• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=_Axel;49979505]Fucking hell, how do you tell when an unconscious soldier dies? I've been carrying a corpse for half of the fucking blacksite mission![/QUOTE] When your squad chain-panics and kills themselves. Your squad calls out when a fellow member dies.
Voice pack based off these? [video=youtube;fY0mXGl2ZlA]https://www.youtube.com/watch?v=fY0mXGl2ZlA[/video]
[QUOTE=mralexs;49981382]Voice pack based off these? [video=youtube;fY0mXGl2ZlA]https://www.youtube.com/watch?v=fY0mXGl2ZlA[/video][/QUOTE] Maybe CoH2 Sniper? [video=youtube;ffSvvoHAq2E]https://www.youtube.com/watch?v=ffSvvoHAq2E[/video] Due to the nature of the game (RTS), she has lines for moving, shooting, attacking, pickups, securing territory (is that needed?), sniping, being in stealth, being under fire, being injured, being killed, being spotted, spotting enemies, and insulting enemies.
[QUOTE=Mr. Someguy;49981772]Maybe CoH2 Sniper? [video=youtube;ffSvvoHAq2E]https://www.youtube.com/watch?v=ffSvvoHAq2E[/video] Due to the nature of the game (RTS), she has lines for moving, shooting, attacking, pickups, securing territory (is that needed?), sniping, being in stealth, being under fire, being injured, being killed, being spotted, spotting enemies, and insulting enemies.[/QUOTE] Honestly I'd prefer the iconic unit that is known for always being tired from all of the shit he has to deal with. :v: Even though there are no lines that have a whispery-sneaky-beaky-like tone, there is a noticable diffrence between his normal and combat tones, and I figure his non-combat lines are acceptable enough for stealth.
Pointless stupid mod idea: What if your recruitment pool only drew characters of nationalities of contacted regions? Just the Rookie pool though, with the Elite/Pre-Levelled units from HQ and the Black Market being international.
[img]http://i.imgur.com/gJcqmIx.png[/img] TIL that the mimic beacon actually shows up in the post-mission stats :v:.
[QUOTE=Mr. Someguy;49981772]Maybe CoH2 Sniper? [video=youtube;ffSvvoHAq2E]https://www.youtube.com/watch?v=ffSvvoHAq2E[/video] Due to the nature of the game (RTS), she has lines for moving, shooting, attacking, pickups, securing territory (is that needed?), sniping, being in stealth, being under fire, being injured, being killed, being spotted, spotting enemies, and insulting enemies.[/QUOTE] I plan on doing that one, actually, I'm currently doing the British Tommies though.
I gotta love when ADVENT Officer flanks my Squaddie and instakills him with a crit. Also it was my first death on my Commander run and first time ever I had to call emergency EVAC. We blew up the alien beacon but there were 3 Codexes left alive, Archon, a fucking Sectopod of all things and ADVENT Officer. Then reinforcements dropped in with an Advanced MEC and two ADVENTs. worst of all, almost all of the alien pods were at the beacon's location, so there was no way to even separate them, once we started blowing up the beacon they rushed on us from all angles. That's what I get for bringing not-top soldiers to Very Difficult mission because my Avatar doom clock is ticking and Guerilla Op appeared just at the "right" time.
Does anyone know how large the EXP rewards are and how they're applied exactly? How large is the reward for completing the objective vs killing all aliens on the map? I'm thinking about attempting more sneak-strike-evac-strategy on missions, with the help of some mods. I feel it could impact soldier development negatively however.
