i staffed the resistance coms with it. Later on when I needed more contacts, i built another, upgraded the workshop and got enough coms to spare. E: I see the Andromedon as the successor to the Muton. Killing it while its still alive means you're about to eat a face full of fist. I guess giving it a proper counter attack could be fun. The alien that I'm kind of unsure about is the Viper. She kind of goes away at one point and nothing really replaces that level of dread "snatched out of cover YOU FU-..." moments you get from her. I guess the Codex might fill that role? Thyrork fucked around with this message at 17:03 on Feb 9, 2016 |
# ¿ Feb 9, 2016 16:59 |
|
PiCroft posted:That's something else I felt was a bit disappointing about this game - a lot of the base features felt under-utilised. The fact that you can go a Veteran game without a workshop or lab at all is indicative of that. I mentioned this idea earlier, but having the workshop be able to make gun parts and the lab able to make combat sims would make them both feel very welcome. While I disagree that the workshop is under-utilized, it has its place and its good at what it does, the lab desperately needs something fun to make it appealing. E: VVV Its "ironically" cynical.
|
# ¿ Feb 9, 2016 17:06 |
|
PaybackJack posted:I think most of the time your choice on those missions will be dictated mostly by which event you shutdown. I would typically prioritze ones that gave enemies extra armor or would cause me to go into missions without concealment for a month. Typically I was delaying the Avatar project though. I look at the dark event system and see that it would make for a great 1v1 competitive geoscape layer. Both players get a set number of cards drawn from the deck, a certain number of them need to be completed this month, and the player can also see a number of the others events but needs to pay to see them all (with one of them possibly always hidden). Not that I can see a 1 vs 1 competitive xcom-like game ever coming to fruition, but its a nice thing to dream about.
|
# ¿ Feb 9, 2016 17:11 |
|
Skittering through the .INI's and being very thankful for my time in Minecraft Modding to help this all make sense. One of the things I cant find is increasing the chance for AWC's free perk. Anyone know where it is?
|
# ¿ Feb 9, 2016 18:49 |
|
Lima posted:Sure is! Most/all cars in the boonies have panels or batteries attached to them. Shen mentions something about fossil fuel being unavailable in one of her random lines. Outright banned by ADVENT and all industries attached have been dismantled. Pretty clever really, it would certainly hamstring any resistance when you cant refuel your battle bus.
|
# ¿ Feb 9, 2016 18:59 |
|
Internet Kraken posted:Your own troops are immune to flashbang. Are you sure mind controlled aliens count as yours? Considering you can shoot them...
|
# ¿ Feb 9, 2016 20:08 |
|
Bruceski posted:Stun lancers don't always target the healer, but when they do it's Unconscious. Yeah, I got that at least three times on commander. Bet you also got greviously wounded "will lowered" results too.
|
# ¿ Feb 10, 2016 01:33 |
|
Moogle posted:Looks like that Van Door isn't going down without a fight This did not get enough love. Also! I-... I dont even have Z-95's yet game!
|
# ¿ Feb 14, 2016 21:30 |
|
Space Hamlet posted:So what happens if ya complete the objective but evac before killing all the baddies? You might get a "Mission Failed!" but some part of the reward still goes through. I blew up an ADVENT data tower then evac'd and stopped the dark event but still ate a failure on my scorecard.
|
# ¿ Feb 15, 2016 00:12 |
|
Trast posted:I would really like labs to be worthwhile. The workshops have a value in the gremlins but nothing so nice for the labs. How about letting labs give your a scanning bonus or further bonus on soldiers healing? A constant stipend of intel from a lab would be nice too. I figure Labs could be a source of Combat Sims. Maybe semi-random within each type (so a +aim sim upon completeion gives you one of the three possible ranks of it) or completely random if people prefer to not "cheese" nothing but +aim sims. The workshop could do the same with gun parts as well. Slap a timer on crafting both and a resource cost that feels good.
|
# ¿ Feb 16, 2016 20:49 |
|
July 4th ingame and I go to attack a blacksite facility on the western US zone to delay the avatar project.
