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CrazyLoon posted:Hahah yes...no more kiting chryssalids and: "Oh good, they used up their first move getting to within a few steps away from that soldier. Now they'll just move once more and not do poo poo." Rules of Nature apply to them now, same as blade-wielding folks and gawd will that be something to factor in now. So, multiplayer's going to be bugged again?
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# ¿ Jan 28, 2016 21:06 |
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# ¿ May 3, 2024 13:27 |
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The correct way to play EW: https://www.youtube.com/watch?v=yza9myPX2Rk
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# ¿ Jan 29, 2016 13:53 |
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Kanos posted:Obvious terrifying monster aliens like Berserkers/Chryssalids/Faceless/Gatekeepers are probably out but I was under the impression that seeing Sexy Sectoids, Vipers, Archons, and other less overtly terrifying aliens just chilling around was a pretty normal thing in ADVENT cities. Andromedons would probably be OK too because they're in fully encased powersuits. For some reason this made me think of a Pectoid and Viper skipping around an Advent park, hand in hand. I don't know how the Viper was skipping.
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# ¿ Feb 1, 2016 13:17 |
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Ravenfood posted:Yeah, they're great replacements. Scary as poo poo, much harder to game with distance, but less of a complete "gently caress you" if they get to your squad. ... Replacements? Boy, you're in for a rough surprise.
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# ¿ Feb 1, 2016 19:10 |
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Ravenfood posted:Early-game ones, yeah. All the aliens look bumped up much higher in the tech tree. Lancers seem to roughly fill the same spot that the old Chryssalids did in terms of where they come into the campaign. I'll give you that. Didn't they get a health drain, though? I can see them as an early-midgame enemy to make sure you got squad size (or can work without it).
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# ¿ Feb 1, 2016 19:24 |
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The simplest way to add weapon classes would be to have one with higher crit rate and accuracy and the other with better base damage. I'd lean towards kinetics for the former and energy for the latter, unless perhaps you want to match explosive rounds with high-accuracy lasers. One has high-damage shots with a notable chance to do no damage vs. low-damage shots that have a notable chance to get good damage. Seems fairly balanced. Without more (vanilla) stats to trick out, and range already dictated by class, that would seem simplest. The only other simple stat could be disallowing weapon add-ons; having higher-than-average overall stats could trump adaptability. Splash damage or debuffs could be a thing, but that leaves all sorts of other concerns. Ammo mods already do most of that, anyway.
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# ¿ Feb 3, 2016 23:09 |
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AlternateAccount posted:The fact that Jake's nickname is TEARDRINKER is absolutely glorious. Soothing Vapors posted:it's Hot Load and nothing he can ever do will change that I guess they wanted to keep the teen rating, sadly (and I assume dev content would have to conform to that, even optional packs). I'm still perplexed by the M rating on EU.
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# ¿ Feb 3, 2016 23:37 |
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DrManiac posted:So is the pre load the whole game compressed or will we still have to download ~20 gigs? It should be fully downloaded; it's about 21 GB compressed.
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# ¿ Feb 4, 2016 14:56 |
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A little late on this, but... findReplace(aliens,ELVES)
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# ¿ Feb 5, 2016 09:11 |
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Faceless are dicks. One trounced over to my soldiers, transformed, moved again, and then did the AOE attack (seems like way too many actions for one enemy turn, but maybe it falls under the melee rules and transforming is free). This somehow caused a nearby van to blow and kill two soldiers, one at full rookie-default HP. They had just gotten promotions, too...
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# ¿ Feb 5, 2016 10:09 |
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dogstile posted:Jesus christ gently caress the faceless
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# ¿ Feb 5, 2016 14:34 |
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Deuce posted:Grenade launcher with plasma grenade Well, to be fair, I've had the same explosion propensity come from a small campfire-sized flame next to a car. Yay, more grave wounds...
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# ¿ Feb 5, 2016 18:53 |
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RBA Starblade posted:I like the implication that you just replayed XCOM: Enemy Unknown in your head for twenty years for the aliens. With the networked sim-sharing thing they mention, it even kinda reminds one of the entire EU-playing community.
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# ¿ Feb 5, 2016 19:09 |
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Coolguye posted:The way it worked in EU (and presumably the way it works here) is that the RNG seed is saved with the game and changes after every action. So if you reload and do the same action twice, you'll get the same result. But if you do a different action and then revisit the previous action, you'll get a different result. I tried some scumming this morning, and of two overwatches, the second one nearly always seemed to hit regardless of which was taken first, who had moved where, etc. The two were firing into the same general area, so ranges didn't factor into it very much. It may be that the game now only increments through random results when percentage rolls get used.