Game what the fuck? A soldier that was shot three times for 5-7 damage(with help of heal specialist) survived it with ease and got 7 days wounded, yet a soldier who got hit by Advanced MECs grenade spam and took 4 damage got gravely wounded for 14 days [I]and [/I]shaken. [B]?????[/B]
If you guys didn't already know, the Vita port of X:Com Enemy Unknown (With Enemy Within content) was stealthy released today, I didn't even know a port was in the works. [url]https://store.playstation.com/#!/en-gb/games/xcom-enemy-unknown-plus/cid=EP1001-PCSB00742_00-XCOMENEMYUNKPLUS?utm_source=google&utm_medium=cpc&utm_term=playstation%20store&utm_campaign=PX+-+PlayStation+-+Brand+-+UK&EMCID=GM300000_store[/url] Barely any news on it, and I don't think it was announced like... At all, plus apparently it's only launched in Europe/U.K, as of right now, since we don't have any conformation of it's release in America and it hasn't shown up in the store.
[QUOTE=jonu67;49984250]If you guys didn't already know, the Vita port of X:Com Enemy Unknown (With Enemy Within content) was stealthy released today, I didn't even know a port was in the works. [url]https://store.playstation.com/#!/en-gb/games/xcom-enemy-unknown-plus/cid=EP1001-PCSB00742_00-XCOMENEMYUNKPLUS?utm_source=google&utm_medium=cpc&utm_term=playstation%20store&utm_campaign=PX+-+PlayStation+-+Brand+-+UK&EMCID=GM300000_store[/url] Barely any news on it, and I don't think it was announced like... At all, plus apparently it's only launched in Europe/U.K, as of right now, since we don't have any conformation of it's release in America and it hasn't shown up in the store.[/QUOTE] It's up in the US too. I think I am going to buy it. I've heard it's a port from mobile, but it runs well. That's good enough for me.
So what are some pointers for the last mission? It feels like an endurance run, and that's an issue when a lot of my strategies revolve around consumable nades/decoys which I run out of by the time I reach the [I]actual[/I] final battle. [t]http://i.imgur.com/DNVLEYz.png[/t] listen here you little shit
[QUOTE=latin_geek;49985314]So what are some pointers for the last mission? It feels like an endurance run, and that's an issue when a lot of my strategies revolve around consumable nades/decoys which I run out of by the time I reach the [I]actual[/I] final battle. listen here you little shit[/QUOTE] Pretty much what you said, you have to do the whole thing up to the main fight without using up grenades and heavy weapons and stuff. Psiops are good for it because all their stuff is on cooldowns and there's no turn limit, so you can just kill 2~4 turns to wait out the cooldowns before going in.
[QUOTE=latin_geek;49985314]So what are some pointers for the last mission? It feels like an endurance run, and that's an issue when a lot of my strategies revolve around consumable nades/decoys which I run out of by the time I reach the [I]actual[/I] final battle. [/QUOTE] Psi ops are key, basically. I got away with using only two, with the Dominate ability. Use it to create permanent allies that you can use as bullet sponges and flank bait to protect your real human troops from the enemies that you inevitably will be forced to leave alive for a turn. Andromedons and Gatekeeper are prime candidates for domination. EDIT: Also, try to camp in a corner/side of the final room. A Serial sniper can make excellent use of the high ground.
Am I the only one that finds myself wishing the Grenadier class used an AR with an attached Launcher, and the Gatling went to Specialist or even it's own class? Not only does it take 5 seconds to switch from the Gatling to the Launcher, but I'm also annoyed by the fact that you use this large rotary grenade launcher that only had one shot.
[QUOTE=Mr. Someguy;49986193]Am I the only one that finds myself wishing the Grenadier class used an AR with an attached Launcher, and the Gatling went to Specialist or even it's own class? Not only does it take 5 seconds to switch from the Gatling to the Launcher, but I'm also annoyed by the fact that you use this large rotary grenade launcher that only had one shot. [editline]22nd March 2016[/editline] Also I miss the RPG's but that's another story.[/QUOTE] I'm fine the way it is. Sure it's comical to see 1 person carry both a large gun that looks as if it should be mounted on a chopper and a grenade launcher, but if we start splitting stuff up it's gonna turn into that multi-class mayhem that Long War was.
