• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
Damn I love the training center, speccing out your guys with the best of both skill trees is so dope. My specialists are now overwatch monsters that can spend both actions on moving, then proceed to take multiple OW shots whenever an enemy in their sight does anything. Some of them even have the buffed up aid protocol to go along with all that. Buffing up the blade abilities of your concealment rangers is also great so you can have a backup guaranteed source of damage for when the shotgun doesn't cut it. It's so refreshing that you're no longer forced to choose between shotgun/blade builds. Then there's grenadiers fully loaded up with buffed up grenades and holo targeting. Yes please.
[QUOTE=Hogie bear;52681205]You guys are nuts, it's aaaaalll about those Sectoid butts.[/QUOTE] [QUOTE=haloguy234;52681215]Pectoids have the best butts[/QUOTE] [twitch]ThankfulPlainTurtleDansGame[/twitch]
Yeah, the Training Center is incredible. Finally having the best of both Specialist worlds is fantastic, since it makes the best healers, anti-machine and Overwatchers. I only wish they had more action points to spend now lol One question regarding skill points though. How do you get more soldier SP? Whenever a soldier does something worthy a skill point, it goes to XCOM, yeah? Do they only get them when ranking up? And how do the 'increase soldier combat intelligence' covert actions work? Does it bump them up a rank so they proc more [del]Kodak[/del] skill point moments? Or does it also give them more? Am I getting that right? I never really paid much attention to the intricacies; I get points, I spend 'em, and I shoot aliens harder with it.
I believe that the combat intelligence affects how much AP they get with each promotion Following on, I think the "Improve Combat Intelligence" covert op works retroactively, so top rank soldiers will have a more noticeable effect than a soldier who has only had one or two promotions.
From what I've seen the higher combat intelligence dudes tend to get more soldier APs, but I may be wrong. Xcom AP happens whenever you accomplish one of the required actions, but I haven't noticed if combat intelligence affects that at all.
You can also get a Resistance order that ups XCOM points from one per tactical action to two per tactical action, real useful if you get it early on like I did.
[QUOTE=jonu67;52681788]You can also get a Resistance order that ups XCOM points from one per tactical action to two per tactical action, real useful if you get it early on like I did.[/QUOTE] my first game i had that order and one that increases AP on level up. Everyone was maxed out by the end.
*nope nevermind*
Commander, we're detecting lost activity in this area. [t]https://steamuserimages-a.akamaihd.net/ugc/857230069269704874/4250239DE1965D1A1282D08ABDFF74EB468A7BF7/[/t] Thanks Tygan.
[QUOTE=Gunner th;52681950]Commander, we're detecting lost activity in this area. [t]https://steamuserimages-a.akamaihd.net/ugc/857230069269704874/4250239DE1965D1A1282D08ABDFF74EB468A7BF7/[/t] Thanks Tygan.[/QUOTE] Wtf is that pod of four Archons and a cyberbubble
I have an increased advent mod on. Every pod has 1-2 extra enemy. That's a pod of 4 archon and a pod with a gate keeper and two priest, the priest are out of sight.
[QUOTE=Gunner th;52681950]Commander, we're detecting lost activity in this area. [t]https://steamuserimages-a.akamaihd.net/ugc/857230069269704874/4250239DE1965D1A1282D08ABDFF74EB468A7BF7/[/t] Thanks Tygan.[/QUOTE] 6 killzone snipers, 6 superior expanded mags, 6 superior scopes
Or one dude with a pistol.
ooh, the soviet bits fit surprisingly well with the vanilla parts [img]https://cdn.discordapp.com/attachments/335513616818372619/358028080159391754/vanillacombotest.jpg[/img]
can i have a link to that? the hooded one would work really well for a Kapkan (Rainbow Six Siege) soldier
Just a shame that the devs changed the fucking package format for God knows why
Haven't played xcom 2 at all and this new dlc made me pretty interested in it from watching stuff, what dlcs are worth getting, and are there any mods that's Long War but not garbage in balancing?
