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CrazyLoon
Aug 10, 2015

"..."

Mike N Eich posted:

Wow, agreed, the little Psi Enhancer Gun device thing is really silly. They should have kept them just using their brain/hands/whatever.

gently caress no. Bringin' back the sillyness of the Psi-Amps in a different way, bebeh!

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Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Mod in the nerf gun taped to a styrofoam ball from Apocalypse for the Psi-Amp.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Cythereal posted:

Given that most of the aliens are psionic and according to research from Beagle's stream they're all linked into a subconscious neural network I doubt stealth kills will ever be a thing. Maybe suppressors to make it hard for them to figure out where you are, but no undetectable takedowns.

There's a ranger ability that lets you re-enter concealment once per mission so you can go back to scouting things.

Speedball
Apr 15, 2008

Psi-amps being equipment means we can modify the equipment to give us new mental tricks or buffs.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

LightWarden posted:

There's a ranger ability that lets you re-enter concealment once per mission so you can go back to scouting things.

Not the same thing. The ranger ability only works for the ranger in question.

binge crotching
Apr 2, 2010

Speedball posted:

Psi-amps being equipment means we can modify the equipment to give us new mental tricks or buffs.

And there are probably already psi-amps with bonus will or whatever already. Or weapon mods with a 5% chance to not spend an action when using psi abilities or that kind of thing.

LightWarden
Mar 18, 2007

Lander county's safe as heaven,
despite all the strife and boilin',
Tin Star,
Oh how she's an icon of the eastern west,
But now the time has come to end our song,
of the Tin Star, the Tin Star!

Cythereal posted:

Not the same thing. The ranger ability only works for the ranger in question.

Yeah, I didn't mean that it works for the team, just that it's the closest thing I've seen to going quiet again.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

SeaTard posted:

And there are probably already psi-amps with bonus will or whatever already. Or weapon mods with a 5% chance to not spend an action when using psi abilities or that kind of thing.

Or psi-amps that give bonuses to not-psi things, I'd imagine.

Superstring
Jul 22, 2007

I thought I was going insane for a second.

Mike N Eich posted:

I just realized...its kind of redundant to give the class with the shotgun the sword right? They're both close quarters single-target weapons? I assume, like the new Sniper class, the skill trees will distinguish themselves a little bit and they'll have different skills tailored to each type.

I think about the sword as the replacement for Run and Gun. You have to get right next to the enemy, but you can use it every turn.

PantsBandit
Oct 26, 2007

it is both a monkey and a boombox
Psi-amps would be better if they looked like guitar amps and your psi-op unit played some sweet licks before using moves.

Colapops
Nov 21, 2007

Psi-amps should have just been power gloves.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

PantsBandit posted:

Psi-amps would be better if they looked like guitar amps and your psi-op unit played some sweet licks before using moves.

Someone mod the Skyranger to be a flying Doof Wagon, thanks.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Cythereal posted:

Stasis: Stuns an enemy for one turn, but the target cannot be damaged in any way.
Stasis Shield: Same as Stasis, but can be cast on squadmates rather than enemies.
Sustain: If the psi-operative suffers enough damage to kill them, the operative is instead dropped to 1 health and receives a Stasis Shield for one turn.
Soulfire: Inflicts guaranteed damage to organic enemies, ignoring cover and armor.
Holy poo poo. These are absolute loving game-changers. Being able to desperation-save yourself, or any ally that's stuck in a really bad position, instantly lock down an enemy for a turn (better than flashbangs!), or deal guaranteed damage. No wonder the Psi is its own class.
This is incredible.

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!

Cythereal posted:

Fuse: Remotely detonates any explosives an enemy is carrying. Even works on corpses that still have explosives on them.

Gaussian posted:

A lot of these abilities have potential but for some reason this is the one that seems most devious to me :getin:



Speedball posted:

Psi-amps being equipment means we can modify the equipment to give us new mental tricks or buffs.

This is the main thing. Having a psi weapon means they're participating in the equipment ecosystem as much as all the other troops, which makes it easier to keep the power levels relatively even.

Kai Tave
Jul 2, 2012
Fallen Rib
Mod psi amps to look like the ones in System Shock 2, magic orbs you plug into your arm.

DrManiac
Feb 29, 2012

Even reworked psi panic owns now.


Instead of giving enemies a 70% chance to get a free shot on your dudes they just get a random negative mental effect. the flash bang debuff that reduces aim, stunned for a turn, or even mind controlled. All 3 of those are useful in the situation where you would need to use a psi power to disable an enemy.


It kinda sucks you can only MC once though. I hope they balanced it out by letting you keep the unit the whole mission unless the caster dies.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

DrManiac posted:

It kinda sucks you can only MC once though. I hope they balanced it out by letting you keep the unit the whole mission unless the caster dies.

They did. The unit is permanently under your control unless the operative dies, gets stunned, gets disoriented, or panics - the same conditions that break alien mind control of zombies and your troops.

Hunter Noventa
Apr 21, 2010

Cythereal posted:

Null Lance: Projects a beam on the map that pierces cover, terrain, and multiple enemies to deal damage.

