• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=Chickens!;52773512]Just do Honestman (in future) like most people, the game isn't stable enough for Ironman[/QUOTE] It's actually a secret feature of Ironman, Commander has a small chance of getting a heart attack and dying mid-campaign, resulting in Alien victory.
[video=youtube;iA0nIRE4u2o]https://www.youtube.com/watch?v=iA0nIRE4u2o[/video]
Why can't I shake the feeling that XCOM 2 hi-lariously fucked up the cover system somehow? Despite the fact that this Sectoid is being protected by nothing but a small shredded tree and my soldier is staring right at him exposing his naked alien asshole to the entirety of Earth he's still in full cover.
[QUOTE=JerryAnderson;52780001]Why can't I shake the feeling that XCOM 2 hi-lariously fucked up the cover system somehow? Despite the fact that this Sectoid is being protected by nothing but a small shredded tree and my soldier is staring right at him exposing his naked alien asshole to the entirety of Earth he's still in full cover.[/QUOTE] Damaged trees really should be half cover, hitting a tree with a grenade should have [I]some[/I] benefit.
[QUOTE=Mort Stroodle;52782386]Damaged trees really should be half cover, hitting a tree with a grenade should have [I]some[/I] benefit.[/QUOTE] My advice if you ever come up against an alien behind a tree is to check to see if you've got a rocket launcher before you do anything else, because they blow it to ashes and splinters in one action, rather than two as the case is with frag grenades.
-wrong thread-
[QUOTE=Superkilll307;52775958][video=youtube;iA0nIRE4u2o]https://www.youtube.com/watch?v=iA0nIRE4u2o[/video][/QUOTE] Considering the song's called "Exercise Restraint" really a missed opportunity they didn't make it sound like a campy 80s aerobic workout song tbh
[QUOTE=Mort Stroodle;52782386]Damaged trees really should be half cover, hitting a tree with a grenade should have [I]some[/I] benefit.[/QUOTE] It's not the fact that he was still counted as in cover. It's the fact that despite the fact that my soldier was about three tiles away from being able to make a perfectly straight line towards him he wasn't counted as flanked, yet for some reason the full cover pointed in the direction of said Sectoid WAS counted as flanked. I didn't stick around to test if it was actually going to guarantee the ayy a critical hit or not, but things seem pretty screwy.
Have beaglerush banishing someone to the shadow realm (minor WotC chosen base assault spoilers) [vid]https://my.mixtape.moe/xzgutw.webm[/vid] [URL="https://streamable.com/qdto1"]Can't embed streamable links, HQ here[/URL] [editline]17th October 2017[/editline] Him looking to his right is the chat begging him for a minute to do it
It's always something with those guys... I'm kinda glad silly stuff like that occurs in this game, too. BTW has beagle ceased uploading XCOM to twitch? Has he quit his new TNX campaign in favor of WotC?
He's just been hyped about WotC. It seems like his campaign is wrapping up soon, or already over (still catching up on vods myself), but I expect EW TNX to come back fairly soon.
[QUOTE=richard9311;52789287]Have beaglerush banishing someone to the shadow realm (minor WotC chosen base assault spoilers) [vid]https://my.mixtape.moe/xzgutw.webm[/vid] [URL="https://streamable.com/qdto1"]Can't embed streamable links, HQ here[/URL] [editline]17th October 2017[/editline] Him looking to his right is the chat begging him for a minute to do it[/QUOTE] I've had this happen in the final mission, but with [url=https://steamuserimages-a.akamaihd.net/ugc/879750926824200487/DC81A6358F0C9EFEEFC4F41A3B7DA10E23989BD7/]a Chryssalid. [/url]
[QUOTE=Im Crimson;52789385]It's always something with those guys... I'm kinda glad silly stuff like that occurs in this game, too. BTW has beagle ceased uploading XCOM to twitch? Has he quit his new TNX campaign in favor of WotC?[/QUOTE] More or less certain he's just addicted to WOTC right now. But i'll be honest, I havent really watched any of his streams for a while now casue they've lost their focus, last one i tried watching involved a site Recon mission getting dragged out for ages, an onslaught of Ricky Martin livin lavida Loca being blasted down the speaker and Male Stripper gags based of the apperance of one of his squaddies. I just found myself not finding it very entertaining, in fact I found it quiet annoying with too much shouting and stopping for audience interaction. I'd go so far as to say the best part of his stream was the sarcastic reviews Joinrbs does. But Hey, i just liked some of his youtube videos back in the day so i'm not overly bothered.
