Yahtzee is playing through XCOM: Enemy Unknown
[video=youtube;ReH_ntgAi5A]https://www.youtube.com/watch?v=ReH_ntgAi5A[/video]
[QUOTE=Dr.Critic;49925299][t]http://puu.sh/nFh6a/4f6efaf805.jpg[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=644722630[/url]
Oh hey this is good, someone found this neat looking Advent Mag Pistol in the game's assets
edit: Maybe Dark VIP's originally shot at you with these? Those missions always feel a bit underwhelming because they might as well just be items you pick up[/QUOTE]
It would have been cool if the starter-enemy were ADVENT Police, and they shot at you with these instead of rifles. It'd be a good excuse for why the starter enemies have the Health of a Rookie in Kevlar and the Damage of an Assault Rifle.
[t]http://images.akamai.steamusercontent.com/ugc/306614915194781379/C946359820B86A5D370F50DFC3A450EAFD8FF25F/[/t]
[IMG]http://puu.sh/nFmrB/30d00961a7.jpg[/IMG]
He missed, that's why it's even worse.
Why the hell am I some Clone Trooper-ADVENT mutant with a weapon named Yavin? :v:
[QUOTE=Viper123_SWE;49925790]Why the hell am I some Clone Trooper-ADVENT mutant with a weapon named Yavin? :v:[/QUOTE]
eh...I'm running a playthrough where every soldier is a clone trooper and their guns are named after Planets in Star Wars. :v:
[t]http://images.akamai.steamusercontent.com/ugc/550935205550773806/455D94A8B66BBA8225D7CDF81E5F52ED9E5601EE/[/t]
It's going to be one of [I]those [/I]days, isn't it
Am I imagining it or do soldiers gain scars the more injured they get in missions? I have a few that didn't have scars, got injured and now do. I'm pretty sure I didn't apply them myself.
[QUOTE=EuSKalduna;49925445]Yahtzee is playing through XCOM: Enemy Unknown
[video=youtube;ReH_ntgAi5A]https://www.youtube.com/watch?v=ReH_ntgAi5A[/video][/QUOTE]
I know it's EU and not 2, but the bar has already been set very low by Pat :v:
[QUOTE=JesterUK;49926005]I know it's EU unknown and not 2, but the bar has already been set very low by Pat :v:[/QUOTE]
That playthrough was just humiliating. They already lost the game, but he still pushed that loss out for 4 more episodes.
[QUOTE=dookster;49925995]Am I imagining it or do soldiers gain scars the more injured they get in missions? I have a few that didn't have scars, got injured and now do. I'm pretty sure I didn't apply them myself.[/QUOTE]
They do. My Gunslinger Sharpshooter got hit by an errand blast of plasma and after coming from the infirmary, they had a big ole' cheek burn scar.
[QUOTE=EuSKalduna;49926430]???[/QUOTE]
XCOM2 - Enemy Unknown is still Unknown
also finally we are on new page, that means it won't take ages to load anymore!
Yeaaaah, as much as I put effort into the OP, I feel like I'm making it painful for people to browse cause of the load times. I should look into a neater way of doing it.
[QUOTE=Mr. Someguy;49925548]It would have been cool if the starter-enemy were ADVENT Police, and they shot at you with these instead of rifles. It'd be a good excuse for why the starter enemies have the Health of a Rookie in Kevlar and the Damage of an Assault Rifle.[/QUOTE]
The ADVENT Armour mod kinda shows that Trooper/Captain mixture + blue colour = badass looking cop fuckers
I'm sure a mod could be arranged where a blue Trooper with Captain arms and legs and a Mag Pistol replaces early level Troopers in missions outside of Retaliations, give them a blue full Captain as squad leaders who also carries a Mag Pistol but is otherwise just a blue Captain
As much as I don't want to keep asking, what are the FBX settings needed to export a model from 3DS max to Xcom2. I can't find the answer through googling, and every single thing I find is either for Blender or doesn't give the FBX settings. I'd like to try porting some things over.
[QUOTE=Taggart;49926682]The ADVENT Armour mod kinda shows that Trooper/Captain mixture + blue colour = badass looking cop fuckers
I'm sure a mod could be arranged where a blue Trooper with Captain arms and legs and a Mag Pistol replaces early level Troopers in missions outside of Retaliations, give them a blue full Captain as squad leaders who also carries a Mag Pistol but is otherwise just a blue Captain[/QUOTE]
That feels wrong to me. I think a Metrocop-equivalent police force of non-hybrid collaborators would work better than just ADVENT with pistols.
[QUOTE=IrishBandit;49926696]That feels wrong to me. I think a Metrocop-equivalent police force of non-hybrid collaborators would work better than just ADVENT with pistols.[/QUOTE]
That would also work, though it'd need more work to be a thing.
You would also need to make animations for everything that isn't just shooting the pistol
[QUOTE=IrishBandit;49926696]That feels wrong to me. I think a Metrocop-equivalent police force of non-hybrid collaborators would work better than just ADVENT with pistols.[/QUOTE]
And still lead by ADVENT Officers, sounds good to me.
