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Author Topic: Lets have us an alien war: XCom2 modded  (Read 93965 times)

MaximumZero

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Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
« Reply #225 on: April 26, 2016, 09:20:27 pm »

I am fully enjoying this. Oh, yes.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
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Aklyon

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So there is a literal more pods mod, but it seems like a lot of work to get it to fit in. And attrition mode should do just as well if I set it to delay 6/cooldown 3 for normal missions, I tested 6/4 with an alternate moon slap (in which furtukan dominated a muton, then got grabbed by a viper and into a car explosion and fire as a result. Survived with a few hp thanks to urist. Also, Athing got a crit for 12. Mission completion screen for the alternate.) and then nudged it one turn less for the lp, though it this turns out to be a Bad Idea it'll go back up to 4.
That leaves 3 full turns of true concealment, and then reinforcements very often afterwards. Terror missions will have the default, much extended timer because they're annoying in the first place. As recommended by Attrition Mode, I'm including Configurable Mission Timers (+6 turns) as well. Also because more turns means more enemy reinforcements, which means more potential danger.

Also, did you know that these kinds of reinforcements can show up as well, not just advent transports? Had three of those show up due to me stalling as long as possible to see how it worked, This one dropped a muton and some of the nastier ABA advents, and a shieldbearer too, of course. Game likes its shieldbearers too much. The second one dropped a quad of sectoids led by a viper. The third was an ABA Codex ICE-led viper squad.

The actual update will be after lunch.
« Last Edit: April 29, 2016, 11:47:20 am by Aklyon »
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

somemildmanneredidiot

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Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
« Reply #227 on: April 29, 2016, 03:46:52 pm »

PTW
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Aklyon

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #228 on: April 29, 2016, 07:24:03 pm »

This turned into a pretty long fight. Beware the number of pictures!

25 hours later in the non-alternate world, we have skullmining unlocked. 31 hours afte rthat, we have Powered Armor completed. This unlocks Warden armor for most soldiers (once we have the resources to buy it), WAR/Wraith suit building/upgrading (once we have the resources to upgrade our older suits), and MEC reinforced armor plating. Since we're very low on elerium crystals, I go for faceless autopsy instead, since it is the fastest. The reinforced armor plating upgrades our MEC friend to Heavy MEC levels of armor (now 4+1), and gives it a heavy weapon slot. Big Bird now has micro missiles and a rocket launcher.


Big Flockin Bird's new look.

A day later, bottom row mid excavation is complete, the shadow chamber will be available in a week. The remaining engineer is gonig to excavate third row left, but first, I want to speed up the initial training for our wizard's psi-ops training. 12 hours later, the faceless autopsy is done, which means mimic beacons are available. Next fastest on the list: Advent datapad decryption. We need more intel anyway.

29 hours later, the Nanomedkit upgrade is now ours. Adv. modular Weapons is next in the proving grounds, but it'll take 10 days.


We're going to have to go with this one. A scientist is more useful than 159 more supplies right now, and it gets rid of the eod armors. We'll just have to deal with the berserker packs if we can. But first! We have enough elerium for one suit upgrade. Since Caroline is one of our three Colonels and currently wearing a EXO suit, I'm upgrading this one. Also, I believe we can hold off for 10 hours and bring the psi operative with us on a mission, depending on what their squaddie ability turns up as.


Unlike the previous campaign, my entirely made up wizard started with Inspire this time, which could be quite nice, but on its own not quite battle material. He also can work on null lance immediately instead, which is awesome. I give his psi amp the adv. heavy elerium, and his gun an adv. stock and adv. autoloader. Also I remember the black market should be restocked since we had a supply drop, so I go pick up some more elerium from them, and more alloys. This (along with selling some advent lockboxes) gives me enough resources to pick up warden armor, and upgrade one more suit! So I upgrade Athing's EXO suit. For now, I just make sure everyone looks ok, I'll look at how to recustomize things later. Storm gets Saturation Fire, Bullets gets...Hail of Bullets (lol), and Cypher, I am going with Restoration with. We'll have plenty of time to see Capacitor discharge once Pies or Drake get to Colonel, I want to have an emergency squad heal on hand. On with the difficult mission!



Onwards!


One advent pod.


They're getting serious with these guards. A MEC, a shieldbearer, and a turret! I pull back furtukan.


If it ain't broke, its a good start.


