• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
I'm so close to get all the achievements in EU/EW, then do a Long War run to stop the craving of XCOM 2. Does anyone have the "bubonic" achievement?
[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] So kinda like how the combine overwatch has the Civil Protection branch? That would be pretty cool, maybe even give them weaker versions of the Stun Lancer batons that can only stun and don't do much damage or cause any other effects, make them an annoyance but a [b]BIG[/b] annoyance
So i'm working on a Mr.Foster voice Pack, and was wondering what these triggers mean? "Tripped Burrow" "Civilian Scream" "Null Lance/Shield" "reaper" I have an idea but Not 100% what to use Also this[URL="https://www.dropbox.com/s/1hhfx5fx09qfepw/BioticsLab%2012.wav?dl=0"] filter sound good[/URL]?
[QUOTE=CDJO;49928313]So i'm working on a Mr.Foster voice Pack, and was wondering what these triggers mean? "Tripped Burrow" "Civilian Scream" "Null Lance/Shield" "reaper" I have an idea but Not 100% what to use Also this[URL="https://www.dropbox.com/s/1hhfx5fx09qfepw/BioticsLab%2012.wav?dl=0"] filter sound good[/URL]?[/QUOTE] Tripped Burrow: when your soldier stumbles upon a burrowed chrysalid. Civ Scream/Reaper: Not used afaik Null Lance: Psi Ability Null Shield: Stasis: Psi Ability [editline]13th March 2016[/editline] Guys, I got workshop tags to work! Just go to your XCOM 2 SDK\XComGame\Mods\Your Mod, and open up YourMod.XComMod. Find tags=, put a space, then type up the appropriate tags so that other people can find it. Use lowercase only, and commas to separate tags. This is what it should look like: [code] tags= voice, soldier customization, soldier class, facility, voice, ui, item, weapon, map, alien, gameplay [/code] Thanks goes to [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=641949143"]Future Null Infinity[/URL] for helping me figure this out!
[QUOTE=E3245;49928422]Tripped Burrow: when your soldier stumbles upon a burrowed chrysalid. Civ Scream/Reaper: Not used afaik Null Lance: Psi Ability Null Shield: Stasis: Psi Ability [/QUOTE] Soldiers don't usr civ scream, but isn't Reaper a Ranger skill? I've heard my guys say stuff like "fear the reaper" when activating that ability. Or is that some other prompt?
[QUOTE=Fancy Godgineer;49929043]Soldiers don't usr civ scream, but isn't Reaper a Ranger skill? I've heard my guys say stuff like "fear the reaper" when activating that ability. Or is that some other prompt?[/QUOTE] My bad, Reaper is used. I forgot that it was a skill used by the Ranger class.
[QUOTE=RocketRacer;49926471]XCOM2 - Enemy Unknown is still Unknown [/QUOTE] Makes sense as to why we have to research everything again
[QUOTE=Mr. Someguy;49927261]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.[/QUOTE] I honestly expected more "riot control"-type units like the stun lancer since they were obviously better suited for urban environments, it's a shame there's no real differentiation in pods between mission locations as that would've helped make the worldbuilding/story a bit more convincing. Though I guess it'd either be a bitch to balance (if you suddenly had more units in two different pools to build pods from) or end up too predictable (if you limited urban maps to soldiers and mecs).
so I'm trying Commander Iron Man mode after only beating the game twice on easy and normal. Only 1 person survived the intro mission, I've lost at least 1 guy every mission since and as of the 1st retaliation mission I only have 6 troops, one Squaddie of each class and 2 rookies. :v:
I had a VIP mission where she was in a building in her office, that was neat. What was not neat is where it was a Defend Device mission and it was a map in a desert with a house in the middle of nowhere. Device was inside, and my squad spawned on the roof, and enemies flanked us insantly from every direction possible. That wasn't fun
Yo Nick, please add my XCOM 2 [url=http://steamcommunity.com/sharedfiles/filedetails/?id=626481851]mod[/url].
[QUOTE=Ax3l;49927356]There's XCOM 2 models for SFM now? Yes please.[/QUOTE] Heyyyyyy you know what this means ;^) Shitposting aside I kinda wish combat didn't deal in absolutes as much. Kill all guys on your turn or you're absolutely fucked, like atleast one wound or casualty is guaranteed. I don't renember that happening as often in XCOM EU, even in shitty situations. This + turn limit makes most tactical games really short and just brutish, maybe that's what they were going for but eh.
