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BlazetheInferno
Jun 6, 2015
Well, it really depends on how much supplies and intel you have.

If you're swimming in supplies, you'll want to spend that over intel on engineers if you're low on Intel.

Honestly, I'd agree that scientists are FAR less important than they were even in enemy within. Engineers though... eventually you'll have enough, but that's late-lategame. Until then, there'll always be at least one open spot you're looking at going "I wanna fill that slot..."

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BlazetheInferno
Jun 6, 2015

monster on a stick posted:

My Ranger just got... Guardian. Which... I dunno, useful?

OK, maybe I have the ADD and maybe the game does but it's pulling me in all directions.
"Supplies over here!" :byodood:
"Intel over there!" :byodood:
"What about the new comm relays, we're not even off North America!" :byodood:
"The Blacksite is still there!" :byodood:
"Have you forgotten to skulljack an officer?" :byodood:
"There's new stuff at the black market!" :byodood:
"ADVENT facilities are working on the Avatar project, what the gently caress are you doing?" :byodood:

Are magnetic weapons/predator armor good enough for the Blacksite? Do I go for a facility? Should I prove some stuff at the proving grounds first? :ohdear:

Also the character pools for this game are so :allears:


Priorities, my good man. Decide on your priorities. And you're *more* than ready for the Blacksite if you've got both.

And yes, the character pools are *very* :allears:



Especially when combined with mods.

EDIT: I'm *VERY* tempted to get a mod that expands weapon availability across classes... PURELY so I can give Jack a shotgun. I wouldn't do anything else with the mod.

BlazetheInferno fucked around with this message at 08:09 on Feb 14, 2016

BlazetheInferno
Jun 6, 2015

Verviticus posted:

i just got a ranger with death from above and she can just keep shooting until she stops killing people. ok cya alien shitlords

Wouldn't she need to be shooting from high ground?

BlazetheInferno
Jun 6, 2015
Well, so far I'm liking this larger squad size combined with larger pods. Simultaneously a greater challenge, and yet not overwhelming - because I also have more tools and actions to do things with. And my character pool is... well, it's not as aggressively insanely huge as I see some character pools popping up on nexusmods or the steam workshop, it's enough that I have quite a few of my own characters to choose from.

Doctor Chakwas providing heals for the team while kicking rear end, alongside Revolver Ocelot... being Revolver Ocelot, while Cassie Cage gets up close and personal and Zaeed Massani delivering the heavy artillery, Admiral Anderson sniping from afar (I figure it doesn't matter what class he gets, he's fine), alongside a couple characters of my own from old fanfictions. And there's more to come.

Sadly, Totalbiscuit and Chrom have tried their hand against ADVENT and fallen.

BlazetheInferno fucked around with this message at 11:47 on Feb 14, 2016

BlazetheInferno
Jun 6, 2015
1) Because I don't give a flying gently caress what people think of what I did years ago.

2) I legitimately find... some of his things amusing. Besides, he got killed, that should be a bonus for people who hate him. Hell, he died by getting one-shot crit by a Sectoid.

(edit: besides, I set standards for myself when I was writing - no using or interacting with canon characters. If I'm gonna write a story in an established setting, I don't gently caress with the setting, I fit my story into the setting, rather than change the setting to fit my story)

BlazetheInferno fucked around with this message at 12:01 on Feb 14, 2016

BlazetheInferno
Jun 6, 2015

poptart_fairy posted:

Their plasma pistols certainly can. I've had them break cover to get a shot off if someone's exposed; it's basically a guaranteed kill before Predator armour.

As it turns out, he didn't have to. I'm bad at this game still. :downs: Hence my frequent savescumming. I just didn't care enough to save him. His armor was ugly anyway.

I basically downloaded the character pool off nexusmods, looked at some of them and went "...maybe I'll use them as cannon fodder."

BlazetheInferno
Jun 6, 2015

General Battuta posted:

When I launch a new game the ADVENT icon pops up on my screen and then the game crashes. Any ideas?

The Aliens know about the fourth wall! :tinfoil:

BlazetheInferno
Jun 6, 2015

SynthOrange posted:

But... what if Bradford dies.

