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Kris xK
Apr 23, 2010
Holy Jesus give this to me now.

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Kris xK
Apr 23, 2010
Is the Central guy supposed to be Bradford?

Kris xK
Apr 23, 2010

DreamShipWrecked posted:

I imagine the VPN clause in the TOS is more for the sake of street date lawsuits than actually meant for enforcing

Yeah its likely there just to save their own rear end in case a Brick and Mortar store makes a fuss.

Goddamnit the last 30 mins or so is killing me.

Kris xK
Apr 23, 2010
Holy poo poo 2 hours to unpack?! I need to buy a new HD.

Kris xK
Apr 23, 2010

year199X posted:

Do you need to stay on the VPN once you unlock it or can you dump it the moment it starts decrypting?

You need to be online to decrypt, so you need to be on the VPN while decrypting.

At this rate it would be faster for me to drive to NCIX, buy a new ssd, install it and use that to decrypt rather than waiting for my old drive to do it.

Kris xK
Apr 23, 2010
Holy poo poo loving Lancers

Kris xK
Apr 23, 2010
Note to future self: Gas stations blow up twice. Once for each pump, and then a big one later for when the main tank goes.

RIP Rookies, you died so others could live.

Kris xK
Apr 23, 2010
I hated timed missions in Xcom 1, so I've adapted by rolling with three grenadiers, all with grenade skills. Scorched earth policy is in effect.

Kris xK
Apr 23, 2010
Serial is a fantastic skill on Snipers, but it's overpowered as all hell on Rangers.

:vince:

Kris xK
Apr 23, 2010

Shaman Ooglaboogla posted:

Rangers are so loving useless they border on being a liability. They exist so they can get mind controlled and kill your sharpshooter (a useful class).

Why the hell is your Ranger anywhere even close to your sharpshooter?

Kris xK
Apr 23, 2010
Finished the Veteran campaign, thoughts:

I really like how they handled Weapons and Armour in this. Just building it once was a huge qol thing.

I like how they handled weapon attachments and items, lots of choice (sometimes too many!) and still made it stressful to recover fallen guys.

I did not like how they handled the "experimental" items. Rng to get items was a pain in the rear end, especially since cores are so rare. I had to artificially extend the campaign just to scrounge up enough cores to let the item roulette machine give me what I wanted.

I loved the geoscape changes. Gone are the dead times of eu where you'd just have to sit around mid month twiddling your thumbs waiting for money. Xcom2 you're constantly busy with something.

I never used Psi ops the entire game. The final mission made me realize I may have missed some cool poo poo

End Game Spoilers:

The thread title should be immediately changed to Terrorists to the Depths.
End game storyline was kinda cool, although they sorta rushed thru the whole "commander is the gateway" thing
I liked how the aliens, while bad, do not appear to be holy 100% evil. Kinda nice.
Heavy sequel foreshadowing at the end.
Bugs: On the second to last mission you can use Intel to get bonuses. If you choose the bonus, load up and fly out then cancel, you still get the bonuses in other missions. Also, you seem to get the stealth bonus (assuming you didn't loose it at the radio tower) in the final mission. I had three guys concealed that shouldn't have been.


Notable Soldiers:
Sharpshooter with Run and Gun. An absolute monster early game where she would run in and face off everyone. Lost a lot of its versatility later on when running in was not a great idea, but run and gun was still useful for catching up and reloading when she changed to a sniper.

Ranger with Serial. Maxed move PCS, Wraith Armour, Talon Rounds and a shotgun with Autoloader and Laser Sight. This guy was an unstoppable killing machine. Used to scout early on for the snipers and grenadiers, when he would finally bust out of the shadows he just killed everything in minutes. He alone was responsible for killing most of the "boss" enemies.

Specialist with Shredder: She had a lot of luck with Guardian, and would routinely clear out armour of everyone in the area.

Overall, loved the game, found it both easier and more enjoyable than EU, and looking forward to the mods.

Kris xK
Apr 23, 2010

Soothing Vapors posted:

Chryssalids pretty much singlehandedly made me rethink my "no sword rangers/no medic specialists" stance

Yeah, Chryssalids single handedly made a medic essential for some missions.

queeb posted:

what's the code to allow other classes to use a weapon type? I think a SMG gunslinger would be pretty great.

