Did somebody on the Long War devs misread "Operation Gangplank" as "Alien Gangrape"?
I am assaulting the capital ship after you fool it with the beacons and the very first area right after the first door has 5 mutons plus some assorted sectoids and thin mints, all triggering at once. There's litereally zero high cover for me to use. What the fuck am I meant to do?
[editline]17th July 2015[/editline]
Are they unable to make dynamic spawns in the DLC missions for every difficulty so they just balance it for Impossible?
Nah I got that mission in LW with sectoids and thin men.
Then it shat cyberdisks all over me with only half cover.
Like I said, fuck LongWar.
Half the posts here are people complaining about long war. It gets really grating. Like, you know what you're getting into, it's a bullshit mod that fucks you over every chance it gets, there's no reason to complain about it here. It's your own fault for installing. XCOM 2 speculation is much more interesting.
Speaking of which, I want to see assassination missions. We're going for guerrilla tactics, so having some missions where you assassinate high-ranking ADVENT people, or even late-game Ethereal assassinations would be really cool. Especially if they got specific names and behaviors that made them distinct. Like, each major city is run by a ADVENT commander. Let's say you've got a commander in Neo Moscow or something who is extremely aggressive. Troops from their city patrol quickly around the map, never staying in one place for long. You can still stealth up to them, but they aren't going to move in predictable back and forth patterns. In combat, they'll be extremely aggressive, often ignoring their own safety in favor of dealing large damage to your people. They'll be less focused on defending the objective, and more focused on taking out your best people.
On the flip side you'll have defensive commanders, who'll stick to the objective, try to hold their ground, and buff their people to keep their soldiers and objectives up. They're more predictable, but will give you less chances to take down their soldiers.
Killing a commander in an assassination mission will make it easier to spread propaganda through that city, and will cause ADVENT soldiers in that city to revert to default AI. I think this sort of system would really flesh out the sense of distinct cities and give a lot more personality to your enemy. I could easily see all of the cities feeling like one big city, considering the sterile nature of the ADVENT centers. It would also mean more connection between the strategic side of things and the tactical side of things, which felt pretty separate in EU.
the majority used to like long war in this thread though, it's only recently been "man this is bullshit"
also what's wrong with complaining about it when the devs of the fucking game said the mod was good, that's a great reason to say "no it isn't here's why"
[QUOTE=Jmir 54;48230170]I like the new Bradford look, he has a nice "I fucking hate aliens" look to him. I still hope he retains those goofy but serious Central Officer Bradford way of talking.[/QUOTE]
CLOSE RANGE!?
I really doubt it. He looks really serious and he does lose a lot of charm by not having Bradford's voice.
90% of your interactions with the characters revolve around audio. Who thought it was a good idea to keep Bradford as a character without keeping the same voiceactor?
[QUOTE=The Kins;48230091]I was tarding around with porting models from Unreal to SFM, and I knew what I had to do...
[T]http://i.imgur.com/Q3Qt8n1.jpg[/T]
“And I was all “CLOSE RANGE?!?” and–”
[I]“i know, i was there, you were talking to me”[/I]
“And then everyone got on board the Skyranger and–”
[I]“i want to go home”[/I][/QUOTE]
Oh man I need a hold of those models.
[QUOTE=Hogie bear;48231937]Oh man I need a hold of those models.[/QUOTE]I'll probably Workshop them tomorrow. I'm not completely happy with them because they have face bones and all their original rigging instead of nice redone rigging/flexes/maybe some HL2 sequences or whatever, but they work okay enough I guess.
While I'm here, watching Long War have its wicked way with Beagle has made me want to get back into some more old-school alien murder, but I want a slightly new experience. Should I get Xenonauts or should I just inflict random mods onto OpenXCOM?
So from what I'm reading, something happened in Beagle's stream... what happened exactly?
[QUOTE=The Kins;48232136]I'll probably Workshop them tomorrow. I'm not completely happy with them because they have face bones and all their original rigging instead of nice redone rigging/flexes/maybe some HL2 sequences or whatever, but they work okay enough I guess.
While I'm here, watching Long War have its wicked way with Beagle has made me want to get back into some more old-school alien murder, but I want a slightly new experience. Should I get Xenonauts or should I just inflict random mods onto OpenXCOM?[/QUOTE]
You should give them hl2 rigs if you're gonna release them tbh. I and a lot of people can't really do much without them (and I have no idea how to rig models).
I'm glad you decided to port them at all though, good on ya.
Also. Xcom...
[t]http://i.imgur.com/UCV8YJ0.jpg[/t]
(This isn't perspective. That soldier is ACTUALLY inside the wall, stuck. And the heavy is floating behind that bridge.)