Clearly it's just his twin brother.

BlazetheInferno
Jun 6, 2015

Tiler Kiwi posted:

rocket launcher reaction fire

http://www.twitch.tv/sa_jadestar/c/4563582

BlazetheInferno
Jun 6, 2015
To be fair, he did say same damage, not same stats.

BlazetheInferno
Jun 6, 2015

Vengarr posted:

I gotta say, they really missed an opportunity with Chryssalids. Every other alien got a little human DNA in them, this would have been the perfect opportunity to re-introduce the classic humanoid Chryssalid. Complete with crazy slasher-smile.

Human DNA was added to Sectoids to make them stronger.
It was added to Mutons to make them smarter.
They *stopped* adding it to Vipers, and they're a whole new kind of threat for it - still have their guns and poison spit, but now they can grab you with their tongue and crush you in their snake coils.

I really can't see how humanoid Chryssalids would be more dangerous than the regular ones.

BlazetheInferno
Jun 6, 2015

POLICE CAR AUCTION posted:

Squaddie Geralt of Rivia got two executions on his first ever mission :hellyeah:

Reminds me of Big Boss in my first campaign. Showed up as a colonel out of a rumor-scan, handed him a laser sight and a repeater, and set him loose. He never really shot at the small stuff. I ended up preserving him for the big stuff.

The result? EXECUTIONS, CRITS, AAAAGH :black101: :black101: :black101:

His first ever shot was to execute a full-health Sectopod. The only way it could have been more appropriate was if it was Solid Snake instead of Big Boss.

BlazetheInferno
Jun 6, 2015

Harrow posted:

I've been playing things fairly straight with my soldiers so far, no goofy ones or changing their names or nicknames or anything, but maybe I'll get the goonpool for my Commander game and see what sort of wonderful nonsense you people have cooked up.

Or maybe I'll make the Cobra unit from MGS3. Not sure how I'd do the Pain or if I should also bring in Ocelot as a Gunslinger Sharpshooter. The Boss is definitely a Phantom Ranger, and the Fury is a hell of a Grenadier. The Sorrow is Psi Ops, obviously.

EDIT: The Pain as a Combat Protocol Specialist? The GREMLIN represents the bees?

I dunno, but Phantom Pain Ocelot can be recreated surprisingly well, in terms of facial appearance.

I've seen various Metal Gear character pools on Nexusmods. Didn't grab the pools themselves, but used them to recreate the characters myself, including Solid Snake, Otacon, and Solidus. I would try Liquid, but I don't feel I could get it close enough for my liking.

BlazetheInferno
Jun 6, 2015
Well, finally took Jack out on a mission. It's a retaliation mission. Her first action in the field: Null Lance on a Berserker, an ADVENT Shieldbearer... and apparently a civilian. Oops. :sweatdrop:

...It's Jack. I don't know what I expected.

BlazetheInferno
Jun 6, 2015

Holyshoot posted:

I just imported all the goons into my pool. Will they start showing up in my game or do I have to start a new one?

They will.

I didn't make Big Boss until partway through my first campaign, and well, I've bragged shamelessly about HIS performance enough.

BlazetheInferno
Jun 6, 2015

SynthOrange posted:



Also if holo-target worked with pistols, Face-off would be ridiculous.

I.... what

BlazetheInferno
Jun 6, 2015

POLICE CAR AUCTION posted:

Can someone link a good MGS5 Ocelot file? I'm poo poo at creating characters.


I'm so glad I downloaded that Miku mod, I crack up every goddamn time I see someone with that hair.

https://www.dropbox.com/s/21rw0g0v5id373b/Blaze%27s%20Pool.bin?dl=0

Tossed a few characters in there, just random characters I either created, or grabbed online and then edited so I felt they were more "accurate". Also I decided to be utterly shameless and include three pure-custom characters because why not.

Other than my self-indulgent three customs, it includes Jacqui Briggs and Cassie Cage from MKX, human Sarah Kerrigan, Hercule from DBZ (THE HERO OF EARTH), Zaeed Massani from Mass Effect (only really edited colors, but hey), also included Big Boss, Solid Snake, and that Revolver Ocelot you asked for.