[editline]13th March 2016[/editline]
[QUOTE=Taggart;49926854]That would also work, though it'd need more work to be a thing.[/QUOTE]
Wouldn't you just be able to use the same system that generates Civilians and XCOM Soldiers, and just give them a specific outfit made just for them? The problem of local language being different for each country could be solved by going the EXALT route and giving them [AGGRESSIVE STATIC] :excited:
[media]https://www.youtube.com/watch?v=6CYIu8Bc9sY[/media]
[QUOTE=IrishBandit;49926696]That feels wrong to me. I think a Metrocop-equivalent police force of non-hybrid collaborators would work better than just ADVENT with pistols.[/QUOTE]
Yahtzee made a valid point about the whole Constable Hissy thing going on
To be more realistic it could be that on missions where you're not attacking a heavily guarded Advent facility in a city, only units like non-hybrid police, Archons and maybe Sectoids (they've already built statues of them) are the ones patrolling around urban areas, and the Advent miltary deploys as reinforcements when you're detected.
That would add more to the "flipped position" idea XCOM 2 is about, since Advent, like the original XCOM, would respond to threats rather than being everywhere all the time. This would be pretty ambitious and I won't say that's the way it should have been for XCOM 2 but I think it would make an interesting mod. The difficulty trade off would be earlier Archons, maybe new riot MEC's, and tougher Advent hybrids as someone suggested
Hey guys so my starting squad has 2 grenadiers
Is it better to spec blast padding or shredder?
Or one of each?
[QUOTE=Dr.Critic;49927060]Yahtzee made a valid point about the whole Constable Hissy thing going on
To be more realistic it could be that on missions where you're not attacking a heavily guarded Advent facility in a city, only units like non-hybrid police, Archons and maybe Sectoids (they've already built statues of them) are the ones patrolling around urban areas, and the Advent miltary deploys as reinforcements when you're detected.
That would add more to the "flipped position" idea XCOM 2 is about, since Advent, like the original XCOM, would respond to threats rather than being everywhere all the time. This would be pretty ambitious and I won't say that's the way it should have been for XCOM 2 but I think it would make an interesting mod. The difficulty trade off would be earlier Archons, maybe new riot MEC's, and tougher Advent hybrids as someone suggested[/QUOTE]
Riot mecs that launch gas grenades, stun lancers actually being used for crowd control, Archons being like the Captain of squads, I can see this being a thing.
[QUOTE=zipziggy;49927100]Hey guys so my starting squad has 2 grenadiers
Is it better to spec blast padding or shredder?
Or one of each?[/QUOTE]
Blast Padding is better early game, while Shredder becomes top tier once the heavier enemies come out. You can always retrain them via the AWC.
[QUOTE=Dr.Critic;49927060]Yahtzee made a valid point about the whole Constable Hissy thing going on
To be more realistic it could be that on missions where you're not attacking a heavily guarded Advent facility in a city, only units like non-hybrid police, Archons and maybe Sectoids (they've already built statues of them) are the ones patrolling around urban areas, and the Advent miltary deploys as reinforcements when you're detected.[/QUOTE]
I wish it was kinda more like that, where ADVENT would be more prominant in city centers and Aliens would be more prominant outside of them, or even in the slums where they probably don't care what the locals think. Things like Mutons, Codex, and especially Andromedons don't fit in the city and would probably be too aggressive looking. I mean, you wouldn't win any hearts with an Andromedon and 2 Mutans walking around, people would be scared shitless and praise XCOM for killing those things.
Wish the VIP missions were a bit different too, I don't understand why they're just standing alone outside the car, or why the car even stopped. You'd think you'd at least have to break them out of a building (you do this for some VIPs though). But that's a different subject.
I'd like to see Stunlancers with giant riotshields that can act as cover for ADVENT cops, or maybe something like the peacekeepers from Red Alert 3
[QUOTE=zipziggy;49927100]Hey guys so my starting squad has 2 grenadiers
Is it better to spec blast padding or shredder?
Or one of each?[/QUOTE]
I personally prefer Blast Padding. That damage resistance is great; and by the time you start needing to shred armor, you'll probably have better grenades for it
Have you guys seen this yet?
[video=youtube;zAThQV-vj08]https://www.youtube.com/watch?v=zAThQV-vj08[/video]
There's XCOM 2 models for SFM now? Yes please.
[QUOTE=Gunner th;49926695]As much as I don't want to keep asking, what are the FBX settings needed to export a model from 3DS max to Xcom2. I can't find the answer through googling, and every single thing I find is either for Blender or doesn't give the FBX settings. I'd like to try porting some things over.[/QUOTE]
I found these settings in the XCOM2Mods_SkeletalMeshImportExport.pdf in "XCOM 2 SDK>Documentation>Content".
[IMG]http://i.imgur.com/Sh2uUca.png[/IMG]
[QUOTE=EuSKalduna;49926430]???[/QUOTE]
sorry man hard to type after coming out of a sectoid's mind control
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