• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
My theory is the commander just rushed psionics in lieu of everything else. "Vahlen, we need psilabs up now. I just saw a Sectoid make our hardened Assault shit himself, then turn around and slap our Support's dick - and that's fucking rad, we need that!" "Commander, with all due respect, maybe we should invest in better armor or weaponry for our men? Our soldiers are, quite literally, getting chewed up out there-" "No, Vahlen, shush. Just uhh, just throw more sectoids in the brain machine. I think the last guy almost knew how many fingers I was holding up behind my back!"
[QUOTE=JerryAnderson;52885975]How is it that there are any sort of Psi-capable soldiers three months in, let alone enough to create an army of sorts? If the aliens had their way we wouldn't have even been able to try and get into the alien base for Psi-powers. The only reason we could is because the Outsiders magically could be turned into a key, something which the Ayys were no doubt aware of.[/QUOTE] Well belive it or not, in Enemy Unknown it was [I]possible[/I] to assault the alien base in the first month of the game (specifically the 30th is the earliest I've seen, my earliest was in early April not sure when though), which means you [I]can[/I] have Psi researched in April. And yeah you could win the game from this rush strat too. You could still do this in EW aswell but it was made much harder (if not impossible, I never managed to do it). This is because the Xcom base defense mission will occour within 10 - 20 days of the assault mission and you won't be ready for the enemies who show up on it (Mutons, lids, Cyberdisk ect ect.
Regarding LOS problems, why does grenading the cover of an enemy make me lose sight of him even though he's within like ten feet of my boys?
In the case of canon/narrative debates about XCOM i honestly think the community take things a little more seriously than firaxis does. I think the narrative has always been about the campaign you choose to play and not the before and after, and these gaping holes in the plot were never really meant to be the hanging questions some think they are. The worst was when people were actively debating whether or not the commander was a disembodied mind because the game is played in third person. I know there are some novels out there about the lore if you’re a real diehard tho
[QUOTE=Doneeh;52886396]Regarding LOS problems, why does grenading the cover of an enemy make me lose sight of him even though he's within like ten feet of my boys?[/QUOTE] This is one of the most annoying things in the game, where you get arbitrarily punished for something that should make the enemy MORE visible.
[QUOTE=Doneeh;52886396]Regarding LOS problems, why does grenading the cover of an enemy make me lose sight of him even though he's within like ten feet of my boys?[/QUOTE] It's because you're actually seeing his step-out tile, which he'll occupy during his firing animation. The location of the step-out tile(s) directly depends on the cover he is taking, this applies to all units capable of using cover and it's the actual reason units can see past high cover at all. If the cover goes away so does the step-out tile, since the unit won't do a step out animation if firing from an exposed position. The importance of the (sometimes wonky) logic of step-out tiles is one of the many little nuances to the reboot XCOM that give it so much depth. But yeah, in complex environments with non-destructible cover mixed in (which is usually what ends up wrecking your LOS) it can get really damn frustrating.
[QUOTE=Im Crimson;52886647]It's because you're actually seeing his step-out tile, which he'll occupy during his firing animation. The location of the step-out tile(s) directly depends on the cover he is taking, this applies to all units capable of using cover and it's the actual reason units can see past high cover at all. If the cover goes away so does the step-out tile, since the unit won't do a step out animation if firing from an exposed position. The importance of the (sometimes wonky) logic of step-out tiles is one of the many little nuances to the reboot XCOM that give it so much depth. But yeah, in complex environments with non-destructible cover mixed in (which is usually what ends up wrecking your LOS) it can get really damn frustrating.[/QUOTE] Wow that's incredibly unintuitive, it implies that the enemy intentionally takes a step out of cover in order to be shot by your soldier when there's cover.
Having never done programming in my life, I'm pretty happy with how this mod is coming along so far. Still lots of work to do, but here's the gist of what I'm going for. I'm trying to create a weapon that is essentially 3 weapons in one. Those weapons will be an assault rifle, a flamethrower, and a grenade launcher. If anyone can figure out what it is, you get a cookie. This video demonstrates the flamethrower and assault rifle aspects of the weapon in use. They function as they should, although the particles used are currently only bullets. Flames will come in the future. I need to tackle implementing the grenade launcher first, however. [media]https://www.youtube.com/watch?v=aFeTIr0UXNM[/media] When I finish the implementation in a manner that I feel is acceptable to proceed, then I will officially announce what the mod is. Stay tuned! :smile:
[QUOTE=Mort Stroodle;52886703]Wow that's incredibly unintuitive, it implies that the enemy intentionally takes a step out of cover in order to be shot by your soldier when there's cover.[/QUOTE] Well, the full cover bonus implies it's no more than 40% of their body, at least :v: The idle cover animation seems to imply as much, too (they appear to be peeking out every now and then). I suppose step-out tiles was the only feasible way of handling line-of-sight in full cover short of abandoning square tiles altogether. OG Xcom had no cover system at all and having to secure corners completely blind by actually stepping out with a rookie and hope he survives was pretty damn frustrating too.