Yeah, he's gotten a bit loud and annoying with his "commander" persona and gimmicks. I very much like the production value the stream has nowadays but it feels like the skillful strategizing has that drew me to the channel originally (and taught me Long War) has taken a back seat now. I'm also behind on the VODs but it seems like he hasn't uploaded any Long War since August.
wotc Ironman impossible when
[url=http://steamcommunity.com/games/268500/announcements/detail/1452834206386209483]War of the Chosen Fall Update[/url] has been announced and released. [quote][U]Fall 2017 XCOM 2: War of the Chosen Update Deploys[/U] [t]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9756027/2e26dff6a42c6dc8e3cb3140fd7ee8dd5df6266b.jpg[/t] The Fall 2017 update for XCOM 2: War of the Chosen is available now on PC and coming soon for Mac, Linux, Xbox One and PlayStation 4. This new update institutes multiple bug fixes and optimizations that will facilitate a better overall experience for players. Challenge Mode has been updated to include new stats on the leaderboard, new player-to-player tracked events and retooled notifications. Head below for the full list of changes. Good luck, Commander. [B]Gameplay – Strategy Layer[/B] • Beta Strike now is applied to XCOM soldiers if the tutorial is enabled • Scientists and engineers can no longer be used while deployed on Covert Actions • Fixed base game soldier promotion abilities not being free in the Training Center if a cross-class ability is purchased first • Fixed a visual issue with the inventory menu after selecting a Grenadier's utility item or grenade slot in the Hangar • Fixed Resistance Order card duplication • Fixed a navigation issue caused by empty Resistance Order card slots • Tutorial: Players can now re-enter the Research screen if they’ve tried to exit during the tutorial. • Fixed an issue that prevented soldiers from being dismissible after completing Lost and Abandoned with the Tutorial enabled • Fixed the conventional weapon breakthrough tech causing "+1 Damage" to display on the claymore when viewed in the Armory • Soldiers in the Character Pool now generate with a background • Scavengers Resistance Order now only applies to resource-based POI rewards • Weapon color defaults to 20 now instead of -1 to prevent mismatched color previews • Camera outline and poster display update on screen change • Fixed an issue with SPARKs getting permanently stuck in a wounded yet "Available" state after going on Chosen Stronghold missions • Fixed the Lost World Dark Event to expire correctly • Fixed lingering cohesion glow after creating a new bond • Fixed an issue where faction soldiers in the Training Center promotion screen would not appear when cycling through soldiers • Removed references to Resistance HQ from strategy notifications • Removed the ability for soldiers to gain positive traits as part of the AWC post-mission negative trait recovery mechanic • Soldiers on Covert Actions no longer drop their equipped items when the player enters the squad select screen • Fixed Rescue Soldier missions sometimes appearing with no reward if you fail it the first time • Adding additional text to the Reaper's Silent Killer ability description • Fixed weapons with mods attached not upgrading to the next tier for soldiers who are deployed on ambush-able Covert Actions [B]Gameplay – Tactical Layer[/B] • Chosen will be activated only if someone on XCOM team has been revealed • Fixed a bug where the fog of war fails to update or disappear when the player's Codex creates a clone during a mission • Fixed an issue where detection tiles would disappear for faction soldiers after loading a save while in concealment • VIPs using hunker down no longer break concealment • Berserk Rangers no longer attack squadmates • Fixed visualization of Archon patrol pathing • Units now take claymore damage when a claymore is detonated underneath them while on a destructible floor during tactical gameplay • ADVENT Priests triggering Sustain while standing in the evac zone no longer fails the mission • Alien Rulers get a 1.5X HP boost when Beta Strike is enabled • Fixed an issue where Purifiers became unresponsive after their clone made from Shadowbind was destroyed • Bladestorm and Retribution excludes teammates as valid targets • Enemy reinforcement visual indicator no longer disappears • Chosen can no longer turn into cocoons from Chryssalid poison • Spectres hit with Stasis will no longer prevent shadowbound units from recovering when the Spectre is killed • Fixed missing flyover for Lightning Reflexes • Gremlins only reveal hidden units after a hack attempt is made • Changed Skirmisher Ionic Ripjack stun chance to 25% • Darkclaw now gains the effects of equipped ammo • Brutal Chosen strength temporarily decreases soldier Will • Fixed ambient lighting not being applied in some non-tactical areas • Targetable enemy indicator refreshes correctly after navigating tactical menus • Fixed an issue where help text and other pop-ups would not trigger during the tutorial • Units provided by the Volunteer Army & Double Agent Resistance Orders will no longer count as units lost during a campaign • Updated Mimic Beacon behavior for Purifier, Priest, Spectre, and shadowbound units • Added AI AoE finder updates to enable AoE attacks on Mimic Beacons • Fixed an issue preventing Mimic Beacons from being attacked more than once by purifiers • Skulljack now kills units instantly if Beta Strike is enabled • Shredded armor no longer reappears after reloading a save • Fixed an issue where Skirmishers could use Wrath to move to an area, but not perform a melee attack • Fixed infinite visualization hang when X2Action_WaitForAnotherAction fails to receive the event trigger it is registered for • Fixed issue with claymores not being immediately targetable by the Reaper • Reduced Chosen Hunter pistol range • Skulljack no longer prevents a unit from becoming concealed • Supply Extraction loot now recovered if XCOM evacs from the mission • Fixed a loss of functionality caused by simultaneously entering a rescue circle and triggering a Lost pod during a Rescue Stranded Resistance Agents mission • Fixed crash caused by too many Lost on screen at one time • Restricting spawns in the corners of some parcels to prevent Chosen from being stuck if they spawn in the corner of a map • Slightly reducing the aim of Retaliation civilian militia and Volunteer Army soldiers • Shadowbound units don't get abilities granted from Sustaining Spheres. This matches up with shadowbound units not getting built in Sustain ability from units either • Prevent Chosen Kidnap / Extract on special units that come from HQ via Double Agent or Volunteer Army • Fix for an indefinite hang when a unit gets the burning status effect when moving for a Skullmine action during tactical gameplay • Holy Warrior effects no longer persist after the Priest is removed from the mission • Chosen Sarcophagus health displays correctly after loading a save game while the shield is up • Bluescreen Rounds no longer affect destructibles • Updated Shadowbind to remove the Parthenogenic Poison from the target • Decoupled GameStateUnit and asynchronous pawn load requests to prevent hung levels and crashes on level load • Fixed crashes related to GetAllViewersOfTarget • Fixed crashes related to GetAllVisibleToSource • Fixed crashes related to GetAllViewersOfLocation • Fixed crashes caused by for large block of LoadMap crashes • Fixed GetWorldInfo crashes on RenderThread • FixedProtection against IsAudible crashes from effects [B]Challenge Mode[/B] • Added new event notifications: 5 Enemy Kills, Concealment Broken, First Soldier Wounded, Killed a Sectopod or Gatekeeper, Lost a Sectopod or Gatekeeper, and Completed Mission • Challenge Mode replay improvements: show the reaper roll, skip challenge points banners, disable mission narratives • Added user score and total players to Challenge Mode squad select screen • Changed Challenge events to display completion percentages of total players for an event • ADVENT soldiers now take an action when their shadowbound clone is killed • Enemy units will now move or take actions when the player Shadowbinds another enemy unit in the same pod • Challenge Mode replays will now automatically start playing • Fixed an issue where Focus drops were not occurring in Challenge mode • Additional score break down and stats to leaderboard • Consolidated the objective and enemy score decrease messages into one message when appropriate • Fixed an issue causing Challenges to auto-complete [B]Misc[/B] • Modding - Added files to improve compatibility between the game and uncooked content • Character Pool now checks base game and expansion directories for available pools • Fixed Character Pool lighting when on Stronghold shell screen • Fixed a crash with the Character Pool trying to access a version of a unit that no longer exists • Added a button to open the local Photobooth directory from the game • Class pose filtering is skipped when doing a memorial shot • Additional crash and bug fixes[/quote]
I dreamt that an Advent Officer kicked my dog on the ribs. Fuck Advent.
