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Mr.Pibbleton posted:The workshop is such a great way to fix incredibly basic and obvious things. Unless the mod also fixes the problem that running up to melee something usually means uncovering more of the map, which can mean activating another pod with Jake-knows-what, then melee still sucks. Thankfully we'll be able to throw a hatchet because that will be a much better option than a shotgun in (runs rough calculations) 0.0000% of cases.
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# ? May 6, 2016 23:40 |
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# ? Apr 28, 2024 20:34 |
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aahhahahahhahahaha they heard us when we were talking about the Nemesis system in XCOM in the last thread
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# ? May 6, 2016 23:46 |
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monster on a stick posted:Unless the mod also fixes the problem that running up to melee something usually means uncovering more of the map, which can mean activating another pod with Jake-knows-what, then melee still sucks. Batmod makes it worth the risk. https://steamcommunity.com/sharedfiles/filedetails/?id=638261867
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# ? May 6, 2016 23:48 |
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Bogart posted:From my experience, yes. Or at least, in the early game, you want supplies and engineers more than scientists, so your eyes glaze over when they show up as rewards. Once I brush up on my C++ I'm going to see if I can make a mod that adds in some "grenade spread" mechanics and splits up the Grenadier into two classes: a "nuHeavy" (Minigun only) and "nuGrenadier" (rifles + grenade launcher). I already have a talent tree sketched out for them, but since it involves a lot of class overrides I'm a bit reticent to do this as my first real mod. The Shadowstrike Pistol has almost exactly the same trait that I considered giving to a Scout class based around high mobility, stealth, and close-range hacking. Aside from the first two ranks and the capstones I don't have enough ideas to really flesh it out at the moment, and while I'd like to use the Long War SMG mod for their weapons, I don't know if it's kosher to just credit them and bundle 90% of their mod into mine.
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# ? May 7, 2016 01:50 |
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Spiderfist Island posted:Once I brush up on my C++ I'm going to see if I can make a mod that adds in some "grenade spread" mechanics and splits up the Grenadier into two classes: a "nuHeavy" (Minigun only) and "nuGrenadier" (rifles + grenade launcher) https://steamcommunity.com/sharedfiles/filedetails/?id=626050983&searchtext=falloff https://steamcommunity.com/sharedfiles/filedetails/?id=662424686&searchtext=gunner Unless you meant spread like how the weapons have spread, in which case it's an easily adjustable ini value in the XComGameData_WeaponData.ini
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# ? May 7, 2016 01:53 |
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monster on a stick posted:Unless the mod also fixes the problem that running up to melee something usually means uncovering more of the map, which can mean activating another pod with Jake-knows-what, then melee still sucks. In EU, there were lots of times where the pistol was a better choice than the shotgun. Mainly due to ammo concerns, but still...
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# ? May 7, 2016 15:03 |
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How about if when you see a pod, you have 1 turn before they see you and activate. Also maybe if more than one soldier is in visual range, the pod activates immediately, like now.
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# ? May 7, 2016 17:32 |
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Wheany posted:How about if when you see a pod, you have 1 turn before they see you and activate. Also maybe if more than one soldier is in visual range, the pod activates immediately, like now. That is actually brilliant. You would still get the "oh poo poo" feeling as you need to adapt quickly, but it's not a disaster in case of surprise activation. Of course, immediate activation if you take a shot at the new pod (or maybe if something explodes a bit too close, or just if one of your guys get close).
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# ? May 7, 2016 20:49 |
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and thus, front runner grenadiers were born
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# ? May 7, 2016 21:04 |
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Y'all are babies, this DLC sounds super fun.
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# ? May 7, 2016 22:53 |
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Boing posted:Y'all are babies, this DLC sounds super fun. Agreed. Sign me the gently caress up to get King snek'd. It'll be all the sweeter when I melt his sorry rear end and make a hat out of the cadaver.
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# ? May 7, 2016 23:01 |
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I'm definitely looking forward to loathing and murdering these guys.
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# ? May 7, 2016 23:57 |
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now that we're getting a male viper, we can begin the influx of gay male viper pics
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# ? May 8, 2016 00:02 |
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Jabor posted:In EU, there were lots of times where the pistol was a better choice than the shotgun. Mainly due to ammo concerns, but still... I wonder if making reload a turn ending action would be a good change. It would certainly help open up design space for blademaster rangers.
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# ? May 8, 2016 00:10 |
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I'm waiting for modders to go whole hog on these units and design ruler units for all the enemy troops. Ruler Pectoid, Ruler Crysallid, Ruler Faceless, Ruler Advent Captains, Ruler Codex, Ruler Gatekeeper or Ruler Ruler MECs.
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# ? May 8, 2016 00:16 |
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Annointed posted:Ruler Crysallid That'd combine really well with the whole 'rulers get an action every time you act' thing.
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# ? May 8, 2016 00:19 |
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Thanks for the response. I actually read your design doc when you posted it back with the video. Without seeing the pod ai changes implemented, its hard for me to see how it would differ substantially from just activating everything on the map and having them rush Xcom. But it seems like you have a vastly different idea of how you'd like the game to play so maybe those changes would work better in that context. I'm pretty interested in how far you can alter the game even if I'm not totally on board with the specific vision. Hopefully, there will be a ton of different Long War-like full conversion game play mods coming down the pike.