[QUOTE=Kartoffel;52888389]Having never done programming in my life, I'm pretty happy with how this mod is coming along so far. Still lots of work to do, but here's the gist of what I'm going for. I'm trying to create a weapon that is essentially 3 weapons in one. Those weapons will be an assault rifle, a flamethrower, and a grenade launcher. If anyone can figure out what it is, you get a cookie. This video demonstrates the flamethrower and assault rifle aspects of the weapon in use. They function as they should, although the particles used are currently only bullets. Flames will come in the future. I need to tackle implementing the grenade launcher first, however. [media]https://www.youtube.com/watch?v=aFeTIr0UXNM[/media] When I finish the implementation in a manner that I feel is acceptable to proceed, then I will officially announce what the mod is. Stay tuned! :smile:[/QUOTE] Must be one of those black assault rifles they keep mentioning in FOX News/CNN. Does it come with a chainsaw bayonet as well?
[QUOTE=Hosenfuhrer;52888726]Must be one of those black assault rifles they keep mentioning in FOX News/CNN. Does it come with a chainsaw bayonet as well?[/QUOTE] Not quite, it instead comes with a belt-fed chainsaw launcher that locks in on innocent civilians, the virgin Mary, and kittens.
jesus christ i hate supply airlift missions, i'm usually not the one to cry broken but they're just fucked [editline]17th November 2017[/editline] if they have the lost sitrep i just take a hard pass
[QUOTE=Kommodore;52900693]jesus christ i hate supply airlift missions, i'm usually not the one to cry broken but they're just fucked [editline]17th November 2017[/editline] if they have the lost sitrep i just take a hard pass[/QUOTE] The first one you get is brutal because it's so early on and the most you'll have is maybe a corporal or if you're real lucky, a sergeant. Add in the Lost and the Chosen alongside maybe six ADVENT, and it's tough. I had to pull out each time before I just turned off the the story missions for the beginning. Thing is, once you've got a decent squad, all you need to really do is rush ADVENT. Once they're out of the way, you basically win the mission sans Lost.
So I just bought XCOM 2 and I'm installing it right now. I have a few questions, and sorry if similar ones have been asked, but I read the first post and a few pages back and didn't see anything related. 1. Should I play the game without mods on my first run through? If not, are there any essential mods that improve the game experience? I noticed the EU Aim Rolls mod posted a few pages before but I'm unsure if there's any other community fixes. 2. Should I enable War of the Chosen before I do a full playthrough, or after? I bought it since it's $30 on Steam but I'm not sure if I should enable the DLC on my first playthrough or not.
[QUOTE=SleepyAl;52923158]So I just bought XCOM 2 and I'm installing it right now. I have a few questions, and sorry if similar ones have been asked, but I read the first post and a few pages back and didn't see anything related. 1. Should I play the game without mods on my first run through? If not, are there any essential mods that improve the game experience? I noticed the EU Aim Rolls mod posted a few pages before but I'm unsure if there's any other community fixes. 2. Should I enable War of the Chosen before I do a full playthrough, or after? I bought it since it's $30 on Steam but I'm not sure if I should enable the DLC on my first playthrough or not.[/QUOTE] war of the chosen adds so much good content, enable it. Also no mods unless it's just QoL stuff
Anyone else think the gene mods in EW are kinda just eh Like they are upgrades but they feel so marginal and situational. It's certainly not as exciting as MECs but I still do it anyway because it at least lets me keep my soldier's class intact.
[QUOTE=cdr248;52924029]Anyone else think the gene mods in EW are kinda just eh Like they are upgrades but they feel so marginal and situational. It's certainly not as exciting as MECs but I still do it anyway because it at least lets me keep my soldier's class intact.[/QUOTE] I never use gene mods even if I have loads of spare meld, I think the aesthetic changes it forces your soldiers to take on look ridiculous and are a total eyesore. MEC's are cool though, I usually get 2-3 of those.
just stick the gene mod that makes units invisible on a sniper with low profile and you have an OP unit. The rest are just sort of mildly useful.
The roof jumping mod is fun for snipers, save yourself an entire turn or two setting up.
[QUOTE=cdr248;52924029]Anyone else think the gene mods in EW are kinda just eh Like they are upgrades but they feel so marginal and situational. It's certainly not as exciting as MECs but I still do it anyway because it at least lets me keep my soldier's class intact.[/QUOTE] The mimetic skin mod can be pretty broken if most of the squad uses it, and the leg muscle enhancement-thingy can be very useful for snipers and covert operatives. But yeah, in general gene mods are situational enhancements that can sometimes give you an edge, whereas MEC completely changes how you play the game.
I think mecs and gene mods would have been more interesting if we could have optionally gone the exalt route with increased power for a short term gain but have a moderate downside later on in the war.
Bioelectric skin had some pretty good situational use, I remember my brother once spotting a pod right on the other side of a wall, so he put everybody on overwatch and mech punched right through. Quite possibly the most badass overwatch trap I've ever seen. It's not as good as memetic skin but you can't afford to put that one everybody anyway. But gene mods are game changing for mimetic skin alone. Tactically, I'd give up mechs altogether for the advantage mimetic skin gives.
