• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
Fucking Joel (the Vinesauce one) keeps showing up in every single one of my campaigns. My character pool is pretty big too, he just wants to be in. Have an unrelated picture [T]http://images.akamai.steamusercontent.com/ugc/527291846423094828/E5401C1DE0CE866C7D443C90B6F16ADF4B85AB17/[/T]
[QUOTE=Destroyox;49941749]Sometimes random rookies show up with cool gear[/QUOTE] I think the best one I've had is when a rookie showed up wearing night vision goggles and a conquistador helmet
The new Berserker is fucking brutal, it looks Killing Floor-esque with the level of torture it must have experienced. Berserkers in XCOM: EU were just given super-heavy armour, some claw-fist weapons, and pumped full of rage-inducing drugs. In XCOM 2, they look like they've been barbarically skinned and brutally operated on :scream:
[QUOTE=Mr. Someguy;49942899]The new Berserker is fucking brutal, it looks Killing Floor-esque with the level of torture it must have experienced. Berserkers in XCOM: EU were just given super-heavy armour, some claw-fist weapons, and pumped full of rage-inducing drugs. In XCOM 2, they look like they've been barbarically skinned and brutally operated on :scream:[/QUOTE] And then given twice the dosage of the rage-inducing drugs. They're so angry they don't even care who they attack.
[QUOTE=Ph3onix;49943167]And then given twice the dosage of the rage-inducing drugs. They're so angry they don't even care who they attack.[/QUOTE] I love enraging berserkers with squadsight snipers and pulling out of it's melee range, they clean up their own buddies and make everything a lot easier :v:
[QUOTE=certified;49939622]What the shit happened, all my characters are now irrevocably black, with broken skin color menus and I can't do shit to fix them back.[/QUOTE] [media]https://youtu.be/3tyvvUas6G0[/media]
well I lost my Ironman commander campaign today, 2 squad wipes in a row and I didn't have the resources to field any more troops, snowballed into a total failure :v:
[QUOTE=Ph3onix;49943167]And then given twice the dosage of the rage-inducing drugs. They're so angry they don't even care who they attack.[/QUOTE] I actually finished my first playthrough with a berserker getting set into a blind rage which resulted him in killing the last boss.
I wish Avatars weren't immune to mind control. An Xavier 2.0 achievement would be cool
[QUOTE=mralexs;49943959]I wish Avatars weren't immune to mind control. An Xavier 2.0 achievement would be cool[/QUOTE] You should be able to (final mission spoilers) [sp]dominate an Avatar using the Commander's Avatar to get the achievement "Get out of my head Charles!"[/sp]
Anarchy Children is today, right?
[QUOTE=Roman Candle;49944139]Anarchy Children is today, right?[/QUOTE] Tomorrow
[QUOTE=ThatCrazyGmanV2;49943704]well I lost my Ironman commander campaign today, 2 squad wipes in a row and I didn't have the resources to field any more troops, snowballed into a total failure :v:[/QUOTE] so since this post I've tried again, and with the game giving me my last squad to die under my command as the first mission squad (if the game RNG's me a cool character I add them to the pool) I've managed [i][b]6[/b][/i] flawless missions in a row. I already got gauss gear almost done researching and I've picked up 3 engineers already the RNGods are smiling on me today
Getting towards the end of my Normal Ironman run; got cocky on a landed ufo and lost half my squad. RIP Geralt, Laura, and Combine Overwatch. Next run though I'm going to do an all mook squad run. [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=632619091"]Combine Overwatch[/URL], [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=625759571"]Nod Grunt[/URL], [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=627590586"]Fear Replica[/URL], [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=628182057"]Stormtrooper[/URL], [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=631108280"]Counter Strike[/URL], and [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=627481794"]GLA[/URL] voice packs.
It's come to the point that I keep losing campaigns not because of tactical failures, but because of the fucking Avatar Project I refuse to disable it but I don't really want to get a timer mod either. It's ridiculous that it's an instant endgamer that appears barely two months in.
[QUOTE=Taggart;49944258]It's come to the point that I keep losing campaigns not because of tactical failures, but because of the fucking Avatar Project I refuse to disable it but I don't really want to get a timer mod either. It's ridiculous that it's an instant endgamer that appears barely two months in.[/QUOTE] But you can still fix it if it fills up, it turns into a countdown. Plus it's not that big of an issue when raiding blacksites and doing Main objectives lower it.
