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Author Topic: X-Com Chimera Squad  (Read 732732 times)

Falknor

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5940 on: January 20, 2017, 05:44:10 pm »

from forum link posted above.

Search for 'turn' in the following file:
\Steam\steamapps\workshop\content\268500\(the lw2 folder)\Config\XComLW_Overhaul.ini

I found the timers at the bottom of that file. I did as instructed and searched for turns.
Face-palmed when I found them at the end of the file. :o
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5941 on: January 20, 2017, 06:06:54 pm »

Thanks for that. Pushing them out made things more reasonable.

And maybe I just got a run of bad missions the first few times I started a campaign, I'm seeing ones with infiltration time caps higher than 4 days now. Lost a campaign to the Avenger landing gear bug though, so XCOM 2 can still fuck off for that.
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Anvilfolk

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5942 on: January 20, 2017, 10:33:44 pm »

I finally realized you're not supposed to be completing all the missions in LW2... :P So many missions with no time to infiltrate! I'm still forced to do some if they have light stuff, otherwise I'd never do any!

Man of Paper

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5943 on: January 20, 2017, 11:35:51 pm »

Also, since some of you may not know, notepad++ is a great way to look through them config files and not have it be some jumbled mess. I wouldn't have really thought of mentioning it, but on a whim I opened the .ini up in both to see the difference and by god I forgot what regular notepad was like. It was a post like this that enlightened me, now I too will suggest notepad++, and if one person's quality of life improves, then my task is complete.



Also, second mission in my first run was a prison break. I sent two dudes in. They managed to get to the prisoners just fine, but we didn't know just how surrounded we were. One guy got blasted to 1 hp and stunned for a turn, so I hp my other guy try to post up next to him in the alley to provide cover fire for the prisoners and injured guy. I lucked out, as the enemies were funneling into the alleyway intersection where my dudes were instead of going around and nabbing my four escapees. Guy with 1 hp comes to, but other guy gets stunned for four turns. Now at this point there are no less than nine guys who wanted nothing more than to rip the life out of my dudes, so the guy with 1hp manages to get to the extraction while the other is critically injured and assumed to be KIA.

It was tense as dicks, man. I love the feel. I know plenty of people disagree with me, but I love having an infinite number of enemies pouring in. I actually feel like I'm in charge of a guerilla resistance fighting an all-powerful enemy from the inside out.
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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5944 on: January 21, 2017, 12:06:25 am »

After several tries, I had my first successful extract mission.  Sent two fast rookies in (because my shinobi was otherwise occupied) with SMGs and only a plate as an item for maximum mobility.  Got all the way to the van door before getting revealed.  Everyone dashed for the evac, with the door popper bravely taking a whole lot of bullets for the VIP.  RIP rookie; you did your job.

Now time to try again with the prior mentioned shinobi and his rookie meatshield friend.  This one had time to infil to 200%, so we'll see how that goes.
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Aklyon

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5945 on: January 21, 2017, 12:19:41 am »

This sounds a whole lot like how I had my old lp setup, but without any testing on the timers to see if its actually fun or just excessive timer and no wait period before you start getting extra enemies to bombard you.
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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5946 on: January 21, 2017, 12:48:31 am »

Now time to try again with the prior mentioned shinobi and his rookie meatshield friend.  This one had time to infil to 200%, so we'll see how that goes.

Went pretty much the same way.  Shinobi lives, rookie died.  Drones aren't fun.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5947 on: January 21, 2017, 06:12:51 am »

So far I have determined two things about Long War 2:

1.) Holy shit sharpshooters suck. At least low-level ones, but they suck so much that their spot could be better filled by literally anyone else.
2.) Timers are extremely annoying now. Maybe it's the map packs, but it just feels unfair at times. I had one jailbreak mission where I had to sprint nonstop across the map ignoring enemies and the objective just in order to make it to the extraction point with 1 turn left.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5948 on: January 21, 2017, 08:31:39 am »

TBH I tripled all my timers. I'm here for the tactical combat, not Three Hundred Meter Dash Simulator 2017.

