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Maluco Marinero posted:This doesn't feel accurate, your first Geurrilla Op will always reward an engineer, the first Council Mission will always reward a Scientist. From there if you expand you'll get enough mission chances to get the rewards you're after. Also the game gives you heaps of ways to mitigate bad luck via the Resistance HQ and the Black Market. Except Elerium Cores, I don't think I've ever seen them on the Market and I've had a run where only a few dropped on corpses.
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# ? May 6, 2016 01:43 |
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# ? Apr 28, 2024 22:31 |
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I kind of feel like abandoning my first Ironman playthrough now that my characters with the Max Payne and Tommy Wisseau voice packs hosed up an ambush and got themselves killed.
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# ? May 6, 2016 02:10 |
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I don't know why the bullshit factor in this game angers me so much more than it did in xcom 1, but it really does. In the space of a single mission I was spotted twice through solid, undamaged walls (and lost concealment on the first spot), got critted by a flashbanged advent trooper from the ground floor around 2-3 corners to a guy up a ladder on the roof, ran up to shotgun a guy to death and activated two more pods, and had two squaddies panic from near-misses. In one loving mission. It really pisses me off when I feel like I'm doing everything right and still losing.
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# ? May 6, 2016 02:30 |
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suboptimal posted:I kind of feel like abandoning my first Ironman playthrough now that my characters with the Max Payne and Tommy Wisseau voice packs hosed up an ambush and got themselves killed. I did not miss it, I did naaaht- oh hai ayys
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# ? May 6, 2016 02:49 |
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The pod activation game is still so much dumpster trash in XCOM2. I'm very much hoping I can manage to kill it with my mod, as it makes the tactical battles so just, 'awkward'.
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# ? May 6, 2016 03:03 |
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From the Jakeman himself https://twitter.com/SolomonJake/status/728200677608939520
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# ? May 6, 2016 10:06 |
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Ruler aliens have HP pools that persist across missions, huh? They escape after a while (or you escape from them) but whatever damage you did to them stays so eventually you can finish them off. Interesting.
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# ? May 6, 2016 10:14 |
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Viper Kings can take a turn after every individual soldier actionquote:The Viper King’s move set includes:
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# ? May 6, 2016 17:21 |
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Game is too easy then gently caress YOU
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# ? May 6, 2016 17:26 |
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wow cool glad to know not to buy that
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# ? May 6, 2016 17:38 |
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"Let's see Beaglerush find a way to cheese THIS thing!"
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# ? May 6, 2016 17:40 |
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I had better get some serious upgrade paths for my soldiers in return for this bullshit.
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# ? May 6, 2016 17:46 |
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Speedball posted:"Let's see Beaglerush find a way to cheese THIS thing!" That is pretty much instantly what I imagined the devs saying on reading the description, yes.
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# ? May 6, 2016 17:53 |
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quote:Will summon a portal to flee battle after devastating your soldiers or being chased off The ol' poo poo and run
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# ? May 6, 2016 17:58 |
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Maluco Marinero posted:The pod activation game is still so much dumpster trash in XCOM2. I'm very much hoping I can manage to kill it with my mod, as it makes the tactical battles so just, 'awkward'. I keep seeing this complaint from some people in this thread and elsewhere and I'm curious what the expected change would or could be. The issue with pod activation is that when you move in to line of sight of a new set of enemies, there are now more enemies to deal with. There isn't any way of making that not happen, as far as I can tell. Whether pods are "activated" or not isn't going to change the fact that if you run up a ranger to point blank an ayy, and there are now new enemies in line of sight, they will be able to shoot you. This is may be a lack of imagination on my part but it seems to me that no matter what the activation rules are, you are always going to want to minimize contact so you can better manage the enemies. I don't see how that would ever go away. I guess maybe the question for me is what would you envision the gameplay to be or how would you prefer the tactical game to play out?
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# ? May 6, 2016 17:59 |
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That's a fair question and I really don't know how to make it better. All I know is that the game is designed to encourage things like flanking, and the ranger is given an entire unique weapon that focuses around high mobility.... and in actual gameplay, daring to reposition without knowing for an absolute fact that there's nothing around the corner is basically inviting disaster. Once you get a phantom ranger or battle scanners it's not so terrible, but often times for any given mission, it feels like the deciding factor in whether or not you walk away with casualities is whether you get a bad pod activation. And that's not what I want the threat to be in a game about shooting aliens. As for the rulers.... it might be kind of a cool idea if upon breaking concealment, some kinda timer is started for the arrival of a Ruler. Or perhaps the existing mission timers for things like prisoner rescue could be extended or even removed, but with the flipside that now a Ruler shows up to gently caress you over if you take your sweet time. They sound a little bit punishing to be an all-the-time thing, but if deployed sparingly and under specific circumstances, they could spice things up. A lot of the new weapon ideas still sound incredibly stupid and DND-ish, though.
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# ? May 6, 2016 18:12 |
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Speedball posted:"Let's see Beaglerush find a way to cheese THIS thing!" Looks like the real XSouls begins now.
