• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=Géza!;51708488]Because haha fuck you for using Overwatch traps you don't deserve satisfaction[/QUOTE] Not even an overwatch trap. I was engaging 1 enemy squad, and a second came from my side on their turn. And they shot the fuck out of my squad, killing half of it without me even getting to react to that.
[QUOTE=CGNick;51708477]Can someone please explain to me why when an enemy gets revealed on their turn, not only do they move twice but fire as well? This is seriously starting to get on my nerves.[/QUOTE] If they're alerted to your presence they can take shots at you on their activation, since they're running towards gunfire/screams/grenades.
[QUOTE=cyclocius;51708535]If they're alerted to your presence they can take shots at you on their activation, since they're running towards gunfire/screams/grenades.[/QUOTE] That has to be the most broken thing in this mod. I understand the enemies moving towards the position where they hear action, but how the hell did they not notice that it can be broken as all hell when they can move twice and shoot, as if they all just get Run and Gun.
its a part of their attitudes towards risk management being a core aspect of how you go about completing your missions. You have to either account for the situation you're describing, or take the risk and focus on the current pod. maybe you should move around the map differently, maybe you should take smaller squads and focus on sneaking through, maybe take 3 grenadiers just so you have the option to quickly destroy pods. The unreliability of what situations you will face is possibly the best part of XCOM. [editline]22nd January 2017[/editline] If nothing else, you can always go into the .ini file and change it to suit your needs to make the game enjoyable.
Damnit, I've got a trainyard bomb disposal mission in Long War that crashes the second I start it, or as soon as I start shooting. Wonder if there's something wrong with the save file?
Beags is back boys! [video=youtube;HhuVPqskYro]https://www.youtube.com/watch?v=HhuVPqskYro[/video] [video=youtube;-dMnnVjo1HU]https://www.youtube.com/watch?v=-dMnnVjo1HU[/video]
I've just been playing Normal difficulty, but I [I]think[/I] that the whole "shoot after revealed" thing is specifically to counter you just sticking your troops in the open while concealed, so the enemy breaks your concealment on their turn, you get to overwatch on their turn, [I]then[/I] you get to shoot them on YOUR turn.
Is there a way to keep that kind of modded armour that beaglerush has in his video as the tip-top tier I don't want tron-esque laser armour with fancy glowing lights.
[QUOTE=CGNick;51708565]That has to be the most broken thing in this mod. I understand the enemies moving towards the position where they hear action, but how the hell did they not notice that it can be broken as all hell when they can move twice and shoot, as if they all just get Run and Gun.[/QUOTE] They don't "move twice", the scatter mechanic doesn't account for action points at all. They don't try to flank you, don't try to get advantageous position, they seek cover. If they activate somewhere where there's little cover they'll sometimes run a long way. If you happen to get flanked by an alerted pod stumbling onto you - your chances of getting shot increase significantly. You should have your Shinobi dudes constantly concealed to track inactive pods close by. If they start moving towards your troops - they [b]know[/b] you're there. And they'll most likely take some shots at your dudes. What I don't get is why didn't LW team aka Pavonis make it into an option you can turn on or off as an option, like twitchy trigger tentacle in the first one.
I mistakenly thought it'd be viable to stealth a mission with a 8-turn wait for rescue rather than just murder-spreeing my way to the objective. :v: I kinda get what LW was trying to do with the pod scoot-n-shoot mechanic, but boy if it's rather unnecessary.
This took me a while, but I fixed and rebalanced (sorta) all of my weapon mods for LW2. [t]http://images.akamai.steamusercontent.com/ugc/92722829593102331/4072999AC7FC068CF76A0C38306CB3155971A1EB/?[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=848352589[/url]
I just started my LW2 campaign two days ago and for now I feel like I'm not doing any progress. I'll admit that this is my first LW campaign ever so I'm not sure if it is supposed to feel like this back then. Either ways, the one thing I've been struggling with is the lack of supplies and that two out of three havens have high ADVENT strength and because of that it doesn't let me supply unless I run the risk of it being attacked. Does anybody know how to lower ADVENT strength in havens?