I'd made Ocelot previously, and based him on Phantom Pain, a few friends commented that it was a really good recreation, so I figured I'd toss him out there.

BlazetheInferno fucked around with this message at 04:27 on Feb 18, 2016

BlazetheInferno
Jun 6, 2015

RBA Starblade posted:

Ugh, figured it out. He took two shots. His rifle was empty after. It takes two bullets a guy apparently. Considering that's like the one redeeming feature of my sniper with the hit rate of 20% I'm going to just dump him then.

Apparently you forgot to check your ammo before setting up Killzone then - I've done that too.

BlazetheInferno
Jun 6, 2015

RBA Starblade posted:

The mission had just started, he had never fired a shot.

Then the only explanation I can think of is that he fired and missed without the pop-up showing, or it glitched. Killzone only takes one ammo per target.

BlazetheInferno
Jun 6, 2015
I swear to god this appearance pack for Jack from Mass Effect just gets better every time I look at it. He's added her hairstyle from ME3, now.

http://steamcommunity.com/sharedfiles/filedetails/?id=620289907

BlazetheInferno
Jun 6, 2015

Your Dunkle Sans posted:

XCOM1 chat:

I am new to XCOM. When I first boot up XCOM1, I get a splash menu with the choice of XCOM:EW on top in red and XCOM:EU on bottom in blue. Are they two separate games or is it the base game and base game with added content? Am I supposed to just click EW for the enhanced content?

Also, should I do normal or easy difficulty? Should check on Ironman mode and characters' speech in their nationality for the "way it's meant to be played"?

It is indeed just "base game" or "base game with added EW content". Unless you actively don't want to play with MECs, Exalt, gene mods, etc... then go for Enemy Within.

As for difficulty, easy and normal are both fine, normal will provide a decent challenge without being ridiculously punishing. Steer clear of Classic until you're confident in your ability. As for Ironman... it's up to you. Many people play without Classic, I hate not having the safety net of my previous saves.

And having the characters speak according to their nationality is purely aesthetic. It makes 0 difference to the actual gameplay.

BlazetheInferno
Jun 6, 2015
Oh hey, a Liara voicepack on the workshop.

>looks at Braveheart facepaint from that facepaint mod which makes most of their face blue

I think this will work.

BlazetheInferno
Jun 6, 2015
I am mildly sad. I haven't tested to see if it worked, but I had to sacrifice most of my voicepack mods, I think they slow it down too much. An optimization patch might help, but for now, I'll make do with just unsubbing from the voicepacks and seeing if that speeds things up, because holy god has XCom 2 started to chug the past couple days.

BlazetheInferno
Jun 6, 2015

Famethrowa posted:

I know it's his shtick, but goddamn does Yahtzee's review reach so he can still be contrarian.

Not really. He complains about timers and bugs. Two of the most common complaints about XCom 2.

BlazetheInferno
Jun 6, 2015

Hi Jinx posted:

I've been through the game a couple of times now but the biggest cliffhanger hasn't been answered: WHERE do all those juicy burgers come from after all, if noone's seen a cow in a while? Do we ever find out?

I don't think we wanna know.

BlazetheInferno
Jun 6, 2015

Kennel posted:

Advent burgers are berserkers. That's why you see only ~3/campaign.

I must admit, berserkers don't feel nearly as dangerous this time around, even ignoring their rarity. Not having that "move toward the person who shot them" makes them seem a lot easier to deal with, because falling just short of killing them doesn't leave them two squares away from you anymore, and can potentially have them go berserk and attack their ally.

BlazetheInferno
Jun 6, 2015

Furism posted:

So I'm plyaing on baby difficulty for my first campaign. I'm on June 2035, cleared a black site, doom dicker is minus 1, I have researched Mag and Gauss Weapons, got a Spider and EXO suit. I'm kind of streamrolling through the game now as expected but I'm not sure what to build next. Mission tells me to build the Shadow Chamber but the Workshop seems pretty good. I'm also at 6/6 for contacts so I'm thinking of building a Resistance Comms as well. Which of these three options would make the most sense at this point?

