• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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[QUOTE=gudman;49850021] bug Ninja with the link I posted earlier this page? His BDU's are affected (almost said "infected"), and for some reason I can't send PMs to anyone.[/QUOTE] i'll get it fixed soon, i'm just currently working on some other addons
[QUOTE=Destroyox;49850741]If you don't build an AWC asap you're just asking to lose.[/QUOTE] didn't even build an AWC at all in my veteran ironman run and I won
[QUOTE='Ninja Nub[NOR];49850800']i'll get it fixed soon, i'm just currently working on some other addons[/QUOTE] That's okay, I was just thinking about the possibility of my link getting buried and going unseen. Take your time, by all means.
Holy crap, I followed that tutorial about the shader cache and now my game is back down to using 3 gigs of ram instead of 6 I think my next voice pack will the Commando from Tiberian Dawn (53 seconds in) [video]https://youtu.be/CVy4fsk3uDA?t=53[/video] That was left handed!
[QUOTE=IrishBandit;49848992]I want an Adam Jensen pack, in-built shades, goatee, trenchcoat, voicepack.[/QUOTE] What we really need is an animation pack, so that a ranger will use elbow blades instead of a sword on their back. [editline]2nd March 2016[/editline] [QUOTE=mralexs;49851078]I think my next voice pack will the Commando from Tiberian Dawn (53 seconds in)[/QUOTE] [B]Yes![/B]
On the subject of trooper wound times, the other day I had a ranger get critted by an advent officer and he went into the bleed out point. When they got back to the avenger, he was wounded for 8 days :v:
[QUOTE=Destroyox;49850741]If you don't build an AWC asap you're just asking to lose.[/QUOTE] I would replace AWC with GTS. I've found every run I've done with a Guerilla Tactics School built right off the bat goes better than the runs where I haven't. Getting to just pump out squaddies for the early game feels like a huge advantage, and of course the squad bonuses. EDIT: I realized after making this post you said 'asap' and probably meant 'as soon as you get the opportunity,' rather than right as you start a campaign, but I still feel like this is relevant anyway
i think the idea behind wound times was to force you to deepen your roster. injury isnt a punishment per se. it's a predictable factor in gameplay that brings other soldiers into the equation.
[QUOTE=Kommodore;49853302]i think the idea behind wound times was to force you to deepen your roster. injury isnt a punishment per se. it's a predictable factor in gameplay that brings other soldiers into the equation.[/QUOTE] Even if that was the idea behind the wound times, that's honestly the worst way to do it. Not to mention, its very annoying now that even if it's armor damage, you still get wound times. At least in EU, if you didn't take damage past your armor, you'd be fine. It'd be okay with still having infirmary time even if it's only armor damage, but make it so its always just lightly wounded, which lasts like a few days or so, and not some serious Gravely wounded just cause I took 3 damage with power armor on.
[QUOTE=Kommodore;49853302]i think the idea behind wound times was to force you to deepen your roster. injury isnt a punishment per se. it's a predictable factor in gameplay that brings other soldiers into the equation.[/QUOTE] In that case one of the features they should've picked up from Long War was soldier fatigue. While it can spiral out of hand quickly it's very convenient to be able to grab troops in a pinch for those really important missions. That, and/or armor damage not spilling into wound times. Or, if that's too complex, just do the Avenger defense mission-thing where soldiers can be sent out with reduced health and restarted wound timers?
[QUOTE=V3nom;49853140]I would replace AWC with GTS. I've found every run I've done with a Guerilla Tactics School built right off the bat goes better than the runs where I haven't. Getting to just pump out squaddies for the early game feels like a huge advantage, and of course the squad bonuses. EDIT: I realized after making this post you said 'asap' and probably meant 'as soon as you get the opportunity,' rather than right as you start a campaign, but I still feel like this is relevant anyway[/QUOTE] Well I mean what else are you gonna build at the start? A workshop?
[QUOTE=DBFT;49852183]On the subject of trooper wound times, the other day I had a ranger get critted by an advent officer and he went into the bleed out point. When they got back to the avenger, he was wounded for 8 days :v:[/QUOTE] I had a soldier who got crit shot by a sectopod, went into bleed out. I revived him and on the next turn, he was hit with a critical hit from a Gate keeper, and went into bleed out again. At the end of the mission, he was only lightly wounded, despite having suffered at least 40 damage during the mission.
[QUOTE=Im Crimson;49853422]In that case one of the features they should've picked up from Long War was soldier fatigue. While it can spiral out of hand quickly it's very convenient to be able to grab troops in a pinch for those really important missions. That, and/or armor damage not spilling into wound times. Or, if that's too complex, just do the Avenger defense mission-thing where soldiers can be sent out with reduced health and restarted wound timers?[/QUOTE] I was a big fan of fatigue, so yes I agree
[QUOTE=Gunner th;49853495]I had a soldier who got crit shot by a sectopod, went into bleed out. I revived him and on the next turn, he was hit with a critical hit from a Gate keeper, and went into bleed out again. At the end of the mission, he was only lightly wounded, despite having suffered at least 40 damage during the mission.[/QUOTE] how the fuck is that even possible
Hopefully wounded status gets balanced a bit. I really liked the EU system, made it predictable. I'm honestly holding off my next playthrough until the first balancing patch, though that may still be a while.