[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] I wish we could apply scars on top of each other, like combine a burned cheed with a slashed eye, that kind of thing.
[QUOTE=MrHeadHopper;49930052]Heyyyyyy you know what this means ;^) Shitposting aside I kinda wish combat didn't deal in absolutes as much. Kill all guys on your turn or you're absolutely fucked, like atleast one wound or casualty is guaranteed. I don't renember that happening as often in XCOM EU, even in shitty situations. This + turn limit makes most tactical games really short and just brutish, maybe that's what they were going for but eh.[/QUOTE] Correct me if I'm wrong, but I think this is mostly due to the fact that the enemies have significantly more movement than in EU, meaning they can frequently flank you on their first turn. Meaning if you don't kill them on activation, chances are good someone will get crit'd. In EU getting flanked by something other than floater launches didn't really happen, like, ever. I wish we had the armor damage/health damage separation so that a soldier actually had a small chance to tank a shot without getting any wound time.
Honestly, even if health and armor were separate and if damage didn't overcome armor, it wouldn't count, I believe by the time you can achieve a sizable amount of armor (i.e. 3-4) everything will do at least 5-6 damage anyway.
[QUOTE=Eva-1337;49930159]Honestly, even if health and armor were separate and if damage didn't overcome armor, it wouldn't count, I believe by the time you can achieve a sizable amount of armor (i.e. 3-4) everything will do at least 5-6 damage anyway.[/QUOTE] If we only convert the current armor health bonus into "armor health" then yes. However the correct way would be to lower the soldier base health from 6 to 3-4 and make the basic Kevlar armor provide 2-3 armor points, Predator 6-7 armor points, Warden 9-10 armor points and so on.
[QUOTE=ThatCrazyGmanV2;49928284]So kinda like how the combine overwatch has the Civil Protection branch? That would be pretty cool, maybe even give them weaker versions of the Stun Lancer batons that can only stun and don't do much damage or cause any other effects, make them an annoyance but a [b]BIG[/b] annoyance[/QUOTE] ADVENT Mag Pistols and ADVENT Mag SMGs would also be perfect armaments for such a force, imo. The pistol already exists, someone would have to create the SMG. I'd honestly love to see what someone could come up with for a more Metrocop ADVENT style of armour, too.
[QUOTE=_Axel;49930085]I wish we could apply scars on top of each other, like combine a burned cheed with a slashed eye, that kind of thing.[/QUOTE] And that is why we have mods.
[QUOTE=Craigewan;49930357]ADVENT Mag Pistols and ADVENT Mag SMGs would also be perfect armaments for such a force, imo. The pistol already exists, someone would have to create the SMG. I'd honestly love to see what someone could come up with for a more Metrocop ADVENT style of armour, too.[/QUOTE] Do advent [sp]still have relatively human human looking limbs?[/sp] I can see them maybe in a short sleeve piece of fabric under a flak vest, just to show some skin to look less threatening than the regular troops. Maybe a turtle neck sweater with bits of armour over it and a more classically modern human helmet. or if we're going [sp]human collaborators over advent goo people[/sp]: [t]http://vignette2.wikia.nocookie.net/xcom/images/f/fa/XCOM2_ADVENT_StunLancer.jpg/revision/latest?cb=20151104180915[/t] see the material on the thighs? maybe the Advent peacekeepers have a more traditional outfit made of that kinda stuff, with some padded trousers to match, make them more about solid padding and light armour over the plated gear everyone else has.
[QUOTE=MrHeadHopper;49930052]Heyyyyyy you know what this means ;^) Shitposting aside I kinda wish combat didn't deal in absolutes as much. Kill all guys on your turn or you're absolutely fucked, like atleast one wound or casualty is guaranteed. I don't renember that happening as often in XCOM EU, even in shitty situations. This + turn limit makes most tactical games really short and just brutish, maybe that's what they were going for but eh.[/QUOTE] I did a lot better once I stopped trying to pull off ambushes, ever and focused on exploiting 2 grenadiers per squad Ambushes at the end of the day are a gimmick that rely too heavily on a very unreliable overwatch chain and leave the enemy with a turn to fire back/ use pisonic powers at you once the ambush is done. For the first pod on any mission, I'll either shoot with my soldier with the worst aim first or fire a rocket/grenade while they're together, and then use another grenade to destroy their cover and finish them off with gunfire Grenadiers are just the most useful class outside of Psi Ops, by the time you get plasma grenades they can vaporise cover and reliably kill mid game enemies just by weight of spam. By the time you get Salvo + Volatile Mix Grens, they can wipe out entire pods singlehandedly in a pinch. Flashbangs are essential in the early game to neuter Sectoids and Stun Lancers and Grens can easily put them in amongst pods.
