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Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

mormonpartyboat posted:

Maybe make flashbangs and smoke both have +1 use by default?

A lot more than that hopefully, things like assault rifles being able to suppress, make grenades less cover destructive, make high & low cover more effective like long war. Tbh I went a bit hog wild with a roadmap so I could communicate long term intent: https://github.com/GuerrillaWar/GuerrillaWar/wiki/Guerrilla-War-Long-Watch - I'll look to chunk it up into modules so if people really don't like the classless system they can avoid it, but I think as a whole there's a lot of potential to make a much deeper strategy & tactical game out of it.

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Moola
Aug 16, 2006

SynthOrange posted:

nope, same animations and slicing sound.

you should make a better shield mod and make him look silly

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Do wraith and war armour ever get a second utility slot?

Coolguye
Jul 6, 2011

Required by his programming!

Soonmot posted:

Do wraith and war armour ever get a second utility slot?

No. That slot is in essence taken up by the built-in utilities (invis for wraith, heavy weapon for WAR)

Synthbuttrange
May 6, 2007

Or the defensive shield. *snerk*

RandallODim
Dec 30, 2010

Another 1? Aww man...
Why is there still no Jetstream Sam voicepack? It's breaking my heart.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Coolguye posted:

No. That slot is in essence taken up by the built-in utilities (invis for wraith, heavy weapon for WAR)

Balls, I was hoping that wasn't the case. Rip my ammo mods

Edit: ty! \/\/

Soonmot fucked around with this message at 15:37 on Apr 26, 2016

TheParadigm
Dec 10, 2009

There's actually a mod for that, by the way

Dongattack
Dec 20, 2006

by Cyrano4747
Haven't played since release, is there a mod now that removes the random aspect of producing new gear? Like instead of current system where i for instance want a flamethrower where it's "produce a random heavy weapon" there would instead be "produce 1 flamethrower".

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Dongattack posted:

Haven't played since release, is there a mod now that removes the random aspect of producing new gear? Like instead of current system where i for instance want a flamethrower it's: "produce a random heavy weapon" there would instead be "produce 1 flamethrower".

I think there's one that allows you to reproduce the heavy weapons you already got, but don't quote me on that. I also don't know it's name, I just remember it from somewhere.

Dongattack
Dec 20, 2006

by Cyrano4747

Yami Fenrir posted:

I think there's one that allows you to reproduce the heavy weapons you already got, but don't quote me on that. I also don't know it's name, I just remember it from somewhere.

Yes, i had that installed, but it was very buggy at the time.

sonofsunaj
Mar 16, 2009

Maluco Marinero posted:

I done me a video of the campaign start for Guerrilla War, it was pretty fun but I'm keen to work more on the balance so you don't feel like your only options are run away or kill everything, more suppression options, more items, etc.

https://www.youtube.com/watch?v=CF8nedZ8K-k

Is there a reason you don't put soldiers into overwatch before activating a pod with an ambush?

Even without the ambush bonus negating the overwatch penalty, isn't it better to shoot them when they move and aren't under cover, than shoot them individually after they move into cover?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

sonofsunaj posted:

Is there a reason you don't put soldiers into overwatch before activating a pod with an ambush?

Even without the ambush bonus negating the overwatch penalty, isn't it better to shoot them when they move and aren't under cover, than shoot them individually after they move into cover?

It's rarely better to engage that way. Occasionally there's a clear reason to do so when you say have a commanding high ground with a series of 80-90% shots to take (which I did and explained at 3:21), but the problem is if you miss (and you WILL miss if you lean on it) the enemy then gets a free turn to shoot you.

If you choose not to overwatch, you can react, throw a grenade, destroy cover, take flanks, ensure everyone is in high cover (often gathering everyone for an ambush means someone is in low cover).

The overwatch ambush is good in some situations (ideally not the whole team, just take one or two shots), but also dangerous in many situations.

A god like way to use it is with kill zone or guardian, because then you get lots of free shots but can still leave moves available for other squad members to react to whatever happens.



edit: this might be a bit counter intuitive, but you should be optimising the worst case rather than the best case if you want to survive a Legend campaign. What that means is, always think of the worst that could happen based on the probabilities rather than the best. That means using guaranteed sources of damage, wisely spending consumables and so on. If you play in a way that absorbs the worst case, you can pull out even a campaign that starts off slow. By all rights my vanilla campaign (on video on Youtube) most people would have ended after the first 4 missions, given 5 gravely wounded and 1 fatality. Optimising for the worst case means I didn't go into an injury/fatality spiral, there's only so much good play can do, the rest is compensating for randomness.

Maluco Marinero fucked around with this message at 00:13 on Apr 27, 2016

Lynx
Nov 4, 2009

Dongattack posted:

Haven't played since release, is there a mod now that removes the random aspect of producing new gear? Like instead of current system where i for instance want a flamethrower where it's "produce a random heavy weapon" there would instead be "produce 1 flamethrower".