Should I care about the Defense Matrix at all?

Defense Matrix is definitely a "when you have nothing better to do" option. If you can, arrange things so you have your workshop adjacent (not diagonal) to both your power relay and that resistance comms you need to build. Shadow Chamber is plot-advancement. If you have access to one, take out a facility to knock down that doom counter, or do what so many people here do and ride out the final doom clock until there's one day left before hitting that Facility to knock the counter down.

BlazetheInferno
Jun 6, 2015

Coolguye posted:

this guy gets it

Sadly, we do not have access to MECs in XCom 2, so there shall be no punching except that done by large angry alien fists.

BlazetheInferno
Jun 6, 2015
drat, just found out the "It will take many bullets" mod that added higher-tier versions of ballistic weapons when you teched up has been broken and seemingly abandoned. As it is now, it prevents you from using higher-tier weapons at all. You spend the money and resources to develop, say, a magnetic rifle, go to equip it (or the higher-damage normal rifle added by the mod), and it's... just not there.

I am sad.

BlazetheInferno
Jun 6, 2015
Eh, I'll probably just do without, it's not important, I just liked being able to stick with default weapons. Especially because it meant that Revolver Ocelot could keep using Revolvers, as the Mag/Beam pistols are not revolvers and thus not fit for Revolver Ocelot. I also need to find a new mod to make wound-times proportional to how much health they lost... I lost faith in the one I was using after one of my soldiers took two points of damage (total, so only one to base health because IIRC the default kevlar armor is worth 1 health, isn't it? Or was that only EU/EW?), and he ended up "Gravely Wounded" and out for 10 days, playing on normal. That seems excessive. EDIT: For clarity, I was using "Just a scratch" which is supposed to 1) only give you a wound if you take HEALTH damage, rather than armor, and 2) make hospital stays proportional to damage taken.

Or has it been too long since I've played XCom 2 and hospital times are a lot longer than I remember?

BlazetheInferno fucked around with this message at 21:35 on Apr 13, 2016

BlazetheInferno
Jun 6, 2015
So, as someone who scraped through the game on normal, and has not dared to look at Commander... I think I'm going to try something new. A Better ADVENT mod, with the increased squad size I've been running (start with 6, go up to 8), turning OFF the increased pod sizes. Normal difficulty.

Some of the variants I saw in that manual frighten me. We'll see how this goes.

BlazetheInferno
Jun 6, 2015
I've been enjoying A Better ADVENT so far. Recently found my first Splitter-variety Codex. I read about it in the manual thingy they have, but drat. Those things can really get out of hand if you don't deal with 'em fast. Luckily I was able to, but geez. Can clone at will, and regen 2 HP per turn... I also had one particularly unpleasant mission where an ADVENT Gunslinger managed to hit every single one of my (all in cover) soldiers with Faceoff. I was incredibly slow getting predator armor out so I didn't have it yet, and the Gunslinger was one of the first enemies I encountered on this retaliation mission.

BlazetheInferno
Jun 6, 2015

Jack Trades posted:

Does anyone know if there's a proper Training Roulette mod that doesn't give you high rank abilities at low ranks?

I dunno, but even in the EU/EW, high rank abilities at low ranks was ABSOLUTELY A thing that could happen.

BlazetheInferno
Jun 6, 2015

Jack Trades posted:

Really? I must have remembered that wrong then.

Yup.



An old run, just went and grabbed a screenshot. Savior, a colonel-level Support perk, at corporal. The highlighted one. Apparently the screenshot didn't grab the popout panel-thing showing its name.

EDIT: Every class has a few perks that are set in stone even with Training Roulette on though, due to interacting specifically with that particular class directly, and are thus also left off the list of potential roulette-abilities. No one wants their Support to get Snap Shot as his Major perk. Snipers and Heavies, I believe, both have both of their colonel-level perks set this way, IIRC. Maybe this is what confused you?

BlazetheInferno fucked around with this message at 12:57 on Apr 18, 2016

BlazetheInferno
Jun 6, 2015
If it DOES turn out to be a Vahlen DLC, I will be very pleased.

