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DMW45
Oct 29, 2011

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

BenRGamer posted:

In fact, it gave me an idea--change the Sniper Rifle to only require one action to fire, but make Squadsight shots require two.

In fact, is there any guide on how to start modding the game? Not sure how to do something like this, but this doesn't seem too complicated.

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DMW45
Oct 29, 2011

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

The Bramble posted:

What are these researchable Alien Facility Leads doing for me? I researched two of them and they only "revealed" facilities I already knew about...

You can do the mission without being in contact with the region with the leads.

edit :argh:

DMW45
Oct 29, 2011

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

SynthOrange posted:

gently caress NOW I WANT AN XCOM PREQUEL SET IN THE 60s

...isn't that The Bureau?

DMW45
Oct 29, 2011

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

malhavok posted:

Is there a way to stop end of mission crashes? they kill my ironman saves.

You could just... not play ironman?

DMW45
Oct 29, 2011

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

Pipski posted:

I wish you didn't have to re-select paint jobs every time your weapons get upgraded!

That Uniform Manager mod keeps Weapon Paint jobs as part of the uniform--and you can make it where weapon paint job is the only thing that transfers.

DMW45
Oct 29, 2011

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

Vincent posted:

This got lost in the last few pages:

"I'm about to do the last mission and wanted to know what mods won't gently caress up my saves for the next play through, and what mods would you guys recommend, besides the long war team ones"

I already finished the campaign in veteran (I'm not man enough for commander yet).

For general play, Stop Wasting My Time, Uniform Manager seems pretty good, Capnbub's Accessories is a definite yes, Mission Time Remaining--mod that lets you know when scannables and missions on the world map expires is a must. Also True Retroactive AWC. Get alla those.

Outside of those, personally, I really like the Homer Simpson voice pack.

DMW45
Oct 29, 2011

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

Away all Goats posted:

I'd really like to see reinforcements changed so that more than just ADVENT respond on the situation. The most dangerous ADVENT reinforcement pod I've seen is two HEAVY mecs and a trooper.

How much more threatening would it be if the dropship unloaded an Andromedon and two Vipers? Or even change the manner of reinforcement so you can have a bunch of codexs teleport in, or Archons and Gatekeepers fly in to the reinforcement zone.

If dropships could transport Beserkers and Chryssalids too it would also solve the problem of only ever seeing those enemies once or twice in a campaign.

Eh, I don't think it matters. As it stands the only thing truly threatening about about reinforcements is if they come while you already have your hands full.

Double down on that--don't give the next turn flare warning, just make them pop up.

Edit: Also



Advent Armor is pretty cool.

DMW45 fucked around with this message at 01:30 on Feb 21, 2016

DMW45
Oct 29, 2011

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

Megasabin posted:

Does rapid fire work on Avatars/Codex? Do you get the second shot or do they teleport away?

Works on Avatars, that's generally how I killed them on my first run.

I think it does on Codices, but I'm not 100% on that.

DMW45
Oct 29, 2011

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

SynthOrange posted:

Working on extra smokes.



Now I'm just reminded of that 'Gentlemen' TF2 Spy meme...

DMW45
Oct 29, 2011

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

SynthOrange posted:

List of possible items: blindfold, vapething, nightvis gogs, horns, tengu mask, chicken mask, baseball bat or golf club sword skins

Double Eye Patch. For rookies.

DMW45
Oct 29, 2011

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

malhavok posted:

Are you sure no one is blocking the exit? your soldiers are fat asses and you can't go around them.

The games kind of inconsistent on that, I think. Sometimes you can just go between a pair or around someone... sometimes you just can't.

DMW45
Oct 29, 2011

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

Fuzz posted:

The sword could be a lot better if they did a few things:

1- Made it have a high chance to destroy surrounding cover on hit.

2- Make that first lovely +2 damage skill instead make your sword bypass armor. Better sword = more armor bypassed.

3- Fusion sword shreds the target instead of lighting it on fire. Arc Blade has a higher chance to stun (I completely skipped Arc on this playthrough).

4- One of the higher level sword skills should drastically up the chance to crit.


They should probably make the damage increase between each sword variant a bit more, too.

What I'm thinking is something a bit different. Bladestorm shouldn't be vs Implacable. Maybe Run and Gun.

Someone mentioned a mod that made Hunter's Instinct work on blades, for a total of +5 damage. Definitely that.

Get rid of Arc and Fusion blades as they are, rather make the powerups just the default sword but with the same scaling and just adding armor piercing at a 0/+1/+2 level--instead put those, and a few more, into an 'Experimental Sword' Proving Ground project. So you could have Arc Blade, Fusion Blade, an Extra Armor Piercing Blade (Pierces 3 extra armor for a total of 5), maybe something with the Bluescreen Round effect, maybe something that works like Soul Steal and gives you health back for slashing, etc

DMW45
Oct 29, 2011

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

Gyshall posted:

I think the increased movement range is a decent option on rangers and specialists.

