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Other Projects => Other Games => Play With Your Buddies => Topic started by: Aklyon on April 14, 2016, 09:25:13 am

Title: Lets have us an alien war: XCom2 modded
Post by: Aklyon on April 14, 2016, 09:25:13 am
Well I said I could try it in the thread (http://www.bay12forums.com/smf/index.php?topic=151059.msg6934823#msg6934823), so I'm doing it, trying to make an xcom2 screenshot lp. But first, a question for ye: Veteran or Commander? IESS+ & A Better Advent combined is going to make things harder regardless of which we do, as well as Additional Dark Events if it shows up with, say, extra sectopods. Or other terrible things. Also I haven't actually beaten the game on commander yet.

Still in the interest of it being amusing, I'll let you guys decide. Heres the modlist involved, unless someone brings a good reason to not use something (or to add something else!):

Spoiler: Op list 2: Reoperative (click to show/hide)
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Furtuka on April 14, 2016, 10:11:42 am
PTW

I'm completely for this.

Might you consider the BDU customization mod? It's additions are quite nifty.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Burnt Pies on April 14, 2016, 10:58:32 am
Unless you think the added difficulty of the mods will push veteran up to vanilla commander's difficulty level, I vote Commander. Veteran is duuuuuulllll.

PTW, and if possible, to claim a soldier (ideally female)
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 11:02:59 am
Unless you think the added difficulty of the mods will push veteran up to vanilla commander's difficulty level, I vote Commander. Veteran is duuuuuulllll.

PTW, and if possible, to claim a soldier (ideally female)
Well I haven't tried both combined yet, I'm just going off the ABA manual's (much paraphrased here) suggestion of 'use Veteran or add more mods to adjust things and do what you want instead'. And I'll almost certainly have a female soldier somewhere.

Furt, from the comments it doesn't sound like the mgsv bdu mod sticks around all that long, or it has some stability trouble. So I'm going to have to go with maybe.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Furtuka on April 14, 2016, 11:10:29 am
If you're talking about issue that I think you're referring to, that was because of a workshop problem that forced the uploader to delete and reupload it during the first 24 hours after it was originally published during which he wound up changing the name. Though I've been away from the game for a couple weeks so I might have missed something.

Will you be accepting character pool upload submissions?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 11:16:06 am
Will you be accepting character pool upload submissions?
If someone tells me how to use those, sure (assuming they actually work with the cosmetics I have, anyway). I'm gonna let the game fill the first group up with all randoms unless I have a whole lot of characters already and then shift it back to pool + randoms, since theres one particular character I have already who I'd like to get as a psi op instead of a random squaddie.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Furtuka on April 14, 2016, 11:21:48 am
Once you download the file you just have to put it in the character pool folder which should be somewhere like C:\Users\[username]\Documents\My Games\XCOM2\XComGame\CharacterPool\Importable and after that the pool in the file should show up on the Import Character list of the character pool menu. To my knowledge props will just get replaced with random items if they're missing or there's a conflict.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 14, 2016, 01:37:00 pm
Go with Commander, Commander. Also PTW.

EDIT: After reading through the mod list, there's no way I'm not calling a soldier.

Spoiler (click to show/hide)
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: RAM on April 14, 2016, 04:26:23 pm
I do not feel strongly on the difficult.
I would like a soldier, I do not feel strongly about class. I would, however, probably prefer bullets, heals, hiding, or scoping...
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 06:20:23 pm
Commander it is then. I'm not sure what size would be decent to use the resize tag for (since I doubt you guys want a ton of 1600x900 pngs), so if someone could give me a good idea for that I'll resize them.


Gatecrasher will not be particularly different. Just...larger. Because of that, I'll just point out the relevant bits.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414160249_1.png)
Some are better dressed than others. (The interior-skyranger camera will only ever zoom back far enough to show up to 8 people, btw.) Whoever survives IESS+ Commander Gatecrasher will be available for claimage; unless they get gud fast, that'll probably be the first time their names will be shown too. Hopefully because they weren't that special on the mission, not for being dead.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414160544_1.png)
The whole squad, ready to crash a party. And by crash a party they mean deface some xenosculptury.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414161641_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414162038_1.png)
5 Troopers, no officer. They move towards the statue on their turn, into a perfect grenade spot. A couple people are set to overwatch before the grenade strikes!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414162417_1.png)
Sadly, no kills from the grenade. We did get one overwatch kill out of 3 however, by Amanda Willis. Scamper Balanced gives the three of them (along with our grenadier who was denied a penta-kill) a second chance at scoring a kill via an extra action point, and Amanda somehow manages to get a second kill off what I'd assumed would be a miss! The others of that front line group all miss however, except for Riccardo Simoni, who dodges out of flanked cover instead of taking a shot.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414163253_1.png)
Henri Simon catches another trooper during the overwatched alien turn, and the loot is ticking down. No sign yet of the other pod.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414163750_1.png)
Two misses (on this guy alone) and one destroyed object later...If you miss this I don't even.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414164021_1.png)
Luckily I can continue to even, and Amanda takes out the last one with a flank shot. Lets get back to picking up that loot...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414164824_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414165054_1.png)
...Damnit. Hello, officer and your four stormtroopers pod! Luck is still on his side however, and Henri shoots down the closest trooper.

The next alium turn was not a nice turn.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414165530_1.png)
First off, Jacqueline Leroy is almost certainly our first casualty: She got shot twice and is now bleeding out, and leaves us with 3 turns to finish off the mission before they die.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414165559_1.png)
Next, our sprinter panics and kills an advent trooper, which is awesome, but our previously-roofborne shooter jumps off his roof and hunkers down into much more flankable cover. This is not nearly as awesome. ::)
Riccardo sets the charges and then runs to slightly worse cover so we have vision on the officer again. He also picks on an Advent lockbox, Advanced Stock, and PCS: Advanced Conditioning on his way there, which is a pretty great first loot. Some other people reload.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414171749_1.png)
Henri's had enough of this shit the Officer is giving and moves up to grenade both him and the trooper. No trooper kill, but its a hit regardless, and it starts to make up for the fact that Riccardo has been marked and crit by the officer! Oww. On the plus side, all the panic has recovered. On the less-plus side, that first thing of loot vanished.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414172739_1.png)
After everyone else misses (including ADVENT), Henri kills the officer on another stupidly-low chance shot. Min Ju Hong, previous of that one good rooftop shot we had, grenades the dame trooper and leaves us with one enemy left in sight who, despite taking a grenade to the faceplate, manages to evade every 35%~ shot we are in position to make and catches himself on fire. We take him out with a flank shot, collect our loot, deface the xenosculptery, and get the hell out with only Jaqueline having bled out all the way.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414174011_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160414174017_1.png)
After promotions, the squad looks like this (only the first six soldiers get shown on the actual non-boxes screen) One Specialist, one grenadier (plus two junkrats, for three total grenade launchers), one ranger, two sharpshooters, and two psiblades. This is an...interesting starting squad, to say the least. Pick the class you want (and the gender if you want, perhaps some identifying headgear? Be descriptive if you want me to customize things, or just ask for what a particular soldier looks like) and I'll set you up as them.

