XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
5,002 replies, posted
Yeah I've had enough I'm getting the disable timers mod
In what fucking universe am I supposed to be able to get to the network when I have to deal with most likely a tough new enemy, another 4 pods full of high tier tough enemies, a shield guy delaying the fight even further, like 4 codexes all cloning and teleporting making it take even longer
All in a puny 8 turns, and for good measure there's usually another surprise pod waiting in the network room
Every other mission goes fine but the guerrilla ones are pure cancer
[QUOTE=Nemisis116;49697526]Yeah I've had enough I'm getting the disable timers mod
In what fucking universe am I supposed to be able to get to the network when I have to deal with most likely a tough new enemy, another 4 pods full of high tier tough enemies, a shield guy delaying the fight even further, like 4 codexes all cloning and teleporting making it take even longer
All in a puny 8 turns, and for good measure there's usually another surprise pod waiting in the network room
Every other mission goes fine but the guerrilla ones are pure cancer[/QUOTE]
Explosives, abilities that give multiple shots, blade rangers with rampage are amazing, specialists being able to hack from range is a god send at times, hacking or mind controlling enemies is really helpful too.
[QUOTE=Nemisis116;49697526]Yeah I've had enough I'm getting the disable timers mod
In what fucking universe am I supposed to be able to get to the network when I have to deal with most likely a tough new enemy, another 4 pods full of high tier tough enemies, a shield guy delaying the fight even further, like 4 codexes all cloning and teleporting making it take even longer
All in a puny 8 turns, and for good measure there's usually another surprise pod waiting in the network room
Every other mission goes fine but the guerrilla ones are pure cancer[/QUOTE]
Certain enemies are designed to waste your time. Codexes with their stupid using abilities during your turn bullshit, Andromedon with their two huge health bars and 10 damage ranged attack, and Gatekeepers with their absurd amount of armor.
I have to wonder if they actually considered how small the time limit really is. As you get further into the game, you have less and less time to move from one side of the map to the other. Even early on I ended up losing one of my best soldiers because they were one space away from evac.
[img]http://i.imgur.com/bfypiVb.png[/img]
This game is beginning to make me not want to play it.
Thats fine I didnt need to complete the objective anyway because apparently the star tiles are just for show and dont actually mean this is the objective, no disarm option for you.
[QUOTE=Rents;49697209]The last sword upgrade kind of sucks, it doesn't do that much damage vs the output you get with plasma guns, burning isn't that good an effect, whish it ether had a shitload more crit chance or just a better stun effect.[/QUOTE]
Without the perks the swords in general are a gimmick, and even with perks they lose to a properly-specced shotgun Ranger.
[QUOTE=Naelstrom;49697385]So is it just me or is the game [I]really[/I] buggy?[/QUOTE]
I had a similar glitch happen to me when I subdued a dark VIP.
Basically I had my grenadier run up to the punk and boop him in the face, but when he leaned over to pick him up he sorta just teleported into the viper bound animation, as did the VIP, and merged together.
The result was a mass of seething agony teleporting its way to the evac zone.
[QUOTE=maxumym;49697572]Without the perks the swords in general are a gimmick, and even with perks they lose to a properly-specced shotgun Ranger.[/QUOTE]
Rampage is good if you've got their mobility sky high and soften up groups of advent guys with explosives or similar. The sharpshooter's face off ability is generally better though.
Oh this sounds MUCH better
[URL="http://www.nexusmods.com/xcom2/mods/57/?"][B]True Concealment[/B][/URL]
[quote][I]This mod seeks a nice middle area between outright removing the timers and extending them.
[B]As long as your squad remains concealed, timers will not tick down.[/B] [/I][/quote]
---
[t]http://staticdelivery.nexusmods.com/mods/1271/images/78-1-1454934269.jpg[/t]
[URL="http://www.nexusmods.com/xcom2/mods/78/?"]Extra Weapon Upgrade Slots[/URL]
[quote]This mod will modify all default weapons to have three upgrade slots and exposes the weapon upgrade variable in 'XComMod_WeaponSlots.ini' for easy customisation.[/quote]
---
[t]http://staticdelivery.nexusmods.com/mods/1271/images/76-1-1454931530.jpg[/t]
[URL="http://www.nexusmods.com/xcom2/mods/76/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D76%26preview%3D&pUp=1"]NPC Clothing][/URL]
[quote]This is a .ini file edit (XComContent.ini) in the DLC Folder which adds the civilian, VIP, and scientist outfits ( 14 options ) as torso options for the Resistance Warrior Kevlar Armor.
