• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=Cows Rule;50034165]I would like more vertical maps [sp] like the second to last mission [/sp][/QUOTE] That map isn't particularly vertical though.
[QUOTE=E3245;50034171]Not yet, but I've almost figured out how to change the civilian's voice. I'm making a iconic screams mod using these screams so far: Wilhelm scream: [video=youtube;cdbYsoEasio]https://www.youtube.com/watch?v=cdbYsoEasio[/video] Howie scream: [video=youtube;mCQuDbdfMx4]https://www.youtube.com/watch?v=mCQuDbdfMx4[/video] Anyone else have any suggestions?[/QUOTE] [video=youtube;E96WvPN-Dbw]https://www.youtube.com/watch?v=E96WvPN-Dbw[/video] I can zip up all the C&C death screams for ya
[QUOTE=mralexs;50034675][video=youtube;E96WvPN-Dbw]https://www.youtube.com/watch?v=E96WvPN-Dbw[/video] I can zip up all the C&C death screams for ya[/QUOTE] Go right on ahead. I will add it to this mod, and make a separate one for C&C screams only.
60+ mods on XCOM2. What have I done. :disgust: [IMG]http://puu.sh/nZPFY/b01611a771.jpg[/IMG] what the flying fuck is this creature
[QUOTE=E3245;50034171]Not yet, but I've almost figured out how to change the civilian's voice. I'm making a iconic screams mod using these screams so far: Wilhelm scream: [video=youtube;cdbYsoEasio]https://www.youtube.com/watch?v=cdbYsoEasio[/video] Howie scream: [video=youtube;mCQuDbdfMx4]https://www.youtube.com/watch?v=mCQuDbdfMx4[/video] Anyone else have any suggestions?[/QUOTE] The AOE2 villager death sound [url]https://www.youtube.com/watch?v=2oTUvjgvVWE[/url]
[QUOTE=Kljunas;50034574]That map isn't particularly vertical though.[/QUOTE] Oh no gameplay wise it's pretty flat, I meant feeling high up, like _Axel said with rooftop maps. Dropping in on the roof of an ADVENT residential building and blasting your way several floors down to get a VIP and then get out, would be awesome.
[QUOTE=Im Crimson;50035437]The AOE2 villager death sound [url]https://www.youtube.com/watch?v=2oTUvjgvVWE[/url][/QUOTE] Damn, there isn't any markers. It's gonna be really difficult to shift through all those sounds. I have the original game disk to rip the sounds from, but it's at home.
Trying to play through third campaign with ayy lmao text mod installed is an experience for life
new capnbubs tier 3 incoming holy shit [img]https://s3-us-west-1.amazonaws.com/patreon.posts/16828996987919880077.png[/img]
[QUOTE=goldenbuttocks;50037712]new capnbubs tier 3 incoming holy shit [img]https://s3-us-west-1.amazonaws.com/patreon.posts/16828996987919880077.png[/img][/QUOTE] Mass Effect: Andromeda crossover looks good
[QUOTE=goldenbuttocks;50037712]new capnbubs tier 3 incoming holy shit [img]https://s3-us-west-1.amazonaws.com/patreon.posts/16828996987919880077.png[/img][/QUOTE] What the hell they should hire this guy already that looks fuckin g dope as fuck.
Looks great, but if i had to nitpick, it looks more greebly then the Tier 3 suits. The armor itself is pretty smooth and clean. Maybe it'll looks better when they're actually put together. Either way looks better than the T3 headgear we have.
Hopefully he's gonna make some new suit at some point, that really doesn't look super fitting.
[QUOTE=Skyward;50039995]Looks great, but if i had to nitpick, it looks more greebly then the Tier 3 suits. The armor itself is pretty smooth and clean. Maybe it'll looks better when they're actually put together. Either way looks better than the T3 headgear we have.[/QUOTE] I actually like T3 helmets
how the fuck do you even make weapon patterns and tattoos to work? They just don't work, a blank texture appears. I have no clue what am I doing wrong and how to fix that.
What is this mystery slider? [img]http://i.imgur.com/ec1cnZN.png[/img]
Some mod maker implemented an Anarchy's Children style frequency slider, but didn't bother giving it a name. I have two of these. it's [I]great[/I]
[QUOTE=Skyward;50043144]What is this mystery slider? [img]http://i.imgur.com/ec1cnZN.png[/img][/QUOTE] Might be CapnBubs stuff, or the BDU pack. I have both of those and an invisible slider.
[img]http://images.akamai.steamusercontent.com/ugc/282972844619242834/26D1E412571725603985FFCD5A052CAD673AEEF5/[/img] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=618977388[/url] Update for Capnbubs pack arrived
[QUOTE=Dr.Critic;50043591][IMG]http://images.akamai.steamusercontent.com/ugc/282972844619242834/26D1E412571725603985FFCD5A052CAD673AEEF5/[/IMG] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=618977388[/URL] Update for Capnbubs pack arrived[/QUOTE] Reminds me of the N7 Helmet from ME [thumb]http://d111vui60acwyt.cloudfront.net/product_photos/24803001/7883959414_5274aa853d_k_original.jpg[/thumb]
I dunno, there's no question that it's [I]well made[/I], but the more I look at it, the less I like it, and the more I appreciate the default T3 helmets. Ah well, his T1 stuff is all top-tier IMO.