Spoiler: Mission Complete (click to show/hide)
Spoiler: Loot Gotten (click to show/hide)
Shaken soldiers: Riccardo Simoni, our Ranger.

Spoiler: Avengerer (click to show/hide)
Avenger layout isn't too bad, and due to Starting Staff, research and engineering are off to a good start already. 3 medikits and a flashbang are built.

I'm assuming you guys either know or can find out easily about the normal class perk trees, so heres the Psiblade & Junkrat perk trees instead:
Spoiler: Psiblade (click to show/hide)
Spoiler: Junkrat (click to show/hide)

Tell me if this was laid out terribly or what I should resize these images to or if I should use more spoiler tags, etc. I haven't done something with lots of screenshots in awhile.
Edit: Resized!
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 14, 2016, 06:26:22 pm
Dibs on the specialist! Customization in a minute.

Maybe try 800px wide?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Jopax on April 14, 2016, 06:26:38 pm
Oooh, I'd like a grenedier or a junkrat if possible. Something that makes dakka sounds or makes things go boom.

As far as screenshots go, 800 wide is pretty good for not messing with the layout and still being readable. Tho you might want to cut down on the number of images with links or something since it's taking a while to load that much in one go.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 06:31:42 pm
Tho you might want to cut down on the number of images with links or something since it's taking a while to load that much in one go.
I expected that, yeah. Better to start with too many and know I need to cut out more and type instead though!

Edit: Images are now resized to 800px. Looks much better.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: BFEL on April 14, 2016, 06:57:21 pm
I call first time baby from two bay12ers! :P
Bonus points if you give them freemans mind voice
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 07:03:26 pm
I call first time baby from two bay12ers! :P
Bonus points if you give them freemans mind voice
Freemans mind is probably one of the better voice packs too, if not just for how amusing it is to have him in xcom, but because it has plenty of lines for stuff. Rarely do you get a silent move with it in my experience.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 14, 2016, 07:06:34 pm

I basically stole the appearance of the MVP of my all-specialist campaign.

Build: Medical Protocol - Haywire Protocol - Field Medic - Threat Assessment - Ever Vigilant - Capacitor Discharge
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 07:08:37 pm
Do note that the EXALT voice pack is almost entirely static and static-muffled lines. I'm fine with using it (otherwise I would not have it activated), just giving you the heads up.
Other than that, nice layout. That was pretty easy to read char. customization details.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 14, 2016, 07:13:25 pm
I know about the Exalt voice pack - it was one of the first mods I installed, along with the Exalt insignia.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: RAM on April 14, 2016, 07:23:03 pm
Oh, forgot to mention, I don't care for the specifics, but if I get a soldier, I should like their appearance to be best described as "fluoro-punk"...
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 07:31:59 pm
Oh, forgot to mention, I don't care for the specifics, but if I get a soldier, I should like their appearance to be best described as "fluoro-punk"...
So bright bright colors and try to fit in some of the anarchy's children bits, with a ridiculous hat?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Furtuka on April 14, 2016, 08:11:47 pm
I'll take a male psi-blade or grenadier please! Gimme the Anarchy's children Knight Helm that doesn't have the tassel thing.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 08:13:40 pm
Caroline, the one with the psiamp furthest back on the right, or the one furthest to the right with all the pockets on them? I can't tell via name/class since they aren't quite lined up right for that.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 14, 2016, 08:27:55 pm
Alright, then that makes these classes claimed then:
The Specialist (Urist Imiknorris), the Grenadier (Jopax, unless you really want a junkrat instead), both Psiblades (Furtuka & Caroline), A female soldier (Pies), and RAM's fluoro-punk. That leaves two junkrats, two probably-snipers, a gravely wounded ranger, and 4 rookies...And a Future-person (BFEL).
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Darkening Kaos on April 14, 2016, 11:37:19 pm
     I'll take a sharpshooter, when I get home from work, I will add customisation specs.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: RAM on April 15, 2016, 02:22:09 am
Ah, I see a female Sharpshooter, I shall claim it if possible. Name: Fatima-Ann. Dibs on incendiary rounds. I should like her showing a bit less skin, or at least more leather and spikes, I do not see sufficient leather and spikes getting in there without something being covered up... and MUCH brighter colours, maybe clashing green and yellow with UV-purple highlights... A hat would cover up whatever horrific hairstyle she ends up with but I completely trust you judgement in all matters of the visuals, so long as YOU think it is fluoro-punk I will be thrilled.

Long, Dead, Death, Kill, Aim, Serial.
Highest preference, Dragon, Repeater, Expanded, Skulljack, Grapple, PCS: Perception, Smoke, Lowest preference.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Rince Wind on April 15, 2016, 03:19:42 am
I'll take a junk rat then. Male if possible, but female is fine as well. Rince (or Rina) Storm
Customization: Mad Max style, I'll leave the specifics to you, as I don't have most of the mods.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Cptn Kaladin Anrizlokum on April 15, 2016, 03:52:58 am
I guess I'll take a female rookie then, if you have one. Hopefully they end up a specialist.
I would also like to look sensible.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: RAM on April 15, 2016, 04:42:03 am
Can we eat the normie?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 05:33:57 am
Can we eat the normie?
Well you need someone with armor besides the specialist :p
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 15, 2016, 09:05:34 am
Male if possible, but female is fine as well.
This is an actual setting that can be changed at whim. The future's a hell of a place.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 10:52:53 am
Well considering that we have someone who actually wants deadeye, I picked this up (http://steamcommunity.com/sharedfiles/filedetails/?id=620954396) so that I don't regret not picking up lightning hands instead as much. Also turned clean cinematic off to make it easier to catch things, even though its nice. Have some soldier pics.

Specialist Squaddie Urist Imiknorris, with the *static*:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415105503_1.png)

Psiblade Squaddie Min Ju Caroline:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415104533_1.png)

Psiblade Squaddie John Furtukan, with the shogun 2 voice:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415105456_1.png)

Sharpshooter Squaddie Fatima Ann, bringer of spikes and fluorescence (you also started with the advent female voice, so I left it as-is to make it contrast even more):
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415111019_1.png)

Junkrat Squaddie Rince Storm, with the mordin voice:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415112613_1.png)

Rk. Kaladin Anrizlokum, wearing her sensible but still entirely stolen advent armor, with the nod commando voice:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415113333_1.png)

Squaddie Grenadier Adam Jopax, with the space marine voice:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415114200_1.png)

Squaddie Sharpshooter Darkening Kaos (not customized yet):
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415114415_1.png)

Squaddie Junkrat Marcus Ulrich (unclaimed, with the freeman's mind voice):
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415114735_1.png)
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: A Thing on April 15, 2016, 11:28:20 am
I'll take the last rat. Seems like it might be a entertaining one.

