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poptart_fairy posted:Anyone know which file I'd have to fiddle with to increase the amount of rookies you start with on the Avenger? There is a mod for that, and then a second mod to make the ui deal with more than 6 people.
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# ? Jun 16, 2024 21:35 |
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AttackBacon posted:So I found this bit of info fairly hilarious: https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/ That's the most ![]()
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Tried to rush out a psi op as fast as possible in my newest campaign and managed to do so by May 13. Bought rushed research and elerium from the black market to speed it up and I could have shaved 4-5 days off by abandoning Mag weapon research. On her first mission the psi op saved the day by Inspiring the Serial grenadier ![]()
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new fun bug I found is that apparently using void rift as the initial ambush attack causes your overwatching soldiers to not take overwatch shots. Stun lancer survives the rift and then prances right past five OW guys and sticks his baton up my butt. reload!
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AttackBacon posted:So I found this bit of info fairly hilarious: https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/ Someone said it was there in the last game. Maybe it's an Unreal Engine feature? If I use Caps Lock whenever I get into an elevator in Mass Effect, will the level load faster? ![]() Jade Star posted:Fix your game Jake Magical ![]()
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Has anyone actually had success in modding the starting area for the regional hq? I've tried editing out the PossibleStartingRegions that I don't want, but the game still seems to default to the original list.
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LordNat posted:They do a fairly good job of cleanup late game. If you have 1-2 guys on low HP almost ready to die Sword Rangers finish them off better then any other class. Yeah, use a void rift and a grenade on a group of enemies then pop reaper and boom a pod of 7 aliens are dead in one turn
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Well, now that i've basically won the first campaign i gotta say i quite liked the game except for 3 major gripes: Too much new RNG stuff made certain gamemechanics really unfun Random luck development of key items/weapons needs to go and the fact that it's even in the game is hilarious to me They hosed up the pacing again. You spend a good amount of time in tier0 gear, okay amount in tier1, but before you can really roll out tier2 gear the game ends This is all pretty fixable with mods tho and i'm gonna shelve the game until it's better. Seriously it's like someone at Firaxis went "LOL THEY REALLY LOVE RNG I THINK, LETS GET EVEN MORE OF IT, ITS WHAT THE KIDS WANT THESE DAYS JUST LOOK AT HEARTHSTONE LOL"
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The stun lancers are garbage, three of my team out unconscious. Do they even wake up?
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In regards to build order questions, would building a workshop first be a practical option? It took me over a month to get a second engineer so popping a workshop early on for a bonus engineer slot seems like it might be worthwhile. Barring that the order I think might be best for maximized long-term income and control might be GTS -> Comms -> Power -> ACW, branching out from there.
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I have so many mod ideas and can't wait to get home from work and mess with the SDK. https://docs.google.com/document/d/1ZsiU0UGjyWpQRuRCZAjAgklE55iKJlQtzGPRv1-LxGA/edit?usp=sharing Some of these are pretty simple, so I'll tackle them first.
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FAT WORM OF ERROR posted:The stun lancers are garbage, three of my team out unconscious. Do they even wake up? Only specialists with revival protocol can get them up.
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Sectopods are simultaneously terrifying and hilarious. I had one that stood up indoors, smashed through the roof, shoot a guy for 15 damage (!) then Kool-Aid through half the building tearing a huge gash through the roof, before shining his spotlight on my Mimic.
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FAT WORM OF ERROR posted:The stun lancers are garbage, three of my team out unconscious. Do they even wake up? Not without revival protocol, nope. Solace from a psi-op might also fix it but I haven't confirmed.
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Just got my first doomsday clock, 21 days til kabloomy. I'm in June, my best are mostly gravely wounded etc (just a usual mission with codec, snake women etc). I have the first blacksite open to do, and also I could do an alien facility in another territory that I got by hacking an intel lead or something. Any guess which one would be easier? Also, do they both reset me to zero red bars and stop the clock?
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Kenshin posted:I have so many mod ideas and can't wait to get home from work and mess with the SDK. make gunslinger class since I am poo poo with actual work
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Me, 3 turns before losing a squad of some of my finest soldiers: Lol Mutons are back. I love these adorable little pushovers.