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# ? May 8, 2016 00:23 |
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Count Uvula posted:That'd combine really well with the whole 'rulers get an action every time you act' thing. A Ruler Crysallid sounds like a straight up complete nightmare. Better pack tons of medkits. How about a Ruler Avatar?
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# ? May 8, 2016 01:05 |
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wouldn't that just be an ethereal
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# ? May 8, 2016 01:08 |
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TopHatGenius posted:A Ruler Crysallid sounds like a straight up complete nightmare. Better pack tons of medkits. A Ruler Chrysalid would just be Lidzilla copied from Long War.
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# ? May 8, 2016 01:14 |
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Literal Nazi Furry posted:now that we're getting a male viper, we can begin the influx of gay male viper pics I hope so. I mean, the Viper has already done us good by creating more naga art.
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# ? May 8, 2016 01:22 |
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InfinityComplex posted:wouldn't that just be an ethereal No, it would be pure anime.
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# ? May 8, 2016 01:59 |
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Literal Nazi Furry posted:now that we're getting a male viper, we can begin the influx of gay male viper pics Sn... snekballs?
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# ? May 8, 2016 02:00 |
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Once they've updated the code to allow for rulers, I strongly suspect we'll get a bunch of mods that make Ruler Xs where X is every existing alien and maybe some My Little Ponies or something.
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# ? May 8, 2016 02:01 |
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Annointed posted:No, it would be pure anime. that would just be the commander then you're now fighting yourself
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# ? May 8, 2016 02:06 |
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InfinityComplex posted:that would just be the commander then I would totally do that though, that's awesome.
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# ? May 8, 2016 02:12 |
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Count Uvula posted:That'd combine really well with the whole 'rulers get an action every time you act' thing. Action, not a turn, seems to be key. They only get 1 ap per soldier action, I think.
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# ? May 8, 2016 04:40 |
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Mister Adequate posted:Sn... snekballs? Snake dicks.
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# ? May 8, 2016 04:48 |
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RULES OF SNAKE DICKS
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# ? May 8, 2016 04:49 |
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The Speaker should have been the Viper King.
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# ? May 8, 2016 05:00 |
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Dr Christmas posted:The Speaker should have been the Viper King. The Viper King should just be an EU Thin Man.
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# ? May 8, 2016 05:16 |
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Done made a thing, its completely not campaign based so I'm kinda okay with releasing it in a buggy state visually, and you can't save. The gamemode plays fine, and it's called WaveCOM. Put simply, last as long as you can with waves of bad dudes trying to kill you. Earn supplies by surviving and spend it on your dudes. http://steamcommunity.com/sharedfiles/filedetails/?id=679975280
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# ? May 8, 2016 12:25 |
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I know I'm just bitching, but I just had an advent MEC rocket pod three of my guys (who were up on a roof, dealing damage to them and knocking out the tiles underneath, dropping them to the ground for 3 more fall damage, which killed them.) This coming after the specialist failed an 80% hack to disable it. Campaign wiped. I really loving hate this game sometimes. VVV: It patrolled out of the shroud - along with another pod on the other side - after I was already engaged taking out the Dark VIP's pod escorts - which by the way, was a stun lancer, trooper, and viper. IE, no grenades to worry about until that exact moment, and nowhere to reposition since I'd gone from pretty much alone to getting enveloped on two sides. Especially not when the specialist really, really, really should have disabled it. Two pods patrolling into me on the same turn from two totally separate directions is just another thing. Backhand fucked around with this message at 14:25 on May 8, 2016 |
# ? May 8, 2016 13:55 |
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Backhand posted:I know I'm just bitching, but I just clustered all my guys together and died to a grenade. I want to pull out my TFTD printed fluff 'Field Manual' where Jake Gaston (?) gives the rookie commander tips, such as staggering your guys not to all die to a grenade. Honestly, I miss get grenade-d more frequently.
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# ? May 8, 2016 14:18 |
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If there's one thing XCOM 2 has taught me, it's to never ever ever wage soldiers' lives on a hack succeeding because it will always fail. Always. It will always fail.
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# ? May 8, 2016 14:22 |
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Backhand posted:I know I'm just bitching, but I just had an advent MEC rocket pod three of my guys (who were up on a roof, dealing damage to them and knocking out the tiles underneath, dropping them to the ground for 3 more fall damage, which killed them.) This coming after the specialist failed an 80% hack to disable it. Campaign wiped. 3 Mistakes. 1. Always assume possible explosion, spread your dudes out so they aren't tempted to use them. Them being on the roof was bonus points. 2. No backup plan on the failed hack. Always assume it will fail and play accordingly. 3. You needed to know when to back off. If you get too many ayys to handle, retreat so you are only facing some of them so you can pick them off as they come back into view. Stand up fire fights work against you. Know when to fold them. If things get too hot, focus on GTFO.
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# ? May 8, 2016 14:37 |
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Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me.
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# ? May 8, 2016 14:38 |
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CJacobs posted:If there's one thing XCOM 2 has taught me, it's to never ever ever wage soldiers' lives on a hack succeeding because it will always fail. Always. It will always fail. The only thing you can trust in the game is the 100% hit
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# ? May 8, 2016 14:40 |
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oohhboy posted:2. No backup plan on the failed hack. Always assume it will fail and play accordingly. This
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# ? May 8, 2016 14:41 |
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# ? Apr 28, 2024 20:34 |
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Refried Noodle posted:Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me. Very.
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# ? May 8, 2016 14:56 |