As for customization? I dunno, I don't own the game so just make it thingy. Throw random crud together. Make a perfect man, it doesn't matter, it's just a thing.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Sirus on April 15, 2016, 12:50:13 pm
I'll grab a soldier next time one becomes available. Customization entirely up to you.

Looking at the mod list, I see a lot of voice packs and I remember that not too long ago, having more than six of them would cause serious problems for the game. Has that been patched at some point or is it another mod that fixes it?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 12:59:47 pm
I'll grab a soldier next time one becomes available. Customization entirely up to you.

Looking at the mod list, I see a lot of voice packs and I remember that not too long ago, having more than six of them would cause serious problems for the game. Has that been patched at some point or is it another mod that fixes it?
Its not so much been patched as the voice packs had unnessesary files eating up memory. The alternate mod launcher gives you a 'Clean mods' window, where you can remove ModShaderCache or XComGame source files that are not necessary (https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/) to package with mods that need to keep neither. I'm currently only using 6.5GB of Memory according to task manager as a result, and can load more voices at once!

In the mean time, I'm going back to working on the current update.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Burnt Pies on April 15, 2016, 02:24:01 pm
I'd like standard armour, long-ish loose brown hair and the nepnep voice pack. Would prefer one of the vanilla soldier types, but I don't mind which one. Might specify an upgrade path later, though.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 02:39:26 pm
Moving on to some geoscape stuff, our first popup is about a supplies reward. We head for it of course. We've started in Asia.

Two days later, Hybrid materials is finished. Modular Weapons next.
Two more days later, we've secured 48 supplies from an old, abandoned stadium and finished Modular Weapons. Alien Biotech is next, to finish off the quick researches. We also get told about an engineer reward spot, huzzah!
A day later, the topmost-mid spot has been cleared. We begin the dig down towards the exposed power coil some more, but its going to take 20 days without a second engineer on the job.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415120939_1.png)
Before we get anything else done however, a Guerilla Op. Which also is rewarding an engineer, damn.

Spoiler: Squad Loadout screen (click to show/hide)
Spec. Imiknorris is given the Adv. Stock, Sniper Ann is given the Adv. Scope. The random squad name generator of Squad Cohesion has given you 10 the name of 'Laser Squad'.

Laser Squad's first real mission means A Better ADVENT can now influence pods, for better or worse.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415122638_1.png)
Starting area. Also, theres a Sectoid hiding right in front of the objective's door.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415124536_1.png)
The hack is interesting but not all that useful to us this early.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415125059_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415125107_1.png)
An overview of our position while the first pod casually walks into view: Advent Warden, a Striker, and two Troopers. The Warden is a Captain with a stun baton, while the Striker has a shotgun and better mobility than the others.
Quote from: A Better Manual
Troopers with a defensive or utility role have increasing amounts of grey on their armor. Troopers that focus on offense wear red.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415130024_1.png)
Caroline spots the group that Sectoid is part of while getting into position to strike; theres a Striker in this group as well. Aid protocol is dished out to her, being the closest to the enemies, and a whole bunch of overwatch is set. Ann gets into a better position on the roof, and Jopax throws out the welcome grenade.

Spoiler (click to show/hide)
The result? Three overwatch kills, who I think belong to Kaladin, Kaos, and Storm. Kaladin got her promotion, so she's the one I'm most sure of. Ann halves the Sectoid's health afterwards, while the remaining 1 health trooper gets picked off by Furtukan's Soulfire. He had loot too!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415131636_1.png)
Full cover will not save you, Trooper! I have two Psiblades!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415131812_1.png)
Only 55% chance to kill the loot-carrying Sectoid? Kaos can deal with that just fine, he's a fine Sniper. Markus Ulrich takes a similar chance with his shotgun vs the Striker, but he misses, and Kaladin takes the chance to get a second kill on a coin-flip chance. The surviving trooper retreats like a smart person/alien hybrid would.
On the next turn, Caroline picks up another Lockbox, a Datapad, and a new Adv. Scope! That'll probably go to Kaos. Moving a bit more forward, she also spots the objective and the survivor trooper. Kaos tries again at sniping troopers while Ann moves into a better spot to see enemies from, but this time the coin is against him. Ulrich, Storm, and Kaladin reload due to not being able to see the objective yet.

Next turn, Caroline retrieves the other loot drop, since they're the closest: Elerium Core, Alien Data Cache, Advent Lockbox...and accidentally triggers another pod while getting into better cover afterwards.
 
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415133308_1.png)
Sectoid, a Striker, and two troopers, along with the other trooper now hiding right on behind the objective. the Striker is wiped out with Soulfire, being the furthest back and least likely to be seen by anyone else. Furtukan's spirit cries out for blood (thats literally what he shouted here, hah) and eats the trooper behind the objective! Caroline gets Aid protocol again since its available again, just in case.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415134442_1.png)
Owch. You survived though! Also, the car Furtukan and Rk. Konstantine Golubev are hiding behind is on fire, time to move! Our purple psiblade puffs healing onto Ann while the rookie moves over to the t-shaped vehicle with a plan!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415134950_1.png)
A plan that gets him a promotion for his excellent use of grenade! Trooper down, Sectoid harmed, objective damaged all in one blast!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415140203_1.png)
Caroline also gets some use out of her sword to smite the heathen alien and pick up a second Elerium core and additional lockbox. This also gets rid of the Striker-turned-psi-zombie as a bonus. Urist takes out the relay...only for the reinforcements to be marked from behind us! Some hasty rearranging of people is in order, and Kaladin, who'd been moving to flank, does indeed get a flank shot off on the surviving trooper. It even crits! For some reason she's given the loot without having picked it up, maybe because it was the last enemy on the map before the reinforcements arrived? We got yet another lockbox, a stock, and a grenade launcher trigger. Not sure what the last one does, but I'm sure its from Mod Everything.

The reinforcements manage to survive our overwatch-laden attempt to keep then from flanking us with only a single casualty, leaving us with still a pretty jerk sort of squad: 3 stun lancers and a normal officer. Heres what the place looks like now:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160415141924_1.png)

First of course, is to get Jopax out of this horrible doom position in the middle he's in. Next, Rince Storm brings down the hammer on the lancer flanking him (the slash animation for junkrat uses the shotgun, so it was pretty hammer-like as opposed to slicey. It also apparently gives him a melee fatigue effect for a turn I'd forgotten about, which slows.), Caroline takes out the weakened lancer, and Jopax smashes up most of the cover the officer and the last lancer are using. Urist gets the kill on the now-exposed and flanked officer, and Kaos continues to turn low-chance shots into actual successes, taking out a lancer in one shot from behind good cover and ending the first mission as a particularly good success.