Nice overwatch shot, Urist! Since Kaos doesn't have any particularly great shots (they've all got poison), I move him into the train so he's got some cover. Moving someone up further triggers the other pod, which is not quite what I had in mind.


Solid damage! And since Caroline can see most of them, heres a rundown of our current opposition: Sectoid Puppeteer (raises Psi Puppets. These are re-revivable psi zombies not linked to the death of the puppeteer, assuming they work correctly.), Adv Sentinel, Striker, Demolitionist (all poisoned, like the sectoid), an Advent MEC, an injured shieldbearer, and Adv. Breaker, and a normal adv. trooper.


Booom! On the enemy turn, one of the poisoned guys drops loot.


Jopax gets some good damage on the enemy MEC! (followed by maximum missing and denting for 2 instead). But the MEC ain't having our shit today.


It blew up our damn cover!


This is not helping either.


Jopax takes the crit and lives, mostly. He's at 8/15 hp and down one armor point. Big Bird heads forward, evades an overwatch, and negates the enemy MEC's shield. Pies finishes it off with combat protocol, and it drops some loot. Caroline snipes the trooper through their shield, and lucky Furtukan punches through 3 shield, 3 armor, and 6 hp to kill the adv heavy in one soulfire! Storm goes on the wrong tile (damnit, misclick), so Athing safely picks up the loot from the poison cloud instead: Alien Strongbox, Advent lockbox x2, expanded mag, adv. repeater, adv. lightweight blade. Cypher gets into cover and heals Bullets for 6.
Snow heads forward, attracts the turrets attention, and then misses the shieldbearer. Sirus also misses the shieldbearer.


Kaos, what did you load that pistol with? You knocked the shieldbearer off its feet!


Snow is lucky we got warden armor. Big Bird heads forwards on our turn and picks up more loot: lockbox x3, scope, adv. scope, triage protocol. he then dents a bit of the turret's armor with micromissiles, but the objectives under it, we can't be too destructive yet.


Jopax takes out the turret with Chain shot, and hopefully the train does not explode. Next turn, the answer is yes, it did not. The side crumbled however, which lets us hack it, and we have xenos reinforcements warping in off to our flank.


Cypher has breached the 200 hack level now, at 202(+5). We now also have advent reinforcements coming in from right behind us. Kaos pulls back to the side and grapples up to a billboard, which is the best sniping cover I could find, but easily flanked. The rest prefer cover towards the warp in over the advent one, since it'll likely be more difficult.


The reinforcements begin.



Almost all of our overwatch misses, or does chip damage, but Big Bird and Athing prove why our MEC is a power couple with everyone, and take out the Muton.


And then these assholes show up!

We're so much surrounded that I have to stretch the zoom and the elevation out all the way just to show how surrounded we are!


Good shot Kaos, but you didn't kill the breacher! As a result, Pies has to permanently disable them with Combat Protocol.


Sirus is good with grenades. James Snow is also decent with them. Athing has a thing for them too, when needed.

There is no escape from the null lance, advent fools! None!

"Perfect" indeed, Storm. One less Advent Wrecker to deal with. Furtukan heavily injures, ruptures, and disorients an adv. trooper with Insanity.

Dakkasplosions brings the pain.

Big Bird activates Draw Fire and manages to crit the officer but not kill them! Not great, since this leaves 7 enemies alive at the end of our turn, not 6.


Shit, don't flank him! I need him for sniper cover! Snow evades a Viper grab, and Sirus evades the Viper shot. More xenos warp activity shows up right next to Storm!


Adv. Officer is jerk, grenades us. Big Bird tanks a minor hit.


Pies is hit!


And stay down! It drops loot, which Storm picks up for some reason: Advent lockbox x2, Alien Strongbox, Elerium core. Storm gets out of the way of the inbound xenos, but misses his shot on the advent he was aiming at. Jopax (now in new cover) also misses. Furtukan soulfires the advent lancer who hit Pies, while Sirus crits an out of cover Viper for 10. Maximum misses but clips the officer anyway, putting them out of the picture. Big Bird takes care of the disoriented Trooper, and Cypher heals up Kaos. Pies gets into cover and heals herself. Lastly, Caroline gets herself some unflanked cover and takes a huge chunk out of the adv. sentinel's health.


...Athing, we could've done with a crit there. Now there are two Codex ICE. (Intrusion Countermeasure Codices specialize in teleport. They teleport a lot.)


Yowch.


Updated situation.


Begone!

One down.

