• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
Shit just got real. Has Beagle done/planned to do any streaming on this? I haven't kept up with his Twitch for the longest of time.
Well see you later real world, gotta play this now. Has it been recommended to play with other LW mods like the alien pack, lasers..? [editline]19th January 2017[/editline] They're integrated in with some balance changes.
God dammit. My Uniform soldiers (who dictate my uniforms) got selected as soldiers for Gatecrasher despite not being ticked to appear as soldiers, and they're the ones that got promoted.
[QUOTE=cyclocius;51694094]God dammit. My Uniform soldiers (who dictate my uniforms) got selected as soldiers for Gatecrasher despite not being ticked to appear as soldiers, and they're the ones that got promoted.[/QUOTE] ...What?
[QUOTE=cyclocius;51694094]God dammit. My Uniform soldiers (who dictate my uniforms) got selected as soldiers for Gatecrasher despite not being ticked to appear as soldiers, and they're the ones that got promoted.[/QUOTE] I have this problem too. For some reason, the character pool thing doesn't properly override the config file. I don't remember which config file it is, but you have to change "mixed" to "randomonly". [editline]19th January 2017[/editline] [QUOTE=Géza!;51694376]...What?[/QUOTE] It's loading from his character pool when he enabled the setting that is supposed to keep that from happening.
There was a program to check mods conflicts. anyone knows its name?
[QUOTE=Géza!;51694376]...What?[/QUOTE] Mr and Mrs Uniform, Winter Uniform, Urban Day Uniform, Desert Uniform, Rural Uniform and Forest Uniform joined you on Operation Gatecrasher.
[QUOTE=C4rnage;51694734]There was a program to check mods conflicts. anyone knows its name?[/QUOTE] [URL="https://www.reddit.com/r/xcom2mods/comments/5nvn4w/alternative_mod_launcher_continued/"]Alternative Mod Launcher[/URL]
[QUOTE=cyclocius;51694747]Mr and Mrs Uniform, Winter Uniform, Urban Day Uniform, Desert Uniform, Rural Uniform and Forest Uniform joined you on Operation Gatecrasher.[/QUOTE] What is the function of a "uniform soldier"?
[QUOTE=Mort Stroodle;51695362]What is the function of a "uniform soldier"?[/QUOTE] There's a Mod called Uniform manager (or something like that). It lets you set uniforms for your soldiers, so you can have them all wearing the same thing, or the same colour/armour pattern. It does this essentially by copying what one Soldier is wearing and making your current soldiers match that soldier. The dress-up soldier I've been calling "Uniform" so I know who's who. I have different ones dressed up in different armour tints and pieces that match certain types of level, so my Desert Uniform soldier is wearing yellows and dark browns with a matching camo pattern, unlike my Urban Day Uniform soldier who's wearing whites and greys with a more angular camo. They're not meant to show up in regular play because their names suck, but they keep doing it. The bastards
I am very impressed and horrified at LW2. After I learned missions need to be infiltrated first, and the mission said very light resistance, I figured I could send teams of four. One of my missions has to be done ASAP even though it's not done. ADVENT defenses are at this point impregnable, stick with my four guys anyway. They couldn't stand up to the what most have been a dozen ADVENT at once.
[QUOTE=Cows Rule;51695581]I am very impressed and horrified at LW2. After I learned missions need to be infiltrated first, and the mission said very light resistance, I figured I could send teams of four. One of my missions has to be done ASAP even though it's not done. ADVENT defenses are at this point impregnable, stick with my four guys anyway. They couldn't stand up to the what most have been a dozen ADVENT at once.[/QUOTE] Thing to note that isn't said explicitly - Those threat assessments are for 100% infiltration, anything less and it will be heavier. This nearly rekt my shit too, but luckily I sent a full strength squad. Still was a fucking tough battle trying to reach the network access point through 24 advent + reinforcement squads dropping in.
