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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
You know something that could make a good conversion mod?

Delta Green.

Basically XCOM vs Lovecraft.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

Sectoids are no longer the scrub tier enemy, that's the Advent trooper.

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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!

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
...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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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...

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
I want a mod that changes the geoscape background music/ambience that plays after the avatar project pips fill up to The Final Countdown.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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.

:getin:

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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!"

There's nothing tactically interesting about any of them, it's just a matter of hoping the RNG decides to let you live another turn.

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~


Welp. That's a thing.

Sectopod walked through the target before I could plant the charges on it.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

I tried extracting my dominated Andromedon just for the hell of it. One day, maybe, one day...

Intel. Like... 10 intel for finishing a mission with a hacked or mind controlled unit.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

The thing with Psi-Ops is that they are glass cannons without the glass. But if you nerfed their survivability, it would severely limit their usage because it's such a huge investment of time and resources to get a Psi.

Can you make the damage scale with Psi?

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~


Looks like Containment Zones do get... some kind of reference in game, at least.

vv also possible.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

I wonder if instead I can drop their move distance to half normal for one round.

Yeah, I can see that working. They'd be directly competing with Venom Rounds, but Venom doesn't work on robots, this could.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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)

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Tae posted:

Lesson learned: Proximity mines don't damage Archons :argh:

...why would landmines work on a flying unit?

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Klyith posted:

should be possible.

alternately, an ammo that applies the dazed debuff ala flashbangs -- probably balanced by a stiff penalty to damage & crit chance. nonlethal rounds! "You are under arrest, stop resisting!"


the main thing about removing actions from enemies is that the AI pretty much assumes 2 actions and is set up to do different things with each action. something that took away their first action would actually mean they generally wouldn't respond properly to a bunch of things. (contrary to what Megasabin said, most enemies have the response to being flanked only on the first action -- and "first action" is determined by not being out of AP. so with that cryo effect they'd just sit still under a flank and shoot or whatever)

Might be too OP, I mean, this is something gunslingers can use to hit multiple targets every turn.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

I guess I should really take Dragon Rounds as my gold standard maximum for what a gunslinger can do with ammo.

If it only had a chance at working I could see it happening.

-2 DMG, 25% chance for Dazed... 1% chance for Unconscious :getin:

Oh, something I found out in a recent game.

You can Skullmine unconscious targets.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

ZenVulgarity posted:

An ap round gunslinger can oneshot a sectopod

A burning round gunslinger can apply burning on literally everyone in visual range and get repeater procs

You can't get repeater procs on the pistol, though?

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

monster on a stick posted:

I made a friend tonight :buddy:



Of course the next mission was called Hot Tears, which had two Sectopods because gently caress you that's why.

Next month's Dark Events: surprise lids, extra facility, two pips towards Avatar Project :argh:

Get rid of surprise lids. The other two may as well cancel each other out.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
Huh. Neat little mod someone made.

http://steamcommunity.com/sharedfiles/filedetails/?id=626263440

Deployable Turrets

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

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.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
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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