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# ? May 6, 2016 18:13 |
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Zomborgon posted:I had better get some serious upgrade paths for my soldiers in return for this bullshit. https://twitter.com/SolomonJake/status/728634122864869376 Also, FXS_MisterKevin posted:Alien Rulers don't take turns during the normal alien turn. They only take turns after an action has been taken by a soldier. There might be some confusion about the turns as well. If a soldier dashes, that only gives an Alien Ruler one action despite it using 2 AP for the soldier.
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# ? May 6, 2016 18:24 |
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On one hand, the rulers are going gently caress my poo poo up when they're active. On the other hand, the DLC will give me a trophy room where I can put up the heads of all the aliens I've ki-wait there are ADVENT heads there as well.
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# ? May 6, 2016 18:35 |
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Pods are better than what we had before which was ayy wander around randomly, maybe the odd random clumping. Even when they did charge it was piecemeal. They needed something to organize the ayy in a convenient, balanced and controllable manner, pods is the easy answer while on the surface let them seem like a squad. A nice addition would be if the survivor of a pod reaches another pod, that pod activates, unlike now where they just join another and forget about the whole getting shot thing.
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# ? May 6, 2016 18:38 |
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Exposure posted:On one hand, the rulers are going gently caress my poo poo up when they're active. Well, they're not technically human....
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# ? May 6, 2016 18:40 |
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FXS_MisterKevin posted:I'm glad you said this because now I get to tell you all something horrible. Selecting End Turn gives the Ruler 1/2 the remaining unused action points, so they get to string together a bunch of actions in a row. It seems like this DLC's entire design philosophy is "try to cheese THIS Beagle". edit: oh that was already pointed out ...it needed restating anyway with that piece of info. Exposure fucked around with this message at 19:41 on May 6, 2016 |
# ? May 6, 2016 19:34 |
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Exposure posted:It seems like this DLC's entire design philosophy is "try to cheese THIS Beagle". It also sounds like a terrible idea and not very fun. A mound of HP + they get to act after every soldier turn (or every action?) sounds monotonous as hell.
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# ? May 6, 2016 19:42 |
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monster on a stick posted:It also sounds like a terrible idea and not very fun. A mound of HP + they get to act after every soldier turn (or every action?) sounds monotonous as hell. Nah, it sounds pretty manageable really. Stasis would be amazing and deprive it of 6 actions, and it sounds like freeze grenades would be similar. Since debuffs last for a turn count rather than an action count pretty much anything like flashbangs or poison would be an effective neuter as well. The obscene hp is fine because it doesn't come back. it's intended to be a returning nemesis that you repeatedly skirmish until finally being able to bring down that thorn in your side.
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# ? May 6, 2016 19:55 |
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FoolyCharged posted:Nah, it sounds pretty manageable really. Stasis would be amazing and deprive it of 6 actions FXS_MisterKevin posted:Stasis is a great tactic, but with Alien Rulers its duration is in terms of their "turns" and not yours. That said he also mentioned they'll run away after taking enough damage and/or having done enough damage to XCOM, so ideally they're tuned so that after X amount of actions they'll default to flee behaviour after ruining XCOM's day, but not outright demolishing it.
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# ? May 6, 2016 20:00 |
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So what I'm hearing is DoT damage with grenadiers and ammo? Assuming they take dot damage at the beginning of their turn they'll continuously take damage.
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# ? May 6, 2016 20:03 |
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These dudes sound like a huge chore.
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# ? May 6, 2016 20:04 |
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That seems really loving bizarre to me. "Oh no, I've almost killed them, let'e be sure to give the poor things a sporting chance?" And yeah, while I like the overall concept of the rulers, their implementation sounds wonky as hell. Both the idea of killing and apparently skinning them to turn into armor (seriously, what the gently caress?) and letting them break the entire game's core mechanics by giving them shittons of free turns for no reason. I've got no problem with tough enemies but that just seems.... bad.
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# ? May 6, 2016 20:07 |
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Annointed posted:So what I'm hearing is DoT damage with grenadiers and ammo? Assuming they take dot damage at the beginning of their turn they'll continuously take damage. Yeah, this sounds like a job for the guy with incendiary grenades.
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# ? May 6, 2016 20:09 |
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Alternatively, it doesn't matter how many actions they get if their exposure to xcom is a sneaky invisible man spotting them and then sniper rounds peppering their torso. Can't shoot what you can't see after all.
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# ? May 6, 2016 20:23 |
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CJacobs posted:These dudes sound like a huge chore. Yeah, special unique enemies that show up to gently caress your poo poo up is a cool concept, but the execution here just seems like it's going to be a pain in the rear end instead of enjoyably challenging.
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# ? May 6, 2016 20:24 |
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It's the muton counterattack discussion all over again (I am a sucker who already bought the DLC pass)
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# ? May 6, 2016 20:34 |
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Would Solomon know what I was showing him if it was a picture of fun?
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# ? May 6, 2016 20:34 |
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dyzzy posted:It's the muton counterattack discussion all over again. Which turned out to be a non-issue because melee sucked.