Eh, I went with increased aim on my blademaster, honestly. Worth it to make blade 100%, and makes their gun more reliable for when they can't reach the enemy for a stabbin.

DMW45
Oct 29, 2011

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

Fintilgin posted:

Basically.... yeah.

I could see the Psi Labs working sort of like the AWC does.

Gives you a random Psi skill--though you'd have to change out the ones that modify other skills. Soul Steal and Schism.

Hey, you could even throw in Psi Reanimation.

DMW45
Oct 29, 2011

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

Taffer posted:

Prioritize expanding comms over random drops of intel/supplies, they usually don't give you very much and are often a waste (particularly the supply ones). You don't have to go after every scanning opportunity. The expansion to your monthly income is a big deal. Usually you'll spend 4-6 days on a supply scan, that'll give you like 48. While getting a new region takes 4 days and gives you +40-80 per month. Obviously you need comm facilities, but they should be a priority anyway.

Base build order should be AWS -> GTS -> power -> comms. Always get engineers when possible, they're way more valuable than scientists. And don't sweat the avatar project, it gives you a lot of grace. Just make sure you have a plot mission or an avatar site within striking range (e.g. you don't need to expand to a new area to be able to get it) so that you can go after that when the timer gets low. And don't forget the buying power of intel on the black market. You can get supplies and engineers from there oftentimes, and the price is usually reasonable.

Try to get Vulture from the GTS when you can, it increases the amount of loot dropped, which can often give you more advent datapads, which can be each researched individually to give you a big chunk of intel. Don't sell them.

My current playthrough is weird. Playing through on Commander+ Difficulty, I got like... 3 Alien Data Caches in the first few missions. It actually held up my research for the better part of a month because I wanted/needed all that intel to buy more stuff.

DMW45
Oct 29, 2011

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

Harrow posted:

Yeah, Kill Zone is incredible on a sniper, but I'm not sure what I'd do with it on, well, any other class.

On a sniper, though? Use a grapple to get to a high place if you didn't start at one, set up a Kill Zone (because the grapple doesn't cost an action), and trigger the enemies and enjoy watching them fall.

I dunno, might be good a specialist with their class GTS skill.

DMW45
Oct 29, 2011

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

Eimi posted:

Although on the thought of ammo and Elerium cores, I'm thinking BSOD rounds might not be worth researching? The solution to robotic units involves armor shred/penetration, and thus AP rounds are going to be good AND give you utility against the organic enemies with armor. Andromedons/Random advents/Chrysalids almost entirely, but still, that's more widespread than pure robots. I dunno, just thinking that it might be a place to cut if you are low on cores. But then I always have a hard time justifying that kind of specialized stuff, when generic tools handle robots just fine. Same reason why I never run a combat hacker and stick to a medical specialist.

Bluescreen Rounds are guaranteed, AP Rounds are something that you have to gamble for.

Also Bluescreen Rounds also work against Codices and second form andromedons--also against shredded enemies, just dealing even more damage.

Edit: Quote is not edit...

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
I'm running through a Commander+ campaign now--with a ban on Haywire protocol and Psi-ops, using the Any Class Any Weapon and Hunter's Instinct for Swords mod

It's really fun. I love how mobile you can make Snipers with an assault rifle--you can move, lightning hands, and still shoot the assault rifle. Seems a little too powerful with squadsight, though, which was why I recommended that change a while ago.

Love Demolition Grenadiers with a Shotgun and Gunner Grenadiers with an AR.

Blademaster is amazing with that Hunter's Instinct mod--once you're fully teched up, you can take out a Stun Lancer or Shieldbearer in one hit. I managed to get blast padding from the AWC on my blademaster, stacked it with plated armor and a WAR suit for a 4 armor. It's pretty crazy.

DMW45
Oct 29, 2011

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

Antti posted:

The game definitely needs a way to make the endgame more difficult, and escalating and compounding Dark Events would be a natural way to do it. You can make them nastier in general, lower the frequency early on and then start pressuring the player through them once they are supposed to have tier 3 poo poo and psykers.

I've seen some pretty nasty ones already, but only very rarely, like Show of Force, a dark event that makes more enemies per pod. They should start off weak, but gradually ramp up.

Have the chryssalid dark event directly replace the faceless one, etc.

DMW45
Oct 29, 2011

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

Away all Goats posted:

Click on the left button at your HQ. It's a fist iirc

Note that you can only change it once a month.

DMW45
Oct 29, 2011

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

Beagle posted:

:shobon:

Btw, ya'll should check out the MGSV ports if you haven't already. They look drat awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=631968536

They look good, but where's the sneaking suit or combat armor.