[QUOTE=RocketRacer;49853591]how the fuck is that even possible[/QUOTE] nanomachines, son [t]http://vignette2.wikia.nocookie.net/metalgear/images/a/af/ArmstrongPP.png/revision/latest?cb=20131228084459[/t]
[QUOTE=Gunner th;49853495]I had a soldier who got crit shot by a sectopod, went into bleed out. I revived him and on the next turn, he was hit with a critical hit from a Gate keeper, and went into bleed out again. At the end of the mission, he was only lightly wounded, despite having suffered at least 40 damage during the mission.[/QUOTE] My ranger was critted by a Lancer and he started bleeding out. Couldn't revive so I evac'd him. Lightly wounded. Meanwhile the specialist I sent to retrieve him took overwatch fire and was grazed for 1 damage. Gravely wounded, almost died.
I'm bad at games like this so I just watched a let's play of it. Even I'm upset at how... Crap the ending was. It was so abrupt and anticlimactic.
[QUOTE=Tmaxx;49853764]I'm bad at games like this so I just watched a let's play of it. Even I'm upset at how... Crap the ending was. It was so abrupt and anticlimactic.[/QUOTE] It's similar to Enemy Unknown/Within in a sense that it gives you the satisfaction of "HAHA I FUCKING DID IT, HUMANITY WON!" because you go through all of the efforts completing dozens of missions and then boom, you do it. Dunno, it didn't feel bad to me at all because the whole idea that "yes I did it, we won!" is enough. It's mostly due to attachment you grow to pretty much everyone involved in the mission, so it feels good. Watching it as a video doesn't give that effect at all.
[QUOTE=Tmaxx;49853764]I'm bad at games like this so I just watched a let's play of it. Even I'm upset at how... Crap the ending was. It was so abrupt and anticlimactic.[/QUOTE] I don't think abrupt endings are necessarily bad If they didn't answer the main plot threads (e.g did humanity win against the aliens) then obviously that would have sucked, but a well done abrupt ending keeps an element of mystery you can speculate about. And when there's stuff to speculate about the lore is far more interesting than when everything is just explained. [sp]We never actually saw what happened to the Commander's avatar, and its not certain what the meaning of the Ethereal's words is at the end, or what the crack in the ocean fully means. [/sp] [sp] I thought the salute your soldiers give you was pretty great, though I wish they'd slowed that sequence down a bit, it sort of rushes by. Also, the montage at the end showcasing the resistance getting the will to fight back and the Advent remnants trying to hold their crumbling empire to pieces I thought was a satisfying conclusion[/sp]
[QUOTE=Tmaxx;49853764]I'm bad at games like this so I just watched a let's play of it. Even I'm upset at how... Crap the ending was. It was so abrupt and anticlimactic.[/QUOTE] Cinematics (specially the ending) are the least important part of x-com Like, even less important than smoke grenades. That's how unimportant they are. X-COM is all about the journey Specially because most people will never get to the destination anyway
[QUOTE=Tmaxx;49853764]I'm bad at games like this so I just watched a let's play of it. Even I'm upset at how... Crap the ending was. It was so abrupt and anticlimactic.[/QUOTE] I actually thought the ending was pretty good all things considered, by far an improvement over EU/EW, I also don't see how it was abrupt or anticlimactic in anyway, didn't feel like that for me at all. [sp]We finally saw everything we've been working for in the resistance come together, we got to see humanity rise up, we took out the main seat of power for the aliens, plus plot hook for either a big DLC or the next game[/sp] What's not to like?
I think i prefer EU in a lot of ways when it comes to the writing, sure it's silly and not that important to the experience but EU felt completely different in tone, and XCOM 2 really lost me with the whole [sp]"you are the chosen one" and the mindbeam tug-of-war with the elders at the end.[/sp]
[QUOTE=honestfam;49854134]I think i prefer EU in a lot of ways when it comes to the writing, sure it's silly and not that important to the experience but EU felt completely different in tone, and XCOM 2 really lost me with the whole [sp]"you are the chosen one" and the mindbeam tug-of-war with the elders at the end.[/sp][/QUOTE] I liked EW story progression more too. it felt more desperate, more serious. the whole anime-y thing in the end of X2 is seriously disappointing. EW also had more varied and unique missions, and more cinematics that felt relevant to the story. And Shen-Vahlen-Old Bradford had a better dynamic and banter than Tygan-Lily-New Bradford X2 is still way more fun to play though. Can't wait for the Long War equivalent for it.
