Swap places is extremely powerful, especially since it doesn't end the turn IIRC
If the Templar is within blue range of a Chosen, you can take them out of cover AND hit them and then run or Parry. With the Chosen closer to your squad, you can basically fuck them from any angle you want.
Volt was useless the few times I tried it. Never jumped even
A thing that still bothers me in xcom, that if enemies are discovered by specifically you, they get to move again.
So let's take a mission with resistance members, they move to avoid getting flanked by a resistance member, sees you, does a full fucking move again, then shoots you.
Is there a mod that makes the fucks not move when they already moved on their turn?
It's kind of fair that they get to move into cover when they see you.
The alternative approach would be having them be in cover 24/7 even when they haven't seen you, which is less suspenseful tbh.
I'm not talking at all times, I'm talking when they're already fully engaging an enemy that's not you, allowing them to get a free triple move and still being able to shoot, for no fucking reason.
[QUOTE=Crimor;52706559]A thing that still bothers me in xcom, that if enemies are discovered by specifically you, they get to move again.
So let's take a mission with resistance members, they move to avoid getting flanked by a resistance member, sees you, does a full fucking move again, then shoots you.
Is there a mod that makes the fucks not move when they already moved on their turn?[/QUOTE]
Oh wow aliens can scamper in wotc AFTER you've finished your turn completely? That's pretty awful.
[QUOTE=Mort Stroodle;52706623]Oh wow aliens can scamper in wotc AFTER you've finished your turn completely? That's pretty awful.[/QUOTE]
They can do a full double move to get out of a flank from a resistance soldier, do it into range of you, triggering the single move scamper, and then they can shoot. Effectively 4 AP worth of actions.
[QUOTE=Crimor;52706621]I'm not talking at all times, I'm talking when they're already fully engaging an enemy that's not you, allowing them to get a free triple move and still being able to shoot, for no fucking reason.[/QUOTE]
iirc correctly aliens get a single action on activation. once in a while, i mean rarely, they'll decline taking cover and just stand and shoot but aliens never get the full two actions on activation?
[QUOTE=Crimor;52706636]They can do a full double move to get out of a flank from a resistance soldier, do it into range of you, triggering the single move scamper, and then they can shoot. Effectively 4 AP worth of actions.[/QUOTE]
never happened to me but that's dumb
It's because the aliens seeing other hostiles takes them out of their patrolling state. It happens to me a lot on lost missions.
I've had that exact scenario happen, I think what happens is that when they see you, their turn is effectively reset due to it being on their turn, giving them their full AP back.
my main mechanical gripe is the new overwatch. used to be if you were behind continuous heavy cover you could run from end to end as long as you broke line of sight. so running the length of a van or from doorway to window, when the enemy is on the opposite side. now, as long as the enemy has line of sight at the beginning of the move, it procs overwatch. peeking from out of cover still works, but it's just a common sense thing, shame they had to mess with it.
there's a mod to fix it thankfully
don't really see the issue with the resistance missions, the survivors tears the ayy's apart until the point where i barely have to do anything
[QUOTE=Cuel;52706557]Volt was useless the few times I tried it. Never jumped even[/QUOTE]
You need 2 focus for it to jump. It gets 1 jump at focus 2, and up to 4 at focus 3. Volt isn't very good aside from marking targets. The issue is it's psi damage, but Templar have a psi rating of 0 and it never grows, so their psi damage never increases.
[QUOTE=Gunner th;52706688]You need 2 focus for it to jump. It gets 1 jump at focus 2, and up to 4 at focus 3. Volt isn't very good aside from marking targets. The issue is it's psi damage, but Templar have a psi rating of 0 and it never grows, so their psi damage never increases.[/QUOTE]
didn't know this, is it in the description?
Is there a mod that ungenders customization things? The titanfall cosmetic pack only has helmets for dudes for some reason.
[QUOTE=Cuel;52706557]Volt was useless the few times I tried it. Never jumped even[/QUOTE]
I wouldn't say its useless, Its convenient if you need to guarantee a kill on a low health enemy without having to put yourself in a disadvantageous position for next turn, because it always hits. But yes, otherwise its better to just tear everything to pieces with Rend
[QUOTE=Crimor;52707078]Is there a mod that ungenders customization things? The titanfall cosmetic pack only has helmets for dudes for some reason.[/QUOTE]
Each of the parts have to be modified to fit the opposite gender skeleton before they can be used by different genders. So while you could theoretically make a mod that "ungenders" customization options, the result would be a horrifying abomination that tries to rip the eyes out of your soul. I learned this while helping Uncle Gunman convert the MW Armoury cosmetics to be female compatible because at some point, I forgot to transfer them from the male skeleton to the female skeleton. The things I've seen were not meant for mortal eyes.
I wish there was a mod that removed the Archon King entirely, he practically ruins the game for me when I see him, even if I do beat him with low or no casualties from him, I just hate him, he's completely anti fun and goes against everything that's enjoyable in Xcom.
At least the other 2 rulers don't have complete fuck-you abilities with no drawbacks whatsoever.
[QUOTE=Bragdras;52708391]I wish there was a mod that removed the Archon King entirely, he practically ruins the game for me when I see him, even if I do beat him with low or no casualties from him, I just hate him, he's completely anti fun and goes against everything that's enjoyable in Xcom.
At least the other 2 rulers don't have complete fuck-you abilities with no drawbacks whatsoever.[/QUOTE]
The first I encountered the archon king in my wotc playthrough my gunner executed him on the reveal. Never have had to deal with his bullshit.