[t]http://i.imgur.com/4E6l4Q5.jpg[/t]
[I]What the christ is going on.[/I]
[QUOTE=The Kins;48232136]I'll probably Workshop them tomorrow. I'm not completely happy with them because they have face bones and all their original rigging instead of nice redone rigging/flexes/maybe some HL2 sequences or whatever, but they work okay enough I guess.
While I'm here, watching Long War have its wicked way with Beagle has made me want to get back into some more old-school alien murder, but I want a slightly new experience. Should I get Xenonauts or should I just inflict random mods onto OpenXCOM?[/QUOTE]
Any chance you could upload some generic soldier models at some point? I was kind of thinking making a XCOM SFM video would be fun, but it'd need some soldiers to work properly.
No need to answer my previous question. I looked at the VOD. Fuck me... he lost most of his good troops and mecs i think. At least Doorn is alive.
That ending to Beagle's base defense atleast his troops went out with proper music. Time for vengeance with the temple ship.
[url]http://xcom.com/news/designing-the-screams-of-xcom-2[/url]
Analysis:
-Viper scream mix of downpitched baby and snake - real freaky sounding.
-Sectoid noises made using wet lacrosse ball and a carpet.
[QUOTE=Mort Stroodle;48232877]Any chance you could upload some generic soldier models at some point? I was kind of thinking making a XCOM SFM video would be fun, but it'd need some soldiers to work properly.[/QUOTE]
There was a helmeted female soldier model somewhere on the workshop if I'm correct
[QUOTE=Jeep-Eep;48233734][url]http://xcom.com/news/designing-the-screams-of-xcom-2[/url]
Analysis:
-Viper scream mix of downpitched baby and snake - real freaky sounding.
-Sectoid noises made using wet lacrosse ball and a carpet.[/QUOTE]
[QUOTE]What does a pig, elephant, tiger, tornado, flamethrower, bass drop, and five Firaxis developers have to do with each other?[/QUOTE]
[I]I ain't judgin' [/I]
[QUOTE=Darth_Kris;48233766]There was a helmeted female soldier model somewhere on the workshop if I'm correct[/QUOTE]
Plus weapons, SHIVs and a few ayys as well.
I just rediscovered [url=http://rakked.tumblr.com/post/90385374670/alien-interrogation-the-hard-way-m-f-blowjob]this[/url] masterpiece.
I can almost hear the echoes of [I]CLOSE RANGE!?[/I] in the distance.
So I've been looking at the concept art for XCOM 2, and I've noticed something.
The cities are built for humans. Which is odd, because normally in the whole "aliens come and enslave humanity" story, they just sort of pave over everything with their own stuff. But the aliens in XCOM 2 have park benches, and public parks, and trees, and they're still using human technology and infrastructure that's been enhanced with their own.
Kind of makes me wonder if the aliens aren't completely malevolent. You don't design an entire city around people if you don't care about them.
[QUOTE=woolio1;48235012]So I've been looking at the concept art for XCOM 2, and I've noticed something.
The cities are built for humans. Which is odd, because normally in the whole "aliens come and enslave humanity" story, they just sort of pave over everything with their own stuff. But the aliens in XCOM 2 have park benches, and public parks, and trees, and they're still using human technology and infrastructure that's been enhanced with their own.
Kind of makes me wonder if the aliens aren't completely malevolent. You don't design an entire city around people if you don't care about them.[/QUOTE]
It's easier and cheaper to pretend to care than to be constantly beating down riots.
[QUOTE=woolio1;48235012]So I've been looking at the concept art for XCOM 2, and I've noticed something.
The cities are built for humans. Which is odd, because normally in the whole "aliens come and enslave humanity" story, they just sort of pave over everything with their own stuff. But the aliens in XCOM 2 have park benches, and public parks, and trees, and they're still using human technology and infrastructure that's been enhanced with their own.
Kind of makes me wonder if the aliens aren't completely malevolent. You don't design an entire city around people if you don't care about them.[/QUOTE]
We know when you activate the Gallop Chamber that the Uber Ethereal contacts the Volunteer and tells them essentually, "You've done what we've been trying to do." by making a psychic powerful enough to use the device. It could be that since XCOM failed, there never was any psy program so they never achived the psychic potential the Ethereals were looking for. I'd guess they are trying to create psychic humans through gene mods. They believe humans have the potential to be psychic and want to integrate them into their empire as opposed to enslaving them.
[QUOTE=ScottyWired;48235022]It's easier and cheaper to pretend to care than to be constantly beating down riots.[/QUOTE]
Even then, though, if that's your absolute goal then the Combine way of doing things seems much more suited.