Should totally be options for Spider/Wraith and EXO/WAR suits, respectively, too.

DMW45
Oct 29, 2011

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

Crosspeice posted:

Also did I seriously fail at a 99%?????? I really doubt that.

Congratulations, you are the 1%

DMW45
Oct 29, 2011

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

FraudulentEconomics posted:

So when you get the Squad wide Squadsight hacking buff, does that mean you can hit from across the map with Assault Rifles and Cannons and junk? Trying to get ideas for... things... in a mod and was curious as to whether or not squadsight would even be useful to someone not sniping.

peak debt posted:

Yeah but Squadsight has a pretty nasty to-hit penalty once you go really far so grenadiers and rangers aren't going to hit much.

I dunno about cannons and shotguns, but assault rifles are amazing with squadsight--using the any class any weapon mod to put one on a sniper. It's like Snapshot combined with Squadsight and none of the downsides--little too powerful, even.

I think the best way to do something like that would be to modify squadsight itself to take two actions--so you could still move and shoot, but not outside of your own visual range--which is what I think squadsight combined with snapshot should be

DMW45
Oct 29, 2011

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

Hulk Krogan posted:

It's an aura that prevents/removes debuffs like mind control, panic, confusion, disorientation, etc for squadmates within its radius.

Basically it makes will completely worthless.

If it wasn't already.

DMW45
Oct 29, 2011

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

RBA Starblade posted:

e: Oh neat the music gets more somber the worse you do. No grins on the skyranger this time. :(

Except, ironically, if you complete a VIP mission, with only the VIP extracting and everyone else getting captured.

Que happy music and a completely empty skyranger.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
New mod that might be interesting for people. Diablo/Borderlands style weapon drops.

http://steamcommunity.com/sharedfiles/filedetails/?id=634384547&searchtext=loot

DMW45
Oct 29, 2011

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

LowellDND posted:

https://steamcommunity.com/sharedfiles/filedetails/?id=628321798 This one? :confused:

Also, I keep wanting to try the 'active all pods', but it terrifies me everytime it procs :v:

I'm playing it on my new Commander+ Game. It's... fun. It feels like that's what it shoulda been, when an alert goes up the other enemies aren't supposed to ignore it. Still really early game, just picked up Mag Weapons, working on AWC, but it's pretty neat.

Kinda fearing the arrival of the Advent Sniper mod and the other higher level enemies, though.

DMW45
Oct 29, 2011

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

oohhboy posted:

You get one of each, then it's completely random.

Not sure that's true. I kept getting AP rounds in one of my previous runs. Really annoying because I wanting dragon or viper.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
So, update on that activate all pods mod.

It makes the unmodded timer really friggin difficult because of all the fighting. Had to actually work for it in my last mission, though that one was a hostile VIP.

Ended up having to leave a stabilized troop behind because I forgot to pick 'er up and didn't have time to run back and get it--and still had a basic trooper firing overwatch shots at me for a couple of turns because I literally didn't have time to stop and kill them.

DMW45
Oct 29, 2011

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

SynthOrange posted:

Now do it without scum. :v:

Never do it without scum :v:

Someone needs to make a strategy game like this where savescumming is worked into a literal mechanic to use within the game itself.

DMW45
Oct 29, 2011

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

toasterwarrior posted:

Man but it's so good if you get an Experimental Grenade, though. I mean, if you luck out on a geoscape scan for the Ammo + Grenade pickup, that's great; but if you don't, it really feels like it's worth it to get the Proving Grounds up and running ASAP because any of the Experimental Grenades will clean house during an ambush. Troopers become guaranteed kills instead of a 50/50 death (that'll lose you loot on the GOOD roll), while the survivors get hit with DoTs and maybe a debuff too. You don't have to lead with a grenade and then hope your rookies can shoot a drat during clean-up because even an exposed enemy takes a 70% roll to kill for greenhorns.

EDIT: gently caress it, I'll do it. Commander or not, an Experimental Grenade is worth the pain so I can neutralize a single pod without effort nearly every mission.

Gotta disagree.

Wound timers are so long that without a staffed AWC there's a good chance you'll literally run out of troops, on the higher difficulties, at least. Once you get later on with more skills, better armor and weapons, etc, that'll stop happening and the AWC will be less useful and not need to be staffed 24/7--but experimental grenades will still be useful.

DMW45
Oct 29, 2011

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

LowellDND posted:

How many soldiers are people running usually? I buy ~10 new ones at the start of the game and then just grab mission rewards. For Commander+, how many is a good pool?

Look at this chump who mods cheaper rookies.

On Commander+ they cost 40. I can't afford to buy more than one after starting to build the GTS.

Edit: Normally, I like phantom rangers better because Rapid Fire is so much better at clutching than Reaper--but with the all pods active mod phantom is a lot less useful. I may try to make a Rapid Fire blademastrer ranger at some point.