[QUOTE=Craigewan;51695680]Thing to note that isn't said explicitly - Those threat assessments are for 100% infiltration, anything less and it will be heavier. This nearly rekt my shit too, but luckily I sent a full strength squad. Still was a fucking tough battle trying to reach the network access point through 24 advent + reinforcement squads dropping in.[/QUOTE] See that's what I figured was the case, I think I'll go back and boost my squad or abandon it entirely. I willing to savescum a lot to get a hang of the new mechanics.
Oh wow just finished a very tough mission and after extraction the game got stuck in a partially loaded main base and just froze over before crashing. Nothing I do seems to alleviate the error as well
[t]http://i.imgur.com/17z9onC.jpg[/t] I was [I]not[/I] ready for this. This whole infiltration before the mission thing is really interesting, but I think that's what fucked me over in a big way in this mission. Guess I learned for the future.
What the christ, how are you supposed to do infiltration? I'm on normal, it's the second mission, it said extremely light enemy presence, so I tried to capitalize on that by sending in a squad that could actually get to high infiltration. Grenadier, shinobi, ranger, specialist, with smgs all around. Surely Extremely light enemy presence should mean a light squad should be enough to beat it? I get to 90% infiltration, and the ADVENT activity is still 'guarded' somehow, the pods are four enemies large each, and close enough together that I'm immediately fighting a 4 v 8. Whole squad died ofc. They could at least have a difficulty curve, gatecrasher was braindead easy.
[QUOTE=Mort Stroodle;51696979]What the christ, how are you supposed to do infiltration? I'm on normal, it's the second mission, it said extremely light enemy presence, so I tried to capitalize on that by sending in a squad that could actually get to high infiltration. Grenadier, shinobi, ranger, specialist, with smgs all around. Surely Extremely light enemy presence should mean a light squad should be enough to beat it? I get to 90% infiltration, and the ADVENT activity is still 'guarded' somehow, the pods are four enemies large each, and close enough together that I'm immediately fighting a 4 v 8. Whole squad died ofc. They could at least have a difficulty curve, gatecrasher was braindead easy.[/QUOTE] Here's one tip: Avoid using explosive grenades. It attracts other pods (Yes, that's an actual mechanic). I think other grenades such as Flashbangs and Smokes are unaffected by this mechanic, but I'm not sure.
[QUOTE=Mort Stroodle;51696979]What the christ, how are you supposed to do infiltration? I'm on normal, it's the second mission, it said extremely light enemy presence, so I tried to capitalize on that by sending in a squad that could actually get to high infiltration. Grenadier, shinobi, ranger, specialist, with smgs all around. Surely Extremely light enemy presence should mean a light squad should be enough to beat it? I get to 90% infiltration, and the ADVENT activity is still 'guarded' somehow, the pods are four enemies large each, and close enough together that I'm immediately fighting a 4 v 8. Whole squad died ofc. They could at least have a difficulty curve, gatecrasher was braindead easy.[/QUOTE] I had a difficulty curve in my first feeble attempt, a pretty fucking crazy one, but a curve nonetheless. What you really, really have to do early on is abort missions that aren't normal or vulnerable. If it's above that, just say fuck it and abort. How the infiltration works is pretty accurately written in the XCom Archive if you give it a read, but basically what enemy presence if tells you the instant you find a new guerrilla op isn't the one you're getting, it'll be the one you get at 100% infiltration. Now if for some reason or another you're unable to get less, you'll have a lot more on your hands. A shitload, in fact. And there are a lot of factors involving the enemy presence and activity. If the missions seem to be getting more downright oppressing and ADVENT seems to be a lot more on guard, consider putting some of your people in the Rebel Management to Hiding, otherwise they're pulling in heat from ADVENT in that region. There's just an absolute shitload of stuff going on in Long War 2, a lot of which is hidden. If you're not exactly sure of everything go read the XCom Archives, they fill you in a lot.
