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Coolguye
Jul 6, 2011

Required by his programming!

Apoplexy posted:

Coolguye, thanks for the tip. I did a few of the standard bug-fixing techniques (cleared the My Games/XCOM2/XComGame/Config directory out, verified game integrity, redid all my manual changes to the configurations of mods and the vanilla game files afterward) and now, after about 5 missions, all the hit rates actually seem loving accurate. As in, I'm not missing 5 out of 6 80% shots, 59% shots are hitting roughly half the time, all that stuff. I would've been really pissed if that problem'd been persisting when LW2 1.3 comes out, haha. Oh, and the part where I was getting roughly 1000% more grazes than I should've been is down, too.

lol people called me a bitch baby who didn't understand RNG when i told them this worked the first time

glad it worked for you, definitely made me trigger shy as poo poo

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Apoplexy
Mar 9, 2003

by Shine
That's XCOM Baby covers a lot of bizarre RNG interactions, but at a certain point, you have to acknowledge that you're not supposed to miss an 80%-to-hit shot 80% of the time. :P

Vib Rib
Jul 23, 2007

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

🍖🍖😛🍖🍖
After playing with LW2, I'm considering a regular modded run with ABA2, which recommends bigger squad sizes. The LW toolbox says it enables this, but I also see complaints about it fudging with other mods. The mod "Larger Starting Squad" seems to have a lot of issues as well.
Am I misjudging these or is there a simpler bigger squad mod that most people use?

Apoplexy
Mar 9, 2003

by Shine
I never had any issues with using the LW Toolbox to control squad size.

Furism
Feb 21, 2006

Live long and headbang
I play with all the Pavonis mods except the actual LW2 one. I have the Leader Pack, Perk Packs, Aliens pack, etc... But for some reason the perks of my classes are completely different than one the builds I find posted online (for instance, those). It's almost as if I had Training Roulette enabled. Also, it seems the Technical class isn't there in my game.

What am I missing?

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

Furism posted:

I play with all the Pavonis mods except the actual LW2 one. I have the Leader Pack, Perk Packs, Aliens pack, etc... But for some reason the perks of my classes are completely different than one the builds I find posted online (for instance, those). It's almost as if I had Training Roulette enabled. Also, it seems the Technical class isn't there in my game.

What am I missing?

It's not Training Roulette. There also isn't a technical class because doing so requires that certain Long War gameplay changes are present, for example, the ability to equip the flamethrower/rocket without an exo suit. Since those don't exist in the base game, the technical cannot exist in the new game. Everything else is a reshuffle of existing perks because some of the perks are related to more LW game decisions, like Shinobi having Tradecraft, which doesn't exist in the base game, and wouldn't do anything, since it's a bonus to infiltration.

EDIT: there's no Arc thrower, so the Assault Stunner class doesn't make any sense, etc.

Tendales
Mar 9, 2012

Furism posted:

I play with all the Pavonis mods except the actual LW2 one. I have the Leader Pack, Perk Packs, Aliens pack, etc... But for some reason the perks of my classes are completely different than one the builds I find posted online (for instance, those). It's almost as if I had Training Roulette enabled. Also, it seems the Technical class isn't there in my game.

What am I missing?

The perks pack has the same names for classes as LW2 proper, but very different skill trees. It was basically a warm-up for the idea of splitting the classes into specialized types but they're still made for vanilla xcom2, not long war. Once they switched to making long war for real, the perks pack was basically abandoned.

Furism
Feb 21, 2006

Live long and headbang
I see, well now it makes more sense. Kind of bummed because from watching LPs and guides online it seems that the perks are better optimized in LW2, but that's the price to pay for being a wuss I guess.

Mandatory Assembly
May 25, 2008

it's time to get juche
Lipstick Apathy

Furism posted:

I see, well now it makes more sense. Kind of bummed because from watching LPs and guides online it seems that the perks are better optimized in LW2, but that's the price to pay for being a wuss I guess.

Have you tried LW2 on Rookie difficulty? LW gets a rap for being inhumanly hard but on Rookie it's decidedly not.

Furism
Feb 21, 2006

Live long and headbang

Mandatory Assembly posted:

Have you tried LW2 on Rookie difficulty? LW gets a rap for being inhumanly hard but on Rookie it's decidedly not.