[QUOTE=gudman;51710628]They don't "move twice", the scatter mechanic doesn't account for action points at all. They don't try to flank you, don't try to get advantageous position, they seek cover. If they activate somewhere where there's little cover they'll sometimes run a long way. If you happen to get flanked by an alerted pod stumbling onto you - your chances of getting shot increase significantly. You should have your Shinobi dudes constantly concealed to track inactive pods close by. If they start moving towards your troops - they [b]know[/b] you're there. And they'll most likely take some shots at your dudes. What I don't get is why didn't LW team aka Pavonis make it into an option you can turn on or off as an option, like twitchy trigger tentacle in the first one.[/QUOTE] Thankfully, they had the decency of having 90% of the stuff they implemented configurable in their own ini files of the mod. Whenever a pod triggers, each unit of the pod has a 33% ( depends on difficulty and level of warning ) chance of getting a free action point before moving into cover, the chance decreases by 5% everytime it succeeds so if you're unlucky like nick, the entire pod will get free attacks before you have a chance to do anything. But clearly it's a skillcap.
[QUOTE=Jvs;51713146]Thankfully, they had the decency of having 90% of the stuff they implemented configurable in their own ini files of the mod. Whenever a pod triggers, each unit of the pod has a 33% ( depends on difficulty and level of warning ) chance of getting a free action point before moving into cover, the chance decreases by 5% everytime it succeeds so if you're unlucky like nick, the entire pod will get free attacks before you have a chance to do anything. But clearly it's a skillcap.[/QUOTE] Is this a new, different thing from the anti-"beaglerush maneuver" code that was patched into the base game to prevent exploiting concealed overwatch traps? I.E does this happen even if nobody in your squad is flanked by the new pod?
[QUOTE=Im Crimson;51713256]Is this a new, different thing from the anti-"beaglerush maneuver" code that was patched into the base game to prevent exploiting concealed overwatch traps? I.E does this happen even if nobody in your squad is flanked by the new pod?[/QUOTE] It has the same chance of happening regardless of whether you have people in or out of cover. Although the chance of them taking a shot AND hitting someone AND doing any sizeable amount of damage through cover is very-very low. I personally like it, it forces players to try and control at least half of the map instead of just their squad's immediate surroundings. Plus, I think it's thematically appropriate that an enemy that finds you while actively searching (when alerted) should have the initiative. They don't just scramble for cover to avoid getting shot, they [b]attack[/b] you on their turn and on their terms. Makes sense to me. Granted, I haven't been fucked by it yet (unlike my experience with reinforcements that drop [i]right on top of your squad[/i]).
It basically works like this: If you make a big noise. Nearby pods will be alerted to your presence and move in to attack. Which is why it's super important to scout out pods, move into position and then execute your mission. A good example of using this to your advantage. I placed my shinobi in position to grab the vip. I used my other soldiers to call for evac and engage the other pods, making a lot of noise. The pods move away from the VIP and engage my squad, use flashbangs and high cover. Don't over commit to kill everything, stay safe and watch your flanks. The shinobi will have a clear path to the VIP moves in and grabs him. Next turn clear the path for the shinobi and VIP and evac accordingly. Another thing you can do which is risky, make a big noise and place all your troops in a concealed area. Hold for a few turns then blitz to the evac. Meanwhile your shinobi has done the objective and is 1 turn from the evac point still undetected. On the infiltration missions I think it's more important than ever to realize that you don't need to kill everything or stay in drawn out firefights. If you can disable or delay advent, then use that time to fall back or get out.
[QUOTE=Xavith;51714741]It basically works like this: If you make a big noise. Nearby pods will be alerted to your presence and move in to attack. Which is why it's super important to scout out pods, move into position and then execute your mission. A good example of using this to your advantage. I placed my shinobi in position to grab the vip. I used my other soldiers to call for evac and engage the other pods, making a lot of noise. The pods move away from the VIP and engage my squad, use flashbangs and high cover. Don't over commit to kill everything, stay safe and watch your flanks. The shinobi will have a clear path to the VIP moves in and grabs him. Next turn clear the path for the shinobi and VIP and evac accordingly. Another thing you can do which is risky, make a big noise and place all your troops in a concealed area. Hold for a few turns then blitz to the evac. Meanwhile your shinobi has done the objective and is 1 turn from the evac point still undetected. On the infiltration missions I think it's more important than ever to realize that you don't need to kill everything or stay in drawn out firefights. If you can disable or delay advent, then use that time to fall back or get out.[/QUOTE] Impressive. I guess Long War has never been afraid to turn the standard gameplay completely upside down.