ludicrous concept: xcom is in the same universe as pacific rim (especially considering that ending)
[QUOTE=lintz;49930828]ludicrous concept: xcom is in the same universe as pacific rim (especially considering that ending)[/QUOTE] I feel like that ending was more a nod towards Terror from the Deep. I have an inkling they may want to do a remake of that as well.
[QUOTE=EuSKalduna;49929361]Makes sense as to why we have to research everything again[/QUOTE] I wish the canon defeat was later in the game, so you would at least have some story to go on. You could have it either after you kill the first Ethereal, or after the Temple Ship assault. After the Ethereal sounds perfect to me because losing the Overseer UFO was [I]not[/I] part of the Aliens plan, and in XCOM 2 they are enraged at the loss of an Elder. So you could say that by killing an Ethereal in the first game, XCOM enraged the Ethereal beyond poking and prodding, and brought on an overwhelming invasion. Then with the Ethereal controlling the world through ADVENT, they continue forward with what they originally sought. Alternatively, the Ethereal Leader and their assistants Psi-Capture your Assault Team, and while a good portion of XCOM's best and brightest are captured, they invade the planet. Either way, XCOM evacuates and the base self-destructs, destroying nearly all of XCOM's exclusive weapons and armours. Then during rare random events you can recover the occasional Laser Rifle or other old tech, would be neat. Plus, then EXALT would still be canon, because EXALT is cool :cool:
I want TFTD2 so bad you fuckers don't even know. They could really exploit the underwater setting to give you "flying" suits earlier, and give the enemies the same so you could have a combination of the XCOM we have with some three-dimensional combat. TFTD was so good and it's not nearly as hard as people say. [sp]Except for lobstermen, fuck lobstermen[/sp]
I'm surprised there hasn't been more unique character model ports from other games yet. It's obviously possible, if you look at the fact you can have Bradford as a soldier.
I'm looking forward to more faces. Even though there's like 24 for each gender, I still see a lot of duplicates.
2K store currently has some small discounts going on [URL="http://store.2k.com/store/Tk22k/search?keywords=xcom"]the XCOM merchandise[/URL]. Considering getting both ADVENT and Vigilo Confido T-shirts...
I think that ethereals could have solved their problem by just working out with the pectoids but instead they did things the hard way because they're too lazy to stop using their psychic abilities to do everything for them
I was only a turn away from perfecting the blacksite on commander. The game glitches out, tells me an Advent Officer is dead, then on the alien turn [url=https://dl.dropboxusercontent.com/u/20446371/stuff/tumblr_inline_nsf8mtRzKk1qi2je8_1280.png]it pops back in and shoots one XCOM operative before getting murdred[/url]
[QUOTE=Im Crimson;49930113]Correct me if I'm wrong, but I think this is mostly due to the fact that the enemies have significantly more movement than in EU, meaning they can frequently flank you on their first turn. Meaning if you don't kill them on activation, chances are good someone will get crit'd. In EU getting flanked by something other than floater launches didn't really happen, like, ever. I wish we had the armor damage/health damage separation so that a soldier actually had a small chance to tank a shot without getting any wound time.[/QUOTE] I personally think it's due to mobility, but not necessarily the base state of it, rather it's that ayys are all suicidal. They have zero self-preservation, they don't care about overwatch, they don't care about suppression, they don't care about potentially opening themselves for an easy flank next turn. They just sort of go for it [b]every single time[/b]. I think the only times when I've seen the AI actually care about overwatch happened when I tactically retreat my units from LOS and set up an overwatch/long watch sniper ambush trap. They they just sit there. There's no way to pin the ayy that sees you. If they have LOS, they go for it, most of the time one guy will just eat all of your overwatch fire, and the rest will have a field day with you. In EU, aliens used to respect the overwatch and suppression, and they were happy to trade potshots with you, as eventually they are more likely to come out on top, so you were forced to be mobile. Now it's the other way around, prolonged firefights result in you being the defender every single time.
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