[QUOTE=Mort Stroodle;51222211]Yeah the big secret is that 35% does not mean 0%. I had to learn this in XCOM ew classic mode. 35% means one out of three shots will hit. If getting hit is unacceptable, then getting in a position with a 35% chance of getting hit is unacceptable. Hunker down or break line of sight because you cannot just risk everything based on a 65% chance of things going in your favor.[/QUOTE]
When in doubt panic from 1% doomsday
[QUOTE=Mort Stroodle;51222211]Yeah the big secret is that 35% does not mean 0%. I had to learn this in XCOM ew classic mode. 35% means one out of three shots will hit. If getting hit is unacceptable, then getting in a position with a 35% chance of getting hit is unacceptable. Hunker down or break line of sight because you cannot just risk everything based on a 65% chance of things going in your favor.[/QUOTE]
It just sucks, id love to withdraw from fights and take more advantageous positions but in 80% of the missions i've got about 4 turns to kill pods and 3 to run to the objective so time really is of the essence you know
[QUOTE=No Party Hats;51225352]It just sucks, id love to withdraw from fights and take more advantageous positions but in 80% of the missions i've got about 4 turns to kill pods and 3 to run to the objective so time really is of the essence you know[/QUOTE]
Grab the Hunker when pankicked mod, and seeing as you're really not enjoying it grab one of the mission timer mods. I beat the game on all difficulties in vannila first and honestly Panic when hunker and True Concealment are just flat out better than the base game. (there's 2 versions of True Concealment, 1 deletes the countdown timer completely the other delays the countdown till you reveal, the latter is what i use but it's a double edged sword because it has balance effects in play, i'm not sure what it's like on commander but on legend 4 mission turn timers are sadistic.
If you're really not having fun, see if there's a mod that gives you 4 squaddies at the start. So gatecrasher is not so much of a ballache.
Iv'e done that mission 94 times, fucking sick of it myself :v:
^ on the # of times I had to do gatecrasher, I'm hoping that for the possible dlc and expansions they would hopefully plan to do they'd make more missions to let us replace gatecrashers to at least lessen the monotony
[QUOTE=warmarine;51228651]^ on the # of times I had to do gatecrasher, I'm hoping that for the possible dlc and expansions they would hopefully plan to do they'd make more missions to let us replace gatecrashers to at least lessen the monotony[/QUOTE]
There should be a mod that skips Gatecraher entirely, but gives you the rewards as if you have done it: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=756948560&searchtext=Quicker+Start[/url]
[QUOTE=warmarine;51228651]^ on the # of times I had to do gatecrasher, I'm hoping that for the possible dlc and expansions they would hopefully plan to do they'd make more missions to let us replace gatecrashers to at least lessen the monotony[/QUOTE]
Iv'e actually snooped around with the level INI file to make the officer pod the first one you find rather than the troopers or the sectoid. Iv'e also changed it so all the pods will always patrol rather than stand still, having them activate on your turn when makes that mission SO much easier to deal with, not because you have 4 overwatch shots (they barely hit half the time on this level), but because you have them all scatter on their turn leaving you with 4 guys will both their moves avalible.
Makes that mission infinately more bareable.
Hey guys, so recently I started up an XCOM 2 playthrough. Er, specifically one on youtube. I've been wanting to post it here, but I've been too nervous to do so because I'm incredibly worried about how it'll be received. So would any of you guys be interested in watching it? I've been uploading one episode a week for the past 3 weeks. I've got 3 episodes so far.
I say go ahead, Xcom is one of those rare same story path different events thing for let's play
Alright, thank you. Just some quick notes:
- I haven't done anything in this format before, it's still fairly new to me.
- I'm still trying to figure out the narration style I want to use for this video.
- The first episode was unscripted, the 2nd and 3rd episodes were not.
- Legendary Iron Man with increased enemy pod sizes, increased squad sizes, red fog, and damage roulette.
Furthermore, you guys may see some bugs and glitches that have since been fixed. Regardless, I apologize.
Anyways, here they are.
[media]https://www.youtube.com/watch?v=xRGYNaHefKs[/media]
[media]https://www.youtube.com/watch?v=omXEAy53P1E[/media]
[media]https://www.youtube.com/watch?v=bR9zFL5Uy_Q[/media]
Also, as a heads up: I will heed your criticisms and such. My end goal is to get better, both at editing and at the game.
Been a while since I played, what are the top gameplay mods nowadays?
[QUOTE=E3245;51228699]There should be a mod that skips Gatecraher entirely, but gives you the rewards as if you have done it: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=756948560&searchtext=Quicker+Start[/url][/QUOTE]
Unrelated question, but I looked through some of the weapons mods and couldn't find the answer there.
How do I modify it so the upgrade cost to magnetic, or to plasma, is free? I've already spend the alloys and supplies for a normal mag rifle, but I don't want to grind for more supplies to get magnetic m16 and other weapons.
[QUOTE=richard9311;51234479]Unrelated question, but I looked through some of the weapons mods and couldn't find the answer there.
