XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
5,002 replies, posted
[QUOTE=PotatoArmada;49703802]Stun lancers are awesome. I mind controlled one and the dude managed to dodge an andromedon shot, 2 grabs from vipers plus their two shots afterward, and two turrets shooting at him, all while standing out in the open.[/QUOTE]
I controlled one, he managed to dodge a sectopod overwatch shot and zapped an archon for 3 damage and knocked it unconscious. MVP
Sniper on the 3rd floor of a building behind hard cover, misses a 98% shot, gets 1 shot crit by an advent trooper who was at the very edge of his firing range.
XCOOOOOOOOOOM
I wonder if full conversion mods are theoretically possible given the capabilities of the SDK? Obviously not something to ask for mere days after launch, but more in the future.
[QUOTE=Kommodore;49703627]lol Taggart your character is badass[/QUOTE]
? Just visually or did he pull off some mad shit in your game?
I'm curious if anyone's gotten me in their game yet.
Kind of surprised there's no mention of EXALT that I've noticed so far, would've been cool for it to show up in staff bios that they used to be EXALT agents, or for some of the random events on the map to hint at them.
[QUOTE=Rents;49704531]Kind of surprised there's no mention of EXALT that I've noticed so far, would've been cool for it to show up in staff bios that they used to be EXALT agents, or for some of the random events on the map to hint at them.[/QUOTE]
I also haven't heard anything about the Contagion Zones mentioned in the tie-in book either. Seems really silly to hype it up as a really spooky place and then not mention or show it ever again, though I probably just missed it somewhere.
[QUOTE=Rents;49704531]Kind of surprised there's no mention of EXALT that I've noticed so far, would've been cool for it to show up in staff bios that they used to be EXALT agents, or for some of the random events on the map to hint at them.[/QUOTE]
I made a former EXALT guy in the character creator. It was just too tempting with that bandanna available. Too bad you can't give them waistcoats or pinstripe suits though.
[QUOTE=Viper123_SWE;49704375]I'm curious if anyone's gotten me in their game yet.[/QUOTE]
Well, I got you as an scientist, that works right?
I failed chemistry and biology class, there's not a thing to worry about.
[editline]9th February 2016[/editline]
:smug:
[QUOTE=Viper123_SWE;49704375]I'm curious if anyone's gotten me in their game yet.[/QUOTE]
You were available as a recruitable in my first campaign. For 175 supplies.
I didn't recruit you. You'll probably appear in game 2 eventually (though I currently have -Rusty-, StrawberryClock, Janus Vesta, Chilean Wolf, DMGaina, and someone else I'm forgetting in my barracks)
I utterly suck at the Strategy level of this game. I've just lost my second campaign, I only ever assaulted the Blacksite, my second run went better and I managed to skulljack an Officer at a facility in Brazil. [sp]The Codex teleported away and activated a pod of two sectoids and one viper. It was ruff[/sp]
Is there any conceivable benefit to changing the function of the Avenger? I normally set it to healing since I get enough Intel from council missions and the like, is this wrong?
So, since workshop gremlins work like engineers, what happens when you build two adjacent workshops? Can you get them to staff each other with gremlins so that you get more free gremlins that way?
Do you guys have a problem with the game just hanging in the background when you promote soldiers right after a mission?
I want to wear the armour of killed ADVENT forces for the real rag-tag guerilla feel, that would make ADVENT corpses actually worth something other than 3$ as well.
Also how do I apply for the FP character pool?
[QUOTE=Mrfantasticool;49704849]Also how do I apply for the FP character pool?[/QUOTE]
Create and export your character and send the .bin to CGNick
[QUOTE=pebkac;49704836]So, since workshop gremlins work like engineers, what happens when you build two adjacent workshops? Can you get them to staff each other with gremlins so that you get more free gremlins that way?[/QUOTE]
You can only build one.
[QUOTE=pebkac;49704836]So, since workshop gremlins work like engineers, what happens when you build two adjacent workshops? Can you get them to staff each other with gremlins so that you get more free gremlins that way?[/QUOTE]
Pretty sure you can only build one workshop.
Anyone else noticed the Repeaters have Suppressor written on em? Maybe originally intended as a way to fire from concealment without being revealed?
Final mission: after a retaliation shot that never ends I try to reload an autosave. None of them work as they crash the game.
[sp]Meaning I have to fight all of the bullshit reinforcements AGAIN.[/sp]
PSA: Bladestorm is S-tier ability.
[QUOTE=Chickens!;49705004]PSA: Bladestorm is S-tier ability.[/QUOTE]
Saves your ass so hard sometimes.
also impossible seems much easier than EU, costs are a pain though but the whole thing seems more forgiving.
Especially with shots aimed, even without the aim assist on.
So was there an actual good reason for simplifying the weapon and armor building ? It just seemed to me that it would be even better with the old system, especially now that recovering bodies is a thing.
[QUOTE=G.I.U.L.I.O.;49704985]Final mission: after a retaliation shot that never ends I try to reload an autosave. None of them work as they crash the game.
[sp]Meaning I have to fight all of the bullshit reinforcements AGAIN.[/sp][/QUOTE]
sounds like what's going on with my XCOM EW playthrough where I can't beat the game cause it keeps crashing without fail at the final cutscene with the volunteer
[QUOTE=honestfam;49705131]So was there an actual good reason for simplifying the weapon and armor building ? It just seemed to me that it would be even better with the old system, especially now that recovering bodies is a thing.[/QUOTE]
i like the new system, it makes the game faster and you dont have to wait to fully deck out each soldier completely.
[QUOTE=codemaster85;49705152]i like the new system, it makes the game faster and you dont have to wait to fully deck out each soldier completely.[/QUOTE]
Is that even a good thing ? This game felt blazingly fast to me, so much that i had nothing to build or research for most of the time, which was just boring.
Choosing who would get the shiny new sets of weapons and armor was a nice tactical decision to have, i just don't understand why they'd simplify that and at the same time try to put on emphasis on recovering unique gear.
Well I think that's the point. The baseline suits and rifles aren't that special, but proving grounds stuff and the unique weapon mods are, so that while they removed an honestly needlessly micro-intensive component (having to switch out every gun and armor every time), they added stuff that's actually limited so you actually care about recovering
I beat the game just now, I was only on veteran though because they really upped the difficulty in my opinion.
final fight was a bit bullshit, it's like they realized xcom 1 was too easy at the end so they made it insane.
If anything that needed to be fixed, it was the fact that once again we got 3 tiered tech, with the second tier being entirely skippable weapon wise. They also got rid of the research token system it seems.
[QUOTE=Dromlexer;49704246]
Aside that, I encounter redscreen errors all of the time - obscuring the view. It is annoying.[/QUOTE]
do what you want cos a pirate is free
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