[QUOTE=Taggart;49944258]It's come to the point that I keep losing campaigns not because of tactical failures, but because of the fucking Avatar Project I refuse to disable it but I don't really want to get a timer mod either. It's ridiculous that it's an instant endgamer that appears barely two months in.[/QUOTE] Hit facilities (the number of pips below the facility shows how much the Avatar Project will be set back by taking it out), complete story objectives (Blacksite, Skulljack an Officer, etc).... you have many ways to set back the timer, of which you will always have one within your grasp by the time the final countdown timer begins.
[QUOTE=CGNick;49944269]But you can still fix it if it fills up, it turns into a countdown. Plus it's not that big of an issue when raiding blacksites and doing Main objectives lower it.[/QUOTE] Main objectives are the easier half at least, Blacksites require you to be able to get to them in the first place, which is proving ludicrously hard on Commander because I'm being bled for supplies and intel every month in a vain attempt to keep my ludicrously terrible B & C teams and rookies from being instakilled the second they so much as sneeze in the vague direction of a pod, so I either can't get to a region because no intel or no contact space because resistance comms are full, regardless of how well equipped my last ditch squad ends up being. Or the final mission of my last campaign, which was a 4 tick Blacksite that decided to put two pods of dudes outside and then three right next to the bomb site, meaning the one squaddie (out of five in a six man squad, as my A team was all wounded) that survived the carnage and got inside to set the bomb before we evac'd was instead utterly eviscerated by mutons completely ignoring his high cover while disoriented by a flashbang. That Blacksite was on the 1st of 11 days on the timer. There was nothing else I could do to stop the timer in the remaining 10 days. I don't even know why the timer was only 11 days either, it was the first timer I'd gotten that campaign.
[QUOTE=Taggart;49944289]Main objectives are the easier half at least, Blacksites require you to be able to get to them in the first place, which is proving ludicrously hard on Commander because I'm being bled for supplies and intel every month in a vain attempt to keep my ludicrously terrible B & C teams and rookies from being instakilled the second they so much as sneeze in the vague direction of a pod, so I either can't get to a region because no intel or no contact space because resistance comms are full, regardless of how well equipped my last ditch squad ends up being. Or the final mission of my last campaign, which was a 4 tick Blacksite that decided to put two pods of dudes outside and then three right next to the bomb site, meaning the one squaddie (out of five in a six man squad, as my A team was all wounded) that survived the carnage and got inside to set the bomb before we evac'd was instead utterly eviscerated by mutons completely ignoring his high cover. That Blacksite was on the 1st of 11 days on the timer. There was nothing else I could do to stop the timer in the remaining 10 days. I don't even know why the timer was only 11 days either, it was the first timer I'd gotten that campaign.[/QUOTE] It doesn't become that overly hard to reach blacksites especially when you get to a point where you have about 3-4 facilities online around the world. At least one of them will be a region or 2 at worst away from reach. And with 11 days left, although short, you should have waited a few days to get some better soldiers to heal up first so you can take them on the mission. You shouldn't really be bringing low level soldiers on these missions.
[QUOTE=CGNick;49944323]And with 11 days left, although short, you should have waited a few days to get some better soldiers to heal up first so you can take them on the mission. You shouldn't really be bringing low level soldiers on these missions.[/QUOTE] I wish I could have let my A team heal but the guy with the least injury delay was 13 days recovery with AWC staffed. The aliens did their work well, because they'd also wiped the floor with my B team in another Blacksite raid that backfired horrifically earlier the same month. And all this because it just pops up 2 months in. It's not even tied to the story progression beyond advancing the story taking ticks off of it.
[QUOTE=CGNick;49944323]It doesn't become that overly hard to reach blacksites especially when you get to a point where you have about 3-4 facilities online around the world. At least one of them will be a region or 2 at worst away from reach. And with 11 days left, although short, you should have waited a few days to get some better soldiers to heal up first so you can take them on the mission. You shouldn't really be bringing low level soldiers on these missions.[/QUOTE] Throughout my campaign I only had 2 or 3 facilities show up. In total, from start to finish. I remember thinking "if I don't make it through these story missions ASAP I'm in deep shit".
[QUOTE=Im Crimson;49944355]Throughout my campaign I only had 2 or 3 facilities show up. In total, from start to finish. I remember thinking "if I don't make it through these story missions ASAP I'm in deep shit".[/QUOTE] Then you must have finished your campaign fairly fast. You can see how long until a new facility is built under the Dark Events tab.