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# ¿ Feb 5, 2016 19:15 |
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Sheep posted:"Rescue 6/13 civilians that are mixed in with 10 enemies" is worse than generic_escort_mission bullshit, ugh. Also, at least one is probably a giant murderglob with a ridiculously oversize AOE attack that can cause explosions. Have fun.
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# ¿ Feb 5, 2016 19:23 |
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PirateBob posted:That doesn't help me at all. In any mission where you finish by eliminating all enemies, timed elements are recovered.
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# ¿ Feb 5, 2016 19:47 |
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I really love the ragdolling that occurs when you pick up loot. If you grab an item from the opposite corner of the pickup zone, it will zoom into the soldier's hand, smacking around any debris in the way. I got a Viper flung at least six tiles that way.
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# ¿ Feb 5, 2016 19:50 |
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Fintilgin posted:Love the game, but I just got stunlanced through an undamaged wall. I had a stun lancer run through a 3 inch tall slit in a wall. They're really living up to the ninja look.
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# ¿ Feb 5, 2016 20:07 |
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RBA Starblade posted:e: The Resistance Warrior Kevlar Armor is just the basic armor from EU but beat up. Try hitting the torso prop options- you get that, jeans and a ratty t-shirt, some other civvies, and a Bradford sweater!
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# ¿ Feb 5, 2016 20:38 |
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Well, I finally got around to my tradition of having Gordon Freeman running around as an XCOM operative. Kinda sad there's no "none" voice option by default. Also, it appears that saving someone to the character pool in-game, modifying their bio, then saving them again isn't a good idea. A duplicate will appear in the character pool menu, and deleting one deletes both. (Otherwise I'd put up pics)
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# ¿ Feb 5, 2016 22:09 |
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poptart_fairy posted:One of my supposedly injured specialists is dicking around on the command deck. I know it's you, Najaur, those glasses are not very discrete! Same, though I will switch up language packs to make them a bit more unique. Also, holy gently caress, if I recolor sword guys I can literally have all of the power rangers.
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# ¿ Feb 6, 2016 21:16 |
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Any tips for acquiring more supplie? I'm only getting about 250 a month and most of my big upgrades are coming in for ~150.
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# ¿ Feb 6, 2016 22:57 |
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I always find it interesting to see what the debug engine can handle and can't. Modding a gun to do 400 damage gets displayed correctly sometimes, sometimes not. On the other hand, giving a guy an unmodified Codex rifle doesn't even get displayed on the model. It all makes sense, of course; it's just interesting to see what the engine can and can't splice together.
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# ¿ Feb 8, 2016 06:42 |
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I really need predator armor RIGHT DANG NOW, but I mistakenly sold a bunch of ADV trooper corpses a week before I found out about that cost. I haven't seen a regular trooper for the last three missions. Am I hosed and have to research higher armor immediately?
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# ¿ Feb 8, 2016 23:13 |
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Random rear end in a top hat posted:No, eventually Advanced Troopers will start showing up. Oh, so Advanced Troopers and regular ADVENT troopers drop the same corpse resource? good, that will be of much help. Additionally, this operation name threw me for a bit: (Also, yeah, I added Mass Effect's jackass councilor as a dark/VIP)
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# ¿ Feb 8, 2016 23:24 |
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Tenzarin posted:And an odd question do you pronounce Aegis as A-gis or E-gis? ayyy-gis (yeah, really)
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# ¿ Feb 9, 2016 00:01 |
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Did I misunderstand the meaning of the hack reward "Completely immune to the next two attacks?" 'Cuz I just got shot at by a codex (it missed) and a sectoid (a critical plasma shot). What's that about?
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# ¿ Feb 10, 2016 02:15 |
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Away all Goats posted:It only applies to the hacker Indeed, he was the one to hack it, and he was still shot.
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# ¿ Feb 10, 2016 03:01 |
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Skippy McPants posted:On that topic, is there a mod yet that makes the chance to receive an AWC perk 100%? Kind of a bummer having to sideline my favorite Ranger because she didn't get a lucky with the RNG at levelup. I kinda wish I could put a person in for AWC training, maybe for ~75 supply and 10-15 days. Heck, if you want to make it limited for balancing reasoning, just have it consume some of these extra Codex brains, I've got loads and noth9ing to do with them (I think). Perhaps they have encryption keys/one-time-pads for advanced sim training, I dunno.
