• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
    5,002 replies, posted
[QUOTE=Géza!;49726911]The scifi armors really do clash with the, resistance aesthetic, especially when tattoos and headgear are concerned I mean, Tier 2 looks haphazard enough but powered armours just straight skyrocket into "lol we TRON now" territory and I'm left wondering where in her ass did Shen suddenly pull the advanced machining and manufacturing capability to build smooth glowy designer armor from :vs:[/QUOTE] I'd use the excuse that they were able to adapt the ADVENT tech to the Avenger's already alien interior and were able to mass produce them. A little bit of a straw man there, but it could be one explanation: ALIENS
[QUOTE=Kite_shugo;49726928]"Commander, with this research complete you can now begin work on the Fucking Quarters aboard the Avenger; with your approval, ofcourse."[/QUOTE] This class has two defined paths for the perk tree, Commander: The Ass Branch and the Tits Branch.
[QUOTE=Rich209;49726883]Can't wait for the Nexus XCOM 2 nude mods with a boob slider and everything.[/QUOTE] I'm actually sorta impressed nobody has done it yet.
Welp I finished the game last night... [sp] Seeing my soldiers (not just soldiers, my top squad and others) salute me in the cutscene before the final mission almost made me cry. It was just so epic to see the soldiers that I had stuck it out with to the end salute me as I made my sacrifice was too awesome. That TFTD bait at the end though, I hope so much for TFTD now more than ever. [/sp] Now for some of my complaints/wishes... [sp] The last few missions felt like they were really supposed to happen consecutively and immediately. The whole "The Speaker is about to give an address about a new major breakthrough that's a ruse to quickly exterminate humanity" was a really awesome/dark plot point, but the fact that I was able to just put off the last mission a whole month definitely messed with the pacing for me. [/sp] [sp] When Tygan and Shen decide to "build" a new Avatar, I feel like it would've been more interesting if we actually to build/research it. They just kinda magically do it and it to me seems like it would be a huge undertaking to make one. I'm thinking a shadow chamber project with some extensive costs, like some high level alien corpses (specifically another avatar corpse), high supply or alloy costs. Something that makes it seem less "magic". [/sp] [sp] The psionic gate, that was a pretty cool mission, but I wish that we would encounter more of them. I really dug the alien flora that was around and it I wish we got to see more of it. Perhaps after encountering the psionic gate, a whole new kind of mission opens up. Taking down a psionic gate lowering the difficulty of the next mission a bit? [/sp] [sp] The avatars were an interesting enemy, like fighting one of our own psi operatives, I would like for them to have been a semi regular enemy after their appearance. Perhaps on my hypothetical psionic gate missions? [/sp] Still an awesome game, just a few things I might have liked better. So they showed off in debug mode that you could effectively do skirmishes, does anyone have an idea how we could open that up and simplify it/make easy to use? Perhaps add it to the single player or multiplayer tabs as an option? I love this game, but it took me a solid 60 hrs to get through the campaign, and maybe I just want to drop in and do a single mission instead of getting involved in a whole thing.
It feels weird saying this after EU/EW but I wish I fought Mutons more in this. They seem to show up for a couple of missions before disappearing again to be replaced with Codexes and Gatekeepers. Bradford even comments that they're still the front line of the Aliens' forces but you never really see them.
I like this mod. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=619159905[/url] [thumb]http://i.imgur.com/3wxztud.jpg[/thumb] The carapace armor looked kind of dumb and bulky, so I made my own "version" of it. I have the kevlar torso because it has pouches and still looks military, the regular carapace arms, and the spider suit legs to still have a carapace look, but more form fitting.