My biggest complaint is with the guerilla ops missions to counter Dark Events. It's just Abduction Missions all over again, but with even shittier penalties for ignoring missions. I thought Firaxis were trying to make XCOM 2 more of a proactive game, but once again I'm just reacting to a totally arbitrary choice. Worse, the choice ultimately boils down to "decide which two awful handicaps you want to fuck yourself with, followed by a mission that will fuck you with yet another handicap if you fail". I'd much rather have a system where the missions were staggered throughout the month, so I could go for all of them if I really wanted, but would have to make a serious judgement call as to whether the mission was worth it. Maybe my A-team is all wounded and the mission is too difficult for rookies, or I'm waiting on some new weapon research that will only complete until after the mission expires. Then I'd feel like passing up a mission was an actual choice, instead of a bizarre version of the Monty Hall Problem. The arbitrary turn limits bug me as well. I don't mind them so much for hacking objectives (because the idea that Advent would try to pull the plug seems eminently reasonable), but for objectives where you have to get to the Evac zone before a time limit expires, it just feels like bullshit. Why not set it up so that, when the timer expires, the game starts dumping fistfuls of Advent soldiers on the player instead? I thought that was what Firaxis were planning to do in the first place, and it makes a lot more sense than an arbitrary "lol fuck you game over". At least it would give my soldiers a chance to fight back and save themselves from a visible in-game threat, instead of the unseen "Advent interceptors" that the game uses to justify this nonsense right now. So, yeah. Here's hoping some enterprising modder adds this stuff in, because right now there's just too much arbitrary nonsense for the game to really "click" with me. (Oh yeah, one last thing: where's the sad music in the memorial? It was there in EU, why isn't it there now? I'd have been happy just to have the EU music back - anything to help me get into the moment. Anything to help make all those deaths feel like something more than text on a screen!)
[QUOTE=markfu;49841055]That was rough [img_thumb]http://images.akamai.steamusercontent.com/ugc/306614004558455686/1000E4E314BC17D30AD7C626A18FCBD1308EF3D4/[/img_thumb] I would have gotten everyone out alive if it wasn't for stun lancers.[/QUOTE] What the fuck 117/124 aliens? Was that a mission where your avenger got shot down or something? [editline]2nd March 2016[/editline] [QUOTE=richard9311;49845200]Are the enemies in the avenger defense mission infinite? I'm an hour and a half in and I'm wondering if they'll ever be an end to this.[/QUOTE] Are you farming XP? I don't think your soldier can get more than 1 promotion in a single mission, can they? So once everyone is promoted you might as well leave. You'll never need that many bodies. Unless you just want to dump them on the black market
[QUOTE=Snoberry Tea;49854358]What the fuck 117/124 aliens? Was that a mission where your avenger got shot down or something?[/QUOTE] Literally says Avenger Defense on the mission type.
[QUOTE=gudman;49850021]Snek hugged my favourite soldier on current playthrough, ranger Jesus. He's a Sergeant, so 6 health (I think?). 2 damage. Gravely wounded, [b]52[/b] days off the field, Shaken. What the actual fuck XCOM, that's second time you take away my best soldiers for almost two months and now simply because of bullshit RNG that wasn't even needed there. Just stop it, you're acting like a dick. Seriously. I didn't even know wounded time can be that long before this latest playthrough. On another note, can someone bug Ninja with the link I posted earlier this page? His BDU's are affected (almost said "infected"), and for some reason I can't send PMs to anyone.[/QUOTE] There is a mod on the workshop that fixes this. From what I understand, XCOM 2 determines wound healing time by breaking up the character's health, finding out what % of it was lost, and then assigning that to a category. IIRC there are only 4 categories, representing 25% of the total health pool each. Each category is assigned a series of #'s, of which there is a small amount of overlap. The game determines which category of wound your soldier has, and the RNG picks a # out of that pool to determine how long the healing time is. So you can have shit like a lightly wounded soldier that takes 1 day to heal, or 15 Or a wounded soldier that takes 10 days or 30 The mod (I used it, it's so wonderful) splits it into 10 categories broken up into 10% each, with a broader range of numbers within the total, but less overlap between each percentile. What this means is, there is a much more gradual curve in healing times, but after a certain point, more grievous wounds will end up taking longer than the base game (I think that threshhold was like 70% or 80%) It works really well. I love it.
[QUOTE=gudman;49847103]So apparently someone has [url=https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/d0j0ueo]found the issue[/url] with mods' ShaderCache files bloating to enormous sizes. Our modders might want to take a look, there's a workaround there.[/QUOTE] Odd, none of my mods including the voicepacks have that file. And the ones that do end in 'shadercache' are only a few kilobytes.
[QUOTE=Viper123_SWE;49854415]Literally says Avenger Defense on the mission type.[/QUOTE] Dude I just got back from jury duty I'm dead inside hush
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