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Khisanth Magus posted:Hover over the up/down arrows to see what they have. omg thankyou
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I have mag weapons, about to get armor in 20 days, I've got a good compliment of sarges, just got Future Combat in Africa, and I'm at 5 pips on the Doom Meter. About to do an op to prevent intel costs from doubling but it means ignoring increased enemy detection (whatever they detect me whenever anyway) and doubling the costs of recruits (which are already so expensive that I don't care). Feeling good about this! Once I get my armor I'll go for the blacksite, once I finish comms I'll work my way up to Europe then to North America for the Avatar facility. I've got four engineers and 1 scientist too. It would be cool if not everything was presented as resetting its progress (it doesn't) or completely vital now (most aren't), but whatever. Stun lances have missed me 100% of the time lmao. Also battle scanners make vip escorts babytown frolics. I completed one in six turns!
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My two grenadiers both got nicknamed Hammer. I kind of like it.
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Heavy Metal posted:Just got my first doomsday clock, 21 days til kabloomy. I'm in June, my best are mostly gravely wounded etc (just a usual mission with codec, snake women etc). I have the first blacksite open to do, and also I could do an alien facility in another territory that I got by hacking an intel lead or something. The facility icons should have some pips underneath them that shows how many bars they'll remove. The blacksite removes 2 bars iirc.
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Demiurge4 posted:My experience was that once I got a psi trooper with stasis I could clown basically any pod. You should aim to get psi up by the mid game and get that ability out, it was instrumental to my non-failure against Andromedons. I haven't finished the game yet, but YES. Gatekeepers? Andromedeans? Yeah, please wait a turn while we get rid of the rest of your pod. Then we'll focus on you, ok? Demiurge4 posted:Yeah psi is super OP. Psi is SUPER OP. It's not even close. Just stasis. Also dominate (mind control) is far, far more useful/easy than it was in previous games. It lasts the entire round, and has a really high hit rate with the top psi gear, even on gatekeepers. Edit: WHY IS THERE NO 'MAKE GUNS AVAILABLE' BUTTON?
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I restarted on Commander Ironman after getting a feel for the game, and this run has been going great. To be honest I'm probably making better decisions in tactical because they're permanent, which means I've only lost 2 soldiers, both in a pretty hectic retaliation mission that saw me way more overextended to make sure I don't lose too many civvies. The biggest changes I've made are: - build order, I can't remember it all but roughly GTS, Comms, Power, Proving Grounds, Workshop (Middle 3rd station, which is letting me clear the bottom power coil). At this point I've had to make some temporary power relays to tide me over until the bottom power coil finishes, but I've also been able to drop a lab and AWC because I'm swimming in supplies... - don't scan poo poo I don't feel I need, to be honest I feel that's the biggest trap on the early game if you're not familiar with the early game. I prioritised expanding over near everything else, I think research order was Modular Weapons, Alien Materials (maybe), Resistance Comms. I then expanded ASAP to my Contact limit, building radios when it made sense. - bring 2 flashbangs to every early mission, which has allowed me to completely neutralise the early period where stun lancers are strong Those things, and generally careful considered play in tactical has left me with only two casualties, and a very strong A & B squad which is just wrecking right now. The alien victory timer running, but also 2 facilities and the black site in spitting distance so I reckon I'm about to take the squad advantage into the late game as long as I don't flub these missions. The quick expansion has massive benefits by the way, you get more supplies (so you can afford your tier 2 and buildings without selling a thing), you also get more guerilla ops available to you, so you can actually choose useful rewards that fit in your geoscape strategy, whether you're hurting for personnel, Intel or supplies. I'm backing up the ironman save just in case ( got hit by a geoscape bug where scanning would never finish because there was a dialog on the avenger screen) but that cleared so I'm good to carry on. Commander difficulty definitely feels like a short quick progression compared to legendary, feels really important to hit the curve fast given the speed of enemy progression.