Sounds like Divine Buster to me.

DrManiac
Feb 29, 2012

someone mod in telekinesis but make it act like the kinetic strike in EW tia.

Charlotte of Oz
Feb 26, 2015

gay mer girl
Watching the amount of time Beagle spends tweaking uniforms in his stream, I think the first mod I'll try to figure out how to make is a blanket "change everyone's colors and uniforms either with a button, or automatically" mod. Make it so that if you want it, you can have everyone promoted to a given class have a uniform costume, and have one click to switch from urban camo to desert to arctic and so forth.

I don't think it'll save him any time that he wouldn't immediately repurpose into tweaking the mod, but I'd use it myself.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
I hope there's a Randomise button for instant fashion catastrophe.

Colapops
Nov 21, 2007

I just noticed that Gremlins have Scanning Protocol, which reveals hidden and disguised units so I don't think the Faceless Surprise!! is going to be as nasty as people are anticipating.

dyzzy
Dec 22, 2009

argh

Fangz posted:

I hope there's a Randomise button for instant fashion catastrophe.

This has to be the name of the button and/or mod.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Colapops posted:

I just noticed that Gremlins have Scanning Protocol, which reveals hidden and disguised units so I don't think the Faceless Surprise!! is going to be as nasty as people are anticipating.

They don't have it right away, which makes me think it's dependent on either research or an engineering upgrade, or is a leveling perk for specialists. Beagle sure didn't have it in his terror mission.

I suspect faceless are going to end up being a gotcha for new players or players who get careless. Not too hard to spot (I'd imagine the aliens will also refuse to gun down a civilian who's actually a faceless), not too hard to deal with if you're ready for it, but an extra complication to a normally tense mission type that can be a real problem if it does surprise you. Even if you spot the disguised faceless, that's a three by three tile no-go zone that moves around.

Ravenfood
Nov 4, 2011

Colapops posted:

I just noticed that Gremlins have Scanning Protocol, which reveals hidden and disguised units so I don't think the Faceless Surprise!! is going to be as nasty as people are anticipating.
Yeah, but what's that up against skill-wise? And can you use it unlimited times/range/cooldown, etc? You might catch a few, but I don't think a single skill is going to negate all of that.

Colapops
Nov 21, 2007

Oh, duh. I didn't even think about having to choose it against something else.

Anyhow, I just thought of something: the game's going to be mod-friendly, that much we know, but how are things like replacement weapons going to be handled? Enemy Within let you make choices with most classes, like how you could slap assault rifles into the hands of assaults even though they were "supposed" to use shotguns. However, in X-Com 2 I haven't seen *any* weapon-swapping. Is it even possible? Or are *all* classes limited to a certain weapon the way heavies and snipers were in EU/EW? I ask not necessarily for the base game, but rather for how it will affect weapons/class-related mods. Long War added a bunch of alternate weapons, but of course that was because the vanilla game allowed it to an extent. Do you think it will work the same way for X-Com 2?

Exposure
Apr 4, 2014

Colapops posted:

Oh, duh. I didn't even think about having to choose it against something else.

Anyhow, I just thought of something: the game's going to be mod-friendly, that much we know, but how are things like replacement weapons going to be handled? Enemy Within let you make choices with most classes, like how you could slap assault rifles into the hands of assaults even though they were "supposed" to use shotguns. However, in X-Com 2 I haven't seen *any* weapon-swapping. Is it even possible?

Yes, just like EW you can use assault rifles with Rangers.


The thing is that just like EW, the Assault class is the only class that had choice of multiple weapons, everybody else was stuck with their assigned class of weapon. :v: (And pistols, but they seem to have been removed for XCOM 2 since now everybody except Sharpshooters can reload their weapon for the first action and still fire on their second action, in what seems to be in exchange for an aim penalty.)

EDIT: Actually I think that was just the game having changed what weapon it was calculating odds for since the Ranger was out of ammo for their shotgun in the screenshot I was looking at.

Exposure fucked around with this message at 00:57 on Jan 9, 2016

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Colapops posted:

Oh, duh. I didn't even think about having to choose it against something else.

Anyhow, I just thought of something: the game's going to be mod-friendly, that much we know, but how are things like replacement weapons going to be handled? Enemy Within let you make choices with most classes, like how you could slap assault rifles into the hands of assaults even though they were "supposed" to use shotguns. However, in X-Com 2 I haven't seen *any* weapon-swapping. Is it even possible? Or are *all* classes limited to a certain weapon the way heavies and snipers were in EU/EW? I ask not necessarily for the base game, but rather for how it will affect weapons/class-related mods. Long War added a bunch of alternate weapons, but of course that was because the vanilla game allowed it to an extent. Do you think it will work the same way for X-Com 2?

It works exactly like EW. Assaults choose between AR and Shotguns. Supports are locked to AR, Snipers to Snipers, MECS to MEC guns and Heavies to LMGs (replace with new class names).

I dunno if Psi-Ops will be locked to ARs, but it seems likely.