[QUOTE=Cows Rule;49727267]Welp I finished the game last night... [sp] Seeing my soldiers (not just soldiers, my top squad and others) salute me in the cutscene before the final mission almost made me cry. It was just so epic to see the soldiers that I had stuck it out with to the end salute me as I made my sacrifice was too awesome. That TFTD bait at the end though, I hope so much for TFTD now more than ever. [/sp] Now for some of my complaints/wishes... [sp] The last few missions felt like they were really supposed to happen consecutively and immediately. The whole "The Speaker is about to give an address about a new major breakthrough that's a ruse to quickly exterminate humanity" was a really awesome/dark plot point, but the fact that I was able to just put off the last mission a whole month definitely messed with the pacing for me. [/sp] [sp] When Tygan and Shen decide to "build" a new Avatar, I feel like it would've been more interesting if we actually to build/research it. They just kinda magically do it and it to me seems like it would be a huge undertaking to make one. I'm thinking a shadow chamber project with some extensive costs, like some high level alien corpses (specifically another avatar corpse), high supply or alloy costs. Something that makes it seem less "magic". [/sp] [sp] The psionic gate, that was a pretty cool mission, but I wish that we would encounter more of them. I really dug the alien flora that was around and it I wish we got to see more of it. Perhaps after encountering the psionic gate, a whole new kind of mission opens up. Taking down a psionic gate lowering the difficulty of the next mission a bit? [/sp] [sp] The avatars were an interesting enemy, like fighting one of our own psi operatives, I would like for them to have been a semi regular enemy after their appearance. Perhaps on my hypothetical psionic gate missions? [/sp] Still an awesome game, just a few things I might have liked better. So they showed off in debug mode that you could effectively do skirmishes, does anyone have an idea how we could open that up and simplify it/make easy to use? Perhaps add it to the single player or multiplayer tabs as an option? I love this game, but it took me a solid 60 hrs to get through the campaign, and maybe I just want to drop in and do a single mission instead of getting involved in a whole thing.[/QUOTE] I really wish they would expand the story, that's my biggest issue with these games, seeing as it's really interesting, it's what mainly got me into the game anyway, this whole mistery about who these aliens are and where they come from.
[QUOTE=mralexs;49724630]What if it IS your boss? Also, made DEAD 6 from Renegade, you need [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=618977388"]Capnbub's accessory pack[/URL] and [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=619525059"]Custom Face paints[/URL] Though [URL="https://dl.dropboxusercontent.com/u/39275059/DEAD%206.bin"]Link[/URL][/QUOTE] Man this is awesome, I'm going to have to download this later.
[t]http://images.akamai.steamusercontent.com/ugc/318997198285633885/97F4A5500D2C2A96031A51D4133CC427B180DDC6/[/t] [t]http://images.akamai.steamusercontent.com/ugc/318997198285707886/043463358279A141833F6F7D5EA362EBD1EA0159/[/t] I wish EU/EW pistol animset were included with the mod tools.
[QUOTE=Cows Rule;49727267]Welp I finished the game last night... [/QUOTE] [sp]I know, right? That Salute was fantastic, what a well done moment in the game. Yeah, that last plot drop about the Speaker could have been handled better, maybe only make that play after you enter the Point of no Return? As for Building an Avatar, you kind of had all the pieces together already; the "Blueprint" they were made from, a corpse of the one you fight in the campaign, the vial from that first blacksite. It would have been interesting to have some high cost associated with making it, but that could have very easily turned into a grind for materials at the end of the game, and really hurt the pacing. I would have adored more Psionic Gate missions, that area design was gorgeous, one of my favorite missions in the entire game. Would be nice if they were like downed UFOs or Supply Convoys, where every so often one could pop up on the world map, and the objective would be, say, planting X4 on it or something? I personally never got to experience what the Avatars could do. By the time I fought mine, I had two Psi-Operatives with Stasis, so I never got to see one attack. Even on the final map, I was able to lock them down, if I couldn't outright kill them the first turn they got close[/sp] Skirmishes could be hype. I'd like to see something like Multiplayer's point buy system to make a team, and you could have some way to procedurally generate maps and enemy spawns, let it scale to the point cost of your team. Would be a great way to let players experiment with the Alien Units before jumping straight into Multiplayer, too
[QUOTE=Janus Vesta;49727304]It feels weird saying this after EU/EW but I wish I fought Mutons more in this. They seem to show up for a couple of missions before disappearing again to be replaced with Codexes and Gatekeepers. Bradford even comments that they're still the front line of the Aliens' forces but you never really see them.[/QUOTE] Mutons disappear and are pretty much entirely replaced by elite advent units who are impervious to your 5000 m/s gauss weaponry. It's pretty silly, they never have a place in the game despite being one of the coolest alien units (imo).