How do I modify it so the upgrade cost to magnetic, or to plasma, is free? I've already spend the alloys and supplies for a normal mag rifle, but I don't want to grind for more supplies to get magnetic m16 and other weapons.[/QUOTE]
You can use console commands to give yourself supplies. [URL="https://steamcommunity.com/app/268500/discussions/0/412446292760024033/"]Here's[/URL] how to enable console if you don't already know.
Command to give supplies is: GiveResource supplies [amount]
If you need to, you can also give alloys and elerium by putting alienalloy or eleriumdust instead of supplies.
[QUOTE=Kartoffel;51229222]Alright, thank you. Just some quick notes:
- I haven't done anything in this format before, it's still fairly new to me.
- I'm still trying to figure out the narration style I want to use for this video.
- The first episode was unscripted, the 2nd and 3rd episodes were not.
- Legendary Iron Man with increased enemy pod sizes, increased squad sizes, red fog, and damage roulette.
Furthermore, you guys may see some bugs and glitches that have since been fixed. Regardless, I apologize.
Anyways, here they are.
Also, as a heads up: I will heed your criticisms and such. My end goal is to get better, both at editing and at the game.[/QUOTE]
Only had time to watch the first 2, i don't like hearing food and drink consumption or burping, it's just a little childish for my taste.
Gameplay wise, I'm not gonna pretend i'm an expert at the game but you make alot of ill planned out moves that verge on suicidal and you have been incredibly lucky thus far that you havent been punished more heavily for it, best example i can give you is in the 2nd video when you send locklear to scout the right flank and then yellow move her into the building when you know there is a pod on the right flank somewhere, i don't think i'm the onlyone who knew shit was gonna go south the moment you did that, IMO you was lucky a pod activated on their turn and not yours and luckier still that they chose to scatter rather than shoot the scout. You then waste all your grenades on your turn failing to kill the sectoids who are more likely to do some "psychic bullshit" than shoot you and in the process you leave half your squad flanked or open to flanks which Advent Troopers will take at the expense of their own lives. Honestly all of Ep 2 had your campaign teetering on the edge of ending prematurely as it constantly descended into deeper levels of shit. I'm astonished you not only beat the mission but did so with only 1 Kia.
That being said, Xcom2 is one of those games where watching shit go south is more enjoyable than watching things go smooth. So i actually found it fun to watch. My advice would be to plan ahead more, think of the worse case scenario and be ready for it because if you don't i don't see your campaign lasting very long.
Hope i didnt come across like a prick.
[QUOTE=Fr3ddi3;51235202]Only had time to watch the first 2, i don't like hearing food and drink consumption or burping, it's just a little childish for my taste.[/QUOTE]
Yeah, I decided after the first episode not to do that. I found that in practice, it took way too much away from the mission and was just unnecessary.
[quote]Gameplay wise, I'm not gonna pretend i'm an expert at the game but you make alot of ill planned out moves that verge on suicidal and you have been incredibly lucky thus far that you havent been punished more heavily for it, best example i can give you is in the 2nd video when you send locklear to scout the right flank and then yellow move her into the building when you know there is a pod on the right flank somewhere, i don't think i'm the onlyone who knew shit was gonna go south the moment you did that, IMO you was lucky a pod activated on their turn and not yours and luckier still that they chose to scatter rather than shoot the scout. You then waste all your grenades on your turn failing to kill the sectoids who are more likely to do some "psychic bullshit" than shoot you and in the process you leave half your squad flanked or open to flanks which Advent Troopers will take at the expense of their own lives. Honestly all of Ep 2 had your campaign teetering on the edge of ending prematurely as it constantly descended into deeper levels of shit. I'm astonished you not only beat the mission but did so with only 1 Kia.[/quote]
I'll be honest, I've had a history of getting stupidly lucky at the game. When I play, I tend to bank on that for better or worse. :v:
[quote]That being said, Xcom2 is one of those games where watching shit go south is more enjoyable than watching things go smooth. So i actually found it fun to watch. My advice would be to plan ahead more, think of the worse case scenario and be ready for it because if you don't i don't see your campaign lasting very long.[/quote]
I'm glad you found it enjoyable. I'll be sure to use your advice, although there won't be immediate results since I already have like 5 mission recorded. Starting around 6 or 7 I'll be more careful. :smile:
[quote]Hope i didnt come across like a prick.[/quote]
Nah, you're good.
[QUOTE=richard9311;51234479]Unrelated question, but I looked through some of the weapons mods and couldn't find the answer there.
How do I modify it so the upgrade cost to magnetic, or to plasma, is free? I've already spend the alloys and supplies for a normal mag rifle, but I don't want to grind for more supplies to get magnetic m16 and other weapons.[/QUOTE]
There's an ini for the Research stuff for all of my weapons. Just open the *_Research.ini for the weapon in question, then set the cost to zero.
I did a long stream of Xcom 2 called guardscom, followed by a suicide run at the end. This is the result. It also has awful art which resulted from the random conversations we had through out the four month long event.
[media]https://www.youtube.com/watch?v=VZ9QklbZcq4[/media]
Runs with community members are the best.
So I got that second wave reborn mod and I'm using the thing that rolls your stats differently on each soldier. Both of my Rogues have insanely high hack and movement but have like 20 aim. My actual main problem I'm having is that my soldiers can't aim at all because of rng.