|
# ¿ Feb 17, 2016 01:16 |
|
So. I'm kind of annoyed at this actually. Specialist got herself Covering Fire as a free perk... but covering fire is already on her list... which means i cant take Threat Assessment or retrain out of it. gently caress. Not that there's anything wrong with covering fire! I just like giving overwatch shots to closer people who already shot/are in a bad spot while the specialists hang back at midrange. Dorkopotamis posted:I've started a let's play of my legendary iron man run. If you bros have any feedback for me that would be something I'm both in to and down with. I've mostly stopped watching xcom 2 stuff (because I'm playing it religiously ) and heres my "one minute watching, then a bunch of skipping ahead" feedback: your mic's good but it sounds like its picking up some background white noise? your pc fan perhaps? Otherwise you're fine to listen too and If i wasn't gorging myself on this game already... well, you get the point. Mister Adequate posted:Wouldn't be tricky really: 'specially if that came with the bonus of "Oh and we'll extend priority treatment to your family with no obligations on their part." Sounds exactly what I'd expect ADVENT to spin. Thyrork fucked around with this message at 15:16 on Feb 17, 2016 |
# ¿ Feb 17, 2016 15:07 |
|
RBA Starblade posted:I guess compared to faceless, heavy lancers, and the new super chryssalids (jesus christ) they're kind of worthless anyway. There bullet sponge versions of lancers. Trading a gun for more health otherwise melee with a chance to knock someone out. Of course it falls apart when you shoot one enough and she goes absolutely ballistic at a nearby shield bearer, knocking him out instead of one of your guys. splifyphus posted:I loving hate evac missions. I've lost so many people that end up one tile away from the evac zone on the last turn. Let me place my own goddamn evac point, I can do it in every other mission. This'd make a great "goodie hut" on the world map, hell it'd be fine if it turned up right away too. "Intercept ADVENT High-value prisoner convoy, get back <NAME> <CLASS> <RANK>" Erata posted:In other dumb news, I finished that Ironman Commander run and eagerly await some stability and bug patches before trying out Legend. Jesus titty-loving christ.
|
# ¿ Feb 17, 2016 15:16 |
|
Sounds like we have the start of "Commndary" mod. Commander's health pools but Legendary's pacing and removal of "helpful" under the hood modifiers to hit chances and restrictions on number of alien units that shoot you/go after civilians.
|
# ¿ Feb 17, 2016 15:27 |
|
Hick Magnet posted:I use it, but I modded it to have no training time for leader abilities. It wasn't worth it to me when training my leader would take one of my strongest soldiers out of the rotation for 10 days each rank. This way it works pretty much like it did in Long War, except instead of having a limited number of leader spots to give out, you can only bring one leader on each mission. That sounds like a good idea, wheres the .ini configs at in the workshop/main folder? Subwooper posted:after forgetting to back up my saves i am ready to start from ground zero once again. maybe with mods this time Join us! Heres Robthulu/Goonzilla's collections of fun times to get you started.
|
# ¿ Feb 18, 2016 02:19 |
|
Sorry to go all "Idea guy" on the thread but, was spitballing ideas at Robzilla as to how to make the Berserkers feel like a slightly more credible threat without making them break you over their knee (Berserkers really disappointed me. ). Kill an Andromedon while doing so and it hits me. When Beserkers die, they "erupt" in a flashbang-like effect. Going with the idea that the suit's drug pumping systems have a non-lethal failsafe. Considering their running range, this should add more presence to them without increasing their survivability. In my mind they are "sturdier stunlancers" who trade a gun for increased health and the risk of going apeshit. Adding anymore survival tools or damage (they can knock people out!) to them would be horseshit. Hey, I don't have coding talent for poo poo, but could someone do that, plus make a lategame Viper (called a From a few pages back; FraudulentEconomics posted:Are you totally against things that pull your soldiers out for X amount of days? My specializations mod was going to use similar mechanics to that (Get extra useful ability, lose soldier for 5 days). Is it just that the time is so drat long or what? The officer class has the "limited to one, and cant play with other officers" restriction, that ontop of a 8 day sitout timer is the frustrating part for me. 4 days would be better. Waiting is fine. Limited deployment is fine. Both is irksome. Thyrork fucked around with this message at 13:57 on Feb 18, 2016 |
# ¿ Feb 18, 2016 13:39 |
|
Harrow posted:Just casually thinking about it, I think the difficulty tweaks I'd personally enjoy the most would be: Helps with the Bleed Out chance. Its nice. Cant help with the patrols mind you.