While I love the tactical game improvements, new enemies, new classes, PCS, etc. I'm not a big fan of the strategic layer stuff, the whole army you have to micro-manage, etc. Maybe when Pavonis releases their own game (is that still a thing?) the UI will be better for handling all that but as it is in XCOM2 it's just not for me.

Dongicus
Jun 12, 2015

I always wanted PW/MGS5 style outer ops stuff you could send rebels on.

Dongicus
Jun 12, 2015

Sending out a dispatch mission to sabotage, say, like drone or mec production.

Apoplexy
Mar 9, 2003

by Shine

Furism posted:

I play with all the Pavonis mods except the actual LW2 one. I have the Leader Pack, Perk Packs, Aliens pack, etc... But for some reason the perks of my classes are completely different than one the builds I find posted online (for instance, those). It's almost as if I had Training Roulette enabled. Also, it seems the Technical class isn't there in my game.

What am I missing?

Long War 2.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
And today's Darwin Award goes to the sectoid who, on two separate turns, dashed through a fire and a viper's poison cloud, thereby setting himself on fire and poisoning himself. The only damage my troops personally did to him was knocking off the last point of HP with combat protocol for the kill.

Dancer
May 23, 2011

Internet Kraken posted:

The concept sounds cool I'm just not sure how balanced they would be in practice. I can probably handle them in classic but eventually I wanna beat the game on impossible since I did that in Xcom 1. Are they to bullshit for that?

They're pretty drat bullshit. The most obvious example is one of them having a move than "lights up" the locations of several of your squad members, showing you where an explosion will happen... on their next action, which is after exactly one of your actions. So unless you happen to be in a position where multiple of your soldiers can grapple away (or otherwise move as free action? can't think of anything else), there's no way to avoid the damage.

Now imagine one of these guys showing up while you're already fighting other pods, maybe you're in a bad position, and suddenly there's little chance you can prevent a squad wipe...

Apoplexy
Mar 9, 2003

by Shine
Okay, so the original Quick Soldier Info mod kinda sucked, right? Reload your save and it breaks all the icons and shows a generic XCOM logo. Well, now there's an alternative! https://steamcommunity.com/sharedfiles/filedetails/?id=921154022&searchtext= Robojumper made a mod for it that dynamically generates a snapshot of your doodz and shows that instead of the generic faceshot from the barracks / XCOM logo. Pretty nice!

Vib Rib
Jul 23, 2007

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

🍖🍖😛🍖🍖

Apoplexy posted:

Okay, so the original Quick Soldier Info mod kinda sucked, right? Reload your save and it breaks all the icons and shows a generic XCOM logo. Well, now there's an alternative! https://steamcommunity.com/sharedfiles/filedetails/?id=921154022&searchtext= Robojumper made a mod for it that dynamically generates a snapshot of your doodz and shows that instead of the generic faceshot from the barracks / XCOM logo. Pretty nice!
Did the original mod suck just because of the quality of the headshots?

Apoplexy
Mar 9, 2003

by Shine
Nah, it was fine aside from that bug, which this modmod fixes. Just not perfect, like that anyone with a nickname longer than, like, 6 characters turns into a scrolling marquee. Which sucks. You can't tweak the font size for that poo poo, sadly. I think you can make the icons bigger, though, which would affect that text box. I'll give that a shot, actually, once I restart the game next.

Internet Kraken
Apr 24, 2010

slightly amused
Did Firaxis ever fix the bug with smoke where the edges of the radius didn't actually do anything?

Apoplexy
Mar 9, 2003

by Shine
No, but modders did. You can either use Reliable Smoke to make the indicator work right when throwing it or Gotcha Again to show you an indicator for when you're about to move someone into smoke, amongst other things. GA is amazing in a lot of different ways. Also, LW2 utilized the same tweak as Reliable Smoke, so LW2's smoke grenades are also fixed.

Furism
Feb 21, 2006

Live long and headbang
Is there a XCOM2 modding thread somewhere? Can't seem to find one.

I wanted to know how open the SDK is. I'm thinking of a mod idea that would require the ability to make HTTP REST requests and I wonder how feasible this would be.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Furism posted:

Is there a XCOM2 modding thread somewhere? Can't seem to find one.

I wanted to know how open the SDK is. I'm thinking of a mod idea that would require the ability to make HTTP REST requests and I wonder how feasible this would be.