Is it me or do I never get soldiers from my character pool anymore? I started 4 new games to test it, and I never got one from my pool. I also checked "Character Pool Only" in the main menu.
I'm 2 or 3 months into the game, and I'm doing much [I]much[/I] better than my first playthrough, but I'm still stunned to silence by certain "moderate" missions. I may not be so bothered by the way that enemies still aggro, the way that snake men completely demolish the game if you don't kill them on the turn that they appear, and the natural way that dice rolls can be shit, but... These time limits are utterly insane!! They really nearly kill the game for me. Even on "easy" missions, the time limit dictates that someone either has to die or I have to roll hits on 40 and 50% rolls for the entire mission while guessing exactly where the enemy pods will be. Like, the objective might be 5 turns away if you sprint the whole way, and you have eight turns to do it. It's taking it too far IMO. I [I]fully[/I] understand the design effect of pressuring the player and I think this is flat stupid. It lends the game a really interesting "impossible" mood, which is fitting of the guerilla/invasion theme, but the meta game mechanics don't work out and it just becomes a ridiculous exercise of artificial difficulty.
[QUOTE=Mbbird;50045537]I'm 2 or 3 months into the game, and I'm doing much [I]much[/I] better than my first playthrough, but I'm still stunned to silence by certain "moderate" missions. I may not be so bothered by the way that enemies still aggro, the way that snake men completely demolish the game if you don't kill them on the turn that they appear, and the natural way that dice rolls can be shit, but... These time limits are utterly insane!! They really nearly kill the game for me. Even on "easy" missions, the time limit dictates that someone either has to die or I have to roll hits on 40 and 50% rolls for the entire mission while guessing exactly where the enemy pods will be. Like, the objective might be 5 turns away if you sprint the whole way, and you have eight turns to do it. It's taking it too far IMO. I [I]fully[/I] understand the design effect of pressuring the player and I think this is flat stupid. It lends the game a really interesting "impossible" mood, which is fitting of the guerilla/invasion theme, but the meta game mechanics don't work out and it just becomes a ridiculous exercise of artificial difficulty.[/QUOTE] What bothers me the most is that the number of turns you get seems only tangentially related to the actual distance to the extraction point in terms of legit moves. The extraction point can be located 2 levels up on a roof where the ladder is on the opposite end of the building, yet you won't get more time.
I feel like it should adjust the timers a bit for the distance to extraction, adding or subtracting a turn or two.
I feel like the timers are pretty well balanced. So many times I've completed an objective on the last turn, it's actually pretty impressive.
I lost 4 people on the Avenger Defense, 2 of them captured. They panicked after a Stun Lancer got a lucky crit on one of my secondary troops. Dumb fucks ran off the ramp :goodjob:
[QUOTE=Mbbird;50045537]I'm 2 or 3 months into the game, and I'm doing much [I]much[/I] better than my first playthrough, but I'm still stunned to silence by certain "moderate" missions. I may not be so bothered by the way that enemies still aggro, the way that snake men completely demolish the game if you don't kill them on the turn that they appear, and the natural way that dice rolls can be shit, but... These time limits are utterly insane!! They really nearly kill the game for me. Even on "easy" missions, the time limit dictates that someone either has to die or I have to roll hits on 40 and 50% rolls for the entire mission while guessing exactly where the enemy pods will be. Like, the objective might be 5 turns away if you sprint the whole way, and you have eight turns to do it. It's taking it too far IMO. I [I]fully[/I] understand the design effect of pressuring the player and I think this is flat stupid. It lends the game a really interesting "impossible" mood, which is fitting of the guerilla/invasion theme, but the meta game mechanics don't work out and it just becomes a ridiculous exercise of artificial difficulty.[/QUOTE] Keep in mind that the mission difficulty is based solely on the amount of pods on the map. It's counter intutive to call it difficulty in X2, because there are more factors now then there were in EU/EW. You'll get used to the timers. I never have a problem with them anymore, you just need to use your concealment to make as much ground as possible without compromising yourself, which usually works well.
[QUOTE=mralexs;50043958]Reminds me of the N7 Helmet from ME [thumb]http://d111vui60acwyt.cloudfront.net/product_photos/24803001/7883959414_5274aa853d_k_original.jpg[/thumb][/QUOTE] finally i can recreate masseffect more efficently in xcom i could only do jane and legion before
[QUOTE=zipziggy;50046635]finally i can recreate masseffect more efficently in xcom i could only do jane and legion before[/QUOTE] There's Garrus', Legion's and EDI's head available on Workshop, and a whole lot of voice packs.
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