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Personally, I'd kinda like to see XCOM2 modded into something for Shadowrun, I know that has it's own games now, but I think it would be better in this engine
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# ¿ Jan 31, 2016 08:26 |
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# ¿ Apr 26, 2024 12:16 |
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You know something that could make a good conversion mod? Delta Green. Basically XCOM vs Lovecraft.
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# ¿ Feb 1, 2016 08:10 |
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CrazyLoon posted:Sheeeit, who the hell wouldn't pick it then? Honestly, with Wetwork being retroactive now I can see putting it off--whereas before it was more or less, get it early or not at all. Demiurge4 posted:I dunno, phantom is just so good when the alternative is 2 damage. Maybe if blademaster was 100% hit on swords. The thing about phantom is that it comes up twice, with concealment in the tree as well, so I can easily see dropping phantom for blademaster.
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# ¿ Feb 2, 2016 20:07 |
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Kanos posted:The problem with Conceal is that it's competing with Run and Gun, which is a much harder sacrifice to make. Is it, though? If you're going Blademaster, you're not gonna be running and gunning but dashing and slashing--you don't really need something else to replace that.
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# ¿ Feb 2, 2016 20:11 |
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Darkrenown posted:You have see the new Sectoids, right? People have been calling them Pectoids because they are now massive, buff, monstrosities. Now either the ethereal are total incompetents and somehow made them buff but still worthless in combat they should perhaps fire their guns once in a while. Sectoids in EU/EW sure did fairly often. I don't think they should change their actions, but rather their positioning. Sectoids shouldn't even be moving in to flanking positions--they're support, they should -act- like it. Hang as far back as possible and still be able to do their psi stuff and stay in heavy cover/concealment.
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# ¿ Feb 2, 2016 20:37 |
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Of all the Day One mods there's probably one that's easily possible, could be really neat/fun, and I don't see anything mentioned about it so far. Give Psi Troops Reanimation. Advent one-shot your rookie? No problem! Get back up!
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# ¿ Feb 4, 2016 01:44 |
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...I think one of my rookies is an advent spy. Ran her right to the square next to a basic trooper, told her to attack... and she shot the ground. 'Whoops' indeed.
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# ¿ Feb 5, 2016 20:03 |
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Elliotw2 posted:It's because they can't show the commander so they have to show something besides people sticking tweezers inside of a diving suit. Yowu know, I was thinking... why not? I mean, they supposedly have this robust character creator, why not have the ability to make a Commander that can show up in cutscenes? Don't need to talk or do anything, just kinda feels like a missed opportunity to make the character customization more integral to the game.
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# ¿ Feb 5, 2016 21:44 |
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Cao Ni Ma posted:Yeah, I didnt even need to tell her to attack the sectoid, right after moving she decided to gently caress him up with a critical that one shotted him. Yeah, slash is ability you can activate directly from movement.
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# ¿ Feb 5, 2016 21:46 |
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Taffer posted:Because it's "you". Showing you ruins that illusion. ...but nothing else does? I mean, they pull an implant in the back of your skull out from the front, and you appear to be mostly just a floating camera...
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# ¿ Feb 5, 2016 21:48 |
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I want a mod that changes the geoscape background music/ambience that plays after the avatar project pips fill up to The Final Countdown.
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# ¿ Feb 6, 2016 02:06 |
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So I just had a fun turn where a viper tried to grab and bind my blademaster ranger. 'Bind Failed' 'SLASH!'. And then a Stun Lancer thought he could do better. He couldn't.
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# ¿ Feb 6, 2016 05:07 |
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Who says you can't ghost a mission? To be fair I would've had to fight, or at least hunker down a turn if I didn't have Psi Inspire to move one of my guys. Turns out just moving onto the objective square has someone watch it for breaking concealment--even if you have eyes on the guy and that square isn't lit up to break concealment.
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# ¿ Feb 7, 2016 04:14 |
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DStecks posted:Holy loving poo poo, does this game ever become fun? I find myself wishing for new enemy types to get introduced, only to immediately regret it. "Meet the Sectoid! He's completely ineffectual 90% of the time but will gently caress you sideways that remaining 10%." "Meet the stun trooper! He'll run up to you and instakill you because gently caress you." "Meet the turret! It has a shitload of health and whether or not it can shoot you is completely glitched out!" "Meet the Codex! She can teleport and shoot in the same turn because gently caress you with a chainsaw!" Ehh... codices I find to not be too difficult. When you come on a group, grenade, like everything else, and when they split up have a gunslinger pick 'em off. Gunslingers seem to be more or less a hard counter to cloning codices. Face off, lightning hands, quick draw. Doesn't matter if they split into two or three, you can still shoot all of them.