|
# ¿ Feb 18, 2016 14:16 |
|
Any way to remove/rotate through skills? Loosing skills on the psionic (hookshot specifically) because i've got the overwatch all mod is kinda irksome.
|
# ¿ Feb 18, 2016 19:18 |
|
Improved AI V1.4 apparently made it so not all the aliens are irresistibly attracted to it. Officers and robotics will just treat a meme beacon as a normal dude. Seems fair. Maybe lower its health too. I think they are fine honestly, its a early "Get out of jail free" card. E: Dug up a link for it. Although I find myself wondering how much of it works. Sectoids certainly did spin more, about as much as they raised a zombie. Thyrork fucked around with this message at 20:12 on Feb 18, 2016 |
# ¿ Feb 18, 2016 20:10 |
|
As meme beacons need faceless corpses to make, I've had the following on two (and a half) commander difficulty campaigns; Retaliation Mission 1, 1-2 Faceless. -1 for the Autopsy. Retaliation Mission 2, 2 Faceless. +1 Beacon. Retaliation Mission 3, 2 Faceless. +2 Beacons. Thats 3 months+ into the war. Maybe less if you get the dark event that hastens a retaliation. By then, I'm fairly certain you'll be rocking mags and pred armour. By then... I'm pretty sure its OK to have two beacons to cheese. I dunno. Like I said, I don't see a problem, but i wouldn't weep tears of blood if it had less health and wasn't irresistible to all aliens. It really should just be a normal dude for the AI's decision making process* and some of the skill is deciding "do i throw it into cover and hope it survives longer, or throw it into the open and give the aliens something to prioritize?" *Assuming it isn't already and people have been making poo poo up about the beacon "taunting" the aliens. Kin33 posted:I think mimic beacons should work off the enemy will stat. When the AI is deciding which alien will do what it makes a will save for each alien. If they pass they ignore the beacon, if they fail they go after it. This would be fine too.
|
# ¿ Feb 18, 2016 20:26 |
|
ProZocK posted:I love you This, and also unironically. E: I'm dying. E2: This just popped up! Thanks Sykic! Impclassic returns! E3: Sykic posted:^ Click here for Sykic's post instead of drawing attention to mine! Thyrork fucked around with this message at 22:42 on Feb 18, 2016 |
# ¿ Feb 18, 2016 21:10 |
|
PantsBandit posted:I've been using this one: http://steamcommunity.com/sharedfiles/filedetails/?id=618090572 Same, and its pretty great. Would recommend also. Deuce posted:GAS PUMPS Whenever I need to assault a gas station, I dread the choice between no cover or high cover behind the pumps.
|
# ¿ Feb 18, 2016 21:54 |
|
Dunno if it'd make your life easier by making and linking mod collections in a weeks time. Would it?
|
# ¿ Feb 18, 2016 22:19 |
|
FZeroRacer posted:I have a track record? News to me! I do keep all versions of True Concealment on the Nexus as well for people who want to pick and choose which version they want, but I've always been approaching the mod from the beginning as a pretty radical gameplay shift and trying to balance it accordingly. Sometimes this includes things like a new Dark Event. The comments for True Concealment seems to have the same bile Dongattack has for the dark event too. Personally I find it great in a "Oh god this is a dangerous event so what do I suffer in exchange for stopping it?" way. I have to choose between it, -50% supplies or increased detection radii this month... So i choose to sweep ADVENT off the board before they trigger instead. But a config to disable it would be nice for the people who hate it. SynthOrange posted:
The new face of PC Modding.
|
# ¿ Feb 19, 2016 14:05 |
|
Bob Wins posted:Thanks to this video i cant help but hear advent say all sorts of silly things! My mind keeps trying to inteprate ADVENT after watching that video too. I'm convinced at least one stunlancer called me a dick after gargling out its death cry. Fuzz posted:Try getting a Ranger with Serial. Holy poo poo. Got the "Pick your own perk" AWC mod. Kinda wish it would limited the choice to say, 1 out of 3 instead of 1 out of all of them. Maybe I can find something that will roll 3 unique numbers for me and just hacky solution it. As for legit AWC characters, my phantom psi-op was surprisingly nice but the crown goes to a serial grenadier at something like rank 2. Oh the aliens who were mowed down by her cannon.