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# ¿ Feb 10, 2016 13:42 |
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Man, if I ever get into modelling, I'll make a revolver chambered with volatile elerium crystals. It's like firing alien alloys, but with more bang. e: RBA Starblade posted:I wonder how much time limit complaints are around setting things up for the sniper? I used to do that a lot in EU. It's actually not too bad, especially with the grappling hook to get into position. Having three moves in a turn plus a free jump is enough to set up great LOS and elevation bonuses. A spider suit is all you need to have a sniper nest within a turn or two, and scout rangers make it even safer. Zomborgon fucked around with this message at 16:24 on Feb 10, 2016 |
# ¿ Feb 10, 2016 16:20 |
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Broken Cog posted:I feel like the T2 and T3 guns should just have a bunch of doodads duct-taped onto the base ballistic one. There's only so much you can do in the limited time you're given after all. Seemed to work out well enough for Bradford.
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# ¿ Feb 10, 2016 16:30 |
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RBA Starblade posted:With the weapon upgrades showing up on the models it's kind of a surprise this isn't how it works already. It would also make more sense for the mods to carry over (not that I'm complaining) if the new types were just even more mods.
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# ¿ Feb 10, 2016 16:36 |
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Gunder posted:They really hosed up the initial half of this game, balance wise. It gets MUCH easier as you go on, but the first half of the game is way too difficult compared to the later half. Makes the whole experience very frustrating to begin with, then very underwhelming later on. What a shame. I hope someone is able to mod the difficulty curve to some degree, because the stuff they throw at you early on is not only unfair, it's extremely unfun. EU in a nutshell
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# ¿ Feb 10, 2016 16:48 |
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I haven't even used a psi soldier yet, and I'm on tier 2 and beginning 3. Should I get the testing facility?
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# ¿ Feb 10, 2016 17:24 |
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Harrow posted:2. To protect a soldier doing a forward push. If I have a non-concealed Ranger pressing forward, sometimes I'll set up some soldiers on overwatch just in case the Ranger stumbles on a pod and activates them. A sniper can maybe pick one off as it runs for cover and make the next turn less painful. This is also a wonderful time to have a Kill Zone sniper, it's like In the Zone during overwatch without the kill requirement.
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# ¿ Feb 10, 2016 17:35 |
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uXs posted:Hunker down is obviously for when you don't want to get hit. Shooting is for that. You don't get shot if they're dead. (Except VIPs, I wish I could hand them a grenade or something)
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# ¿ Feb 10, 2016 17:42 |
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SuperKlaus posted:Tell me about gunslingers and shotgun rangers. My theorycraft is something like: specialists have tricks, grenadiers have explosives, sniper sharpshooters have silly range. Shotgunners and gunslingers both appear to fill the role of "high damage at standard ranges." What are the pros and cons of each, and why does one not obsolete the other? I'm aware that concealment stunts are super-pro and I know Run N Gun is godlike from my XCOM EW days, so my gut says that shotgunners outshine gunslingers. Please tell me why this is not the whole picture. She's the Algerian Heavy-style survivor of the tutorial mission, but she's a bit cooler and not a Heavy. RBA Starblade posted:She's the rookie that goes with Bradford to save you and comes out alive. If you do the tutorial, you're guaranteed to get Ranger Jane "Snake" Kelly. She's "Slayer" for me. Thing for S-codenames, it seems.
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# ¿ Feb 10, 2016 19:42 |
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https://xcom.com/xcom-2-stats 67% of XCOM deaths are attributed to "Collateral damage." e: Additionally, XCOM's overall KDR is ~12.69. On average, that means that each soldier lasts about 1 mission. Zomborgon fucked around with this message at 23:25 on Feb 10, 2016 |
# ¿ Feb 10, 2016 23:21 |
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Lunethex posted:No it's there. Heck, it could be 55% and the 65% is what's fake. (/s)
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# ¿ Feb 11, 2016 02:10 |
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# ¿ May 3, 2024 13:27 |
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RBA Starblade posted:I went from 5 to 10 because they built another facility. Thankfully I just skulljacked, can research that tech in a week, and I've got an exo suit, mag weapons, and predator armor for the blacksite whenever I need it. And dragon breath rounds! Regular Predator armor gets you an extra utility slot, good for custom ammo and such, but the EXO suit gets the rocket launcher/flamethrower/etc. Thus, having something replace your grenade (praise be to our Lord the Grenade) on an EXO is not so detrimental. Either one is good; I'd put EXO on Grenadiers and maybe rangers, Spider on snipey sharpshooters, and Predator on specialists, pistoleers, and the rest.
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# ¿ Feb 11, 2016 14:57 |