It's fantastic, but I don't have the code on me. There are a couple mods that unlock weapons for classes however, check the workshop.

Kris xK
Apr 23, 2010

ZenVulgarity posted:

Pretty sure you can gently caress around with that in the ini files

You can, it's in the default weapon data ini.

I'm playing around with it scaling up armour piercing right now, but I think it still needs a damage buff.

Kris xK
Apr 23, 2010
Well, I'm loving excited.

I just hope they managed to do a few technical improvements to help performance and loading.

Kris xK
Apr 23, 2010
I wanted to test how this runs on my new rig so I downloaded a bunch of collections and fired it up.

Trip report: I have no details on performance as I spent 2+ hours playing pretty soldier dress up instead.

Holy gently caress there is a lot of quality armor mods now.

Kris xK
Apr 23, 2010

Backhand posted:

Every time I fire up Xenonauts I get bored waiting for something to happen. The game starts off by throwing you into base-building mode rather than combat, doesn't give you context for anything, makes you wait around for your first interception (which is very chance-based and you don't necessarily know how to do correctly).... it's just poor game design to start the player on the most boring aspect and not tell them anything about it. It's a very sour note to start on.

Xenonauts was made for the fans of the classic Xcom, which starts like this.

IMO I prefer it to the "Go shoot some poo poo" approach of new Xcom.

Kris xK
Apr 23, 2010

BenRGamer posted:

Have you tried the 'alert all pods' mod? I think it works wonders on it. Instead of getting 1-2 round combats, it turns whole missions into rolling firefights where you just don't stop fighting until everythings dead and have to measure moving forward along with that.

Spices things up, I think.

I use the Alert All Pods mod and I loving love it. It makes more sense for me thematically, and it makes missions extremely intense as you have to fight your way everywhere once you've gone loud.

Kris xK
Apr 23, 2010

marshmallow creep posted:

What would I need to edit or what mod would I need to use to scale up supply awards?

You could also try using a memory editor (or Cheatengine) to freeze/change your resource amounts. It takes a little trial and error tho.

Still probably easier then altering the ini rewards tho.

Kris xK
Apr 23, 2010
These advance copy streams are definitely working, my desire for this expansion is nearing fevered levels.

Kris xK
Apr 23, 2010
It'll probably be enabled in the next Long War mod

Kris xK
Apr 23, 2010

Not Al-Qaeda posted:

lol how are you supposed to play this game without savescumming. do you just extract and abandon the mission when a second group of enemies randomly walks into you while youre still killing the first one or wtf

Early on it can be tough, but once you get a permanent concealed Ranger things get dramatically easier as you can scout and work around patrols.

My squad was generally one Concealed Ranger for scouting, two Snipers, two Grenadiers and one Specialist. Ranger scouts, Snipers kill everything they can, grenadiers kill everything heavy and the specialist waits for things to go wrong.

At least that's how I played. The new fatigue system is going to force me into a new strategy probably, and the lost means I'll maybe actually make a gunslinger for once. Excited!

Kris xK
Apr 23, 2010
I'm seriously considering using Beta Strike on my first WotC play through. Maybe I'll wait to see how easy it is to bump the squad/pod size up a bit.

Kris xK
Apr 23, 2010

Zore posted:

Make sure you also do the one that increases timers with that or it could be insanely dicey.

Rushing for larger squad sizes is harder now too since you have to rotate your squad so EXP is distributed over a larger pool of recruits.

Iirc Beta Strike automatically increases timer limits. I think it also auto heals 50% of damage taken so you don't have guys in the infirmary for 4 years.

That's an excellent point about EXP and soldier rotation tho, didn't think about that.

Kris xK
Apr 23, 2010
Re: Apoc

Demoing hostile corp buildings was the best. Run around planting high explosives and then level the place.

Now if only that had been an option for TFTD Cruise ship terror sites...

Kris xK
Apr 23, 2010

MikeC posted:

Kinda hosed up, I have never been screwed by them before. Though as long as I get the key before it launches I'll be ok with it.

Yeah I've never had a problem with GMG before, I hope that doesn't change.

Kris xK
Apr 23, 2010
Holy poo poo the GMG forum is full of whiney teenagers. You can't preload this, it's not even out on steam yet, and yet they're on full pitchfork mode.