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# ¿ Feb 7, 2016 04:20 |
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Does the overdrive serum disappear from your inventory after use, even after the battle? The description mentions something about it, and I don't want to bother with it if it's something I'll need to constantly remake.
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# ¿ Feb 7, 2016 09:12 |
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cerious posted:I'm sure I'm at least 100 pages late to the party but stun lancers man haha cool stuff! Advent are pretty dope at breeding olympic loving sprinters. Funny thing about Stun Lancers. I mind controlled one in a recent mission--their version of Slash only has a 50% hit rate. Edit: Whoops. Quote is not edit.
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# ¿ Feb 7, 2016 09:13 |
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Welp. That's a thing. Sectopod walked through the target before I could plant the charges on it.
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# ¿ Feb 16, 2016 00:55 |
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I think the way to bring Psi-Ops more in line with the rest of the classes is to restrict them from using EXO/Spider/WAR/Wraith suits and buff those a little bit. Maybe bring back the Psi-Suit from XCOM 1 and make it a mandatory equip for them. Maybe buff the armor by making an 'extra heavy weapon ammo' utility slot item, and making the tier 3 powered heavy weapons have two uses naturally.
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# ¿ Feb 16, 2016 03:27 |
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Rochallor posted:I wish there was something you could do with mind-controlled enemies if you're able to get them to the Skyranger. There aren't any more interrogations, but maybe you could get some supplies, or a weapon or something off of them. Intel. Like... 10 intel for finishing a mission with a hacked or mind controlled unit.
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# ¿ Feb 16, 2016 03:49 |
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Vengarr posted:I used my Psi-Ops exclusively in Warden armor and they were still untouchable war gods, so I doubt that would help at all. They probably would have been fine in Kevlar. Well, outside of that, you could separate the ranks from the abilities--i.e. while you could have them sit out missions and just have them learn their skills, their psi score won't level up beyond what a squaddie has without XP.
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# ¿ Feb 16, 2016 04:09 |
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Vengarr posted:Psi-Score isn't that important either. It only affects Domination and Insanity, which (although great and powerful abilities) aren't nearly as valuable as Stasis, Void Rift or Null Lance. Can you make the damage scale with Psi?
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# ¿ Feb 16, 2016 04:37 |
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Looks like Containment Zones do get... some kind of reference in game, at least. vv also possible.
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# ¿ Feb 16, 2016 17:31 |
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Kenshin posted:Yeah, you're right. I've kept waffling back and forth on if they are worth implementing or not, but they would be hilariously overpowered. Yeah, I can see that working. They'd be directly competing with Venom Rounds, but Venom doesn't work on robots, this could.
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# ¿ Feb 16, 2016 20:48 |
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Kingtheninja posted:What's a good geoscape process to get into? On Veteran, and I feel compelled to travel/scan every thing that pops up, but it really delays doing objective stuff to set back the Avatar Project. Also, should I be putting towers up in every region (do I need to for the area bonus?) or just specific regions? On the region bonus listing, the green bars are how many areas you need to be in contact with, the dots are how many towers you need. You definitely don't want to put towers on ALL areas, they get more expensive to build with every one (which doesn't make any sense if you think about it)
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# ¿ Feb 16, 2016 20:50 |
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Tae posted:Lesson learned: Proximity mines don't damage Archons ...why would landmines work on a flying unit?
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# ¿ Feb 16, 2016 20:56 |
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Klyith posted:should be possible. Might be too OP, I mean, this is something gunslingers can use to hit multiple targets every turn.
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# ¿ Feb 16, 2016 21:00 |
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necrotic posted:if its floating just above the ground and sets off a mine why wouldnt the explosion hurt it? That's the thing, if it's flying how's it going to set off a landmine? ^ Ah, fair point I guess, but still.
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# ¿ Feb 16, 2016 21:00 |
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Kenshin posted:Right, and that's what I've had to keep in mind with these ammos (or should keep in mind for some). While a specialist or ranger with these ammos will just have some nicely increased effectiveness, a gunslinger can really spread the love. If it only had a chance at working I could see it happening. -2 DMG, 25% chance for Dazed... 1% chance for Unconscious Oh, something I found out in a recent game. You can Skullmine unconscious targets.