I think I might be the only one on Facepunch who is currently playing XCOM: EW. I have just now discovered how easy the endgame is, at least before you do the final mission. I have almost total satellite coverage - Austrialia withdrew early on, and is now presumably Mad Max with aliens - so almost all of my missions are landed or intercepted UFOs, with the occasional piss-easy council mission. Panic never increases, and I have more money and resources than I know what to do with, so I'm just leisurely grinding for achievements and leveling up my troops until I get bored and decide to put a permanent end to the aliens.
So if I'm reading the lore right, all of this supposedly was just a simulation the commander was being fed while in stasis, and the aliens meddled with it? Does that mean Meld doesn't actually exist either? I wish it did. X-Com 2 should really have kept that risk v.s. reward system, rather than resorting to frustrating mission timers that I'm totally not going to mod out when I get the game (along with panic grenades).
[QUOTE=Bragdras;52708391]I wish there was a mod that removed the Archon King entirely, he practically ruins the game for me when I see him, even if I do beat him with low or no casualties from him, I just hate him, he's completely anti fun and goes against everything that's enjoyable in Xcom.
At least the other 2 rulers don't have complete fuck-you abilities with no drawbacks whatsoever.[/QUOTE]
Archons in general just feel like bullshit to fight in general. High health, high dodge, high damage, no fun.
[QUOTE=CyclonatorZ;52708752]So if I'm reading the lore right, all of this supposedly was just a simulation the commander was being fed while in stasis, and the aliens meddled with it? Does that mean Meld doesn't actually exist either? I wish it did. X-Com 2 should really have kept that risk v.s. reward system, rather than resorting to frustrating mission timers that I'm totally not going to mod out when I get the game (along with panic grenades).[/QUOTE]
Technically Enemy Unknown is the "simulation" and yes, Meld doesn't exist, it's just a thing in Enemy Within, which yeah is non-canonical.
Also the timers really aren't as bad as people say, especially in WoTC.
[QUOTE=jonu67;52708776]Technically Enemy Unknown is the "simulation" and yes, Meld doesn't exist, it's just a thing in Enemy Within, which yeah is non-canonical.
Also the timers really aren't as bad as people say, especially in WoTC.[/QUOTE]
I like to imagine Meld does exist and it's what Vahlen used to create the alien rulers. It's just that advent don't use it extensively (since they're all bout gene splicing) and XCOM have no means to discover it. Vahlen discovered it because she's a fucking crazy person who thinks making super powered versions of your enemies with no safety restraints is a good idea.
[QUOTE=CyclonatorZ;52708752]I think I might be the only one on Facepunch who is currently playing XCOM: EW. I have just now discovered how easy the endgame is, at least before you do the final mission. I have almost total satellite coverage - Austrialia withdrew early on, and is now presumably Mad Max with aliens - so almost all of my missions are landed or intercepted UFOs, with the occasional piss-easy council mission. Panic never increases, and I have more money and resources than I know what to do with, so I'm just leisurely grinding for achievements and leveling up my troops until I get bored and decide to put a permanent end to the aliens.
So if I'm reading the lore right,[B] all of this supposedly was just a simulation the commander was being fed while in stasis[/B], and the aliens meddled with it? Does that mean Meld doesn't actually exist either? I wish it did. X-Com 2 should really have kept that risk v.s. reward system, rather than resorting to frustrating mission timers that I'm totally not going to mod out when I get the game (along with panic grenades).[/QUOTE]
Strictly speaking, this is only (very) plauseable fannon. It's not explicitly stated in game that your EU / EW campaign victories / losses were simulations.
There is a single cutsene in X2 where Tygan talks about scenarios being repeated over and over and you see EU / EW footage.
But it does not state weither or not the scenarios you see is of an actual previous fight from the commanders memory playing out with different outcomes or weither it is an entirely new scenario created by the simulation using the memories as a base to build from.
It does not matter either way but I when i think of this plot thread im taken to this episode of stargate.
[video=youtube;jV305Ux1a0Q]https://www.youtube.com/watch?v=jV305Ux1a0Q[/video]
But i digress, i havent played WOTC so this might have changed now.
[QUOTE=Kartoffel;52708363]I forgot to transfer them from the male skeleton to the female skeleton. The things I've seen were not meant for mortal eyes.[/QUOTE]
[t]https://media.discordapp.net/attachments/182150228806336523/360487890813190144/unknown.png[/t]
Guessing something like this happened :v:
[QUOTE=Crimor;52709945]-snip-
Guessing something like this happened :v:[/QUOTE]
More subtle than that, but I've seen stuff like that happen before. :v:
Elongated fingers and arms, distorted proportions, it wasn't pretty.
[QUOTE=Mr. Someguy;52708769]Archons in general just feel like bullshit to fight in general. High health, high dodge, high damage, no fun.[/QUOTE]
I've never found Archons to be a challenge, I find Mutons far more intimidating because they show up earlier, they have plasma grenades, are basically impervious to Templars and they can take full cover, on top of an innate defence bonus.
Yeah, they do a nasty bit of damage in melee, but by that point in the game they shouldn't be one-hitting anyone, I'm pretty sure. When Mutons show up, its completely possible they'll crit OHK your best soldiers even in full cover.
I've never really had a problem with Archons, they're just annoying because of their high dodge and defense so killing them is always a pain in the ass. Luckily, they have a shitty Aim stat so they don't actually pose that much of a threat a lot of the time.
The problem with Archons is that you never get the feeling that you 'outplayed' them because they can't be flanked or hacked and there is very little you can do to prevent them getting to melee range with your dudes. A lot of the time it feels like it's just RNG whether or not the Archon gets a few hits off or dies before anything happens.
pretty sure archons are mostly there to make you dump AP on it so the pod its in can lay into you. when it works its a real bummer.
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