They went way too far in the opposite direction. Vanilla was a joke because their "timer" was dropping in two to four exp pinatas every couple turns, but not letting the player fight at all is even worse. That said, I do like how LW2 doesn't mark ADVENT drop zones, makes it more dangerous to try to stick around and kill them.
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Neonivek

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5949 on: January 21, 2017, 03:29:26 pm »

So far I have determined two things about Long War 2:

1.) Holy shit sharpshooters suck. At least low-level ones, but they suck so much that their spot could be better filled by literally anyone else.
2.) Timers are extremely annoying now. Maybe it's the map packs, but it just feels unfair at times. I had one jailbreak mission where I had to sprint nonstop across the map ignoring enemies and the objective just in order to make it to the extraction point with 1 turn left.

Snipers always kind of sucked :P

There were conditions where they were decent, but where all the other classes were just flat out good... The snipers were the only ones you had to bend over backwards to get any use out of them.
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5950 on: January 21, 2017, 03:48:57 pm »

TBH I tripled all my timers. I'm here for the tactical combat, not Three Hundred Meter Dash Simulator 2017.

I'm still trying to finish up my current game before moving on to LW2, but I'm planning on doing the same. Missions timers are probably one of my least favorite parts about XCOM2.
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5951 on: January 21, 2017, 04:10:09 pm »

Eh. Sharpshooters in the base game definitely aren't as powerful as their EU counterparts, but they still had a use. The pistol tree was pretty effective and made it so your sniper was effective in close combat or sniping, and the other tree was nice in actual sniping and doing damage.
In the base game snipers were actually useful. Now, whether because of the snipers, the timer, or both, they suck. When I first tried to bring a sharpshooter to some missions the only thing they were ever potentially useful for was the holotargeter which isn't even particularly amazing.

But yeah. Timers suck. I was fine with them in the base game because you could still reasonable finish missions without sprinting 100% of the time while still being pressured by time, but they're just prohibitively short in LW2. Most of the time, if you get knocked out of concealment before arriving at the objective, you can pretty much just say goodbye to mission success.


EDIT: How would I go about changing the timers, anyways?
« Last Edit: January 21, 2017, 04:40:16 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5952 on: January 21, 2017, 04:50:25 pm »

Eh. Sharpshooters in the base game definitely aren't as powerful as their EU counterparts, but they still had a use. The pistol tree was pretty effective and made it so your sniper was effective in close combat or sniping, and the other tree was nice in actual sniping and doing damage.
In the base game snipers were actually useful. Now, whether because of the snipers, the timer, or both, they suck. When I first tried to bring a sharpshooter to some missions the only thing they were ever potentially useful for was the holotargeter which isn't even particularly amazing.

But yeah. Timers suck. I was fine with them in the base game because you could still reasonable finish missions without sprinting 100% of the time while still being pressured by time, but they're just prohibitively short in LW2. Most of the time, if you get knocked out of concealment before arriving at the objective, you can pretty much just say goodbye to mission success.


EDIT: How would I go about changing the timers, anyways?
Steam\steamapps\workshop\content\268500\844674609\Config

XComLW_Overhaul.ini

At the bottom change the initial turn counts to whatever you like.
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Culise

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5953 on: January 21, 2017, 05:23:58 pm »

While I do agree that they're not powerful compared to their overpowering vanilla status, I actually just had a mission taken in desperate circumstances that ended up turning around because of low-rank sharpshooters.  I picked it up because it promised a recruit, when I could barely manage to put enough soldiers together to send out a single squad of rookies and squaddies due to injuries across the board.  Due to this, my team was highly unbalanced with three sharpshooters, along with a smattering of other soldiers that happened to include a shinobi.  The game was polite enough to give me a massive, wide-open board with absolutely no line-of-sight obstructions, then capped it off by placing my squad on the highest building in the area.  Needless to say, hilarity ensued. ^_^

Also, thanks for the note on the timers; I think I'll be increasing mine as well.

EDIT: Also, good heavens, but infiltration matters.  I finally managed to reach 100% infiltration on a mission (since it had a full week to build), and instead of pods of 6-8 soldiers, I had pods of 1-3.  I can't manage it consistently, but it's seems to be worth looking for. 
« Last Edit: January 21, 2017, 06:23:52 pm by Culise »
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Chiefwaffles

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5954 on: January 21, 2017, 06:57:22 pm »

"Extremely light".
200% infiltration.

And what do I get?
A pod with 4 vipers, 4 sectoids, and 1 ADVENT Trooper. With plenty of other 4-5 pods nearby.
Of course.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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