• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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[QUOTE=Robinate;49706688]Do you have an engineer staffed in your AWC? That halves the healing time of units.[/QUOTE] I did not know this. Keeping engineers staffed is usually a challenge/strategy in itself but I will do this now the moment I can. That's good to know, thanks!
[QUOTE=Taggart;49704360]? Just visually or did he pull off some mad shit in your game?[/QUOTE] visually duh [QUOTE=Viper123_SWE;49704375]I'm curious if anyone's gotten me in their game yet.[/QUOTE] rolled you in the same batch as taggart [editline]9th February 2016[/editline] also taggart i cant unsee your character as alan johnson from peep show if that means anything
[QUOTE=Viper123_SWE;49705735]What do you mean? Panicking no longer cause your soldiers to shoot their childhood friends while screaming and breathing heavily.[/QUOTE] on a defense mission bradford sent me some random squaddie i had as a reinforcement, and she immediately got shot, panicked, ran through acid, then threw a grenade at herself and my psi operative.
[QUOTE=Robinate;49706688]Do you have an engineer staffed in your AWC? That halves the healing time of units.[/QUOTE] This and making a quick trip to the resistance HQ for the heal buff is invaluable when you're understaffed, you're going to need the intel eventually anyway so it's not wasted time
[QUOTE=cowsaysoink;49706812]on a defense mission bradford sent me some random squaddie i had as a reinforcement, and she immediately got shot, panicked, ran through acid, then threw a grenade at herself and my psi operative.[/QUOTE] Panicking is still so stupid lol. "Oh shit! Oh god, he just got killed! God, what do I do? Oh, oh god! Here, lemme just pull the pin on this grenade and sit on it for good measure!"
I've got a massive problem with 1-3 of my soldiers getting wounded every mission. Not always critically, but wounds in your roster stacks quickly. Now I got a resistance mission coming up and I'm forced to take 3/6 rookies, I'm at the end of May. No idea how this will go. There's so many ways the enemies can get ya. I'm playing on Normal and it feels harder than Long War.
Salvo Grenadier's are glorious. Doubly so with a good Hair Trigger upgrade. Shreddergun > PlasmaCannon > Acid Grenade is wild. Also, how long until we get a mod that lets you extract Dominated Units, to keep as new allies? I want a permanent Shieldbearer
[QUOTE=codemaster85;49705258]Because the avatar project forces you on the move. It progresses much faster compared to the panic system.[/QUOTE] I felt like the panic system was [I]much[/I] more urgent and restrictive. "Dark Events" are a nuseance but it's nothing compared to choosing to reduce panic in one country and raise it in 2. In this came you can just do a black-site mission and the Avatar Project is set back by a blip or two, or even advance the story and set it back by like 4. With the panic system, there were very few and limited ways to reduce panic that didn't raise it in other places. And god forbid you failed a terror mission. [QUOTE=Rahkshi lord;49705575]building guns one at a time isn't depth it's busywork, and you didn't lose the gun if that guy died on a mission so you'd only ever build like 2 of a gun type max in EU, it's boring[/QUOTE] The only reason you'd ever build more guns is if a council nation requested them, and the payout was more than the cost of building.
[QUOTE=Kommodore;49706754]also taggart i cant unsee your character as alan johnson from peep show if that means anything[/QUOTE] the invasion changed him that's for sure
Whenever my soldiers panic 95% of the time they end up doing things I would tell em to do (flank an enemy and shoot em) or find a spot and hunker down
[QUOTE=Jrose14;49706913]Panicking is still so stupid lol. "Oh shit! Oh god, he just got killed! God, what do I do? Oh, oh god! Here, lemme just pull the pin on this grenade and sit on it for good measure!"[/QUOTE] This is the one thing about Long War that I can say was absolutely excellent: panicking causes your soldiers to hunker down, nothing more. That is if I recall correctly and I'm not just stupid. I can understand your guy panicking and running around or shooting things. but how XCOM 2 handles it is straight up stupid. I can count three times that some rookie panicked, flanked some alien and instantly critkilled them.