Mods should work fine, just like Long War if someone's inclined to mod that way.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Zore posted:

Mods should work fine, just like Long War if someone's inclined to mod that way.

There will be, and this time next year we'll be repeating warnings not to bring up Prolonged War in an effort to avoid five-page derails about people who love it unconditionally versus those who wish fiery perdition upon its makers and their next generation.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Colapops posted:

Oh, duh. I didn't even think about having to choose it against something else.

Anyhow, I just thought of something: the game's going to be mod-friendly, that much we know, but how are things like replacement weapons going to be handled? Enemy Within let you make choices with most classes, like how you could slap assault rifles into the hands of assaults even though they were "supposed" to use shotguns. However, in X-Com 2 I haven't seen *any* weapon-swapping. Is it even possible? Or are *all* classes limited to a certain weapon the way heavies and snipers were in EU/EW? I ask not necessarily for the base game, but rather for how it will affect weapons/class-related mods. Long War added a bunch of alternate weapons, but of course that was because the vanilla game allowed it to an extent. Do you think it will work the same way for X-Com 2?

The mod tools as described include a visual studio shell and the unreal editor they used to put together the game, and access to the UE script source code and a bunch of game assets. If that's accurate and Jake "Hot Load" Solomon was not exaggerating (before beagle got him killed by a pectoid) then mods should be able to do drat near anything at all.

e: Recreating the entire original xcom (2012 or original og edition) should be doable, f.ex

atelier morgan fucked around with this message at 00:51 on Jan 9, 2016

MadHat
Mar 31, 2011
Weapon changing is already in, Most Classes not Ranger just do not have any options but they can still switch between multiple Modded Weapons or weapon Tiers and all the Weapon types are displayed in the menu when switching them around just Locked so a mod setting "Use Weapon to True" will likely be super easy.

The big thing I am looking forward to seeing is how Modular the Modding can be, like will we be able to see a whole bunch of mix and match weapons and Classes that can be just dropped into the game.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Cythereal posted:

I play with the mentality of "If I'm thinking about tanking hits as a regular thing, my decision making has screwed up somewhere." It's why I bring two snipers as a rule: one executioner/in the zone, one opportunist/double tap.

Being able to tank hits lets you play a lot faster and more aggressively, which is the kind of play that MECs excel at because of their titanic health pools, insane movement ranges, massive damage output, and resistance to actually being wounded after a mission they took damage on. It just wasn't a play style that EU/EW rewarded a lot because it was a lot safer and surer to overwatch crawl your way across every map since there were basically no timed objectives outside of meld canisters, the occasional bomb mission, and the last step of Progeny.

Ironically based on what we've seen so far MECs would be absolutely AMAZING in XCOM 2's style of high speed frantic "go go go you're on a timer you shithead" mission types everywhere.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Didn't they say the deal with the exosuit is that it lets any class use heavy weapons?

Ziji
Oct 20, 2010
Yossarian lives!
I finally beat XCOM 1 on my 3rd attempt (first 2 long abandoned) and absolutely loved it; but now I'm like mega overhyped for XCOM 2 and keep checking the thread for new info constantly. It's ruining my life.

Everyman
Jun 4, 2009

Fangz posted:

Didn't they say the deal with the exosuit is that it lets any class use heavy weapons?

We don't know yet if "heavy weapons" means the miniguns grenadiers are toting or if it just refers to the built in attachments like the rocket launcher, flamethrower, etc.

binge crotching
Apr 2, 2010

Kanos posted:

Ironically based on what we've seen so far MECs would be absolutely AMAZING in XCOM 2's style of high speed frantic "go go go you're on a timer you shithead" mission types everywhere.

Well, we're getting either MECs or SHIVs with the dlc, maybe both if we're lucky.

Sylphosaurus
Sep 6, 2007
I just love how Edge of Tomorrow the exo suits are, can't wait to see how they look further up in the tech tree.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Explosives not destroying corpses is one of my favorite quality of life improvements in XCOM2 so far, really looking forward to playing with those with reckless abandon instead of having to go "wellllll, hold on, I need a cyberdisc wreck".

Internet Kraken
Apr 24, 2010

slightly amused

Fangz posted:

I hope there's a Randomise button for instant fashion catastrophe.

One of my favorite EW runs was when I randomized everyone's appearance and also gave them names based on random wikipedia articles.

Sporting Rookie Award, savior of earth.

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Kai Tave
Jul 2, 2012
Fallen Rib

Sylphosaurus posted:

I just love how Edge of Tomorrow the exo suits are, can't wait to see how they look further up in the tech tree.

Based on some pictures from one of those recent articles that previewed the cyberball it looks like the Crysis muscle suit one soldier is wearing might be a late-game exosuit upgrade...there's a shot of one aiming some sort of alien-looking weapon strapped to his wrist.

Grenadiers as XCOM2's heavies are called get a minigun and a grenade launcher as class weapons. Exosuits let anyone wearing one make use of special exosuit only weapons like rocket launchers, flamethrowers, and something called a "shredder cannon."

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