For now it only adds outfits for MALES, will do the same for females shortly later on. Also these are not all the outfits in-game, only some of them. Will update those later on as well, just wanted to get this one out quickly.[/quote]
[t]http://staticdelivery.nexusmods.com/mods/1271/images/25-0-1454793847.jpg[/t]
[URL="http://www.nexusmods.com/xcom2/mods/25/?"][B]Accurate Ranger Swords[/B][/URL]
[quote]As it says on the tin, all ranger swords are now perfectly accurate, no other changes to damage or crit chance are included. Built with the XCOM2 SDK, so this mod is intelligently designed to find and replace only the edited lines in XComGameData_WeaponData.ini, and is thus perfectly compatible with other mods that effect the same file![/quote]
[QUOTE=RaTcHeT302;49697480]I did a thing, it's not much but I hope it helps a bit.
[url]http://community.pcgamingwiki.com/page/blog/_/features/port-reports/pc-report-xcom-2-improving-performance-and-graphical-tweaking-r193[/url]
Also I can't wait to read the thread but I didn't finish the game yet :v: Are there any major spoilers posted around here?[/QUOTE]
[IMG]http://community.pcgamingwiki.com/uploads/gallery/album_84/gallery_371_84_990.png[/IMG]
Thats weird for Texture settings.
I love how so many awesome mods have already been created in just barely half a week.
Well, I've discovered a rather annoying bug; One of my soldiers hacked into a tower, success, gave the whole squad run and gun, he then proceeded to take 3/4 points of damage, 5 times and die. He failed a skull hack earlier in the mission, taking a few points of feedback damage and I suspect that hacking the tower after that failure is making that previous damage happen again, only this time it loops over and over until it kills him.
Reloading the save, I've discovered, he takes the damage only once if he gives himself run and gun and doesn't take it at all if he fails the hack entirely
[t]http://i.imgur.com/8hFnAcg.jpg[/t]
never change xcom operation name generator.
I went on an operation called Half-dead Stroke the other day
little offensive central
[img_thumb]http://images.akamai.steamusercontent.com/ugc/313367221050860075/D63897B6F39D17457E6627EDBDFA8C9682F2463D/[/img_thumb]
Okay something weird is happening to my game
[QUOTE=Mellowbloom;49697991]I went on an operation called Half-dead Stroke the other day
little offensive central[/QUOTE]
Operation Half-Dead Death, top that biatch.
[QUOTE=maxumym;49697572]Without the perks the swords in general are a gimmick, and even with perks they lose to a properly-specced shotgun Ranger.[/QUOTE]
It's very situational, yeah. But when they shine, they shine so bright. I had a ranger Reaper his way through 3 berzerkers and a faceless in the final mission, as well as many times when Bladestorm killed archons, chryssalids and mutons.
[QUOTE=StrawberryClock;49697069]Got any tips in regard to both those aspects? It's hard to tell what kind of squad I need for what map or how to deal with certain obstacles/timers.[/QUOTE]
Always, always bring a grenadier and a medic specialist! Preferably bring two grenadiers, one good with grenades and another one that's good with his gun. Grenades are awesome AOE but you really need a guy with shredder later on or you'll run out of grenades trying to shred all the armour enemies have. A concealment ranger is always useful, especially when paired with a sniper.
So that leaves one slot open for either a hacking specialist or a blade ranger (or whatever else you feel like taking, maybe you have a better idea). I find specialists to be better in urban maps and rangers to be better in open areas. But it really depends on your playstyle. I found that late game hacking more often than not screwed me over so I started taking blade rangers almost every time.
As for navigating the map, NEVER dash right away. Always blue move, then gold move. Stay away from corners if possible, a pod could easily be hidden just behind it. Be careful with using high ground, you might find a very nasty surprise. Use concealment to avoid fighting in sight of turrets if you can, just start your fight from beyond their sight range. Don't try to beat the mission on stealth, you [I]will[/I] activate every pod on the map and get horribly murdered. Instead, find the most troublesome pod and take them out. An excellent way to start an ambush is with a grenade and a Kill Zone sniper + overwatch, but if you don't trust your men to hit reaction fire then you should leave them as many actions as you can. This way you can use abilities like combat protocol to finish off whatever is alive.