DMW45 fucked around with this message at 00:27 on Mar 1, 2016

DMW45
Oct 29, 2011

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

NmareBfly posted:

The missions with a pre-set evac zone and a forced retreat timer are maybe my least favorite type in the game. It just doesn't make sense in a way that messes with ~my immersion~ especially because it just boned an Ironman run for me. Like, in other missions I can choose an evac point whenever. Why, in some cases, is the pickup zone arbitrarily defined beforehand (and always on the opposite side of the map from where I came in)?

I understand it from a a gameplay / mission design perspective, I just wonder if there'd be a better way. If it worked like normal missions you could just get the VIP then drop an evac zone right on his head and I can see why they want to give you more cause to run out in the open for a turn or two, but... I dunno. The image it conjures is the Skyranger swooping down, letting the troops out, then flying directly over the objective and sitting on the other side of it for a good 10 minutes completely immobile. Maybe it can't hover over the building the VIP is in because there's... alien jammer tech or an AA gun or something but at least let me tell the pilot 'hey can you move a couple yards to the right'?

What I'd like to see is a mission where you can't evac until you do an objective.

Like destroy an AA Turret that would otherwise shoot down the skyranger, once that's down you can call in the evac like normal.

You could combine this with the VIP missions as well.

DMW45
Oct 29, 2011

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

Benagain posted:

Goddamit. Commander ironman, I just had a simple "blow up the relay" mission turn into a "all 3 pods activate and gently caress you, everyone but one person dies before you can evac." Then the UFO chases me down. First turn, phantom ranger moves into cover. Activates 3 pods.

I am going to take a bit of a break.

If you don't need to savescum every once in awhile, it's not hard enough.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
So far my favorite team, without psi, is Gunner Grenadier, Explosives Grenadier, Blademaster Ranger, Rapid-Fire Ranger, Gunslinger, and Medic Specialist with Haywire (and Leader). SMGs on the Blademaster and Gunslinger, Assault Rifle on the Gunner Grenadier and Specialist, Shotgun on the Blademaster and Explosive Grenadier.

With psi, it's 6 Psi.

DMW45
Oct 29, 2011

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

RBA Starblade posted:

While fighting a codex, the game said reinforcements were coming in from the other side of the map. As it turns out that little flare is broken and they can just land directly on you.

Also the codex I was suppressing just walked out of it and nothing happened. I'm running out of skills that off the top of my head I know actually work 100% of the time.

Did it actually walk or did it teleport? When playing as them, teleport specifically says it ignores reaction fire.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
What might be neat is going the other way, taking the modded advent, better advent, and what not and just making Advent the only kind of enemies you fight, but making them that much stronger to compensate.

DMW45
Oct 29, 2011

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

SpookyLizard posted:

Disorient gives some weird buff to crit chance. And it only gives -20 aim which is weak asf. I buffed disorient to be -50 aim, which may be a little high but I'm playing on legendary with IESS+ so go gently caress yourself. It makes flashbangs immensely powerful and even the weakest form of Mindspin seriously useful. I highly recommend doing this. I also use the the EU/EW CTH rolls because the way it's done in Xcom2 is really annoying. EW had hit rolls, which upon hitting, had a chance to crit. In XCOM2 it's all done at the same time. So if your dude has a 40% hit chance and a 40% crit rate, any hit will automatically crit. Which i think is kinda shyte.

It doesn't give a buff to crit so much as it just doesn't affect the crit rate, so you'll get crit as often as you would be without flashbangs, but you wouldn't be normally hit as much because it's all one roll.

DMW45
Oct 29, 2011

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

DatonKallandor posted:

It does mean hits, which will come less often, will be all but guaranteed to be crits though. As I understand it the -aim will skim from the regular hit first and only eat into crit chance after that.

So? Any crits that come through would have been crits regardless of if there was smoke there or not.

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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
Will say this, though. Using All Pods Active and ignoring Phantom/Conceal because of that, because they're much less useful, I've been using Bladestorm instead of Implacable on my Gun Rangers, they were taking Blademaster instead of Phantom anyway, and with the hunters instinct sword mod and upgraded swords they stand a good chance of one-shotting even advanced lancers and maybe chryssalids as well. They can use Run and Gun to get to a good position with cover where they won't need to move again, whereas the Sword Rangers... kinda generally need to move after the kill, so they get Implacable.

It's interesting because I never tried to build a gun ranger like that.

Edit: Also I think that you can just straight up replace the Sharpshooter's Sniper Rifle with the SMG to make them a good 'scout' class, the lower damage/possible aim offsets the ability to move and squadsight shoot. Also works interestingly on Blade Rangers.

DMW45 fucked around with this message at 18:46 on Mar 2, 2016

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