Pace yourselves guys, save your outrage for when/if they miss the 9pm pst release

Kris xK
Apr 23, 2010

Inevitablelongshot posted:

If a ranger kills a lost with their sword, do they get a bonus headshot action? I've been meaning to try it but each time the extra actions have been critical so I've stuck to shooting

No experience myself but apparently the headshot only procs when firing weapons, not swords or abilities. Which is kinda bs

Kris xK
Apr 23, 2010
Holy gently caress this expansion was worth it for the performance improvements alone.

Kris xK
Apr 23, 2010
There's already a mod the allows swords to take advantage of the lost headshot mechanic. It looks like a simple ini file change, so I imagine it wouldn't be difficult to add other abilities to work with headshot.

Kris xK
Apr 23, 2010

RBA Starblade posted:

I'll probably grab that and gamble and see if the throwing weapons and blademaster fix is working again yet. The Lost as a whole feel pretty non-threatening so far though.

Yeah, I don't really need it for balance, I just want it so I can slice and dice zombies.

Kris xK
Apr 23, 2010

Internet Kraken posted:

This taught me that hunker down puts out burning though, so that's nice.

Motherfucker, I wish I knew this yesterday. I'm sorry Enigma, you deserved a better commander.

Also I'm really enjoying Beta Strike. Makes firefights really intense. And no, it does not affect the lost. It does affect the Chosen tho, so be prepared for that.

Kris xK
Apr 23, 2010

Sekenr posted:

I just wish the lost would pay more atteñtion to advent in general, feels like they bumrush my guys excepy for maybe 2.

That's intended behaviour. Lost have 70% chance to target Xcom, with the remaining 30% chance to attack Advent.

This is easily changed in the ini however, and a mod is already out if you don't want to install notepad++.

E:FB

Kris xK
Apr 23, 2010

BlazetheInferno posted:

Speaking of Combat Intelligence, actually, anyone got an answer to this?

Combat intelligence and AP have no affect on PSI Troops. You level them the old fashioned way in the PSI chamber.

Tae posted:

I bet Lost Missions are the worst thing ever if you have that Double HP mod.

If you're talking about the advanced option "Beta Strike", where everyone's health is doubled, it doesn't affect the lost.

Internet Kraken posted:

No I meant the item you can make from zerker corpses that nobody ever bothered with.

There's a research breakthrough that makes them reusable, but that's about it.


As an FYI, do not take Beta Strike and Extended Timers as advanced options. It makes the timers absurdly long to the point where the might as well not even exist.

Kris xK
Apr 23, 2010

Space Hamlet posted:

So what's the counterplay to the overwatch-immune assassin appearing out of nowhere and melee attacking one of your guys? Is the point that there is none and you just have to deal with the aftermath?
Set her on fire. She won't be able to stealth.

Kris xK
Apr 23, 2010

ulmont posted:

Is anyone else having a problem with grenadiers launching what are supposed to be frag grenades but seem to always turn into proximity mines?

I've been having that, but with Fire Grenades instead of Frag. I thought I was just loving it up repeatedly.

Kris xK
Apr 23, 2010

ulmont posted:

I think what causes this is trying to use the keyboard to scroll around the map or rotate the camera after selecting fire grenades. Now that I stopped doing that - and started superstitiously always clicking on prox mine then on fire grenades before moving the mouse to my target - I haven't had any more problems.

That may indeed be what was happening, as I was using the arrow keys as well and have stopped using them since.

Kris xK
Apr 23, 2010

Alkydere posted:

It probably helps that Grenadiers carry 2-3 explosives compared to EU/EW's Heavy with 1-2. The police station benefits greatly from being opened up and allowed to "breathe"

Yeah, I didn't even leave the street this time and just opened the entire station under with grenades.

I only barely passed with 6/6 civilians surviving tho

Kris xK
Apr 23, 2010

Bremen posted:

If you go with the default story I believe that counts as "starting with" the Reapers.

Default story introduces Reapers, then Skirmishers a little while later. Templars just show up later (Templar introduction seems rushed/nonexistent, I think they ran out of time/money)

Kris xK
Apr 23, 2010
Your true downfall was the lack of expendable rookie scouts with primed Hi-Ex.

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Kris xK
Apr 23, 2010
Maybe Xenonauts 2 will be amazing.

Aren't the LW guys making one too?

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