Yeah, XCOM 2 promoted an idea of guerrilla tactics, but it wasn't quite enough of a change-up depending on your difficulty and how good you were. Long War 2 pretty much slaps you up the face and silently ushers you to actually think about more than alien kills, least you get your men slaughtered. Especially now that EXP is more mission-based rather than kills.
Right so, after looking over all the new mechanics and how all the things work in Long War 2, time to start a real campaign: [t]http://images.akamai.steamusercontent.com/ugc/90470964759558507/50EA3BD09CAC45033B0624D31DBAC72EC5FCC7E7/[/t] [t]http://images.akamai.steamusercontent.com/ugc/90470964759559088/6CE28783AAA92BBF85E79B1C45D34445E4AE7552/[/t] And of course the moment I say that, the game decides to give me a Viper on first mission, which almost annihilated Archival, luckily it grazed so you aren't pushing up daisies yet. As far as the other folks on here: [t]http://images.akamai.steamusercontent.com/ugc/90470964759559260/46334D870D6A68385F5356116307675321CC2BD2/[/t] Let's see how many of you folks make it.
if you ever have to recruit a new rookie i humbly request to be added
Hardly had that much time to invest in LW2 only a few missions in. Not a fan of shoot on reveal, i get it, i know why it's been done, i know how to avoid it kicking my guys in the balls. Still not a fan, personnaly i'd rather of had certain enemy types getting free overwatch ala cyberdick and floaters from LW1 but hey thats my 5 min half baked feeling on it i reserve the right to change my mind with a few more hours playtime. Biggest complaint right now for me though, performance. I could overlook vanilla easily, maybe 1 mission in 20 would make me take notice of shite frame rate, thus far the 2 missions iv'e taken after gatecrasher are a borderline, that's with 'minimal' things going on, i'm not confident it'll hold up that well as i progress. Last complaint, same one I had with LW1, certain types of cover should be destroyable with a HE grenade regardless of perk, wooden benches, carboard boxes and trash bags ect. It's more a case of it looking stupid and destroying my immersion than needing it gone for a tactical edge though.
I just now realized I could probably have evaced after finishing the mission objective instead of actually sticking around to fight aliens.
[QUOTE=Cows Rule;51715955]I just now realized I could probably have evaced after finishing the mission objective instead of actually sticking around to fight aliens.[/QUOTE] You're pretty much expected to be doing that at anything more than Light levels of alien resistance.
And just to crank out 2 missions real fast cause I probably won't play for another 3 or 4 days: 2 Council missions right off the bat, that's a rare occurrence, both giving out engineers, can't say no to that. First one's EVAC wasn't too far, however I was really exposed with next to no cover. Even worse when I started engaging the first pod within my first turn. Thankfully it was a small one of only a drone, soldier and sectoid. Was able to quickly dispatch them and had RahkshiLord move up and scan ahead for the next pod. Couldn't find anything so I spent the next few turns moving up. Then all of the sudden a 5 man pod comes from a nearby alley, 2 soldiers, an officer, sectoid and drone. Overwatch got the officer right off the bat thankfully. The team wasn't taking too many good shots here though and that really wasn't good given that my Shinobi is still hiding. Drone is almost dead but that isn't good enough knowing these little shits so I had Rahkshi setup to get his stealth broken the moment the drone decided to move up close. With that said he pulled out a beautiful 3 damage overwatch shot and sent it to android hell. A soldier stepped up for a very nasty long range flank however and took a shot at him. Wasn't a crit at least, not this time anyway. They were quickly disposed off, grabbed some loot from the corpses and they were off. [t]http://images.akamai.steamusercontent.com/ugc/90470964759805497/123EF4CD6C98AD205B5DC29B67DA6584198EFC48/[/t] Second mission, had to take 3 squaddies and 3 rookies. Bit of a risk on this one going so light on power, but not much of a choice: [t]http://images.akamai.steamusercontent.com/ugc/90470964759833986/F16C00A246570FC6F1A721EB12C3C1F1CF226FD2/[/t] Squad is about to breach and what do they see? They see that the fucking EVAC is on the literal other side of the map. And at this point it kicks in that I have no Shinobi on this team and a ScottyWired with no pistol to go alongside that Sniper Rifle of his. So, no choice, I start running up with my most mobile soldier in order to avoid unforeseen accidents. I run into the first pod the moment I have to cross a lot with no real cover in it. A sectoid, 2 soldiers and a Sentry. Sectoid and Soldier pair wasn't too much of a problem when they were bunched up asking for