• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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[QUOTE=Nukedrabbit95;49875948]One thing that'd be cool to see for new prop mods, is a way for props to be marked not to be used when making random soldiers. It's pretty annoying starting a new campaign and having all your gatecrasher soldiers [URL="http://i.imgur.com/ObJ6S3W.jpg"]look[/URL] [URL="http://i.imgur.com/Xrmyiml.jpg"]like[/URL] [URL="http://i.imgur.com/BUdidh1.jpg"]this[/URL].[/QUOTE] It's even worse with the avatar hair mod. Every one of my scientists are super sayans.
Ugh I went to do that armor swap BUT THE ARMS DON'T LINE UP CORRECTLY WITH THE BONES
Highlights of my first playthrough so far: -Ranger getting panicked by a sectoid, running into cover and getting a crit on it, removing her panic -Straight up [b][i]LOSING[/b][/i] my favourite grenadier only for him to pop up in a rescue mission 3 months later (apparently since he was the last to evac the game thought he was captured, but never told me) -shooting a rocket at a building cos I saw a single advent troop on there, turns out the entire enemy force for the mission were all chilling on that roof, 1 overwatch later and mission complete :v: 10/10 game can't wait to get some dumb mods, there any replacements for the warden armour? it's a little too sci-fi for my tastes but the stats are better than the EXO suit
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That "All Armor Options" mod is pretty good, except 2 major point. NO JANE KELLY OUTFIT WHAT THE FUCK? It doubles all of my mod outfits, which is kinda annoying, have 100 options because all the doubles.
So how viable are large groups of Psi troops? first playthrough I managed to get one soldier up to Maji but that was it, I was focusing more heavily on weapons above everything else though. Is there actual time in the campaign to get a decent amount of psi op troops or nah?
[QUOTE=ThatCrazyGmanV2;49877468]So how viable are large groups of Psi troops? first playthrough I managed to get one soldier up to Maji but that was it, I was focusing more heavily on weapons above everything else though. Is there actual time in the campaign to get a decent amount of psi op troops or nah?[/QUOTE] If you keep an Engineer staffing the room, and upgrade it so you can train two troops at a time, it's pretty viable. Chances are they'll occasionally get wounded in missions, so you'll have the chances to cycle new people in for training over time. As good as 1 Stasis is, 4 is gamebreaking
[QUOTE=gudman;49873658]Hm, I always thought that it's not actually them speaking but their radio transmitting the network, all garbled because the antenna sits on the helmet, and zombines have no helmet. Or head, for that matter.[/QUOTE] The Overwatch Soldier doesn't use their jaw or mouth to speak, they have implants directly into their vocal cords, which presumably also functions as their radio. Also it's definitely them speaking, because they say things relevant to the situation, like "contact" when they see you, or "extractor" (combine word for grenade) when trying to hit you with their grenades. That in addition to constantly "warning" their former allies of their current situation. [QUOTE=MrHeadHopper;49873677]Offtopic as heck but I dunno why I'm so attached to the general Combine Soldier aesthetic; amped up faceless dudes with little emotion just uncaringly going through hell even if it's almost guaranteed they'll die in the process, only to be replaced by another faceless dude.[/QUOTE] I like it because they look like Soldiers, but in such a unique way that they're readily identifiable from most other media. Most modern designs for soldiers go heavy on the rigging and pouches, or with the arm and leg covers and riot helmets. Futuristic designs on the other hand (including XCOM 2) almost always feature rigid 'hard' plates layered or attached to clothing. The Combine Soldier's design is unique because it features a bulky vest of 'soft' armour, and rather than a web of rigging everything is kept in pouches on their belts. That gives them an appearance that's reasonably practical, but also distinct from any other.
[QUOTE=ThatCrazyGmanV2;49876463]-shooting a rocket at a building cos I saw a single advent troop on there, turns out the entire enemy force for the mission were all chilling on that roof, 1 overwatch later and mission complete :v: [/QUOTE] Oh hell I've done shit like this and it always feels amazing.
[QUOTE=ThatCrazyGmanV2;49877468]So how viable are large groups of Psi troops? first playthrough I managed to get one soldier up to Maji but that was it, I was focusing more heavily on weapons above everything else though. Is there actual time in the campaign to get a decent amount of psi op troops or nah?[/QUOTE] It would take almost a year of game time to get a full team of them. So it's not terribly viable to have more then 2, given just two takes around two to three months of game time. In the field though, they work really well. Just go find my team soul edge video. That's 7 Psi Operative and one Grenadier.
[QUOTE=Gunner th;49879952]It would take almost a year of game time to get a full team of them. So it's not terribly viable to have more then 2, given just two takes around two to three months of game time. In the field though, they work really well. Just go find my team soul edge video. That's 7 Psi Operative and one Grenadier.[/QUOTE] Well, unless you build 2 psi ops, meaning you can pump out 4 psi troopers in 3 months
[QUOTE=mralexs;49880132]Well, unless you build 2 psi ops, meaning you can pump out 4 psi troopers in 3 months[/QUOTE] I was under the impression you could only have one.
I Dominated a Berserker, and then knocked out an enemy. The next turn, the aliens did nothing. Has anyone else had this issue?
Is there a tutorial around for how to add new weapons? I want to add a set of shotguns that go in the secondary slot for my class, to replace the pistol. Largely, i just need to make a clone of the pistols that use shotgun models and animations. And the class is here for anyone to take a look at, find bugs, so on. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=639707491[/url]
[QUOTE=Damoman;49880250]I was under the impression you could only have one.[/QUOTE]Why are people rating disagree with this? I tried to build a second Psi Lab, and could only build more power relays/resistance comms/labs/workshops.