Spoiler: Mission Results/Awards (click to show/hide)
Spoiler: Loot Total (click to show/hide)
If you really want a particular mod, I'll see if I can get you one without needing to use Ultimate Workshop (Just because it lets you craft all sorts of things does not mean the nice things are cheap!). If you don't care I'll just give you whatever weapon mods I think would help me.

Rookie Promotions:
Kaladin, you are now a Ranger!
Konstatine Golubev is now a Grenadier!
I would've preferred to have a second specialist, honestly...

People with available promotions: Markus Ulrich and Rince Storm (Junkrats), Jopax (Grenadier), Urist Imiknorris (Specialist), Caroline and Furtukan (Psiblades, though I don't see how conceal would be better than a second ranged attack...), Kaos (Sniper).
Fatima Ann avoided being shaken, but is still out for 11 days due to that grave injury. The excavation time on second row mid slot has been reduced to 10 days thanks to our new engineer.

I tried to use less pictures but I don't think I actually succeeded in doing so that much. I did throw all of these through pnggauntlet though, to shrink the filesize a couple mb.
@Burnt Pies There actually is a seperate voice pack for Nepnep, last I'd seen on the workshop. Did you mean the one I have, or that one?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Burnt Pies on April 15, 2016, 02:47:32 pm
I'm perfectly fine with either so long as I sound like Nepnep

also, forgot to mention I'd like my armour coloured purple
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Cptn Kaladin Anrizlokum on April 15, 2016, 03:45:23 pm
Ah, well done! Triple Kill for me! Too bad I got ranger, my least favourite class. Oh well. Stealthy shotgun time I guess?

Could you match my shotgun with my armour colour? And maybe give it the Hex pattern?
And, um, it's she not he?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 03:49:17 pm
And, um, it's she not he?
I probably got it mixed up somewhere, yes. I write the post between actions so I know where to mark spaces for pictures later and not paying the best attention to who is/isn't male.
Edit: I believe I fixed most of the shes now.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: A Thing on April 15, 2016, 04:08:05 pm
Operation WOLF KING is a very silly name for a easy mission. Almost as if the name generator doesn't take difficulty into account.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 15, 2016, 06:50:25 pm
Did I get to try that hack?
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 06:53:16 pm
No, since I'd actually forgotten about it once I was fighting the guys. Probably should've at least tried it.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 15, 2016, 07:07:44 pm
That's a shame. I want to see just how high my dude's hack score can be pushed with Hack Plus.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 07:31:06 pm
I am Caroline, picker of things and slayer of other things!

As for the promotion, I'm definitely going for the ranged ability~
You also somehow did not get shot at despite your impromptu point leader status that mission. :)
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Darkening Kaos on April 15, 2016, 08:30:28 pm
   Seems like I might have spent the flight back to base bro-fisting with Jopax.


As for promotion, I'll take Long Watch and next one Lightning Hands.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Urist Imiknorris on April 15, 2016, 09:28:57 pm
You also somehow did not get shot at despite your impromptu point leader status that mission. :)

That's the magic of Aid Protocol.

I'll take Medical Protocol as an insurance policy.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: RAM on April 15, 2016, 09:59:53 pm
Oh, wow, I look glorious!
...
Laser squad huh, I wonder if that's a reference...
...
Profane airborne monkey parts! Where did that come from?!?
...
"most high" heh-heh-heh...

Whelp, I'll be in my bunk, call me when the squad is dead.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 10:08:32 pm
Glad you like it :)

Pretty sure its a reference, yep.

From inside the building!

:P

You've also got the company of the wounded ranger from Gatecrasher.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: RAM on April 15, 2016, 11:24:58 pm
Rangers aren't people, they are statistics...
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 15, 2016, 11:26:52 pm
Statistics that will slice you in the face accurately.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Rince Wind on April 16, 2016, 04:37:34 am
I don't know what fortress does at the moment, but shredder is always good, so shredder it is. Next one should be heavy ordnance.
You can apply mods as it seems best to you.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: BFEL on April 16, 2016, 04:48:06 am
I don't know what fortress does at the moment, but shredder is always good, so shredder it is. Next one should be heavy ordnance.
You can apply mods as it seems best to you.
Fortress is the one that makes you immune to explosions, fire, acid and basically everything other then plasma to the face.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Rince Wind on April 16, 2016, 06:46:42 am
Ohhh, then I take that, because the shotty means I will get up close and personal rather often, and if I can stand in fire and acid while doing it, all the better!
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 16, 2016, 09:43:35 am
A good tip: If you don't know what an ability does in psiblade or junkrat, its most likely from the psi-ops tree.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 16, 2016, 11:17:02 am
Promotion results:
Medical Protocol for our Specialist, of course.
Psiblades gained the Insanity psi-ability.
Grenadier Jopax got Shredder, since the Junkrats got immunites instead.
Sniper Kaos got Long Watch.

New claims:
Junkrat Cpl. Markus Ulrich is now Markus Athing.
Grenadier Squaddie Konstantin Golubev is now Konstantin Sirus, with the GDI Commando voice.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416121232_1.png)

Rookie Bonnie Price will be Burnt Pies, but I'm waiting to see if i can put you in the GTS for a second specialist or if I'll need to take you on a mission for a promotion. This leaves a single rookie left unclaimed, along with the gatecrasher ranger (shaken and out of action for 12 days still) and a guy from my previous campaign (http://images.akamai.steamusercontent.com/ugc/499141817007068658/B0B3238CE94F50921F0D14F77CB4791F148006CB/) who was a psi-op then.

Darkening Kaos' new look:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416115631_1.png)

Jopax was given the Grenade Launcher Trigger, which according to the upgrade screen, give 4 bonus grenade range, 1 bonus grenade radius, and a 5% chance you will not use an action firing a grenade. He also got the Adv. Scope on his cannon, since Kaos wants to go for laser sight instead once we get one. Rince Storm got the stock, and Kaladin got the repeater.

Highest total kills so far: Caroline at 6, followed by Urist Imiknorris at 5. Update next post by me.
Title: Re: Lets have us an alien war (and time travel): X-Com2 w/ heavy modding.
Post by: Aklyon on April 16, 2016, 03:46:30 pm
Spoiler (click to show/hide)
Plot location! But thats not important yet, lets go finish scanning for a third engineer! The game also has pointed out a destroyed convoy we could scan for more supplies.

...Or finish Alien Biotech first. Resistance Comms is next on the research list, and the AWC is now available to build. I'll put it in top row mid, since I don't see why not place a workshop in the same place i did last time (second row mid), and we already have injuries to speed up the heals of.

Two days later, we got us the new engineer. AWC time cut down to 10 days instead of 20, onwards to the supplies.
Four days later, Comms is researched. Theres a new research I haven't seen before, Rescue Misbehaving MEC...and its instant. Lets see what it is! We'll research Resistance Radio next, since the officer autopsy isn't something we need to get to immediately.