Join us here on discord, lots of super knowledgable folk who can set you right: https://discord.gg/wmBNP

according to someone else, yes HTTP requests are possible. (but you'll have to parse them bytewise)

Maluco Marinero fucked around with this message at 14:33 on May 9, 2017

Moola
Aug 16, 2006

Maluco Marinero posted:

Join us here on discord, lots of super knowledgable folk who can set you right: https://discord.gg/wmBNP

according to someone else, yes HTTP requests are possible. (but you'll have to parse them bytewise)

The instant invite is invalid or has expired

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Moola posted:

The instant invite is invalid or has expired

Ah sorry, lemme make a day long one: https://discord.gg/Xn9Xc

Moola
Aug 16, 2006

Maluco Marinero posted:

Ah sorry, lemme make a day long one: https://discord.gg/Xn9Xc

cheers my dude!

Internet Kraken
Apr 24, 2010

slightly amused
Is there a way to upgrade these Alien Hunters weapons or do they just eventually get outclassed by conventional ones in the mid to late game?

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

Internet Kraken posted:

Is there a way to upgrade these Alien Hunters weapons or do they just eventually get outclassed by conventional ones in the mid to late game?

Yeah, you need to finish the first Alien Hunter mission to unlock the ability to upgrade them though. If the story mission is disabled its unlocked from the start.

Cromlech
Jan 5, 2007

TOODLES
So.. Does anybody have any tips for the UFO hunt/downed Avenger mission? I assume this mission has a static map.

My research paths haven't lead me to getting new weapons.. I have a solid 6 team stable with a captain, a few lieutenants, etc of each class.

But, this mission has me at the ropes. I didn't have a solid B team yet, so my reinforcements don't help. I send an "away" team towards the disruptor, consisting of my best units. Gremlin support w/ hacking and Medkit, Bladestorm ranger, Grenadier. I RUSH to the disruptor, but, the units there overwhelm that away team. It's not like I can rush in, destroy the disruptor, and rush out because of the zerker and 2 MECs. Is it viable to try and blow a wall through the building, letting the disruptor get LOS for my snipers and just pray to god they blow it up?

I love this game, and the fact that it starts out as hard as EU was at the end was a really bold and dope move. I have tons of earlier saves, I like to think that I'm doing well with my game, although I am lagging behind a bit with expansion and fighting the Avatar meter. And, my research is quite.. Ineffective. I can't seem to trigger the Laser weapon pathway, so I've been making a lot of strides with the Guerilla Warfare School and buying those buffs.

Suspicious
Apr 30, 2005
You know he's the villain, because he's got shifty eyes.
The map isn't static. No need to pray, you never miss static objects. If your snipers have squadsight to the disruptor, they will destroy it. It's my preferred method since you have to retreat back to the ship after.

Beam weapons are the final tier, the middle ones are magnetic weapons.

bpACH
Apr 5, 2009
Keep in mind that in addition to researching weapon and armour technology, you have to buy the upgrade from Engineering in order to get the benefit.

Wildtortilla
Jul 8, 2008
So I'm doing a retaliation mission and it's a disaster and I'm annoyed.

It's a mission in which I must protect a relay beacon. It starts with 3 codex and 2 andromedons between me and the relay. Immediately beginning the mission at the relay are enemies, more to come on this in a minute. After my first round one of my soldiers is nearly dead because of a ridiculously unlikely crit from the next loving zip code and nothing is dead. I struggle to mostly over come that, leaving behind me two andromedon shells, one of which has the dude who took the crit cornered. I keep moving my dudes up because the loving aliens have been attacking the relay at least twice per turn from their first turn. I uncover what I think is the crew doing the attacking, a shock soldier, officer, and heavy MEC. Then the game drops reinforcements INSIDE a building I'm using for cover for three of my dudes. How these fuckers jump through a roof and into a building, I don't loving know, and just to go back in time a turn or two, this is the same building I the game won't let me on top of - I tried saving and reloading and saving and rebooting the game, no loving luck that roof is off limits. So in a desperate move I run all my guys into the relay building and uncover, literalyl the last five patches of shadow and find another heavy MEC, a shock trooper, and a gatekeeper. Then I failed both attacking attempts on the MECs, my two specialists had 120 hack v the robot's 80. Then I missed a 96% shot. What a waste of an hour.

I alt f4'd the game and I'll try that bullshit another time. I'm too far into my first campaign to tolerate losing that group of soldiers. This is also coming off my first failed mission when an alien shot a VIP I was escourting on their first turn. From the ground, through a building, onto a roof top to crit my VIP who was hiding behind heavy cover. I think a few posts ago I commented the game was coming off too easy. Well, it certainly did a 180 into a realm of bullshit I never experienced in my play throughs of XCOM 1. The game still owns though, but I guess this is the first dose of :xcom: I've ever gotten?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I hate dodge so loving much.