[QUOTE=Roman Candle;49727382][sp]I know, right? That Salute was fantastic, what a well done moment in the game. Yeah, that last plot drop about the Speaker could have been handled better, maybe only make that play after you enter the Point of no Return? As for Building an Avatar, you kind of had all the pieces together already; the "Blueprint" they were made from, a corpse of the one you fight in the campaign, the vial from that first blacksite. It would have been interesting to have some high cost associated with making it, but that could have very easily turned into a grind for materials at the end of the game, and really hurt the pacing. I would have adored more Psionic Gate missions, that area design was gorgeous, one of my favorite missions in the entire game. Would be nice if they were like downed UFOs or Supply Convoys, where every so often one could pop up on the world map, and the objective would be, say, planting X4 on it or something? I personally never got to experience what the Avatars could do. By the time I fought mine, I had two Psi-Operatives with Stasis, so I never got to see one attack. Even on the final map, I was able to lock them down, if I couldn't outright kill them the first turn they got close[/sp] Skirmishes could be hype. I'd like to see something like Multiplayer's point buy system to make a team, and you could have some way to procedurally generate maps and enemy spawns, let it scale to the point cost of your team. Would be a great way to let players experiment with the Alien Units before jumping straight into Multiplayer, too[/QUOTE] I found the multiplayer XCOM units to be very restricted and pales in comparison to the level the EW's multiplayer had. If there was a skirmish mod, I'd want it to just let me pull from my character pool and give me all the possible gear to use, plus ADVENT/Alien units, and then pick a mission type, map type, and a number of pods/pod contents. Kinda like what Openxcom has right now. [sp]My friend who played also only ever encountered the one avatar outside of the final mission that came from skulljacking the codex. Ethereals became regular enemies in EU so I was bummed that the avatars were not. I would like to have seen them more often. I also wish that some of the early game enemies would have returned in the late game, or that some came around more often period. I encountered a total of 5 Berserkers the entire game. Sectoids, Vipers, and Mutons, I would've liked to see get an upgrade of some kind, a little armor plating would be all it took. Towards the end it's all codices, gatekeepers, and archons. ADVENT troops got buffed twice throughout the game, why not the aliens too?[/sp] [sp] I really hope that Firaxis is considering a TFTD remake, I know some people were/are weary of Firaxis just remaking the XCOM games letter for letter, but I don't care, they've proven they can do it not once but twice, so bring it on. I love the idea of scouring underwater chasms and wrecks to secure "psi veins" and fighting all manner of creepy mutated psi sea monsters. Maybe hybridize the old and new geoscapes, for some new flavor. IDK, all I do know is that Firaxis does formula really well and I hope they don't stop.[/sp]
Give me a second to get my bearings xcom, please. :ohno: [t]http://images.akamai.steamusercontent.com/ugc/311115898938042646/A8639465945284B2BC8BDC63CFEE5768F850324F/[/t] [editline]12/02/16[/editline] Actually wasn't as hard as I thought it it would be. :v: [t]http://images.akamai.steamusercontent.com/ugc/311115898938092298/B0E7D7A1AF8CBF74270FD688DFEFB7A2FC0D0DB1/[/t]
[QUOTE=Rich209;49726883]Can't wait for the Nexus XCOM 2 nude mods with a boob slider and everything.[/QUOTE] While that is funny, I'm seriously excited for body slider mods. I really wanna make the cast of It's Always Sunny. I need Frank Reynolds and the custom trash man class.
I'll try to keep you guys alive [t]http://i.imgur.com/IJJmdRr.jpg[/t] Shen is ice cold [t]http://i.imgur.com/WA1zI0A.jpg[/t] [t]http://i.imgur.com/RYfDf6Y.jpg[/t] (bio made at like 3am on a work night)
Bluescreen protocol worth researching? I haven't really put much research into anti-robot weaponry since turrets are rare and easy to take out and advent mechs are just future teammates but I just remembered there will be other machines and I don't want to be caught with my pants down when I fight a sectopod, mechtoid, or a gatekeeper
[QUOTE=Dr.C;49727750]Bluescreen protocol worth researching? I haven't really put much research into anti-robot weaponry since turrets are rare and easy to take out and advent mechs are just future teammates but I just remembered there will be other machines and I don't want to be caught with my pants down when I fight a sectopod, mechtoid, or a gatekeeper[/QUOTE] gatekeeper counts as organic i believe. sectopods can still be hacked (and it is hilarious)
I think gatekeepers take extra damage from bluescreen rounds, but I'll have to double check.