grenades, other one was entrenched inside a building and the sentry stayed at the back. At this point I figured out that Viper's shots are absolute garbage. On high ground, his best shot was a 22%. So him missing all the time, the rest of the squad had to pick up pace and start to move and grenade the rest of these guys. It was best to save my flashbangs for later, so Conro provided nice Area Suppression. I guess that other soldier got so confused by how Viper kept missing that he moved twice, and ended up at his own location. It was either that or all the shellshock Conro gave him, not sure. Even then Viper went point blank to him and only grazed the SOB for 1 damage. DCTB had to walk over there and show him how to hold a gun without shaking so much. The sentry bastard decided to try and run off and get his buddies to assist, but after a few missed shots, Robinate stepped up and shot him right in the gut. Team moves up, next pod jumps down from the roof. Everybody fucking misses their overwatch shots, Scotty didn't even feel like firing his Sniper Rifle that time. I guess he figured what's the point when everybody else missed. At least the officer took cover behind a car, so his funeral was sealed. 2 soldiers stayed back and a drone flew up above a bus stop. Taggart thinks to himself "Heyyyy, I can hack that thing", so he tries to disable it and miserably fails a 84% hack. So with that attempt aside, we take a few shots, and I see that this isn't really happening right now. Scotty thankfully actually put his sniper to use and finished it off. The 2 soldiers I tango around with for a turn and I can see that I'm running out of time, so I put up the team real close for Point blank shots next turn, flashbang the 2 soldiers and keep DCTB on overwatch. However 1 of the soldiers decided, Overwatch? The fuck is that non-sense, I don't believe in such things, so he walked right up to Taggart and shot him in the face. Taggart instead of feeling pain, he laughed as he crit killed the soldier on the next turn for 6, while he himself only had 1 HP left. Corno got on top of the nearby building and shot the guts out of the last enemy with his Cannon. With that, everybody just barely reached the EVAC on the last turn and they made it off: [t]http://images.akamai.steamusercontent.com/ugc/90470964759838534/603AD855BD45530DF7CE21D1725B7AE01D32454B/[/t] Post mission I personally talked with Viper. I told him that with his current aim, he really isn't cut out for shooting stuff. Instead of getting the hint that he is dismissed, he got the brilliant idea to grab a sword from the armory and pretend he is a ninja.
Meanwhile I got trolled hard with 0 days 0 hours Supply Convoy mission. Went there, got fucked, had to evac after killing almost 40 enemies out of 50, losing 3 soldiers of my own. I had no idea that advent pods can possibly consist of 8 dudes.
[QUOTE=gudman;51716377]Meanwhile I got trolled hard with 0 days 0 hours Supply Convoy mission. Went there, got fucked, had to evac after killing almost 40 enemies out of 50, losing 3 soldiers of my own. I had no idea that advent pods can possibly consist of 8 dudes.[/QUOTE] I had 9 man pods in the final battle to liberate New India.
[t]http://i.imgur.com/DlCB2pa.jpg[/t] [highlight]Vigilo Confido[/highlight]
[QUOTE=Craigewan;51717118]I had 9 man pods in the final battle to liberate New India.[/QUOTE] Maybe there were 9, I didn't really count them. It was Swarming-Impenetrable. Two pods walk in on you and basically the whole area is crawling with fuckers. And then two more pods came along. That's the kind of shit that I expected from LW2. And the fact that my low rank dudes stood their ground against this swarm, wearing them down little by little until I've ran out of flashbangs and explosives is great. I love drawn out fights where every move can make or break you.
[QUOTE=Im Crimson;51709012]Damnit, I've got a trainyard bomb disposal mission in Long War that crashes the second I start it, or as soon as I start shooting. Wonder if there's something wrong with the save file?[/QUOTE] Does it only happen on missed shots? I've had a similar issue, which as far as I could find out occurred when bullets hit the skybox, and the game shits its self cause there's no sound for that.
Pending 1.1 patch notes. [url]http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23646[/url] Its SPARK time [quote]-Fix bug causing AI to adjust their patrol paths in response to XCOM's movement without any direct knowledge of them. (Default behavior can be re-enabled via config) SPARKS - Reduced Spark build cost to same as Mechanized Warfare research - Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels - Sparks now get 5 ablative armor HP - Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs - Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34[/quote]
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