The reward shows as a council mission:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416123651_1.png)
Lets go steal borrow rescue us a MEC!

Spoiler: Squad Loadout screen (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416124830_1.png)
We on a roof, yo. The MEC is not. Also, Camaraderie bonus.
Quote from: Squad Cohesion
At 300 to 600 points, a deployed squad gains a buff of +2 Aim, +2 Def, +1 Mobility, +5 Hacking, +5 Psi Offense, and +10 Will

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416130315_1.png)
One near-perfect hack (60% chance of success, the bar went all the way to the far end instead) later, our Specialist has gotten himself a nice bonus, along with +3 to Hack. Your new Hack score is 63(+5) according to Perfect Information.
Caroline heads up to the edge of the roof to see if anyone is below us. Strangely, there are no xenos in sight, so the Psiblades hunker down. We're still concealed, I can wait a turn and see if anyone shows up. She moves forward to the furthest end of the roof next turn and only spots two 5 health/3 armor turrets. Going going down and back up through that roof would be tricky but not impossible to reach the prison cell stealthed, revealed it would be a bad idea. I send one of the Psiblades off the roof into decent cover, and hope they spot something and aren't spotted.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416133506_1.png)
3 Troopers, inside or around the building. At least I know where something is! If there aren't enemies in the prison building, I might be able to sneak in there...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416135724_1.png)
Psiblade Caroline: Now also a ninja.
Psiblade Furtuken: Scouting pretty well.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416135958_1.png)
Good news: Enemies solidly spotted at last!
Bad news: Its two troopers, one advent striker, and a Sectoid Soldier. Soldiers are less psi, more aggression, have armor, and don't have the sectoid weakness to melee attacks. But well, no time like the present, eh? Rince Storm grenades them.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416141019_1.png)
No enemy kills, but two civilians dead and Rookie Price got a shot in on the Sectoid Soldier. Its still alive though, and she missed her shot at killing one of the troopers!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416141343_1.png)
Thank you, physics! And thank you Jopax for the grenade. Next, Furtukan moves and finishes off the sectoid soldier with soulfire, revealing our first loot of the day. Imiknorris and Kaos manage to smash up all but 1 health on the other turret, Sirus misses the same trooper Price missed with the same ~70% chance to hit, while Storm manages to entirely overkill it with 6 damage.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416142158_1.png)
100% chance to hit on a non-sniper, flanking shot is a glorious thing. So much that it crits, smashing that striker into the ground with extreme prejudice!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416142546_1.png)
Kaladin moves down to grab the loot, another lockbox and elerium core. And then crits for 9! 9 damage with a normal shotgun.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416142758_1.png)
Despite a stupidly-low (18%) chance of success, Caroline gets the bonus reward anyway. One small intel cache for us, one unlocked door for Cyborg 45, and +3 to Hack for Caroline, for a new total of 18(+5). Our new friend is, sadly, unarmed. But it does have a point of armor and 10 hp, so its not your average flimsy evac target at least. Being a MEC, its immune to fire and poison damage too, and being a Playable Advent MEC, it has a second perk: Jiffy Lube. It will heal at 400% the normal rate when you return from missions due to spare parts, apparently. Sounds pretty nice.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416143453_1.png)
Ack! Advent troopers and soldiers and reinforcements! (advent troopers aren't as special as sectoid ones. They're just troopers with actual armor.) This is a pretty good time to give her aid protocol again, before Urist cleans up the last of the turret's health. Sirus chucks a grenade through the window (this did not blow up the roof as much as I'd hoped), and Kaos clears out the soldier with a pistol shot. We've gotta get on the move anyway. (also apparently he got hurt badly? I did not see the attack that caused this, but its claiming he's on 1hp. Although I did need to reload here, since the game froze on something I'd tried aiming at and then backing out from.) Caroline is now clear to get into cover and smite the other soldier.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416145148_1.png)
Another crit by Athing; this guy also drops loot, which we eventually pick up: advent lockbox, datapad, stock. The remaining trooper dents our MEC friend, and the reinforcements dropped off in a place i can't see. Urist heals Kaos' mystery damage, Furtukan cleans up the trooper we can see (who drops more loot), and Kaos picks up the loot sice we've got no one for him to shoot this turn. We got another advent lockbox, a laser sight, a PCS: Superior Conditioning, and a sidearm holster.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416150918_1.png)
One roof, and a vanilla officer&co pod is all thats between us and the evac point. Rince Storm grenades two of them: one takes 4 damage and dies, the other falls through the hole in the roof. Caroline soulfires the trooper behind the building (I guess she could see it through the big window), Sirus misses a flank shot on the officer...somehow, and Furtukan disorients the officer. Not the greatest luck with insanity, but it helps.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416151917_1.png)
...what. You crit the officer from across the rooftops? With a shotgun? At 25% chance range? Where the hell did you get that shotgun, Markus Athing?

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416152400_1.png)
Not the time, game! And how come I didn't spot them when i blew a hold in that roof...plus theres an Advent demolitionist with them. He's got a better grenade. Kaladin makes a great big mess of the wall but misses the target advent, and Kaos misses his good chance to shoot the sectoid. Sirus gets a critical flank shot (but it was going to hit regardless, pretty much), and Rookie Price throws a grenade the length of the building, only to just barely not kill the trooper she was aiming for and do 3 damage instead. Athing (who still has both of his grenade launcher grenades) demolishes the sectoid and the soldier's cover, hurts them, and thus is not out of shotgun ammo...yet.
And now for things I forgot to take a pic of: Jopax kills the sectoid! Furtukan kills the demolitionist! Caroline picks up the loot and slashes the advent soldier down at the same time! We get another alien data cache, another lockbox, and another elerium core. Urist hands her aid protocol again because she's out of cover now, but luckily, the remaining advent striker decides to run and overwatch instead.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160416154338_1.png)
Kaladin, being the awesome ranger he ended up as, easily dodges the overwatch shot and strikes down the striker! The MEC evacs out, leaving just the team to rush the evac point and leave this place as the wreck it looks like. Price and Storm get out first, followed closely by Caroline, Urist, Jopax, Kaladin, Furtukan, Athing, Kaos, and Sirus the next turn. Phew.

Spoiler: Mission Results/Awards (click to show/hide)

Spoiler: Loot! (click to show/hide)

Promotions gotten for Kaladin, Athing, Rince Storm, Adam 'Agamemnon' Jopax, Urist 'Sphinx' Imiknorris, Darkening 'Monarch' Kaos, Min Ju 'Witchy' Caroline, John 'Preacher' Furtukan, and Sirus.