I think they do too. Or my grenadier with bluescreen rounds suddenly got hella buff all of a sudden They also work against the andromedons suit and increase the chances of succesful hacking on enemies targeted by it Bluescreen rounds are useful. Put it on a grenadier with chain shot and you have a failsafe in case your specialist fail to hack the sectopod
Pretty sure gatekeepers are not mechanical, seeing as they can be mind controlled. Besides, it would be freaky as hell to see a robot using psi powers. I wish there was a psi robot in the game now.
Gatekeepers are straight up said to not be mechanical, they are organic on the inside and they have a protective shell on the outside. I'm assuming, though I haven't tried it myself, that the bluescreen rounds do more damage to the mechanical outer shell when the Gatekeeper is closed, just like how you do more damage in general once the protective shell is open. [QUOTE=Wolfos;49728053]Pretty sure gatekeepers are not mechanical, seeing as they can be mind controlled. Besides, it would be freaky as hell to see a robot using psi powers. I wish there was a psi robot in the game now.[/QUOTE] Psi-robot? machines don't have the organic matter required for psionic potential, probably why the Elders created the Gatekeepers in the first place, though if you stick a psi troopers brain in a mechanical body, like a MEC, you might be able to get a X-Com styled Gatekeeper. In fact, that's a pretty awesome idea for a new class of psi-operative.
[IMG]http://images.akamai.steamusercontent.com/ugc/308864099125632410/8678973608D9F0B15C7B4BD25E34E1B09C681D35/[/img] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=622223299[/url] Ayy!
[QUOTE=Wolfos;49728053]Pretty sure gatekeepers are not mechanical, seeing as they can be mind controlled. Besides, it would be freaky as hell to see a robot using psi powers. I wish there was a psi robot in the game now.[/QUOTE] You can mind control codexes, plus my guys with blue screen rounds do TONS of damage to them
[QUOTE=mralexs;49728253]You can mind control codexes, plus my guys with blue screen rounds do TONS of damage to them[/QUOTE] The fact that mind control works must mean they are organic in some fashion, perhaps the brain itself, sort of like my psi-trooper brain in a MEC idea.
holy shit, is this a side effect of psi training? [IMG]http://i.imgur.com/TQQh0NI.jpg?1[/IMG] [IMG]http://i.imgur.com/6g0jdB8.png[/IMG]
I played EU several times before, and I'm gonna play EW for the first time, but... [t]http://i.imgur.com/kJkTvI5.jpg[/t] Does anyone know if there's a mod to get rid of this? I never liked it, I have a friend that never stuck with EU because of it, and it's not present in XCOM 2. The whole "congratulations on your success, here's your punishment" was never a fun gameplay mechanic. While I understand it was replaced with Dark Events in 2, those don't immediately end the game if you accumulate too many.
[QUOTE=Kite_shugo;49728528]holy shit, is this a side effect of psi training? [IMG]http://i.imgur.com/TQQh0NI.jpg?1[/IMG][/QUOTE] [t]http://i.imgur.com/F8YtC4a.jpg[/t] when you get to evac with one tile away when you reach the tile you need to hack but can't because you ran out of action points
[QUOTE=Mr. Someguy;49728534]I'm gonna play EW for the first time, but... [IMG]http://i.imgur.com/kJkTvI5.jpg[/IMG] Does anyone know if there's a mod to get rid of this? I never liked it, I have a friend that never stuck with EU because of it, and it's not present in XCOM 2. The whole "congratulations on your success, here's your punishment" was never a fun gameplay mechanic. While I understand it was replaced with Dark Events in 2, those don't immediately end the game if you accumulate too many.[/QUOTE] I lost germany, russia, france, mexico, and egypt and I was still able to beat the game with the council still giving me like 1000-1200 income per month by the end of the game on my first run. I was like 3 bars away on the doom tracker too
[QUOTE=Mr. Someguy;49728534]I played EU several times before, and I'm gonna play EW for the first time, but... [t]http://i.imgur.com/kJkTvI5.jpg[/t] Does anyone know if there's a mod to get rid of this? I never liked it, I have a friend that never stuck with EU because of it, and it's not present in XCOM 2. The whole "congratulations on your success, here's your punishment" was never a fun gameplay mechanic. While I understand it was replaced with Dark Events in 2, those don't immediately end the game if you accumulate too many.[/QUOTE]Wait what? I've never seen a Council Mission cause a member to leave before
[QUOTE=Jad Hinto;49728693]Wait what? I've never seen a Council Mission cause a member to leave before[/QUOTE] Well remember that saving one area means you can't save 2 others
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