[QUOTE=Crimor;52682922]Haven't played xcom 2 at all and this new dlc made me pretty interested in it from watching stuff, what dlcs are worth getting, and are there any mods that's Long War but not garbage in balancing?[/QUOTE] Obviously WoTC is the top DLC worth getting, as it pretty much improves on everything XCOM 2 was before, and then some! As for the other DLCs prior, they've been pretty... meh? If you want MECs back from EW, then Shen's Last Gift is the closest you'll be getting to that. They were mediocre before, but with WoTC, are actually really good now. Alien Hunter is worth getting if you want to rip your hair out dealing with three humongous, overpowered assholes with a shitty turn mechanics for the reward of sniper-tier Aim and Damage assault rifle with one shot (that sometimes stuns); a pistol that has a one use, always hit ability that puts you in conceal if it kills; a stronger, less accurate melee weapon that can be thrown once as a free action; and a grenade that freezes enemies for a turn. Oh, and wearing their skin, which gives your soldiers overpowered abilities like a freezing grapple (and regular one, too!), ability to jump up any elevation and also teleportation, and a free-action melee that doesn't even use move actions! Overall, your mileage may vary. Neither really add anything to the story besides a little closure to Shen Sr. and [I]some[/I] exposition on whatever happened to Valen, so it's up to you if the additions are worth it. The special DLC unique missions are more annoying than anything after the first go around, but I guess are neat if it is your first time. As for any mods that's long war but not garbage in balancing? I'm afraid I'm not to experienced in that field. I've never really ventured into Long War in 1 or 2, so I couldn't tell you. I just hope my explanation on the DLC helped, at least!
I wasn't aware of alien leaders or really anything about any of the DLC packs. All i remember is loading up the game with the first two packs intalled, and having a "High Priority" mission to find Vahlen. I thought, "fair enough, dlc intro" and went in with my non-upgraded A-Team of Squaddies. Never again.
Here's something that should of been in this game Day 0, some moving shrub armor [sp]Ghillie Suits[/sp]: [T]https://cdn.discordapp.com/attachments/287872325070880770/358109736941387776/268500_20170914233839_1.png[/T][T]https://cdn.discordapp.com/attachments/287872325070880770/358109746793938954/268500_20170914233813_1.png[/T][T]https://cdn.discordapp.com/attachments/287872325070880770/358108486741000192/268500_20170914233023_1.png[/T][T]https://cdn.discordapp.com/attachments/287872325070880770/358108484006445066/268500_20170914233034_1.png[/T][T]https://cdn.discordapp.com/attachments/287872325070880770/358108472027643904/268500_20170914233144_1.png[/T] Female version coming soon. [editline]14th September 2017[/editline] The Ghillie stuff on the back can be used for other armors as well.
Any chance for an urban retex of that?(light browns and greys) Would definitely pick that up once I talk myself into buying the game outside of a sale :v:
Quick question, which mods are broken and which still work? Obviously gameplay mods will be broken, but I've seen re-uploads of even cosmetic mods. What's the deal with that?
[QUOTE=Crimor;52683397]Any chance for an urban retex of that?(light browns and greys) Would definitely pick that up once I talk myself into buying the game outside of a sale :v:[/QUOTE] The undersuit needs a tint map, but once the female ghillie suit is done, I'll make a tint map for the male version. The Ghillie mesh however is another question. [QUOTE=Mr. Someguy;52683446]Quick question, which mods are broken and which still work? Obviously gameplay mods will be broken, but I've seen re-uploads of even cosmetic mods. What's the deal with that?[/QUOTE] New shader cache and the material for the main armors has been altered (Tintable emissives anyone?).
[QUOTE=Mr. Someguy;52683446]Quick question, which mods are broken and which still work? Obviously gameplay mods will be broken, but I've seen re-uploads of even cosmetic mods. What's the deal with that?[/QUOTE] assume broken unless it has WOTC in its tags or title
[img]https://cdn.discordapp.com/attachments/182150228806336523/358157251824844811/unknown.png[/img] I have no self control. [sp]Sadly didn't have enough for the new dlc though :c [/sp]
I see chryssalids' burrow is still as retarded as ever [vid]https://my.mixtape.moe/mwpppr.webm[/vid]
[QUOTE=Jvs;52683779]I see chryssalids' burrow is still as retarded as ever [vid]https://my.mixtape.moe/mwpppr.webm[/vid][/QUOTE] yeah be careful with Reapers and Chryssalids, Chryssalids will unborrow if you get too close in Shadow and will hit your Reaper.
i just used a mod that disables burrowing and makes chrysalids more dangerous in direct combat instead (100% infect civilians, charge straight for your troops instead of wasting movement going back and forth).
[t]https://cdn.discordapp.com/attachments/182150228806336523/358223174988595200/unknown.png[/t] Also pointy shorts man is my hero, I'm keeping that look for him no matter what.
[QUOTE=bloboo;52683838]just askin again, I've been considering the expansion but aliens always felt like they spawned in the same spots in vanilla[/QUOTE] Spawning is the same as vanilla from what I gathered, rather predicatable if you've played enough of vanilla XCOM2.
Sorry, you need to Log In to post a reply to this thread.