[QUOTE=FalconHBFS;52798497]I dreamt that an Advent Officer kicked my dog on the ribs. Fuck Advent.[/QUOTE] I dreamt that I was being terrorized by ghosts but that's not really relevant here.
Just started a few Legend runs, jesus christ is this a meat grinder. On the next one down I can usually go at least 2-3 mission in a row with no deaths, but so far most missions end with at least one squadmate killed.
Fuck me Long War 1 getting on my tits. Set up and ready to do my first base assault of this campaign, just waiting on the Key which is litterally 1 hour hour a way, I get the feeling the Ayys are getting ready to instantly defect a country soon so I don't want to put this off much longer. less than 30 secods before I get the key, I get a well timed terror mission in Japan that is on the verge of leaving the council which is not good as I gave them a satalite and I have the continent bonus, no problem though as I got my A, B and C team on deck so lets do this shit quickly and then get back for the big one. I take my A team, goes smoothly enough manage to save the country but there is a major hitch. I had to take my 1 and only 'healthy' Scout on the mission and thanks to some bullshit I lost her to the medbay for a few days thanks to being hit on a 3% hit from supressed floater, my only battle ready scout for fuck sake. As a result the base assault goes on hold as I willcertainly need her lightning reflexes, as it turns out nothing really happens while I wait, shoot down a Radier for cash and Fighter, I take 4 rooks on a training op with some vets and by the time they come back the scout is ready for action again and the base assault is back on. In the process of clicking the mission i'm greeted with a nice big fuck you as the ayy instantly defect China. So now instead of liberating north america im having to liberate the country that untill 5 seconds ago had exactly 0 panic. I was / am fuming. It's not the instant defection that gets me (well it is fucking annoying), but it's the fact that I felt it coming AND it happened in the continent I expanded to AND the cirumstances in which they was able to bloody do it. They really fucking lucked out with that terror mission. Sods bloody law.
[IMG]https://media.discordapp.net/attachments/360223185989533719/371365757826891786/Untitled-1.png[/IMG] so uh I gave that Reaper's rifle Superior Maximum Caliber Mags which increases damage by 100% but reduces magazine capacity to 1. I gave that Reaper's rifle Ammo Synthesizer which automatically regens 1 ammo per round. She carries Dragon Rounds, has two breakthroughs to add +1 to damage and +2 to plasma (has Shadow Lance equipped) And she also has Deadeye. What the fuck. She's going to solo entire maps.
[QUOTE='[Green];52805890'] so uh I gave that Reaper's rifle Superior Maximum Caliber Mags which increases damage by 100% but reduces magazine capacity to 1. I gave that Reaper's rifle Ammo Synthesizer which automatically regens 1 ammo per round. She carries Dragon Rounds, has two breakthroughs to add +1 to damage and +2 to plasma (has Shadow Lance equipped) And she also has Deadeye. What the fuck. She's going to solo entire maps.[/QUOTE] Time to get the propaganda posters ready :v:
ok she did solo an entire map, I got an Elite Lancer as part of a continent bonus and she murdered everything (with a lucky Repeater on a Sectopod) and got away with an unconscious enemy VIP being carried by her serf Lancer while she killed 16/19 enemies on the map singlehandedly as loot I got an upgrade that adds +60% aim and +30% bonus crit chance to the last round in the mag but it doesn't let me apply it probably to stop bullshit like this edit: [IMG]https://media.discordapp.net/attachments/232528986138214401/371404024517230602/unknown.png?width=1248&height=702[/IMG] I'm sorry ADVENT but you're going to have to face Actually Satan, my mech with [B]NINE FUCKING ARMOR[/B] oh my god what the hell did I install this mod is broken as fuck...... then again I guess I'm happy to have nine armor when I go up against duo Sectopods and six codex pods
[QUOTE='[Green] as loot I got an upgrade that adds +60% aim and +30% bonus crit chance to the last round in the mag but it doesn't let me apply it [/QUOTE] mods?