Try this:

http://steamcommunity.com/sharedfiles/filedetails/?id=636193478

Ravenfood
Nov 4, 2011

sonofsunaj posted:

Is there a reason you don't put soldiers into overwatch before activating a pod with an ambush?

Even without the ambush bonus negating the overwatch penalty, isn't it better to shoot them when they move and aren't under cover, than shoot them individually after they move into cover?
In the very beginning of the game, those kind of ambushes are more worthwhile. As you start getting more active-use abilities, consumables, and soldiers, it becomes less and less useful because a full soldier action is a better move.

Good example: a ranger could overwatch with no aim penalty and possibly overkill something, or you could save that ranger and move + rapid fire to take out a single dangerous enemy. I usually only overwatch with specialists (preferably after they place an automated threat assessment on someone).

E: going turn by turn also gives you more control over your targets and let's you compensate for fringe cases while overwatch ambushes commit you fully to one action.

Ravenfood fucked around with this message at 01:17 on Apr 27, 2016

SirDrone
Jul 23, 2013

I am so sick of these star wars
So there's no way for me to stick a higher ranking soldier into the Psy chambers is there? I really don't like the idea of putting a rookie in there and guess hold his hand as I babysit them on missions.

Synthbuttrange
May 6, 2007

Psy soldiers dont gain experience from missions, just by spending time in the chamber.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Maluco Marinero posted:

edit: this might be a bit counter intuitive, but you should be optimising the worst case rather than the best case if you want to survive a Legend campaign. What that means is, always think of the worst that could happen based on the probabilities rather than the best. That means using guaranteed sources of damage, wisely spending consumables and so on.

Exactly. The only shots you can count on are the 100% ones. 99% shots miss 1% of the time (and even when you hit, some enemies have a chance to dodge them). You should try to never be in a situation where you need to hit that 85% shot.

many johnnys
May 17, 2015

SynthOrange posted:

Psy soldiers dont gain experience from missions, just by spending time in the chamber.

Yeah, I usually leave my psi troopers in the chamber until they're fully baked. Although even a lower-level psi can be good if he's got certain abilities, like lance, dominate, and inspire.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

many johnnys posted:

Yeah, I usually leave my psi troopers in the chamber until they're fully baked. Although even a lower-level psi can be good if he's got certain abilities, like lance, dominate, and inspire.

You forgot stasis. Oh god that one is probably the most broken of the lot.

binge crotching
Apr 2, 2010

FoolyCharged posted:

You forgot stasis. Oh god that one is probably the most broken of the lot.

I agree, it's the most important psi skill.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Stasis let me flawless a 2-sectopod 4-MEC 4-archon party stack during the final mission. Didn't even use any consumables.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki
Void Rift+Schism is more broken. It's basically guaranteed to make any organic pod irrelevant, and having two Psi Ops with it pretty much negates the cooldown. The training progression for Psi Ops is weird but much easier and quicker than raising other classes to colonel.

The rest of the psi abilties are also OP. Stasis is arguably much more useful on your own troops once Stasis Shield unlocks.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

NAT-T Ice posted:

Void Rift+Schism is more broken. It's basically guaranteed to make any organic pod irrelevant, and having two Psi Ops with it pretty much negates the cooldown. The training progression for Psi Ops is weird but much easier and quicker than raising other classes to colonel.

The rest of the psi abilties are also OP. Stasis is arguably much more useful on your own troops once Stasis Shield unlocks.

The problem with void rift + schism is that it takes 3/4 level ups to get there. That's a ton of time in the tanks. Stasis is a single skill that makes big enemies non issues no questions asked because you can just kill their friends, chip at them and then lock them down until next turn 100% no questions asked or dice rolled. That kind of power at that ease of attainment makes it much stronger than the rift wonder combo, as amazing as that is.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Yeah, the game doesn't really have a concept of balance at the high end. The amount of broken as gently caress abilities you can field once you get over the early-mid game hump is obscene, and the ayyys don't really have an answer for it with pod activation mechanics.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki

FoolyCharged posted:

The problem with void rift + schism is that it takes 3/4 level ups to get there. That's a ton of time in the tanks. Stasis is a single skill that makes big enemies non issues no questions asked because you can just kill their friends, chip at them and then lock them down until next turn 100% no questions asked or dice rolled. That kind of power at that ease of attainment makes it much stronger than the rift wonder combo, as amazing as that is.

On Commander or Legendary? I don't have any desire to play Legendary until they've made it less like EW Marathon or something like Implassic comes out.

Time in the tanks isn't as long as you think it is--as long as those soldiers aren't wounded they're just chilling in the tanks anyway while you're scanning, and Psi Ops generally shouldn't get wounded since their means of loving with ayys don't require them being out in the open. On Commander at least those 5-10 day training times aren't too awful, especially since you can just yank them out of the tank anyway.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

NAT-T Ice posted:

On Commander or Legendary? I don't have any desire to play Legendary until they've made it less like EW Marathon or something like Implassic comes out.

Time in the tanks isn't as long as you think it is--as long as those soldiers aren't wounded they're just chilling in the tanks anyway while you're scanning, and Psi Ops generally shouldn't get wounded since their means of loving with ayys don't require them being out in the open. On Commander at least those 5-10 day training times aren't too awful, especially since you can just yank them out of the tank anyway.