[QUOTE=CGNick;49986215]I'm fine the way it is. Sure it's comical to see 1 person carry both a large gun that looks as if it should be mounted on a chopper and a grenade launcher, but if we start splitting stuff up it's gonna turn into that multi-class mayhem that Long War was.[/QUOTE] I don't mind the Long War class mayhem because the rest of the mod changes made the distinctions make sense, but in a 6-soldier squad it's fine as it is. I'd much prefer underslung grenade launcher over the ridiculous rotary one, but the minigun has different stats too so it wouldn't make sense to just stick an M203 on the conventional assault rifle.
Did anybody here who've done voice packs had issues with the voice clips only playing half of the time?
[QUOTE=CGNick;49986215]I'm fine the way it is. Sure it's comical to see 1 person carry both a large gun that looks as if it should be mounted on a chopper and a grenade launcher, but if we start splitting stuff up it's gonna turn into that multi-class mayhem that Long War was.[/QUOTE] It doesn't have to be split up, really. Specialist could get the Gatling and Grenadier would have a Rifle with attached Launcher. It's less silly than having a huge grenade launcher with a long animation that only fires one grenade. Even the ADVENT MEC at least shoots like 4 or so.
Just beat the game on Ironman. Realized I didn't export any of my A or B teams to character pool before I finished. Fuck.
Actually if we're going the route of attached grenade launchers I'd like that as a weapon upgrade that extends throw range (and not damage or aoe buffs).
[QUOTE=Mr. Someguy;49986193]Am I the only one that finds myself wishing the Grenadier class used an AR with an attached Launcher, and the Gatling went to Specialist or even it's own class? Not only does it take 5 seconds to switch from the Gatling to the Launcher, but I'm also annoyed by the fact that you use this large rotary grenade launcher that only had one shot.[/QUOTE] The animations all the classes do drive me nuts when they're taking a shot. Hate sniper as well where they move away from cover, then steady their weapon again before aiming and shooting. Makes them look like the most rookie pieces of shit that have ever lived. They deserve to die for just standing out in the open fumbling around.
[QUOTE=_Axel;49986451]Did anybody here who've done voice packs had issues with the voice clips only playing half of the time?[/QUOTE] The game doesnt play voicelines every single time if that is what you mean
[QUOTE=Mr. Someguy;49986458]It doesn't have to be split up, really. Specialist could get the Gatling and Grenadier would have a Rifle with attached Launcher. It's less silly than having a huge grenade launcher with a long animation that only fires one grenade. Even the ADVENT MEC at least shoots like 4 or so.[/QUOTE] Are you arguing that serious balance changes should be made to make animations less annoying? Wouldn't it make much more sense to just change the animations to make them less long and annoying? Balance changes shouldn't be made to accommodate cosmetic issues.
Anyone who was there for the end of Beagle's stream? Clutch car explosion killed a sectoid that had raised 5 zombies and had panicked his soldier surrounded by said zombies. Jesus christ.
[QUOTE=Hick2;49987577]Anyone who was there for the end of Beagle's stream? Clutch car explosion killed a sectoid that had raised 5 zombies and had panicked his soldier surrounded by said zombies. Jesus christ.[/QUOTE] I've watched a lot of bagels, but that was the craziest mission I've ever seen him clutch. Absolute madman.
Hey I made a Mr.Foster voice pack, but before i upload it on the workshop would some of you mind[URL="https://www.dropbox.com/sh/mrpd6hkpnjv39r3/AAD1MW7c0wl84l2Z-31TUAG9a?dl=0"] taking a peek[/URL] and see if i fucked up anything (i just don't have a lot of time to play test it) just place the whole folder in your C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Mods any feed back would help (whoops wrong file, fixed)
[QUOTE=Mort Stroodle;49987427]Are you arguing that serious balance changes should be made to make animations less annoying?[/QUOTE] No I'm just saying that's how they should have done it in the first place.
I die inside just a little bit more for every second the game wastes time with overly long and frequent animations as well as when the camera hangs over something for an indefinite period.
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