Has the hotfix fixed much for anyone? Just built a new PC and was thinking about heading in for a new Legend run but I'd much rather wait for more patches/DLC than face any issues.
Well it's fixed what it says it's fixed and that's about it.
Has the hotfix fixed much for anyone? Just built a new PC and was thinking about heading in for a new Legend run but I'd much rather wait for more patches/DLC than face any issues.
Oh completely agreed, especially with Ammo which compliments gunslingers much more than snipers. Gunslingers simply are better than snipers due to their adaptiveness. Especially on harder difficulties.
What's the deal with proximity mine ambushes? I drop one, put everyone on overwatch, but then they get a turn to react, unlike using...say, kill zone. Both times I've noticed it, it has been an Andromedon. Everybody does their thing, and then he comes over for a tall glass of punch. No flanks were harmed in the making of this ambush.
Here's this mod for yaI wonder if there is a setting in ini files to set bigger zoom out level by default. Scrolling out every mission is tiresome...
Why is grapple a free action but not Tongue Pull.
Talk about unfair balance.
Why is grapple a free action but not Tongue Pull.
Talk about unfair balance.
Regardless, I think we should all agree no matter what sniper you build you should always get lightning hands.
Is it possible to be assaulted by a UFO more than once in a campaign?
Regardless, I think we should all agree no matter what sniper you build you should always get lightning hands.
Deadeye just sucks, every time I think about using it I look at the aim penalty and nope back to a normal shot.
Yeah, I see that.Don't worry about it, play the way you like it. A lot of people like playing XCOM almost like it's a roguelike - you aren't supposed to win, but that one time you get really close to winning feels so good. That's the type of person Ironman appeals to.
Is it possible to be assaulted by a UFO more than once in a campaign?
Ironman XCOM is like nothing else. As mentioned, it's a glorious mix of roguelike and strategy.
Wait, is it scripted? I thought it was just another threat card.
Which reminds me...
Bugwatch: when the UFO intercepted me, it flew to me--freezing me in place--then flew all the way around the globe to catch up to me and initiate combat.
XCOM is a weird world where bizarre mistakes happen all the time, thanks to failed rolls and RNG gods. There's probably a good police procedural in there somewhere (not the Bureau, dammit.)Oh yeah, something like this happened to me.
Bradford yelled "Evasive maneuvers" and flew to California, dodging the UFO
Then he stayed in place for a full day as the UFO flew around the globe for another pass and intercepted him while he hovered over Western US instead of maneuvering evasively for who knows what reason. Maybe he just liked the sunshine
Any estimates on how possible it'd be to make a properly functioning Brainsucker unit as a mod? Particularly pertaining to the likes of setting it up such that the victim unit would be in a perma-Dominated state independent of the Dominator's life (In this case, the Brainsucker which dies immediately afterward), in addition to being removed from the roster wholly and not being open for a rescue mission later like I'd assume normally mind-controlled units would be if the last unit left.
Not entirely sure if developing it would be worth my time, even as much as I'd love to work on a set of mods that Apocalypse-ify XCOM 2.
Seeing the OpenXCOM community struggle with making a Brainsucker unit work properly even in an open-source environment has seriously demoralized me on the idea of trying to do the same in a closed-source environment.
Also, Bradford fucking sucks at flying the Avenger.XCOM is a weird world where bizarre mistakes happen all the time, thanks to failed rolls and RNG gods. There's probably a good police procedural in there somewhere (not the Bureau, dammit.)
Let it be said that riding the avatar project timer to the near-end isn't always a good idea. I did that, then did the first blacksite mission. Immediately after the mission, the fuckers made progress again, with an 11-day countdown, and I was one country away from the nearest alien facility, with low intel and no resistance comms built. So I had to build the comms facility and wait it out at resistance HQ to build up intel, then managed to do the mission with less than a day remaining.
Deadeye just sucks, every time I think about using it I look at the aim penalty and nope back to a normal shot.
Deadeye just sucks, every time I think about using it I look at the aim penalty and nope back to a normal shot.
Yeah. I get it you need standard units that do regular stuff like shooting and exploding, but I feel like we could use a bit more crazy aliens.
At least their blood is Orange.
Alien variety is actually pretty good (IMO), but after a certain point that stops mattering because they just die too fast.
This is largely at the feet of Grenadiers effectively removing enemy cover as a factor, but over-effective EMP bombs and bluescreen rounds don't help.
Late game enemies die too fast even without EMP/bluescreen. Normal acid grenades coupled with rapid-fire rangers take down pods fairly quickly.
You damaged the hacking route clearlyChance to shutdown Sectopod 68%
EMP bomb
Chance to shutdown Sectopod 67%
WTF?
You damaged the hacking route clearly
I was mostly just thinking about how emps and bluescreen tear the hell out of what should be some of the nastiest baddies in the game (Gatekeepers and Sectopods).
Anyone know the mod that lets you use low-tier equipment/weapons in the later stages of the game? I wanna use some of these assault rifle mods but the stats on em are weak.