Well carrying on my tradition of making props but not actually realeasing anything yet and thus have an ever expanding library of unfinished props, here's a delta force helmet from black hawk down. Sadly i havent got that many decent close up reference images of the chin straps, or the goggles so i'm gonna wing those.
[quote] [IMG]http://i67.tinypic.com/s5limo.jpg[/IMG] [/quote]
Still a long way off any of this stuff im afraid, rigging this stuff is time consuming and it's giving my arse headache, mostly because there's hardly any help out there that's dumbed down enough for my slow brain to understand where i'm fucking it up. and that's just untextured props as well, texturing is something i'm trying my hand atfor the first time and, well to put it kindly, it shows. Nonetheless, onwards and upwards so they say.
And while i'm at it, here's one of my best soldiers, who has developed a habbit of doing this everytime she scores an overwatch hit that triggers her Guardian ability, it stays for the rest of the mission.
[IMG]http://i65.tinypic.com/wgybsx.jpg[/IMG]
[IMG]http://i67.tinypic.com/2ylmujb.jpg[/IMG]
She also has a tendancy to gradually float out of the map if she fails to land an overwatch shot.
[IMG]http://i68.tinypic.com/2cypemx.jpg[/IMG]
I love this game
wow she seems so bored that stretching kills her enemies quick
Help it's contagious
[IMG]http://i64.tinypic.com/4uz047.jpg[/IMG]
[IMG]http://i64.tinypic.com/1zbsbpw.jpg[/IMG]
So I'm trying to replay xcom 2 via the hardest difficulty, I was wonder if there's a certain point to encounter the dlc missions cause I only just beat the first facility (aka the one with the vials) with using ballistic weapons but seems like I can't beat the shien dlc with balistic troops. That plus I think using 8 men squad seems to cripple me with how long it takes for the elevator part
[QUOTE=warmarine;51255028]So I'm trying to replay xcom 2 via the hardest difficulty, I was wonder if there's a certain point to encounter the dlc missions cause I only just beat the first facility (aka the one with the vials) with using ballistic weapons but seems like I can't beat the shien dlc with balistic troops. That plus I think using 8 men squad seems to cripple me with how long it takes for the elevator part[/QUOTE]
I did actually beat Shen's Last Gift on my first try with only ballistic weapons, it did however cost me a very good soldier (Would have cost two but the other "merely" almost bled out) and the Cryo grenade he carried.
Does anyone know of a mod removing the AVATAR project that actually work? I've tried two and both just disabled the ability to make contact with resistance movements for some reason.
[QUOTE=Cor Angars;51301721]Does anyone know of a mod removing the AVATAR project that actually work? I've tried two and both just disabled the ability to make contact with resistance movements for some reason.[/QUOTE]
If Steam hadn't died just now I would've linked you the mod I use.
[QUOTE=Viper123_SWE;51301800]If Steam hadn't died just now I would've linked you the mod I use.[/QUOTE]
Now tell me your secrets.
[QUOTE=Cor Angars;51305997]Now tell me your secrets.[/QUOTE]
Sorry, forgot about this.
Here's the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=618935868]mod[/url].
Heads up to anyone who was waiting on it, Xcom 2's Co-Op mod has released (it's still a WIP but it works) check under the steam workshop recent mods tab and it's up the top.
I've been playing a few games with a couple of mates and i found it pretty fun but only when you don't plan moves and strategies out or tell people where to go, just wing it and go with the ensuing madness. Otherwise you're playing a drawn out singleplayer game with voice commands when you tell your mates where to go and what to do.
Here's what I've been working on for the past three days, Black Ops III hero helmets:
Undercover Male:
[t]http://i.imgur.com/TkKI8DK.png[/t][t]http://i.imgur.com/CDRRoTe.png[/t][t]http://i.imgur.com/sJQdus6.png[/t]
Female:
[t]http://i.imgur.com/yHt9jCz.png[/t]
Prototype:
[t]http://i.imgur.com/gUq8yf0.png[/t][t]http://i.imgur.com/nA8LrQr.png[/t][t]http://i.imgur.com/yXEg4bK.png[/t][t]http://i.imgur.com/j9Y01MA.png[/t]
For reference, here's the two helmets from Black Ops III:
Undercover:
[t]http://vignette1.wikia.nocookie.net/callofduty/images/3/34/Undercover_Helmet_BO3.png/revision/latest?cb=20151109181950[/t]
Prototype:
[t]http://vignette4.wikia.nocookie.net/callofduty/images/e/ea/Prototype_Helmet_BO3.png/revision/latest?cb=20151109181949[/t]
These are mostly WIPs though. The male version of the Undercover helmet is bigger, because I tried to fit the default head onto it. The head is way bigger than the female head, so there's nothing I can really do. The Prototype helmet is well, still a prototype. Also the helmets have most of their hard edges preserved.
Any chance for armors too?
[QUOTE=Viper123_SWE;51319229]Any chance for armors too?[/QUOTE]
I'm learning rigging and weight painting as I go, so maybe after all of the helmets are done.
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