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Ugh, just lost my first real soldier on my good commander campaign. -Need to skulljack an officer, see a group with one right at the start of the mission. Easy right? -Kill everyone but the officer but I need to let him live a turn to get a skull jack. Well whats the worst one officer can do? Oh he crits my grenadier behind full cover, okay. -Heal grenadier, move concealed scout up to make sure the skull jack won't trigger another group. I see that its safe to use it. -Oh wait no it wasn't there was an archon and sectoid pals hiding behind a tiny tree. So now there's them to deal with and a codex. Well a flash grenade will minimize the damage they can do. -Archon crits grenadier and kills her anyways. This is all your fault Tygan! ![]()
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Lima posted:The facility icons should have some pips underneath them that shows how many bars they'll remove. The blacksite removes 2 bars iirc. For me the alien facility has two red pips under it, but the blacksite just has a glowing white hexagon around it without any red pips there. Any guess on which would be more difficult? I guess I could try them both see what happens.
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Something I really like about XCOM 2's game design is that because you get a mix of timed, partially timed, and untimed missions, and because many of the missions are really different, is that it encourages you not to just run with your A-Team all the time because there isn't a single optimal squad build for every mission. Instead, build up a bunch of soldiers with various skill trees and use them appropriately (with different items) for various missions. When I'm thinking about new class design I try and keep this model. No soldier class or skill tree should suit all play styles, but should have good at different things. i.e. highly defensive specs are useful for missions with no timers, whereas mobile highly offensive (and thus higher risk) specs are very useful for timed missions.
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Heavy Metal posted:For me the alien facility has two red pips under it, but the blacksite just has a glowing white hexagon around it without any red pips there. Any guess on which would be more difficult? I guess I could try them both see what happens. The blacksite is a Plot, Plot removes 2 pips everytime you do one. All normal Facilities will have the pips under them.
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redreader posted:Edit: WHY IS THERE NO 'MAKE GUNS AVAILABLE' BUTTON? There's a mod for that: https://steamcommunity.com/sharedfiles/filedetails/?id=619218204&searchtext=weapons
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Elliotw2 posted:The blacksite is a Plot, Plot removes 2 pips everytime you do one. All normal Facilities will have the pips under them. Thanks
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AnonSpore posted:That's the most
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Serious Frolicking posted:I don't like hacking. So, I'm using the 100% hack chance mod until a more elaborate reworking of the system is available. Think I'm going to do likewise, tbh. I could live with it being based on a %age chance if failing didn't gently caress you over. It's already cost you an action; that plus breaking your concealment seems a reasonable price for failure.
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Kenshin posted:I have so many mod ideas and can't wait to get home from work and mess with the SDK. I like these, although you should rename the Paladin to something like "Squad Leader" or even just "Leader" because this isn't D&D. ![]()
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Zaphod42 posted:I like these, although you should rename the Paladin to something like "Squad Leader" or even just "Leader" because this isn't D&D. Truly is is unheard of for military tech or positions in sci-fi videogame to reference military tech or positions from the distant past. Now if you'll excuse me I'm off to play XCOM Enemy Within and rush MECs. I especially look forward to upgrading to the MEC-3 Paladin suit!
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Steelion posted:Sectopods are simultaneously terrifying and hilarious. I had one that stood up indoors, smashed through the roof, shoot a guy for 15 damage (!) then Kool-Aid through half the building tearing a huge gash through the roof, before shining his spotlight on my Mimic.
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Probably my favorite Sectopod story is when one just instantly stepped on a Dark VIP I was supposed to kidnap.
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Captain Oblivious posted:Truly is is unheard of for military tech or positions in sci-fi videogame to reference military tech or positions from the distant past. No, it isn't unheard of, but its still needlessly goofy when you can just use a different name that fits the same thing better ![]() If the Ranger was called "Tiger Assault" and the specialist was "Wizard" or something you'd have a point, but nope. Don't break the pattern. Naming vehicles or mechs is different.
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So this is a fun bug, i'm playing an Iron man game and i've come across an Advent Heavy Mec that doesn't take any explosive or EMP damage. I can only damage it with my gremlin or by direct fire. What the christ
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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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SirDrinksAlot posted:So this is a fun bug, i'm playing an Iron man game and i've come across an Advent Heavy Mec that doesn't take any explosive or EMP damage. I can only damage it with my gremlin or by direct fire. Did you adjust the camera to see if it was flying? I have had guys just take off into the air randomly and be out of the range of explosives.
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# ? Jun 16, 2024 21:35 |
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Zomborgon posted: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? No, eventually Advanced Troopers will start showing up.
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