[QUOTE=Kommodore;52806680]mods?[/QUOTE] Almost certainly Grimy's Loot Mod, it is broken as hell.
[QUOTE=Craigewan;52806805]Almost certainly Grimy's Loot Mod, it is broken as hell.[/QUOTE] Was it updated for WoTC? I really liked it, but it wasn't compatible with LW2 when I played it, so I dropped it.
[QUOTE=Doneeh;52812837]Was it updated for WoTC? I really liked it, but it wasn't compatible with LW2 when I played it, so I dropped it.[/QUOTE] The main part has been, but the Alien Rulers add-on hasn't, although it still works.
Well I'm in a sort of an odd conundrum. I sold a few Trooper corpses awhile back to get some extra cash in a pinch, thinking those guys are a dime-a-dozen and I'll get more than enough back. Well, I didn't, and now I'm actually 1 corpse short of Alloy Armor, while MEC's and Spectres are becoming more and more common. Instead, the game has been throwing an insane number of Stun Lancers at me, I actually have more Stun Lancer kills than Trooper kills! What a silly mistake, I'm racking my brain thinking of how I'll survive long enough to rectify it, especially against the Assassin who is [I]hard as fuck[/I]. The mission I faced the Hunter was a cakewalk in comparison. [editline]24th October 2017[/editline] My first Terror Mission was actually 2 Sectoids, the token Faceless, and everyone else Stun Lancers.
[QUOTE=Mr. Someguy;52818049]Well I'm in a sort of an odd conundrum. I sold a few Trooper corpses awhile back to get some extra cash in a pinch, thinking those guys are a dime-a-dozen and I'll get more than enough back. Well, I didn't, and now I'm actually 1 corpse short of Alloy Armor, while MEC's and Spectres are becoming more and more common. Instead, the game has been throwing an insane number of Stun Lancers at me, I actually have more Stun Lancer kills than Trooper kills! What a silly mistake, I'm racking my brain thinking of how I'll survive long enough to rectify it, especially against the Assassin who is [I]hard as fuck[/I]. The mission I faced the Hunter was a cakewalk in comparison. [editline]24th October 2017[/editline] My first Terror Mission was actually 2 Sectoids, the token Faceless, and everyone else Stun Lancers.[/QUOTE] Had similar problems back when I played the base game. Regular troopers just plain doesn't show up most of the time in later missions. I prioritized other research, and when that was done the enemy composition had moved on to pretty much exclusively stun lancers. I think I got the corpses eventually but I don't recall from where.
[QUOTE=Mr. Someguy;52818049]Well I'm in a sort of an odd conundrum. I sold a few Trooper corpses awhile back to get some extra cash in a pinch, thinking those guys are a dime-a-dozen and I'll get more than enough back. Well, I didn't, and now I'm actually 1 corpse short of Alloy Armor, while MEC's and Spectres are becoming more and more common. Instead, the game has been throwing an insane number of Stun Lancers at me, I actually have more Stun Lancer kills than Trooper kills! What a silly mistake, I'm racking my brain thinking of how I'll survive long enough to rectify it, especially against the Assassin who is [I]hard as fuck[/I]. The mission I faced the Hunter was a cakewalk in comparison. [editline]24th October 2017[/editline] My first Terror Mission was actually 2 Sectoids, the token Faceless, and everyone else Stun Lancers.[/QUOTE] Yep, I made the same mistake on my first playthrough
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