Soooo...apparently, the Councilman's name may have been revealed by Shen. Search through this: Steam\steamapps\common\XCOM2\XComGame\Localization\INT\SoundSpeechStrategyShen.INT [quote][S_ResistanceMusing_Shen AkEvent] SpokenText="Having the Commander around seems to have given the resistance a morale boost, not to mention our crew. I don't think I've ever seen Bradford this happy. Even though he and the Commander both know and trust Cato from before the war, I'm withholding my judgment for now. As much as the resistance needs our help, we need their support just as much."[/quote] [url=https://steamcommunity.com/app/268500/discussions/0/412448792360548323/#c412448792365320678]Source.[/url]
Cato just seems like another codename
[QUOTE=Gunner th;49881626]Is there a tutorial around for how to add new weapons? I want to add a set of shotguns that go in the secondary slot for my class, to replace the pistol. Largely, i just need to make a clone of the pistols that use shotgun models and animations. And the class is here for anyone to take a look at, find bugs, so on. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=639707491[/url][/QUOTE] I always wounder why they made the Cannon look so heavy looking when it's an basically be just an LMG+ in terms of firepower.
[QUOTE=Gunner th;49881626]Is there a tutorial around for how to add new weapons? I want to add a set of shotguns that go in the secondary slot for my class, to replace the pistol. Largely, i just need to make a clone of the pistols that use shotgun models and animations. And the class is here for anyone to take a look at, find bugs, so on. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=639707491[/url][/QUOTE] Not on my desktop right now, but what you need to do is to add the weapon of your choice to that class's config as allowed secondary weapon. IIRC the weapon is also required to be tagged as secondary. Also since XCOM2 does not have native weapon switching, the secondary weapon skills will have to be class skills, which means the in-game icons will be coloured yellow instead of teal. Also for Face Off not facing enemies, compare whatever anim you used in your cannon's Face Off with the Pistol's anim, because IIRC XCOM2 uses AimNotify in animations to make characters face the target. I think pistols' fire anim has AimNotify at the start of the animation.(I might be wrong on this) For Face Off not consuming ammo, if you're recycling Sharpshooter's Face Off it would probably be because the skill itself was coded as not to consume ammo (Sharpshooter's Pistol was coded to have infinite ammo). Make a copy of Face Off for your class and add ammo consumption.
[QUOTE=Kommodore;49881922]Cato just seems like another codename[/QUOTE] [url=http://i.imgur.com/YJLJVP7.png]Seems that way.[/url]
[QUOTE=Deathgrunt;49881942]I always wounder why they made the Cannon look so heavy looking when it's an basically be just an LMG+ in terms of firepower.[/QUOTE] I'd say the same, but then I remembered the XCOM LMG / EXALT LMG were just a less accurate and marginally stronger Assault Rifles. Dispute being an LMG and being belt-fed from a box, they could only shoot 32 rounds before needing a reload (8 shots per turn, 4 turns before reload). Assault Rifles shot 28 times before reloading, if you were curious. And of course this goes out the window when you use Suppression Fire, which fires an infinite number of shots.
[QUOTE=Deathgrunt;49881942]I always wounder why they made the Cannon look so heavy looking when it's an basically be just an LMG+ in terms of firepower.[/QUOTE] I also don't get why it has a pistol grip on the bottom while you're not firing, but when you fire it you hold it like a conventional minigun. ????
They couldn't be arsed to make different animations for taking cover, running and dodging shots. IMO cannons/lmgs should have a distinguishing feature like all the other guns Assault rifle=4 shots per mag Shotgun=extra crit chance and higher aim at CQC Sniper rifle=can shoot outside of regular range with squadsight and higher aim at range(i think) Cannon should give a higher chance to hit enemy cover and do like 50% higher damage to it.
it does all those things through perks ya nimbus
[t]http://images.akamai.steamusercontent.com/ugc/309991900846815611/C6FC10021D2490694A8FD7F3D1DEC1C90D277C46/[/t] I'm pretty sure I didn't lose 11 soldiers, I think that's also including mind controlled enemies that died. Highlight of the campaign was getting 50% research time hack rewards for both Magnetic Weapons and Psionics. I would try Ironman next, but the game is way too buggy. I had to restart/reload at least 5 times on the last mission due to bugs. There's a common camera bug that makes the screen go black until you reload that I don't want to deal with in Ironman.
I loved XCOM Enemy Within + Unknown, on a scale of 1 - Postal, how good is XCOM 2 compared to the original?
[QUOTE=MyBumBum;49883848]I loved XCOM Enemy Within + Unknown, on a scale of 1 - Postal, how good is XCOM 2 compared to the original?[/QUOTE] If you liked EW you'll like XCOM 2, unless you really hate missions with a turn limit.
[QUOTE=MyBumBum;49883848]I loved XCOM Enemy Within + Unknown, on a scale of 1 - Postal, how good is XCOM 2 compared to the original?[/QUOTE] Impossible to answer, YMMV. The comparison to the original is unfavorable to XCOM2 due to it not having the advantage of novelty. However if you liked EU you're likely to enjoy XCOM2 because the overall tactical gameplay remains unchanged, only with tweaks and additions (some good, some bad).
[QUOTE=MyBumBum;49883848]I loved XCOM Enemy Within + Unknown, on a scale of 1 - Postal, how good is XCOM 2 compared to the original?[/QUOTE] On the scale of 1 - Postal I would rate it a Rusty.
So... terrible?
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