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Misandu
Feb 28, 2008

STOP.
Hammer Time.

CharlieFoxtrot posted:

I just finished Enemy Within savescumming, I want XCOM2 to be a new beginning where I can play like a real human being.

I would turn on Ironman because I want to have losing be part of my learning curve and also legitimately see the game over screen, but I am worried about stability issues with a new game.

Plenty of people have beaten launch EU and EW on Iron Man no problems. If the game bugs out save and reload, if that doesn't fix it then just remember :xcom: and sometimes war isn't fair!

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Misandu
Feb 28, 2008

STOP.
Hammer Time.

Anime Schoolgirl posted:

People who've played the series starting from EU don't know how good they've got it

They've never had to experience turn 1 blaster bombs inside of the Skyranger and save corruption shortly after

Well that goes without saying! The first time I played original X-COM was the PS1 port without an instruction manual, so I didn't even know what half the buttons on the bottom of the screen did. Still had a great time with it.

I would love to see an XCOM 94 style mod, where your soldiers are all just generic grunts and get most of their stats/abilities from gear that you unlock. Might be cool to combine that with the Advanced Warfare School to still give them a chance to develop special abilities as they level up, or even more advanced mods where a soldier's experience and rank are totally separate. Maybe instead of sending Rookies to the Guerrilla Warfare School you send experienced troops to turn their acquired levels into chances to develop class abilities.

Misandu
Feb 28, 2008

STOP.
Hammer Time.
The problem with Phantom vs Blademaster is that the question is "Completely new tactical options" vs "+2 Damage." It's like the old Squadsight vs Snapshot with Snipers, one of them completely changes how you play the game. You would have to change Blademaster to something like "Gain an Action the first time you kill an enemy with Slash in a turn" to make it an actual option.

Misandu
Feb 28, 2008

STOP.
Hammer Time.

Megaman's Jockstrap posted:

It's exactly as robust as I can be bothered to make it. It's going to be a mod, one that realistically will be shut down within a day because it's full of non-authorized copyrighted content (the fact that it's a free mod and I'm going to slightly distort the music so that it sounds like it's coming out of the helicopter's speakers might buy me a little time)

Just don't distribute music with it. If it just loads music that I already have on my computer there's no reason it would get pulled down, should be easy to have it play stuff from a dedicated folder on your drive.

Misandu
Feb 28, 2008

STOP.
Hammer Time.

Elliotw2 posted:

It's not firaxis's fault that half of the EW playerbase are apparently unable to handle any stress.

The overwhelming amount of people complaining about the timers is what clued me in that XCOM 2 sold well.

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Misandu
Feb 28, 2008

STOP.
Hammer Time.

MarquiseMindfang posted:

I've been thinking about sword Rangers.

How hard would it be to mod in a "Double Slash" ability for Rangers that works like Chain Shot, minus the accuracy penalty (so, if you hit with a sword attack and the target is still up, take a second sword attack.)? Cos I'm thinking, remove Deep Cover (seriously, who takes that), bump Implacable up a rank to be opposite Untouchable, bump Conceal up a rank to be opposite Bladestorm, put Shadowstep under Shadowstrike as a Scout ability on 3rd promotion, opposite Run-and-Gun, and have Double Slash be opposite Shadowstrike at second promotion.

It would make early game Rangers be pretty ridiculous with double-swording things, but they can only really take out one target a turn and they're risking exposing other pods to do so.

Also much like a specialist's Hack skill goes up 5 per promotion, have a Ranger's sword accuracy go up each promotion, 2 then 3, then 2, and so on, for a total of +15 at Colonel.

Look at Chain Shot in whatever .ini it's in. If it has fields for which weapon it applies and how much of a penalty it gives you can probably just change it to apply to secondary weapons and set the penalty to 0. Someone got Slash working with Shotguns this way.

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