I looked at the archives before I started, but I think I've figured out what my problem was. Missions seem to be balanced roughly around 100% infiltration with 5 soldiers. Any less than that and you're going to have a bad time, so don't even bother with those missions. [editline]19th January 2017[/editline] Luckily 4 squaddies is no skin off my back, you get a shitton
[QUOTE=Mort Stroodle;51697141]I looked at the archives before I started, but I think I've figured out what my problem was. Missions seem to be balanced roughly around 100% infiltration with 5 soldiers. Any less than that and you're going to have a bad time, so don't even bother with those missions. [editline]19th January 2017[/editline] Luckily 4 squaddies is no skin off my back, you get a shitton[/QUOTE] My plan was to use 4 Rookies for the missions so I could get a good lineup of atleast semi-competent replacements if my main guys die. It didn't work for very long and got me into some pretty frustrating situations. Also, those 4 squaddes will start to add up once a few missions go south and you realize at the end of the month that over half of your supply drop has gone to "unknown sources", so you have very little supplies with which you're supposed to be building facilities and items, upgrade your troops and also recruit them. Not that I really mind, I like the fact that I have to think long and hard about my money, but losing recruits started to slowly burn my wallet with a bigger impact than I thought. But yeah. 5-6 guys with 100% infiltration (more if possible) is really the way to go until you get some real beefy guys on your side. I'll still say that you'd rather not take the risk of getting people killed with less than 100% missions unless you have to, which you really don't in the beginning, especially if they're VIP rescue. Holy shit if those maps just aren't so goddamn big and some of the parcels are completely unforgiving. The extraction point was over 30 tiles away from the second cell in one of my rescue missions, which had already gone pretty shit up until that point. I've never been as depressed; I counted the tiles approximately and realized that only one VIP (and no soldiers) will make it to the extraction within the turns I was given, but I still had to try. It's pretty heart-rending to slowly move 8 units, one by one, to less than 5 tiles each of the extraction zone, only for the turn counter to go from 1 to 0 and the mission ending.
Okay now that I'm getting into the swing of it Long War 2 is a blast, glad I didn't write it off because of criticisms I had heard of Lw1
Why do all tier 2 and 3 armor/weapons look like ass ;_; I also can't get over how a crap looking minigun replaces the lmg in xcom 2 in tier 1. Ugh.
Enemy activity: "Extremely Light" [t]http://i.imgur.com/niHXDw8.jpg[/t] Plus another pod up top left. Will restart the mission. Looks like there's no point even engaging in combat.
So, using explosives to remove cover just gets you assfucked. I see that Long War is still sadistic as ever.
to be fair, grenadier spam was a huge issue in vanilla xcom2
Explosives were so ridiculously overpowered that I actually got bored with Beagle's youtube campaign, because there was literally no problem that couldn't be solved with liberal sprinkling of grenades. Having it attract all pods on the map seems a bit extreme... but I guess the alternative would've been completely nerfing their destruction ability. I'll have to see for myself later. Still got my LW campaign to finish.
Luckily they do both, struggling to destroy benches and potted plants while still inviting the neighbours round.
[QUOTE=cyclocius;51698852]Luckily they do both, struggling to destroy benches and potted plants while still inviting the neighbours round.[/QUOTE] I can take a grenade not toppling a 3 story building but that's a little excessive.
100% hit, high damage in small AoE, tapering off in a larger aoe, destroys cover. I'd say the fact that they pull the entire map makes sense from a balance perspective. Guaranteed damage in an AoE, (is the LW1 tandem warheads perk back i cant remember), possibly high damage in an AoE. Sort of makes a bit of sense from a realism aspect too. Grenades are fucking loud.
[QUOTE=Eluveitie;51699006]100% hit, high damage in small AoE, tapering off in a larger aoe, destroys cover. I'd say the fact that they pull the entire map makes sense from a balance perspective. Guaranteed damage in an AoE, (is the LW1 tandem warheads perk back i cant remember), possibly high damage in an AoE. Sort of makes a bit of sense from a realism aspect too. Grenades are fucking loud.[/QUOTE] Now that I think about it that's exactly how grenades in LW1 works; you need the Sapper perk to have any decent chance of blowing up cover, and it's only available to the Engineer class (and later two MECs). And Tandem Warheads to do full damage across the whole AOE.
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