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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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# ? Apr 25, 2016 06:20 |
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# ? Apr 28, 2024 22:02 |
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SynthOrange posted:nope, same animations and slicing sound. you should make a better shield mod and make him look silly
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# ? Apr 25, 2016 18:52 |
Do wraith and war armour ever get a second utility slot?
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# ? Apr 26, 2016 06:04 |
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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)
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# ? Apr 26, 2016 06:13 |
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Or the defensive shield. *snerk*
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# ? Apr 26, 2016 06:14 |
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Why is there still no Jetstream Sam voicepack? It's breaking my heart.
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# ? Apr 26, 2016 06:18 |
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 |
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# ? Apr 26, 2016 07:28 |
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There's actually a mod for that, by the way
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# ? Apr 26, 2016 09:14 |
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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".
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# ? Apr 26, 2016 23:37 |
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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.
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# ? Apr 26, 2016 23:38 |
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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.
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# ? Apr 26, 2016 23:39 |
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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. 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?
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# ? Apr 26, 2016 23:42 |
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sonofsunaj posted:Is there a reason you don't put soldiers into overwatch before activating a pod with an ambush? 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 |
# ? Apr 27, 2016 00:02 |
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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
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# ? Apr 27, 2016 00:22 |
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sonofsunaj posted:Is there a reason you don't put soldiers into overwatch before activating a pod with an ambush? 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 |
# ? Apr 27, 2016 01:14 |
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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.
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# ? Apr 27, 2016 05:37 |
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Psy soldiers dont gain experience from missions, just by spending time in the chamber.
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# ? Apr 27, 2016 05:49 |
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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.
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# ? Apr 27, 2016 06:12 |
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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.
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# ? Apr 27, 2016 13:40 |
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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.
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# ? Apr 27, 2016 14:05 |
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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.
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# ? Apr 27, 2016 15:22 |
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Stasis let me flawless a 2-sectopod 4-MEC 4-archon party stack during the final mission. Didn't even use any consumables.
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# ? Apr 27, 2016 15:54 |
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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.
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# ? Apr 28, 2016 03:05 |
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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 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.
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# ? Apr 28, 2016 03:27 |
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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.
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# ? Apr 28, 2016 03:28 |
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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.
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# ? Apr 28, 2016 04:02 |
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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. 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.
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# ? Apr 28, 2016 05:00 |
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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?
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# ? Apr 28, 2016 06:03 |
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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.
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# ? Apr 28, 2016 09:54 |
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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.
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# ? Apr 28, 2016 16:25 |
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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.
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# ? Apr 29, 2016 19:01 |
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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.
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# ? Apr 29, 2016 20:03 |
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The Kins posted:The Long War dudes are doing FIVE more mods! One of which is out now! Wait, there's a debugging tool that lets you auto resolve fights? I wonder how that works under the hood.
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# ? Apr 29, 2016 20:08 |
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Probably as well as the Fire Emblem auto-battle option. :shepicide. (aka, not very well)
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# ? Apr 29, 2016 20:16 |
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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 |
# ? Apr 30, 2016 09:42 |
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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.
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# ? Apr 30, 2016 18:27 |
Speaking of Long War, Capnbubs announced that he's working with them on their upcoming mods.
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# ? Apr 30, 2016 18:39 |
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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 |
# ? Apr 30, 2016 23:20 |
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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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# ? May 1, 2016 00:11 |
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# ? Apr 28, 2024 22:02 |
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Mod of the week: http://steamcommunity.com/sharedfiles/filedetails/?id=677029871
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# ? May 2, 2016 10:22 |