Hope that helps!
Or Operation Steaming Fog
[editline]8th February 2016[/editline]
Damn it Wolfos
So ready for it to be wednesday; the wait to buy xcom 2 is killing me. Finished my EW playthrough on the weekend. I lost 5 countries (1 to a fucked up exalt base choice) and was 2 away on the doom tracker before killing the Uber Ethereal. sadly the excitement was cut a little short when my game kept crashing consistently on the final cutscene. was pretty badass to have the guy who was a soldier of me become the psi soldier who becomes the Volunteer. I was reading that a dev for xcom EU made a note that the volunteer doesn't die in the final cutscene for the game, wonder if the volunteer ever makes an appearance again in XCOM 2 or DLC?
I really fucking enjoyed XCOM EW, how did I let myself not play it before
now the real question, I played EW on normal difficulty and found myself save scumming still. Should I attempt commander difficulty on XCOM 2? I don't think I'm ready for ironman
[QUOTE=Kite_shugo;49698169]Should I attempt commander difficulty on XCOM 2? I don't think I'm ready for ironman[/QUOTE]
That sounds like sympathizer talk.
XCOM 2 can look really pretty sometimes. I just wish it ran better though.
[t]http://community.pcgamingwiki.com/uploads/gallery/album_84/gallery_371_84_829030.png[/t]
I'll link it instead if it's spoilery or anything, I just randomly got this menu.
Anyone else find it weird there are only about three different bandanas to choose from?
Worry no more!
I've just released [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=619355253"]Custom Bandanas - Armour Colours/Pattern[/URL] on the Workshop, so now you can have a bandana that will change colour depending on your armour colour, as well as take the same pattern effect.
[t]http://images.akamai.steamusercontent.com/ugc/313367221050952534/1FA2FF686C9BBCCDE768FDC9E6BEC60EC6A3CCCE/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/313367221050971546/09AB0D3B73A5DD72ACC09847D34AF35D009F9D5C/[/t]
Yes! Thanks Beacon!
No problem, I cannot believe a larger bandana selection wasn't available from the start...
I began by thinking I'd just create some plain colour bandanas to choose from, but I thought it'd be way more extensible if you could just use the armour colour palettes and choose the pattern too.
I was literally just thinking that bandanas that use the camo pattern should have been a thing. Thanks!
[QUOTE=Beacon;49698221]Anyone else find it weird there are only about three different bandanas to choose from?
Worry no more!
I've just released [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=619355253"]Custom Bandanas - Armour Colours/Pattern[/URL] on the Workshop, so now you can have a bandana that will change colour depending on your armour colour, as well as take the same pattern effect.
[t]http://images.akamai.steamusercontent.com/ugc/313367221050952534/1FA2FF686C9BBCCDE768FDC9E6BEC60EC6A3CCCE/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/313367221050971546/09AB0D3B73A5DD72ACC09847D34AF35D009F9D5C/[/t][/QUOTE]
Thank you. When I made Snoop Dogg, I was upset that I couldn't get a blue bandana to match the blue plaid armor
[QUOTE=Beacon;49698275]No problem, I cannot believe a larger bandana selection wasn't available from the start...
[/QUOTE]
I think the limited, at times kind of strangely limited choices are to incite modders to get to making stuff right from the start.
Question. Why do snipers appear to suffer the same range penalties as regular troops with assault rifles? Isn't the whole point to being a sniper being good at long range?
[QUOTE=Alsojames;49698405]Question. Why do snipers appear to suffer the same range penalties as regular troops with assault rifles? Isn't the whole point to being a sniper being good at long range?[/QUOTE]
is squad sight an ability for snipers in XCOM 2 still?
[QUOTE=Kite_shugo;49698430]is squad sight an ability for snipers in XCOM 2 still?[/QUOTE]
Yes, they start with it instead of headshot
It doesn't help one bit though. Sure, you might take a shot on an enemy that your teammate discovered. If you can stand 10% or less hit chances
Sorry, you need to Log In to post a reply to this thread.