I guess you didn't need to use chain shot then, but I did.

Sirus dismisses another trooper. Maximum reloads and clips the Breacher on a miss. Storm takes out his attacker, and Urist heals him up. Pies does some decent damage on the Breacher.

Kaos takes him out, and then reloads. Caroline critically slices the other Codex ICE and Furtukan gets into good cover since he's not close enough to kill, but we've still got one more advent alive.


Nice catch, Snow. This time we are not immediately beset with another wave marker, so that leaves only a stun lancer, an adv. demolitionist, a shieldbearer, and an adv. gunslinger to deal with. Draw Fire is no longer active.


Big Bird approves of new rocket launcher.

Furtukan flattens them!

Caroline slashes them!

And because why not, Breaker mines for intel. :)

Spoiler: Loot (click to show/hide)

Promotions: Cpt. Sirus, Sgt. James 'Tomahawk' Snow, Colonel Burnt 'Breaker' Pies, Colonel Markus 'Critical' Athing, Colonel John 'Preacher' Furtukan, Sgt. Maximum 'Kodiak' DakkaSplosions (AWC ability: Deep Cover)
Injuries: Snow (Lightly wounded, 44 hours), Storm, Pies (Lightly wounded, 3 days),Jopax (wounded, 5 days), Kaos (Wounded for 6 days, shaken, nooooo)
Some people are at 100 relations now I think. I'll check later, inform the thread on the possibly futuremans.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

RAM

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Aklyon

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #230 on: April 29, 2016, 08:50:04 pm »

Enemies killed: 39/44
Doesn't hate ayys enough: Aklyon

That was literally the last turn on that test mission. I either had to evac or lose the peoples.
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Darkening Kaos

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #231 on: April 29, 2016, 09:04:49 pm »

   6 days R&R, eh?  Good luck, ppl.
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MaximumZero

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #232 on: April 29, 2016, 10:01:25 pm »

Athing and I make a good couple, apparently.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Urist Imiknorris

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #233 on: April 29, 2016, 11:03:23 pm »

I can see why you went with Restoration. If missions like that are our future, we'll probably need it.
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Aklyon

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #234 on: April 29, 2016, 11:19:06 pm »

I can see why you went with Restoration. If missions like that are our future, we'll probably need it.
Yep. I went on the test mission, saw what transpired by waiting around, and immediately dropped the idea of picknig capacitor first. If we didn't have three specialists and an lp I'd be tempted to go right for two restorations instead. More heals are nice.
« Last Edit: April 29, 2016, 11:21:42 pm by Aklyon »
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sirus

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #235 on: April 30, 2016, 12:59:35 am »

I'm helping! :D

I'll take Volatile Mix for my new skill. I'll be even better at grenades with this!
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A Thing

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #236 on: April 30, 2016, 06:08:28 pm »

An alternate title for this mission would be: Wistful Wallowing Wails. Maybe a bit too jaunty, but it's still better than "Wailing Misery"
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BFEL

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #237 on: May 01, 2016, 12:37:37 pm »

Goddammit

WOULD SOMEONE PUT THEIR TIME PENIS IN SOMEONE ELSES TIMEGINA ALREADY SO I CAN BE BORN?
Its not that complicated people.
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Aklyon

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #238 on: May 01, 2016, 01:27:50 pm »

So currently, I'm waiting to see if LWT gets more compatible, or if I'll continue to not have the entire squad on screen.
Goddammit

WOULD SOMEONE PUT THEIR TIME PENIS IN SOMEONE ELSES TIMEGINA ALREADY SO I CAN BE BORN?
Its not that complicated people.
This I can cover though! Heres the current list, pick a side and then someone in it:
Quote from: Eligible, Caroline options
Athing
Storm
Furtukan
Pies
Jopax
Kaos
Kaladin
Quote from: Athing options
Caroline
Urist
Pies
Jopax
Quote from: Storm options
Caroline
Urist
Quote from: Jopax options
Caroline
Athing
Urist
Pies
Quote from: Kaos options
Caroline
Furtukan
Quote from: Urist options
Athing
Storm
Jopax
Quote from: Furtuken options
Caroline
Kaos
Quote from: Pies options
Caroline
Athing
Jopax
Quote from: Kaladin...options?
Caroline
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

BFEL

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Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
« Reply #239 on: May 01, 2016, 02:24:40 pm »

Random.org says Pies and Athing, though you can choose any two you want if you think it would give better traits or such.
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