|
# ¿ Feb 19, 2016 20:18 |
|
Harrow posted:Interesting. I wonder what the plan is to change it. Longer Avatar Project meter but you insta-lose when it maxes out? Lower amount of time to respond once it maxes out? I think I'd like it if it just remembered the timer with some breathing room. Lets say Commander gives you 14 days, you take out a site at 12 and a half. Next time it fills, 12/13 days on the clock. It can be set to always give you a handful of days equal to your difficulty level (1 day on Legendary, 4 on easy), so you can only pull a slither of time out of thin air, but you'll never be catastrophically close to loving yourself over for the rest of the campaign either. Or hell, just toss a UFO at the avenger every time the progress bar fills. You can have your free time, hope you like dodging the UFO! Thyrork fucked around with this message at 19:23 on Feb 20, 2016 |
# ¿ Feb 20, 2016 19:21 |
|
Anti-Hero posted:Is starting out on iron man begging for trouble as someone who played maybe 20 hours of EU? I can be a really bad save scummer and it sucked the fun out of EU for me. Yes, it is. Bronzeman Mode is probably going to be better. Avoid them run ending bugs by at least being able to go back to the geoscape and start a mission over. I also know what you mean about savescumming. Had to really resist for my first commander campaign. There is a kind of joy to be found in rolling with the losses or the "Oh my god I just pulled 4 pods with my last move, gently caress gently caress gently caress!" and accepting how it all comes down.
|
# ¿ Feb 21, 2016 18:09 |
|
karma_coma posted:Game was great, finally beat it. I'm still of the opinion that You were playing "Terror From the Deep" The whole tiiime! Jake played us for foooools! As for the stinger at the end, my money's on that being the commander's avatar, now housing at least five elders in its head. Gonna be like a psychic clown car in there.
|
# ¿ Feb 22, 2016 01:58 |
|
DeathSandwich posted:If I had Officer marks another rookie, "OOOOH YEEEEAH!" E: Hell, just make it for the advent officer. We can find other people for the rest. Hulk for the Lancer maybe?
|
# ¿ Feb 22, 2016 17:00 |
|
Cpt_Obvious posted:It won't hit units in full cover for some reason. But that's not why you get it. You get it for berserkers, avatars, chrysalids and faceless who don't use cover and like to get all up in your business. When they are on fire, they only get one action, effectively making melee units such as themselves useless. A resistance base is under fire? Traumatized civilians watching as their homes burn and possibly in danger of being caught in a crossfire? Arm the entire squad with Hellfire Projectors.
|
# ¿ Feb 22, 2016 20:36 |
|
Fuse would be nice if it blew up all the grenades/rockets on a target regardless of how many are left. And did more damage too!
|
# ¿ Feb 22, 2016 20:57 |
|
Hulk Krogan posted:I find fuse is often pretty handy for destroying cover/shredding armor without using up your own grenades. I used it once on a MEC and its pod before breaking concealment to make them plummet down a two story building (one of them car showroom dealies in the cities, they were over the open room with the car below, sadly didn't hit the car). It was my first time.
|
# ¿ Feb 22, 2016 21:02 |
|
Shadowlz posted:Man what the gently caress. Defend transmitter missions are impossible now. The thing is 2 sprints away, andromedon hits it every turn kills it in about 4 turns, 2 pods in between me and the objective. I think this mission is actually impossible. I even made it up to the andromedon pod and threw a mimic. The andromedon charged the transmitter killing it. That's not challenging that's cheap. I had to restart a transmitter mission once because of that. Lategame aliens dont gently caress around and if it spawns far enough away you're doomed.
|
# ¿ Feb 23, 2016 02:06 |
|
RBA Starblade posted:Huh, Mutons have grappling hooks. Wait, what? As in, "I climb buildings with the help of this during animations" grappling hooks, or right out Spider Suit "Ha HA! Free move!" grappling hooks?!
|
# ¿ Feb 23, 2016 20:47 |
|
|
# ¿ May 22, 2024 04:10 |
|
Its like bathing in jello!Subjunctive posted:If I like Beaglerush videos, what other streamers/youtubers will I like? I want to watch ADVENT suckers get put down in the background while I work, and I've caught up with Beagle. Christopher Odd seems fine to me.
|
# ¿ Feb 24, 2016 00:56 |