• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=RocketRacer;49945039]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?[/QUOTE] I don't know what EU/EW you were playing where you can predict what's gonna happen, but I'd sure love a copy. If anything EU was more random. There was a small pattern you could pick up on roughly when the first council mission would happen and when the first terror mission would happen, but as far as the rest it was pretty random. If anything at least XCOM 2 tells you when the next Retaliation strike is gonna happen, alongside when the next blacksite will show up, making it less random.
Meanwhile, in reddit, some serious modding is happening.. [IMG]http://i.imgur.com/MsiIr17.jpg[/IMG]
[QUOTE=Hosenfuhrer;49947006]Meanwhile, in reddit, some serious modding is happening.. [IMG]http://i.imgur.com/MsiIr17.jpg[/IMG][/QUOTE] Also in reddit: [t]http://images.akamai.steamusercontent.com/ugc/290852865988225366/8EB634C0ADC0452147B6A142EFAE55B3F1D640CA/[/t] DK Mode confirmed
Don't you mean Enemy Unknown mode?
[QUOTE=certified;49947218]Don't you mean Enemy Unknown mode?[/QUOTE] No that was the other way around: normal sized head and massive sized body.
Like, really now. [thumb]http://images.akamai.steamusercontent.com/ugc/477752250522412739/8DD8FD610DD07BD9EC88F0DD6F9183BBC32EC73E/[/thumb]
[QUOTE=A B.A. Survivor;49947973]Like, really now. [thumb]http://images.akamai.steamusercontent.com/ugc/477752250522412739/8DD8FD610DD07BD9EC88F0DD6F9183BBC32EC73E/[/thumb][/QUOTE] [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=643910246&searchtext="]This mod may interest you.[/URL]
I thought I might share some more of my A-team. 100% less edge this time, though. The Character Pool stopped saving their stats and their loadout pretty quickly, but they look better in Kevlar anyway. [t]http://i.imgur.com/1OW0U87.jpg[/t] Aryok "Indian" Arana was overshadowed by the two members of my squad that were recreated from my first victory in EU, despite having a far greater kill/mission count than either of them. Aside from the Edgelord Specialist I posted a week or two ago, this guy is by far the most unique soldier I've made. [t]http://i.imgur.com/m3ERZ5T.jpg[/t] Tracy "Raven" Murphy, my first psi-operative. Usually I don't experiment with my playstyles, so she was locked up in the psi labs for months until enough of my A-team and B-team was out of commission to give her a shot. I'm still not sure if I would rather her over a second Grenadier, but she's saved enough missions with null lance that I'm okay with losing my "bomb everything" approach. [t]http://i.imgur.com/5xowVPT.jpg[/t] Andrew "Charming" Lesia was one of the aforementioned soldiers that were recreated from my first successful EU run. I intended for him to look very British, and I'm debating whether or not to give him back his cigar. I swear he looks better in Predator armor. Any tips on improving them?
[QUOTE=A B.A. Survivor;49947973]Like, really now. [thumb]http://images.akamai.steamusercontent.com/ugc/477752250522412739/8DD8FD610DD07BD9EC88F0DD6F9183BBC32EC73E/[/thumb][/QUOTE] Uh... so it's not possible to evac after completing the main objective without also killing all the enemies, unless you want a "mission failed"?
So uh, is Anarchy's Children here yet?
Fuck, trying to sneak to the objective without breaking concealment isn't a good idea at all. Ended up fighting all the pods at once, had to call an emergency EVAC.
[QUOTE=_Axel;49950087]Fuck, trying to sneak to the objective without breaking concealment isn't a good idea at all. Ended up fighting all the pods at once, had to call an emergency EVAC.[/QUOTE] It'd be so awesome if there was away to get that kind of tactic working. Nothing'd be more tense. No idea how to balance that though, because it's actually quite fair to the aliens expect a squadwipe or mission failure if you're caught between literally every enemy on the map.
[QUOTE=Im Crimson;49949875]Uh... so it's not possible to evac after completing the main objective without also killing all the enemies, unless you want a "mission failed"?[/QUOTE] While it says mission failed, it still counts as a win in that the relay is destroyed and thus counters the dark event.
[QUOTE=Mr. Someguy;49944927]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] I know I'm pretty damn late on this, but I've been studying the Advent dropship for an art project of mine and I noticed that there's a label on the side of the cockpit that reads "ADVENT PATROL VEHICLE". I think Firaxis were aiming for the whole idea that the Advent dropships are just constantly in flight and respond to any calls they get (a la stereotypical cyberpunk where there's big gunships with spotlights flying around 24/7), while the actual cars they have are just for travelling around their patrol sectors. It'd explain why the seemingly highly-militarized Advent only post a handful of troopers to patrol whole city blocks. That's my headcanon now, at least.