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# ? May 6, 2016 20:43 |
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800peepee51doodoo posted:I keep seeing this complaint from some people in this thread and elsewhere and I'm curious what the expected change would or could be. The issue with pod activation is that when you move in to line of sight of a new set of enemies, there are now more enemies to deal with. There isn't any way of making that not happen, as far as I can tell. Whether pods are "activated" or not isn't going to change the fact that if you run up a ranger to point blank an ayy, and there are now new enemies in line of sight, they will be able to shoot you. This is may be a lack of imagination on my part but it seems to me that no matter what the activation rules are, you are always going to want to minimize contact so you can better manage the enemies. I don't see how that would ever go away. I guess maybe the question for me is what would you envision the gameplay to be or how would you prefer the tactical game to play out? This is definitely a good question, and I'm not 100% where the answer is, but let me define better the problem and then what I think the solution is. Right now what you know is that the aliens are organised into pods of 2-5 aliens, which act as a singular group. They activate together, and are dormant until they activate, taking slow patrols around the map. Except it's not around the map, it's actually governed by an invisible Line of Play. This line is drawn from your squads average location to the objective location. The pods then have placement rules which lock them onto this line of play, as in, a box that they're allowed to patrol inside with a maximum width and depth. If you try to reposition entirely around an objective all the pods will wheel around to follow because of the line of play. This is also why ghosting a mission doesn't work at all, because as you get closer to the objective, even in concealment, every single pod gets drawn into the objective as the line of play shrinks. As an aside, this is the effect people were observing when they thought pods would 'hear' dashing movements, they're just dragging the line of play. Add all to this a very monster closet style AI, where once the enemy activates they rush you until they die, unless very strict rules apply, then they run away and find another pod. The game is geared around one pod engagements which you then kill, and then blue move forward to the next engagement, kill, and so on. Fixing this balance has a few things involved in my mind: More controlling abilities by default. Right now, so much of your ability set revolves around killing. In a redesign of the skill tree, I'd aim to make weapons have plenty of innate abilities, such as Light Suppression on Assault Rifles, Suppression on Auto Cannons, and more that makes thematic sense with Mag Weapons like cover penetrating rounds. The idea is that you should be able to stall a turn or two and focus on objectives. Also, gear should be good enough that it doesn't strictly NEED a colonel level soldier to be useful. Right now it's the soldier skills where all the tactically useful skills come from. Anyway, that's a little bit of the skill side, the other big element is reinforcements and pod AI in general. If possible, I think this is the way forward: Remove the line of play. Remove objectives requiring all enemies to be killed. Give the enemy credible patrol routes based on their objective. Lighten the garrison. Activate all pods on contact. Boost reinforcements after contact. The idea here is that concealment should be able to scout out the map if you're patient, and then decide how to approach the objective. This all probably goes with a more advanced AI, so this is the realm of Wishlist rather than easy to develop, but I'd like to see it go like how I've had MGS5's AI described to me: Alien Headquarters - off map: Receives reinforcement requests from mission/garrison control, confirms or denies requests based on available units and importance of mission. Garrison/Mission Control - on map, boss pod: Tells all the other pods on map to go based on objective & scouting information. Squads - remaining pods on map: Follows orders from Control pod. Only shares sight within the pod, so if another pod engages XCOM it will only be told of a general location to move to. The idea behind this structure is to make the AI a little more realistic, but also transparent. I envision a research option + Intel spend that lets you tap into their Comms traffic, so you can hear the intent. Anyway, that's probably enough for now. I've written down a lot of my ideas and intended implementation here: https://github.com/GuerrillaWar/GuerrillaWar/wiki/Guerrilla-War-Long-Watch And I'm well aware it will take a lot of time. I may sound like an ideas guy but the fact is this is a plan that will be moulded by playtesting. Cause I can code. The case may also be made that why don't I just make my own game, thing is I actually feel like the mod in totality is quite doable, I'm drawing up a strategy prototype that leverages a lot of what X2 already has, but actually has tokens on the board mean things. The benefit is I have to do very little content, I think the game is so close and it's just the mechanics that let it down, so I'm a gonna long war it up a bit (only hopefully less 'looooong war')
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# ? May 6, 2016 20:44 |
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XCom 2 with Shadows of Mordor's nemesis system (and ayys with chav accents when they show up)
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# ? May 6, 2016 20:59 |
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I can see DoTs, guardian overwatches being abused against these guys. Ultimately, you don't need to kill them, it is enough to just force them to run away.
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# ? May 6, 2016 21:33 |
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Lockback posted:From a gameplay perspective the new weapons seem cool, but from a setting perspective having literally magic weapons is kinda weird. It meshes well with all the mystical and adventuring classes in the workshop.
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# ? May 6, 2016 23:23 |
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This DLC does not sound fun
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# ? May 6, 2016 23:26 |
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# ? Apr 28, 2024 22:31 |
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monster on a stick posted:Which turned out to be a non-issue because melee sucked. The workshop is such a great way to fix incredibly basic and obvious things.
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# ? May 6, 2016 23:30 |