What exactly does a Berserkers Battle Frenzy do? In EU/EW they used to move a short distance towards whoever shot them, which is gone this time. Instead they do a frenzy and vomit up green goop if you shoot them enough in one turn, but I can't see a damage increase in their hits? But then, their hits always kill so maybe it's that.
It seems the amount of mods being put out has significantly slowed on the workshop. Now that the initial rush is over, what mods did you want to see that haven't come to fruition (yet)? Personally, a mod that adds helmets from the Combine, and a mod that adds a larger variety of hairstyles.
[QUOTE=richard9311;49944385]It seems the amount of mods being put out has significantly slowed on the workshop. Now that the initial rush is over, what mods did you want to see that haven't come to fruition (yet)? Personally, a mod that adds helmets from the Combine, and a mod that adds a larger variety of hairstyles.[/QUOTE] WW2 Silent Storm-esque setting and campaign but that is more like a total conversion.
[QUOTE=richard9311;49944385]It seems the amount of mods being put out has significantly slowed on the workshop. Now that the initial rush is over, what mods did you want to see that haven't come to fruition (yet)? Personally, a mod that adds helmets from the Combine, and a mod that adds a larger variety of hairstyles.[/QUOTE] Music mods in general. I'm doing research on it though, and taking some notes on the subject. I still need to figure out how to implement it in Modbuddy.
[QUOTE=richard9311;49944385]It seems the amount of mods being put out has significantly slowed on the workshop. Now that the initial rush is over, what mods did you want to see that haven't come to fruition (yet)? Personally, a mod that adds helmets from the Combine, and a mod that adds a larger variety of hairstyles.[/QUOTE] My avatar speaks for itself but having Mass Effect 3 multiplayer character armour, weapons and classes would be incredibly rad. For instance, you could be able to build a Geth Juggernaut that cannot be deployed on a mission as part of a squad, and instead, you reserve one slot in the squad for it, so when the concealment is broken you call down a drop of the Juggernaut, it drops down and becomes a playable unit that cannot use cover and has low mobilty, in return for massive HP and an ability to place a shield wall that allies can use as a full cover. Something like that would be really fucking cool. Psionics could be expanded/replaced by Bionics with new set of abilities. Omni-tools with different stats could be available for built, e.g. an omni-tool that Quarians use would be more efficient at hacking giving bonuses to Specialists, while an omni-tool used by N7 Paladin can place a shield making all frontal attacks do no damage and stuff like that. Maybe even a Geth Prime enemy(or equivalent) that gives buffs to allies around it(more specifically - in Geth case it would work if all enemies were robotic[Geth] so they receive buffs from Primes) while it is alive, and once killed the buffs are removed from affected enemies. This sort of mod would require quite a big understanding of how the abilities and enemies are programmed, so I wouldn't image it happening any time soon, alongside the fact that not a lot of people actually seem to notice the Mass Effect 3 multiplayer and character variety it has, which could fit within the game if tinkered with.
This game would be so much better if it actually treated you like a guerrilla force. Grabbing the objective mcguffin and evacuating without killing all 25 enemies has the game tell you 5 different ways how the mission was a failure. [editline]16th March 2016[/editline] Also, way too many events happen. I can't scan for supplies for half a day without being told about the recent resistance force encountering stale bread. Bradford needs to shut up, too.
[QUOTE=richard9311;49944385]It seems the amount of mods being put out has significantly slowed on the workshop. Now that the initial rush is over, what mods did you want to see that haven't come to fruition (yet)?[/QUOTE] I would have liked a mod that made ADVENT Reinforcements run in from off-map on urban maps, like EXALT did. Seems weird that you're in this huge city but the only troops around need to be flown in. That should be done during Avenger Defense too now that I think about it.
[QUOTE=A B.A. Survivor;49944885]Also, way too many events happen. I can't scan for supplies for half a day without being told about the recent resistance force encountering stale bread. Bradford needs to shut up, too.[/QUOTE] Yeah, in EU/EW you could predict when something would happen, while in XCOM2 every couple of days you get a mission thrown in your face, and I have Plasma Grenade in Proving Grounds for 4 missions so far, and it's 1 or 2 days before it's finished, but I got thrown a Council mission, [I]again.[/I] It's pretty irritating, but I guess that's XCOM2?
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