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# ¿ Feb 16, 2016 21:17 |
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Kenshin posted:Yeah, the reason I have several things with % chances are because of that. That could actually be pretty neat, thinking about it. If it was 25% chance at dazed and 5% chance at unconscious, you could have a soldier with a Superior repeater and a 1 in 5 chance of just instantly taking out any organic target they hit. Gunslingers wouldn't be able to do that because they can't get the repeater on the pistol. Though it would need to be playtested for balance.
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# ¿ Feb 16, 2016 21:22 |
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RoanHorse posted:I'd imagine you'd want to limit unconscious to Advent troops and reward Intel for non-evac mission successes with them... Eh, I'm hesitant to just leave it at Advent Troops because the Skulljack already renders them moot. Maybe anything that doesn't have armor, meaning you could still proc it if you shredded the armor, sans the Andromedon because that wouldn't make any sense.
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# ¿ Feb 16, 2016 21:27 |
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ZenVulgarity posted:An ap round gunslinger can oneshot a sectopod You can't get repeater procs on the pistol, though?
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# ¿ Feb 17, 2016 00:26 |
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Orgophlax posted:Is there a mod that after taking control of an enemy, it does not activate it's cohorts until you do something aggressive towards them? Don't know if there is one, but it probably wouldn't be too difficult--that's how it works if you hack a turret, I've found.
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# ¿ Feb 17, 2016 01:01 |
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monster on a stick posted:I made a friend tonight Get rid of surprise lids. The other two may as well cancel each other out.
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# ¿ Feb 17, 2016 06:21 |
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monster on a stick posted:How would that work - would it just max out the meter and so doing a facility raid or plot mission would bring it back down automatically? Because I don't want to be forced to do a bunch of plot missions in a row since people would probably get hurt and I'd be bringing out the B team. Generally, it doesn't matter if the major breakthrough pops and tops out the avatar chart as long as you have a release nearby which you can hit before the final timer runs out. Like, say, a facility. Granted, I've also had it so the breakthrough pops directly AFTER doing a facility, so it's not perfect. But it's better than dealing with lids every mission.
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# ¿ Feb 17, 2016 06:49 |
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Heard people complaining about the AWC Deep Cover perk. I got it on a specialist--and I think it works well on them. Combos with Ever Vigilant so they both hunker down AND overwatch.
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# ¿ Feb 17, 2016 17:43 |
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Alkydere posted:I got one of those myself. Deep Cover is perhaps one of the most mediocre and boring free skills to get on anyone BUT a specialist for that exact reason. I think it works well on snipers/gunslingers, too, with the perks that give bonuses for hunkering down.
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# ¿ Feb 17, 2016 17:58 |
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Huh. Neat little mod someone made. http://steamcommunity.com/sharedfiles/filedetails/?id=626263440 Deployable Turrets
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# ¿ Feb 19, 2016 07:26 |
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Flopstick posted:Anyone know: if you run right the gently caress away, out of sight of an active pod, do they have to hunt for you, or do they always know where your guys are once they're awoken? I've run into an overwhelming enemy force that is just stomping me, no matter what. Need to regroup somehow! From what I recall of how it worked in XCOM 1, and how I assume it works here, if the enemy can see any of your soldiers, they know where all of them are--that's why they don't put themselves in flanked positions when you activate them. But, if they don't, they do have to hunt for you. You could set up overwatch traps by moving all your troops out of visible range and waiting for them to come forward--I actually pulled this off in the first mission of my most recent run, so I assume that's how it's still working.
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# ¿ Feb 20, 2016 17:23 |
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I don't think Hacking was ever particularly bad for me, but I think I'll go without it and Psi for this run--outside of the hack objectives, stick to medic specialists because I never really focused on them before.
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# ¿ Feb 20, 2016 17:44 |
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# ¿ Apr 26, 2024 12:16 |
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So, I'm trying out the Any-Class-Any-Weapon mod now and it is amazing. I love having the ability to have 100% shots on Rookies with Shotguns, and I love my Sniper with an Assault Rifle. In fact, it gave me an idea--change the Sniper Rifle to only require one action to fire, but make Squadsight shots require two.
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# ¿ Feb 20, 2016 18:05 |