Almost lost three troopers because no one could put down a single loving viper.

Internet Kraken
Apr 24, 2010

slightly amused
I forgot how satisfying it is to watch Advent troops scream and ragdoll against the pavement. Long live Xcom!

Cythereal posted:

I hate dodge so loving much.

Almost lost three troopers because no one could put down a single loving viper.

Just another reason why grenadiers are awesome. You can't dodge explosions!

Apoplexy
Mar 9, 2003

by Shine

Internet Kraken posted:

I forgot how satisfying it is to watch Advent troops scream and ragdoll against the pavement. Long live Xcom!

As much as I hate some of the little bugs that come from the game being, basically, pretty unpolished (shadow moire on your characters in about 90% of the environments, debris floating a few feet above the terrain a lot of the times, that the game's physics/destructibility system is absolutely unoptimized and causes at least a second's choke when you first activate an action that'll blow up terrain), the game LOOKS FANTASTIC a lot of the time. I really, really enjoy getting into the soldier customization and the aforementioned deformable landscapes and all of that. While more gameplay-related than graphics, I think the way the game generates maps is loving fantastic as well, just using a baseline map layout, parcels, and then parcel cover plots to generate something unique every time. Probably why I've been playing XCOM2 for 6 months every day and not been bored with it at all, it's just so pretty on top of having fantastic gameplay.

Furism
Feb 21, 2006

Live long and headbang
Is there a recommended mod for making all the Avenger screen transitions faster (if possible instant) ? I'm using Stop Wasting My Time but it still feels too long.

Internet Kraken
Apr 24, 2010

slightly amused
:corsair: "THAT UFO IS RIGHT ON TOP OF US COMMANDER! WE NEED TO TAKE EVASIVE ACTION NOW!"

*flies straight into the UFO*

loving brilliant. You're the best Bradford.

Apoplexy
Mar 9, 2003

by Shine

Furism posted:

Is there a recommended mod for making all the Avenger screen transitions faster (if possible instant) ? I'm using Stop Wasting My Time but it still feels too long.

Instant Avenger Menus. https://steamcommunity.com/sharedfiles/filedetails/?id=628187112

McKilligan
May 13, 2007

Acey Deezy

Cromlech posted:

So.. Does anybody have any tips for the UFO hunt/downed Avenger mission? I assume this mission has a static map.

My research paths haven't lead me to getting new weapons.. I have a solid 6 team stable with a captain, a few lieutenants, etc of each class.

But, this mission has me at the ropes. I didn't have a solid B team yet, so my reinforcements don't help. I send an "away" team towards the disruptor, consisting of my best units. Gremlin support w/ hacking and Medkit, Bladestorm ranger, Grenadier. I RUSH to the disruptor, but, the units there overwhelm that away team. It's not like I can rush in, destroy the disruptor, and rush out because of the zerker and 2 MECs. Is it viable to try and blow a wall through the building, letting the disruptor get LOS for my snipers and just pray to god they blow it up?

I love this game, and the fact that it starts out as hard as EU was at the end was a really bold and dope move. I have tons of earlier saves, I like to think that I'm doing well with my game, although I am lagging behind a bit with expansion and fighting the Avatar meter. And, my research is quite.. Ineffective. I can't seem to trigger the Laser weapon pathway, so I've been making a lot of strides with the Guerilla Warfare School and buying those buffs.

Lock down the area around the avenger with 90% of your squad reinforcing/overwatching each other, and, send one squad member (preferably a concealed ranger) to get in visual range of the disruptor, then use your squadsight snipers to damage the drat thing from safety.

Furism
Feb 21, 2006

Live long and headbang

Thanks!

McKilligan posted:

Lock down the area around the avenger with 90% of your squad reinforcing/overwatching each other, and, send one squad member (preferably a concealed ranger) to get in visual range of the disruptor, then use your squadsight snipers to damage the drat thing from safety.

Blaster Launcher works nicely too!

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Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Internet Kraken posted:

Just another reason why grenadiers are awesome. You can't dodge explosions!

Alas, was going without grenadiers for that mission due to all three of mine being in the med bay. I may have had a slight clusterfuck of a mission earlier.

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