[QUOTE=MrHeadHopper;49707166]This is the one thing about Long War that I can say was absolutely excellent: panicking causes your soldiers to hunker down, nothing more. That is if I recall correctly and I'm not just stupid. I can understand your guy panicking and running around or shooting things. but how XCOM 2 handles it is straight up stupid. I can count three times that some rookie panicked, flanked some alien and instantly critkilled them.[/QUOTE] What the fuck whenever my guys have panicked they have either hunkered down or missed their target. Only once have they ever hit anything and even that was a dodge.
[QUOTE=Wolfos;49706648]I think the problem is that alien AI is meant to attack them no matter what. If they see one, they MUST go full retard and shoot at it. If the aliens only had a higher likelyhood of shooting them then they might be more balanced. That way if you put it in full cover then the enemy might prefer to shoot your exposed troops instead.[/QUOTE] I've noticed some aliens shooting at more easy human targets than the mimic beacon before. Also if your character is gravely wounded/shaken is there a chance for scars to appear on your character? One of my grenadiers randomly had a face scar after returning to duty from being gravely wounded.
[QUOTE=markfu;49707254]I've noticed some aliens shooting at more easy human targets than the mimic beacon before. Also if your character is gravely wounded/shaken is there a chance for scars to appear on your character? One of my grenadiers randomly had a face scar after returning to duty from being gravely wounded.[/QUOTE] Yeah, I'm not sure how severe the wound has to be, but your characters do develop scars now, and I love it
Fuck [sp]Andromedons[/sp] [sp]Why the fuck do they get healed to full health after they die. They just got the shit shot out of them/exploded, they should reheal to half-health MAX. Not full.[/sp]
[QUOTE=Sammyroc;49707280]Fuck [sp]Andromedons[/sp] [sp]Why the fuck do they get healed to full health after they die. They just got the shit shot out of them/exploded, they should reheal to half-health MAX. Not full.[/sp][/QUOTE] [sp]First health bar is for the alien inside, second one is for the suit's robotics, it doesn't "heal", although it would be nice if damage over what the first form takes carried over to the second.[/sp]
The archon's design is super fucking awesome but I feel like it really doesn't mesh with the rest of the alien designs. I think a touched-up EU style floater would've been a lot better.
[QUOTE=Sammyroc;49707280]Fuck [sp]Andromedons[/sp] [sp]Why the fuck do they get healed to full health after they die. They just got the shit shot out of them/exploded, they should reheal to half-health MAX. Not full.[/sp][/QUOTE] It's not max health, though. And they lose all armor and their ranged attacks. I've never had a problem with them, especially once I learned that they always go for the closest target. Which is inevitably hilarious when it's an assault with untouchable and bladestorm, whom usually takes them out in one hit
Speaking of weird panics. I had rookie get hit by a stray ADVENT Trooper burst, he panics, runs to cover and throws a grenade at a group of civilians. Y-Yeah... You showed those sympathizers. (I'll upload a picture when I get home)
[QUOTE=Dirf;49707307]The archon's design is super fucking awesome but I feel like it really doesn't mesh with the rest of the alien designs. I think a touched-up EU style floater would've been a lot better.[/QUOTE] I personally like the Archon's design. It's cool to see a unit specifically made to make the aliens look the "good guys"
xcom 2 coop mod 'should' be out this month, oh yes [quote=article] We asked Team Dragonpunk, a modding team that has long since signaled its intention of creating an XCOM 2 co-op mode, how progress was going since the launch of XCOM 2 and the release of XCOM 2’s sizable mod kit. “We're going to try Firaxis' way first and release [an XCOM 2 co-op mod] within the month,” said Daniel Connery, founder and funder of Team Dragonpunk . [B]“Our original plan was to program in native code to ensure lower latency (lag), like Divinity: Original Sin ,” Connery said. “Now that we've had time to review the extensive documentation that came with the XCOM 2 SDK however, there is a much simpler way via scripting by passing the Game State changes (deltas) used by the new MVC architecture Firaxis built for XCOM 2. It's actually the same way XCOM 2 multiplayer currently works right out of the box! So, the main challenge now is implementing it in real-time in the single player tactical game.” Connery is optimistic the method outlined above will work, but in case it doesn’t, “then we'll go the native code route (which could take months).” But odds seem good that a working XCOM 2 co-op mod will be available by the end of February.