And honestly, I don't so much mind the punk-rock stuff in AC, as it gave us some stuff I've made good use of. I like the barechest and vest options. Jack just didn't feel like Jack in full big bulky kelvar.



Kinda wish we could use that "glowing visor" option without the muzzle, though.

BlazetheInferno
Jun 6, 2015
I got rid of a bunch of expendable voicepacks when I found that, they tend to be the really huge ones.

I just got back into this yesterday when I realized Alien Hunters was out. I also almost forgot I grabbed that "A Better Advent" mod shortly before losing interest, and never really playing a full game with it.

Between that and the Alien Rulers, this oughta be VERY interesting.

BlazetheInferno
Jun 6, 2015
Man, that was a poo poo-show. Lost two of my squad and two more got shot to hell on an "escort VIP away" mission because the Viper King showed up, then the RNG decided I had offended its ancestors or something and I couldn't hit shots for balls.

RIP Shepard :(

EDIT: This is also how I learned that the rulers will show up on regular missions after meeting them for the first time.

EDIT 2: Holy hell gently caress his tongue/wrap. If you can't free your soldier IMMEDIATELY, they can go unconscious before the end of your turn. Also, something on that drat map was a HEALER, and was healing the drat thing for 8 HP a turn!

BlazetheInferno fucked around with this message at 20:41 on Jun 12, 2016

BlazetheInferno
Jun 6, 2015
I... I was not emotionally prepared to see how much health the Berserker Queen has.

Especially considering I still haven't killed the Viper King yet. I'm somewhat worried that he hasn't popped up in a while.

BlazetheInferno
Jun 6, 2015
Gonna be starting a new game after reorganizing and settling on a new set of mods. Had to get rid of most of my voicepacks because having too many of them makes my game chug horribly, sad as it made me.

Here's my current mod-list (I use a hell of a lot):

Soldier Customization mods (I use a whoooole bunch):
Eyepatch Right (because Metal Gear characters >_>)
Capnbubs (come on, this one's practically mandatory)
Mass Effect's Jack appearance pack (I use the arm tattoos for several other characters, too!)
Custom Face Paints
All Flags
Free the Hood
Garrus Voicepack (I said most, not all)
Zaeed Voicepack
L4D Bill voicepack
Talo'zorah Voicepack
Symmetrical Kevlar arms
Anarchy's Children Extra Options
More Clothes options
Garrus Vakarian head (plus the invisible heads mod, even though it does have an annoying tendency to make random soldiers/civilians invisi-faced)
Ink and Paint (haven't looked at the options from this one yet, grabbed from a modlist a few pages back because I was curious)
Drimakus War Gear (see above)
Expanded Callsigns and Nicknames
More Random Backstories
(I am eternally frustrated that I can't purchase the drat pre-order customization stuff separately...)


Gameplay affecting mods:
Quiet Bradford
Stop wasting my time
Larger Starting Squad (I'm bad, and with the next mod, I feel like I need this >_>)
A Better Advent (Not a fan of the changes to panic behavior, but I love the variety of enemy units it provides)
True retroactive AWC
Hack Plus (I suppose possibly OP over time, but screw hacking anyway)
Suit upgrading
Mission Award Variety (still baffled by the time a MIMIC BEACON got the "most damage to X enemy type" award...)
It's just a scratch (if my armor is providing 4 health, and I take two damage, it should NOT RESULT IN HOSPITAL TIME.)
True Concealment (default timers)
Muton Centurion Alien Pack
Additional Mission Types (this one and all the ones below I have not tried out in-game yet, grabbed them last night and haven't opened the game yet today)
Mod Config menu
Instant Avenger menus
Stabilize Me!

I have no idea if any of these are broken.

BlazetheInferno fucked around with this message at 22:25 on Jul 2, 2016

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BlazetheInferno
Jun 6, 2015
So, wow. I'm trying, among other things, the Additional Mission Types mod for the first time, and it occurs to me, this mod ends up giving you a LOT of extra free rookies. More than you could ever need, if you're not a complete meat-grinder of a player.

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