[QUOTE=Im Crimson;49950151]It'd be so awesome if there was away to get that kind of tactic working. Nothing'd be more tense. No idea how to balance that though, because it's actually quite fair to the aliens expect a squadwipe or mission failure if you're caught between literally every enemy on the map.[/QUOTE] Maybe a new mission type called "Sabotage" or "Covert Op" or something where you get to do a destroy/hack ADVENTs shit objective like the usual but you don't get a turn limit and stay in concealment, but if you lose concealment you get 3 turns to try and unfuck the situation and evac. If you manage to stealth it though you automatically win the mission and it's implied that your squad somehow silently slips out of the area and extracts elsewhere without attracting ADVENTs attention. And by destroy I mean plant X4 charges (Even though they break concealment, but that can be modded out I think)
[QUOTE=Ph3onix;49950604]Maybe a new mission type called "Sabotage" or "Covert Op" or something where you get to do a destroy/hack ADVENTs shit objective like the usual but you don't get a turn limit and stay in concealment, but if you lose concealment you get 3 turns to try and unfuck the situation and evac. If you manage to stealth it though you automatically win the mission and it's implied that your squad somehow silently slips out of the area and extracts elsewhere without attracting ADVENTs attention. And by destroy I mean plant X4 charges (Even though they break concealment, but that can be modded out I think)[/QUOTE] You're on to something, but the issue I was mostly getting at is how there's nothing that would prevent all the enemies surrounding you from just wrecking your troops once one of the patrols break your concealment. A fair penalty for attempting such a stunt perhaps, but it would just force you to reload or instantly evac since there'd be no way you could un-fuck yourself from a situation where 3-4 pods are flanking you all at once. Not without some extra edge equivalent to the EXALT hacks anyway. The following adjustments might be a start: 1. Modify maps to restrict line of sight a bit more, reducing the chance of mass-activation 2. Individual concealment, allowing your hacker/planter to press on towards the objective undetected 2. A 1-turn cop-out ability to disrupt ADVENT and give you a chance to get your shit together 4. Shorter patrol paths 5. Concealment resumed upon defeating active enemies or staying completely hidden throughout enemy turn
[QUOTE=Im Crimson;49950695]You're on to something, but the issue I was mostly getting at is how there's nothing that would prevent all the enemies surrounding you from just wrecking your troops once one of the patrols break your concealment. A fair penalty for attempting such a stunt perhaps, but it would just force you to reload or instantly evac since there'd be no way you could un-fuck yourself from a situation where 3-4 pods are flanking you all at once. Not without some extra edge equivalent to the EXALT hacks anyway. The following adjustments might be a start: 1. Modify maps to restrict line of sight a bit more, reducing the chance of mass-activation 2. Individual concealment, allowing your hacker/planter to press on towards the objective undetected [B]2. A 1-turn cop-out ability to disrupt ADVENT and give you a chance to get your shit together[/B] 4. Shorter patrol paths [B]5. Concealment resumed upon defeating active enemies or staying completely hidden throughout enemy turn[/B][/QUOTE] These ideas would make the game way too easy. 1 is a good idea, 2 would be a good Guerilla Tactics ability to buy for sure. But it would have to be expensive. As for 4, what they really need to do is stop with the whole "heat-seeking ADVENT patrol" bullshit. The game deliberately and unsubtly directs patrol right into flanking positions on hidden troops. It's kind of insulting how lazy it is.
:snip:
So when should Anarchy's Children drop?
[QUOTE=mralexs;49951168]So when should Anarchy's Children drop?[/QUOTE] They're having a launch stream at 11AM PST / 2PM EST / 7 PM CET so probably around that time.
And it's out.
...It isn't seriously downloading the files for EVERYONE, is it? I almost shat myself when my benchmarking suddenly started reporting 100% Disk usage out of nowhere in the middle of me trying to trace ANOTHER Windows 10 memory leak.
Yeah it is. Come on, this isn't PAYDAY 2 you know.
it downloads a 200 mb patch for everyone, and theres 600 mb for the actual dlc.
[QUOTE=Naught;49951817]it downloads a 200 mb patch for everyone, and theres 600 mb for the actual dlc.[/QUOTE] Jiminy christmas.
[QUOTE=Naught;49951817]it downloads a 200 mb patch for everyone, and [B]theres 600 mb for the actual dlc.[/B][/QUOTE] For a bunch of cosmetics???
There's a minor patch coming with the DLC: [QUOTE]The team has put out a patch to prepare the game for the enhanced customization in Anarchy’s Children. This patch also provides a few minor changes that will affect the base game including soldiers now having four new slots to attach additional pieces of armor: left/right arm and left/right shoulder. While Anarchy’s Children gives players new armor pieces to be used in these slots, anyone with the base game can also take advantage of this update. And DLC is not required for modders, who can already begin creating new customizations for these slots. Changes included in this patch: - Anarchy’s Children compatibility changes - Players will now be able to press “Load Anyways” when loading a save when the mods used are not present - Fixed the sort order of available targets in shot HUD - Corrected an issue causing Grenadier’s demolition to fail to update the target’s cover status - Adds “Zip Mode” description text[/QUOTE]
- Players will now be able to press “Load Anyways” when loading a save when the mods used are not present That's good
Oh boy, now there are arms and shoulder slots? This is awesome! I just hope it doesn't mess with other mods.
Uh did they ever fix saturation fire setting your own guy's cover on fire and falling to their deaths when the floor explodes?
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