[/B] Conneryis unreserved in his praise of XCOM 2 itself. Launch bugs and graphics quality aren’t something that concerns him. “While strategy games like XCOM simply aren't funded on the same level as Destiny or COD , I'm still constantly impressed with the high production quality that Firaxis achieves,” he said. “Most importantly though, I honestly can't remember the last game in which winning (or losing) carried such emotional weight. So many great games like Titanfall or Order 1886 simply drift away because they fail to captivate the player on an emotional level, yet people are still playing XCOM: Enemy Unknown now 4 years later.” As far as the XCOM 2 mod kit is concerned, Connery’s praise is more measured. While he appreciates that the kit is “substantial” and considers it an “empowering” tool for developers, Connery points out a few things he feels could be added. “We’ll need logic flow layouts for in depth programming changes and design documents with color palette and poly count for new 3D art assets,” he says.[/quote] [url]http://www.idigitaltimes.com/xcom-2-co-op-mod-should-be-available-february-510504[/url] also had no idea they were making a Shadowrun-like cyberpunk mod for xcom 2
[QUOTE=I am Error;49707234]What the fuck whenever my guys have panicked they have either hunkered down or missed their target. Only once have they ever hit anything and even that was a dodge.[/QUOTE] Speaking of weird panics, one of the rookies in my severely underpowered VIP elimination squad just panicked to a Sectoid and decided to blast away the full cover of an advanced trooper (allowing me to murder my way through the pod and dash just in time before extraction), possibly saving the mission.
I had two random recruits with the same last name ("Diaz") and thought I would take that a step further and roleplay a little by making them siblings (brother and sister) serving together. The first mission they go on together and she gets into a panic and throws a grenade and finishes off her already weakened brother. And of course she snaps out of it like nothing happened later but I'm sure the rest of the squad are like "dude, you killed your brother..." Sibling love for ya.
Do the dark events last the whole game or just for a month? I'm deciding between faceless each mission or Intel costs up 100%
[QUOTE=Derposaurus;49707516]Do the dark events last the whole game or just for a month? I'm deciding between faceless each mission or Intel costs up 100%[/QUOTE] Just for a month.
[QUOTE=Derposaurus;49707516]Do the dark events last the whole game or just for a month? I'm deciding between faceless each mission or Intel costs up 100%[/QUOTE] Take the Faceless in every mission, you'll be able to make soooo many Mimic Beacons
[QUOTE=Dirf;49707307]The archon's design is super fucking awesome but I feel like it really doesn't mesh with the rest of the alien designs. I think a touched-up EU style floater would've been a lot better.[/QUOTE] The Floater was completely redesigned to evoke a sense of respect and comfort from humans. Basically the only reason it looks that way is because ADVENT wanted humans to be comfortable around their alien overlords, and that doesn't work if you literally look like a monster to them. Look like a god though, and they'll warm up faster. They're even posh as fuck with their stance and the way they handle their staff.
I keep getting lucky. [t]http://images.akamai.steamusercontent.com/ugc/315619020856446467/B7D9B47FF973C19C8EC1D8EB1459992341B70863/[/t][t]http://images.akamai.steamusercontent.com/ugc/315619020856446645/808DB14A7AD73F26216D66B9AB9D77E4B09E8AC9/[/t]
Well my second friend I made has died today, RIP. Also I've been struggling to actually get a squad list I actually want, rather than what I'm given just because of the sheer amount of injuries I get. People are knocked out for so long :c Also my Avatar project bar hit the last pip so the timer clock is now running. OH SHIET, I mean I'm on the way to a 2 pip worth blacksite right now but due to my injuries the party does consist of 3 snipers so I'm not sure how well that will work out, I might have to try and setup ambushes on everyone and everything. Got 2 mimic nades and some bluescreen rounds which should help me out of tight spots/mechs. Got the Power armour, Plasma rifles/snipers/shotguns and pistols so my gear is fairly decent now. Hoping I live long enough for another supply drop and I think I'll go for the room that allows you to staff it with an engineer to reduce healing time. Fairly sure one of my friends that I've made has spent half the game in infirmary's. She always seems to get critically wounded no matter what armour/how much she's healed by first aid -_-
WHAT How the fuck do you fail a mission when you get the objective that you were sent to get? Why do you have to kill EVERYTHING within a small block radius!? [editline]9th February 2016[/editline] Does this mean I have both fucking events happeneing now? What the fuck!?
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