More importantly, Bonnie Price is now a Specialist! I'll get on with purple-ing up your soldier later, Pies. Kaos is gravely wounded (by what, i have no idea :-[ ) for 19 days, hopefully much less once the AWC is built. Our new MEC buddy, Cyborg 45, has 6 days of repairs and is very big in the view soldier screen. Here's the MEC perk tree:
Spoiler: MEC! (click to show/hide)
It comes with a 2-clip micro missile launcher, the MEC cannon (which has a clip size of 4), and of course, the MEC armor plating. It also has a utility slot, which I don't know if it works or not so I gave it a grenade. People who want different nicknames need to point out what they want (unless you've already posted it).
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Urist Imiknorris on April 16, 2016, 04:25:54 pm
Wow, the game is absolutely correct about Kaos. Being brought to 1 HP from no known source is pretty unlucky. But it's okay, he survived, we've got a robot buddy now, and I've gotten to Haywire Protocol for more robot buddies!

Now that I have the options, Nickname: Cypher and Attitude: Intense.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: A Thing on April 16, 2016, 05:20:06 pm
From five misses to three criticals in a row is quite the jump. Clearly this is the game giving me a false sense of security in my choice. When it comes to levels give him fortress since IIRC shredding is damage over time for grenades, and so far his grenades haven't seen much use. Also, just judging from that one mission alone, I think his nickname should be "Critical." I dunno about attitude since I don't remember that from Enemy Unknown, so until I see the choices just leave it on whatever it defaults to.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Urist Imiknorris on April 16, 2016, 05:23:16 pm
Shredder is "Primary weapon attacks kill armor" and is pretty okay.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: A Thing on April 16, 2016, 05:41:49 pm
Well, I'll take that instead. It's a more interesting choice as of now; I can regret it later when poison covers the world and there is naught but terror and damage over time.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Aklyon on April 16, 2016, 05:54:44 pm
Its more likely to be fire and explosions anyway than poison, for quite awhile. Unless we run into Beastmaster Captains.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Darkening Kaos on April 16, 2016, 07:21:00 pm
     I don't know what it was - blindsided me.  Must have been a sneaky sectoid bastard, I'll kick the next one in the .... um... well, where its nuts might be.

Spoiler: promotion (click to show/hide)
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Aklyon on April 16, 2016, 07:23:46 pm
     I don't know what it was - blindsided me.  Must have been a sneaky sectoid bastard, I'll kick the next one in the .... um... well, where its nuts might be.
Probably would be more effective on some advent jerk. :P

Also you're certainly heading in my favored direction for sharpshooter, yay.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Darkening Kaos on April 16, 2016, 07:36:26 pm
     Just replicating the best sharpshooter from my first campaign, he seemed to be useful all the way up to the final mission.  The only real tough choice will be Colonel, I used both choices and want both, we'll see if Kaos gets anything useful from the AWC.

     Edit: btw, how long am I in prison the infirmary?
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Aklyon on April 16, 2016, 07:39:23 pm
     Just replicating the best sharpshooter from my first campaign, he seemed to be useful all the way up to the final mission.  The only real tough choice will be Colonel, I used both choices and want both, we'll see if Kaos gets anything useful from the AWC.

     Edit: btw, how long am I in prison the infirmary?
Its in the post, 19 days. Probably less, considering the AWC will be done before then.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Darkening Kaos on April 16, 2016, 07:47:24 pm
     Ooops, now that I have reread the AAR, I see it there.  Missed it the first time.

     One question about the loot, what does the sidearm holster do?
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Aklyon on April 16, 2016, 07:53:51 pm
"Start your turn with an additional action point. Reduce Mobility by 6"
While checknig that, I noticed Laser sight is also a valid option for pistols.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Rince Wind on April 17, 2016, 05:35:53 am
Ah, there is no kill like overkill...
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Aklyon on April 17, 2016, 10:04:30 am
Athing gets the laser sight, because kaos is out for awhile. Pies has a stock. Also I'd apparently already given you the same cpl promotion as the other junkrat last mission athing, so since it was the closest to shredder I gave you heavy ordinance instead for sergeant. (gonna need to actually list ranks at somepoint, i think) Sidearm holster is also usable on grenade launchers, so I don't know who to give it to really. Urist picked up haywire protocol, Jopax got Suppression, Rince Storm got heavy ordinance as well (more grenades!), Sirus got shredder, Kaladin got Blademaster, Caroline has Shadowstep, and Furtukan has Soul Steal.

Heres the now-purple Pies:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417110207_1.png)

That about wraps up the things to do before going back to the geoscape.
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Furtuka on April 17, 2016, 11:13:12 am
Oh yeah may I have my colors changed to either Red or Blue with White as my secondary?
Title: Re: Lets have us an alien war: XCom2 modded. M2: Athing's shotgun OP, pls no nerf.
Post by: Aklyon on April 17, 2016, 11:15:52 am
Oh yeah may I have my colors changed to either Red or Blue with White as my secondary?
I'll get that changed after the mission.
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Aklyon on April 17, 2016, 12:16:19 pm
As soon as I open the geoscape to finish scanning for those suppies, I'm intercepted by an actual council mission. Damnit, I'd wanted to try out the mec!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417110532_1.png)

Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417111507_1.png)
This time, our rescuee is much less interesting, and much more squishy. They're also much closer to the evac point, so I guess that makes up for it. Its also raining, which means the people with hats get to appreciate having brought a hat.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417112426_1.png)
Unlike last time, we spot advent almost immediately, and they're being less nice than before. An Advent Striker, Soldier, Demolitionist, and Gunslinger, all in one group. Gunslingers have a light pistol, Lightning Hands, and Faceoff.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417112930_1.png)
Athing, now you're just showing off with that sort of excellency in grenadiering. Jopax and Storm get follow-up overwatch kills, and thus the gunslinger did not get to show off its pistol skills.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417113732_1.png)
Sectoid Soldier, Advent Soldier, gunslinger, demolitionist. Theres a distinct lack of normal troopers around here...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417114319_1.png)
Urist hits the 62% chance with a little room to spare and grabs us some more goodies (New hacking score: 76(+5)). Kaladin heads up and grenades the sectoid, knocking it down to half-cover and no armor, while Rookie Manikin gets themselves a kill on the gunslinger on their first try.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417114754_1.png)
Athing, instead of getting him into a closer shotgun position, has gotten us into a worse position. Theres another gunslinger, demolitionist, and soldier, along with a normal sectoid in the party now.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417114957_1.png)
And by party, I mean grenade range. ;) Good damage all around but no multikill this time.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417115148_1.png)
Critical Flank by Kaladin brings us one less soldier. Caroline picks off the new gunslinger left on one health, Storm gets some chip damage on a missed sectoid soldier, Jopax gets a flank kill on the normal sectoid, Pies gets a normal kill on the abnormal sectoid, and both xenos drop loot! Furtukan strikes down the demolitionist, leaving a two advent still alive: A soldier on half hp, and a full health demolitionist. The latter advent overwatches, but the soldier tries (and fails) to hit the witchy psiblade.
Sirus manages to evade the overwatch shot to try to get a shot off on him, but misses his shot too. With it clear though, that lets Furtukan pickup one of the loot (elerium core and advent lockbox), and then head for the truck to pickup our VIP.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417122229_1.png)
Athing splatters the demolitionist across the sidewalk with another critical shotgun, and at pretty decent range too: He was behind that car all the enemies were near last turn. Meanwhile, Jopax misses and shouts about flanking the eldar and their strong cover. He's half-right at least, heh. Kaladin gets the kill on the advent soldier with his shotgun, but not with a crit.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417122902_1.png)
I'd forgotten how far away you could hack from with specialists. Pies gets +3 to hacking and just barely squeaks out a bonus for us with the truck opened. (Pies hacking: 58(+5) now)
Next turn, we learn our VIP for today is infact one Dr. Janos Nagy, who makes a mad dash for the evac point as soon as the cutscenes stop. Furtukan follows him, and Caroline picks up the other loot drop (another elerium core & advent lockbox), but the rest of the turn is just reloads and heading for the evac point. The turn after some reinforcements are marked, but they're too late, they won't catch the VIP: He's already evac'd out. So instead, we get ready to beat up some more oppressive xenos and wait for them to arrive, theres plenty of time left to get out.
The resulting pile of overlapping overwatch shots made it very hard for me to tell who actually got what kills, but we wiped the floor with em. :)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417124749_1.png)
The survivor, a normal advent trooper, was given a sharp reward for hiding right in front of the Furtukan!