I mean, it's obviously a power play in some areas, like the giant golden statues, but in others it's remarkably human. They still manufacture semi-trucks, for instance, which they wouldn't be doing if they did the standard alien thing of "pave over everything with new infrastructure."
It's an interesting take. I think there'll be more to the story in this one than we think.
Well, it's not like they have any reasons to be evil and dominant overtly. They did probably shut down internet/created alien internet police.
On the Internet, nobody knows that you are a Thin Man.
[QUOTE=woolio1;48235012]So I've been looking at the concept art for XCOM 2, and I've noticed something.
The cities are built for humans. Which is odd, because normally in the whole "aliens come and enslave humanity" story, they just sort of pave over everything with their own stuff. But the aliens in XCOM 2 have park benches, and public parks, and trees, and they're still using human technology and infrastructure that's been enhanced with their own.
Kind of makes me wonder if the aliens aren't completely malevolent. You don't design an entire city around people if you don't care about them.[/QUOTE]
I'm gonna tell you now (even though I'm not from the future) that the aliens don't give a fuck about humans in that way. The only reason why they are bothering to make cities like that is gather a large amount of humans in one place for easy control and manipulation of the populace, also obvious abductions and genetic manipulation.
The aliens pretty much want to experiment on humans to make perfect ethereal hosts and get the best out of our species/dna, so It's not too far fetched to assume the aliens, after years of occupation, bothered to learn how human societies work and made these cities to lure large amounts of humans in and spew propaganda nonsense to try and make us feel "safe".
You also have these Advent soldiers who are clearly humanoid but don't speak any human languages, which leads me to believe that all those people going missing are either being genetically modified/brainwashed to become soldiers, harvested for their DNA or being used as hosts for having innate psionic abilities.
I have a strong feeling were gonna be seeing some human ethereal mini-boss commanders at some point in the game, along with a more extensive look at what the hell the aliens were doing to those humans in the first alien base assault mission in EU.
it's killing me that a certain contingent of people just can't parse the idea of evil dressing itself up nicely
[editline]17th July 2015[/editline]
it's a ruse, it's a red herring, a wolf in sheep's clothing, etc. they're probably turning orphans into paté and disappearing one in every ten people and giving the rest iphones and lies to distract them, it's so not complicated at all
[editline]17th July 2015[/editline]
also the fact that people are so wound up about terrorism right now that a game about a resistance/liberation movement gets lumped into that gray area and makes people uncomfortable. that is so crazy.
[QUOTE=gufu;48235072]Well, it's not like they have any reasons to be evil and dominant overtly. They did probably shut down internet/created alien internet police.
On the Internet, nobody knows that you are a Thin Man.[/QUOTE]
Except for selfies
Instagram: the front line of the fight against the alien menace
anyone ever glitched out on the dam map in Long War such that you cant complete the mission because there's like a missing pod or something?
[editline]17th July 2015[/editline]
i've been up and down the length of it twice and there are no enemies left but the mission isn't complete, and during the alien turn it takes a second to think as if there was a pod left
[QUOTE=Kommodore;48235452]it's killing me that a certain contingent of people just can't parse the idea of evil dressing itself up nicely
[editline]17th July 2015[/editline]
it's a ruse, it's a red herring, a wolf in sheep's clothing, etc. they're probably turning orphans into paté and disappearing one in every ten people and giving the rest iphones and lies to distract them, it's so not complicated at all
[editline]17th July 2015[/editline]
also the fact that people are so wound up about terrorism right now that a game about a resistance/liberation movement gets lumped into that gray area and makes people uncomfortable. that is so crazy.[/QUOTE]
That's pretty much what the devs have been shouting over and over to justify the "evil terrorist" angle that X-COM is obviously going.
No moral highwire. Remember that.
I can't Fight the Power without a Mec, alright? It just doesn't feel right having a giant carrier, and having only a single dropship to deploy from it.
[QUOTE=Kommodore;48235452]it's killing me that a certain contingent of people just can't parse the idea of evil dressing itself up nicely
[editline]17th July 2015[/editline]
it's a ruse, it's a red herring, a wolf in sheep's clothing, etc. they're probably turning orphans into paté and disappearing one in every ten people and giving the rest iphones and lies to distract them, it's so not complicated at all
[editline]17th July 2015[/editline]
also the fact that people are so wound up about terrorism right now that a game about a resistance/liberation movement gets lumped into that gray area and makes people uncomfortable. that is so crazy.[/QUOTE]
I agree, I'm also getting tired of all these goddamn collaborators in the thread.
You think the aliens are nice,mhuh? Wait untill the pop your brain and put it in a jar for "science".
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