I'm kind of amazed at how many systems were completely overhauled and replaced with much better ones in wotc. The shaken mechanic was really half baked and rarely had any effect on gameplay in retrospect, but the new fatigue system replacing it has so much more depth and completely changes how you organize your teams. It works great with the buddy system and the covert ops to really encourage you to vary your team comps depending on the situation at hand. Sort of feels like they took the good ideas from LW2, but trimmed the fat and streamlined all the unintuitive stuff. The old awc was a complete RNG crapshoot that had a good chance of not even giving you a bonus if you delayed at all in building it. The training center simultaneously gives you control over the bonuses you get, as well as making previously mediocre playstyles like sword ranger and supportive specialist far more viable and interesting since you can get those abilities in addition to the more powerful alternatives. It still has some RNG but in a nice supplementive way instead of being the entire mechanic.
Can anyone tell me if I'm going crazy? I remember distinctly in EW somehow having a covert operative with a grappling hook and health boost from Skeleton Armor, with the grappling hook clearly being affixed to his/her arm. I can't find ANYTHING about the topic though. Can anyone confirm or deny if this was possible at some point? The only mod I'm using is the Ayy Lmao mod which shouldn't affect the game at all, only text.
[QUOTE=JerryAnderson;52932162]Can anyone tell me if I'm going crazy? I remember distinctly in EW somehow having a covert operative with a grappling hook and health boost from Skeleton Armor, with the grappling hook clearly being affixed to his/her arm. I can't find ANYTHING about the topic though. Can anyone confirm or deny if this was possible at some point? The only mod I'm using is the Ayy Lmao mod which shouldn't affect the game at all, only text.[/QUOTE] Not possible in the base game or Long War. I don't recall seeing a mod for this either, but I'd be surprised if one hadn't been made because it seems like a pretty neat idea.
I think I remember a bug where the grapple hook would appear visually on the covert op's arm on the loadout screen in EW. I don't think it was actually usable.
[QUOTE=JerryAnderson;52932162]Can anyone tell me if I'm going crazy? I remember distinctly in EW somehow having a covert operative with a grappling hook and health boost from Skeleton Armor, with the grappling hook clearly being affixed to his/her arm. I can't find ANYTHING about the topic though. Can anyone confirm or deny if this was possible at some point? The only mod I'm using is the Ayy Lmao mod which shouldn't affect the game at all, only text.[/QUOTE] I'm confused to what you're asking? [url]http://xcom.wikia.com/wiki/Skeleton_Suit_(armor)[/url] Is this what you're talking about? I used to put this on my Sniper and use the grappling hook near the beginning of the mission to get good vantage points. Now when you say covert operative with grappling hook, it also makes me think you might mean this? [url]http://xcom.wikia.com/wiki/Ghost_Armor_(armor)[/url]
[QUOTE=Eeshton;52934440]I'm confused to what you're asking? [url]http://xcom.wikia.com/wiki/Skeleton_Suit_(armor)[/url] Is this what you're talking about? I used to put this on my Sniper and use the grappling hook near the beginning of the mission to get good vantage points. Now when you say covert operative with grappling hook, it also makes me think you might mean this? [url]http://xcom.wikia.com/wiki/Ghost_Armor_(armor)[/url][/QUOTE] In XCOM: Enemy Within, a new enemy called EXALT appears, undermining your operations by either spreading panic, siphoning your funds or stalling research. In order to eliminate an EXALT cell and prevent further operations from taking place for a short amount of time, you are able to launch a Covert Operation. You send one standard soldier (MEC and Heavy non-compatable, everything else is fair game) to act as a Covert Operative. This unit has lost the ability to equip a primary weapon or a suit of armor, but is still capable of using all skills and items with a pistol as his or her weapon. However, normally you are unable to equip armor. This is where the confusion sets in, because I remember at some point seeing a soldier on the loadout screen have the grapple ability, the health boost from a Skeleton Suit, and the grappling hook clearly affixed to the unit's left arm. I can't find ANYTHING on the topic however. Nothing suggests that this is normally allowed to happen.
There used to be this ancient bug in EW where covert operatives didn't unequip their armor, so they still had the HP boost from it, and I guess, special abilities as well, such as the grappling hook.
[QUOTE=CGNick;52934567]There used to be this ancient bug in EW where covert operatives didn't unequip their armor, so they still had the HP boost from it, and I guess, special abilities as well, such as the grappling hook.[/QUOTE] It didn't look like a bug though. It wasn't like the armor plates were clipping through the leather jacket along with the grappling hook, it looked like it was very clearly, deliberately attached to the arm. I can't tell if I'm losing my shit or if I somehow discovered a secret that absolutely nobody knows how to trigger. And it was fairly recent as well, so the bug you mentioned was probably patched. Am I just losing my damn mind?
Sorry, you need to Log In to post a reply to this thread.