That's still close to an entire month of waiting for the setup assuming you don't get any dud skill rolls that don't advance you further. Meanwhile rolling stasis gives you the broken right now, no questions asked.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Why is this being discussed as if it was mutually exclusive? Grab stasis if it pops up, use the soldier, try not to get him injured so he keeps training the combo. Related, does anyone know how the training discount works for lowering time on higher lvl skills?

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Serephina posted:

Why is this being discussed as if it was mutually exclusive? Grab stasis if it pops up, use the soldier, try not to get him injured so he keeps training the combo. Related, does anyone know how the training discount works for lowering time on higher lvl skills?

Training discount? The skills are just assigned levels and it's compared to your psiop level, any level above his adds 1 day, so grabbing void rift(a magus tier skill) on newbie will take 10 days, on magus only 5.
Also there's the psi power growing with levels, so if you grab a insanity/domination on low level it'll not be all that useful because success chance will suck.
If you want to use the wizard before fully trained, first pick "always working" skills like stasis or inspire, and also direct damage skills, they're only dependent on your psi amp tech.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

NAT-T Ice posted:

On Commander or Legendary? I don't have any desire to play Legendary until they've made it less like EW Marathon or something like Implassic comes out.

There's already an Implassic, look for the Commander+ difficulty mod on the workshop.

The Kins
Oct 2, 2004
The Long War dudes are doing FIVE more mods! One of which is out now!

Toolbox - Adds proper UI support for up to 12 man squads, some old Second Wave options, some other helpful options like auto-resolve, and a mechanism for modders to add new Options menu tabs.
Perk Pack - A Class Construction Kit of some kind.
Laser Pack - A new weapon tier, releasing at the same time as the Perk Pack
Alien Pack - Ten new ways to die.
???? - No details yet.

Jack Trades
Nov 30, 2010

Toolbox mod conflicts with the Uniforms Manager, which is the single betsest mod for XCOM 2.
I'll wait for someone to solve the compatibility conflicts.

Kwyndig
Sep 23, 2006

Heeeeeey


The Kins posted:

The Long War dudes are doing FIVE more mods! One of which is out now!

Toolbox - Adds proper UI support for up to 12 man squads, some old Second Wave options, some other helpful options like auto-resolve, and a mechanism for modders to add new Options menu tabs.
Perk Pack - A Class Construction Kit of some kind.
Laser Pack - A new weapon tier, releasing at the same time as the Perk Pack
Alien Pack - Ten new ways to die.
???? - No details yet.

Wait, there's a debugging tool that lets you auto resolve fights? I wonder how that works under the hood.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Probably as well as the Fire Emblem auto-battle option. :shepicide. (aka, not very well)

DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?
Oh gods I can just smell my first ironman victory...



Edit: yaaase

DoctorTristan fucked around with this message at 10:47 on Apr 30, 2016

SpookyLizard
Feb 17, 2009

Yami Fenrir posted:

Probably as well as the Fire Emblem auto-battle option. :shepicide. (aka, not very well)

Has there ever been an autoresolve function in a game that remotely did as well as an actual played battle?

I loved Sword of the Stars autoresolve function. It was typically really bad and you could have fleets that were basically easy mode that required little actual tactical control would get loving wrecked in autoresolve. UNtil someone figured out that this was because instead of fleets starting in usual deployment, in autoresolves they spawned right next to each other. So people began building fleets full of ships dedicated to weapons that were at best mediocre in actual battles. like dumbfire missiles, who were able to overcome point defense in raw numbers but lacked any guidance so managing to actually hit anything was a different matter unless you had your ships engage in knife fighting distance. Or, y'know, used autoresolve.

Segmentation Fault
Jun 7, 2012
Speaking of Long War, Capnbubs announced that he's working with them on their upcoming mods.

Canopus250
Feb 18, 2005

You guys are taking me along this time? Right? Wait Shaundi is going? This is bullshit man!

Are the advanced warfare skills determined when the character is first added to your team or is it randomly assigned at the actual promote screen? I've gotten useless to my play style skills on the first three Grenadiers and its driving me nuts. Likewise there isn't like a console command or other trick to choose or get a new one is there?

Edit: Ok, checking out the workshop I found the answer to my question and a way to exclude some skills from showing up again

Canopus250 fucked around with this message at 07:06 on May 1, 2016

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Canopus250 posted:

Are the advanced warfare skills determined when the character is first added to your team or is it randomly assigned at the actual promote screen? I've gotten useless to my play style skills on the first three Grenadiers and its driving me nuts. Likewise there isn't like a console command or other trick to choose or get a new one is there?

When they get added, meaning if they get added at a level above when they earn it, tough poo poo they don't get it. There might be a mod to see it in advance out there, I know there's one that makes it work retroactively at least.

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Synthbuttrange
May 6, 2007

Mod of the week:
http://steamcommunity.com/sharedfiles/filedetails/?id=677029871

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