Spoiler: Mission Results/Awards (click to show/hide)

Spoiler: Loot (click to show/hide)

Promotions: Sgt. Kaladin 'Dervish' Anrizlokum, Lt. Urist (I'm assuming you want field medic?), Cpl. Burnt Pies, Lts. Caroline and Furtukan (interesting choice between sustain or stasis), Sgt. Konstantin 'Cowboy' Sirus.
Rookie Manikin is now a third specialist! Now we've got a backup specialist.

I was thinking of maybe doing another mission today, since that one did not take nearly as long as yesterday's. If anyone wants some stats on their person, let me know and I'll type them out for ya.

Edit: New Furtukan look:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417131832_1.png)
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: A Thing on April 17, 2016, 12:57:30 pm
I would like to see the crit percentage of Athing, not really sure if the game counts grenades or not so I'm curious.
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Sirus on April 17, 2016, 01:29:25 pm
I'm curious as to what my Aim is; I seem to be missing every shot so far :P
Could you maybe toss a scope of some sort my way?
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Burnt Pies on April 17, 2016, 02:02:32 pm
I think I'd like to stick to the combat-oriented specialist upgrades, rather than the medic ones, if that's ok.
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Aklyon on April 17, 2016, 02:10:07 pm
I think I'd like to stick to the combat-oriented specialist upgrades, rather than the medic ones, if that's ok.
We've got 3, thats fine.
The stats I'll get in a sec.
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Aklyon on April 17, 2016, 02:37:28 pm
Sgt. Konstantin 'Cowboy' Sirus has 71 Aim. This is higher than our non-sniper squaddies and higher than our remaining character pool rookie, but a point lower than our squaddie-rank MEC, who has not been in actual combat yet. It is the same Aim as Cpl. Burnt Pies, and without the scope the same Aim as Sgt. Jopax. It is lower than Sgt. Rince Storm's aim (74), and lower than Lt. Imiknorris' aim (76). Your avg. hit is 70.2%, and avg crit is 20%. 2 kills, 4 shots, 1 hit, 3 misses, 1 crit.

Sgt. Markus Athing has a 10+10% shotgun critical chance, has shot 13 times, hit 6 of those shots, and crit 4 times, or 14.1% of the time so far. 8 kills puts you in tied-second place with Sgt. Kaladin, behind Lt. Caroline with 10 and ahead of Sgt. Jopax and Lt. Furtukan with 7 each.
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Cptn Kaladin Anrizlokum on April 17, 2016, 03:16:20 pm
Hey, that's the second mission I've gotten a "Hates X the most"!
I'm not sure how I got a nickname like Dervish though.
Quote from: Wikipedia
known for their extreme poverty and austerity.
Oh well. Back to killing things I hate!

And I know it might be hard to tell through my awesome armour, but I am a female...
Title: Re: Lets have us an alien war: XCom2 modded. M3: Of Hacks and *Blam*
Post by: Aklyon on April 17, 2016, 03:29:09 pm
I'll give you a haircut instead then, Kaladin. Might help me remember that >.>


A new rumor appears, rewarding more rookies! We should finish the supply scan first however, and do. 62 supplies from the remains of an Advent convoy, off to find those rookies.
32 hours later, the GTS is online. i pick up Vulture for the extra items, and Squad size I to bring us up to an 11-man squad. Wet Work would be nice, but also would use up most of our supplies, so not yet. We also have two Advanced Training tactics available, with the next one unlocked at Captain. It would cost 250 supplies total (we currently only have 197 leftover) to pick up both, but would give +2 ranks to rookies trained in the GTS.

After we pick up the rookies (both (http://images.akamai.steamusercontent.com/ugc/499141817007079627/5189DF57ABC247C9A8172CCF1F0CC98412FF4C21/) character pool people (http://images.akamai.steamusercontent.com/ugc/499141817007074307/02BF1A9246F72774B65AC31DAD4BEB21FE8535D5/) from my successful campaign), we head over to start making contact with west asia, the blacksite region. The alien machinery in second row mid is cleared out 7 hours later, so I send the two of them to shield that power coil directly under it in third row mid, we need more power and that would be a perfect spot for a power room. Our 3rd engineer will be able to help speed it up further than only 15 days once the awc is done in 3 days. Resistance Radio completes 15 hours later, and since it will be fast anyway, I get on with the officer autopsy.

The power coil will be shielded in 9 days now, and we could certainly do with what the Asia continent bonus turned out to be: Suit Up! Instant armors and vests in the proving grounds!
Slightly later, we get the autopsy done, and learn some plot. Tygan wants us to capture a live officer Skulljack an Advent officer so we can get bothered by codices further the plot. Also, the proving grounds got unlocked, yay. I'll build them later when our income is not under +100. Next research: Plated armor, because we need more inventory slots damnit. It'll take 15 days though...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417162329_1.png)
You.


(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417162454_1.png)
...shit, it time for this already? Well, at least the only person still in sickbay/repairs is Kaos...
Title: Re: Lets have us an alien war: XCom2 modded. Pre-M4: Terror!
Post by: Urist Imiknorris on April 17, 2016, 03:53:05 pm
Yeah, Field Medic for me. Also, congrats on the -50% scanning time.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 17, 2016, 05:55:08 pm
Having the least amount of ranged attacks, I give our Psiblades the two PCS Conditionings we have: The superior to Caroline since she's ended up with the most kills so far, and the Adv. one to Furtukan. They both get Sustain as well, so that I at least have a chance to heal them if they run into terrible things in the terror mission. We've got the AWC now anyway, people can be retrained if you really want to have a different perkset. Sirus gets Suppression and the autoloader we had. Kaladin gets Shadowstep, Urist gets Field Medic, and Pies gets Combat Protocol since they asked. You still have to carry a medkit though.

Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417170209_1.png)
We've got a new Cameraderie buff, Guerillas in Arms.
Quote from: Squad Cohesion
At 600 to 1200 points, a deployed squad gains a buff of +5 aim, +5 Def, +2 Crit Chance, +10 hacking, +7 Psi Offense, +1 Mobility and +15 Will
One quickload later, I now know that the MEC cannot be used to save civilians. Good to know! Jopax saves the closest one instead, and Furtukan heads forth to save the second-closest. Already a third of the way to success.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417171124_1.png)
Hostiles are upon us, spotted and grenaded by Rince Storm! Gunslinger, Soldier, two troopers. Caroline snipes the gunslinger with soulfire.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417171539_1.png)
Nice finisher, Sirus! Plus loot, hopefully we can get to that before it vanishes.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417171758_1.png)
Urist Imiknorris fears not the low hit chance, and hits thee anyway! Athing had missed this soldier, and Pies overwatches. Furtukan uses his extra action point to save a second (third) civilian.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417172105_1.png)
MEC friend saw you during overwatch. MEC friend disagrees with your plan! (Meanwhile, some asshole sectoid crits a civilian! You don't need to try that hard, you alien.) Next turn and one quickload later, you can use the MEC to retrieve loot. Good to know as well! I'll say what the loot is once I actually pick it up.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417172710_1.png)
Furtukan saves a third (fourth) civilian, and reveals some more enemies to fight: Sectoid Soldier, Advent trooper, demolitionist, soldier.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417172953_1.png)
I think this has longer range than our current grenade launchers. Not certain, but its an impressive range anyway.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417173254_1.png)
Ann not only hits the soldier on her first shot back, she crits and demolishes the soldier through its armor with an 8 damage shot! Welcome back, you fluorescent advent smasher! Have a promotion, you need to catch up anyway. Storm manages to wing the demolisher with their shotgun, leaving us with one advent left currently.

Furtukan picks the further civvie to save for a total of five we've gotten to, and rightly: The other one reveals itself to be a faceless. A sectoid kills a second civ and Jopax & Pies teamkill a sectoid through overwatch shots (kill went to Pies).
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417174606_1.png)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417174629_1.png)
That would've killed you a couple missions and a pcs ago! Its still pretty damn painful, anyway. He runs as far from the faceless as he could get in a blue move, and steals back 3hp via soul steal soulfire. Our MEC buddy tanks an overwatch shot (only 2 damage, with a third point deflected off the armor), picks up the nearby loot (Advent lockbox, scope, PCS: Focus, and a Hardpoints), and takes out the Faceless! (https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417175534_1.png) Caroline then clears up the trooper while moving forward towards some loot (picks it up next turn, its a lockbox, a laser sight, and a PCS: Adv. Agility)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417180058_1.png)
Athing picks up the third loot (another lockbox, a hair trigger, a PCS: Focus, and an advent datapad), and finds us another pod of sectoid/advent soldier/gunslinger/demolitionist who are not actually flanked, since the icons changed to red right after I took that. He then moves back instead of shooting at them. Furtukan takes the extra chance to hunker down, while the rest of us overwatch, except for Caroline, who fails to hit the gunslinger with Insanity. The gunslinger pistol-crits a civilian instead, while the other advent overwatch right back at us and the sectoid (to everyones surprise)...makes a psi zombie.
Furtukan, who is neither in sight of the overwatches, nor in a good position to use Insanity, saves our last required civilian instead, and hunkers down. No point in running into overwatches just to cut down one advent.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160417181721_1.png)
Kaladin catches the gunslinger with a critical flank, while the MEC evades the other overwatch shot and takes out the wounded soldier with its second volley of micro missiles, hurting the demolitionist badly too. Since we're running low on shots this turn, Storm vanquishes the zombie, and Athing finishes what the MEC started on the advent demolitionist. The sectoid still alive dents our MEC some more before getting split by Kaladin's sword, and the terror mission didn't go all that badly after all. Only one faceless was involved.

Spoiler: Mission End/Rewards (click to show/hide)


Promotions: Lt. Rince Storm, Lt. Kaladin, Lt. Athing, Cpl. Cyborg 45 (picked Damage Control), Sgt. Burnt 'Breaker' Pies (guessing you want haywire?), and Cpl. Ann.
Cyborg 45 will need 5 days of repairs, Furtukan counted as gravely injured apparently, and will be in sickbay for just one day less than Kaos, 10 days.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: A Thing on April 17, 2016, 06:14:13 pm
"Power Couple: Markus Athing & Cyborg 45"

Makes me curious, can cyborgs have future babies too?

Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Urist Imiknorris on April 17, 2016, 06:59:01 pm
Most Assists: Sq. Cyborg 45

He's so helpful!
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Burnt Pies on April 17, 2016, 07:06:21 pm
Yeah. all of those nice offensive perks.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 17, 2016, 07:10:12 pm
Most Assists: Sq. Cyborg 45

He's so helpful!
And we can build more once the proving grounds is setup! (after we have a skulljack, of course.)
Unless building more requires broken MECs. We haven't fought any of those yet.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Darkening Kaos on April 17, 2016, 09:05:07 pm
     Kaladin seems to be quite the angry rebel: hates Ayys in this mission and troopers in the previous mission.
     And Caroline is rocking the fedora in that wanted poster, seen while rescuing the VIP - dunno about the soot swipe though.
     Meanwhile, I just want out of the infirmary to practice missing more targets.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Persus13 on April 17, 2016, 10:24:36 pm
Are there any unclaimed soldiers currently?
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 17, 2016, 10:31:40 pm
Are there any unclaimed soldiers currently?
The MEC is technically unclaimed (but all you can really do is recolor it, customization-wise), and we have two unclaimed squaddies. One is the shaken ranger from gatecrasher, and the other is our third, backup specialist.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Persus13 on April 17, 2016, 10:42:59 pm
I'll take the shaken ranger.

Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 17, 2016, 10:48:33 pm
Quote
(I don't own XCOM2 so I don't think I can be more specific on customization than that)
We've basically got three sets of armor style until we get fancier gear: Standard xcom kevlar-ish armor-y stuff and so on, or Advent armor (including helmets and captain's capes), or Anarchy's children bits (mad max-ish stuff). Take you pick from those idea groups.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Sirus on April 17, 2016, 10:59:29 pm
Considering my nickname, I'd love for Sirus to go all desert-punky in style. Maybe a proper cowboy hat if such a thing is available.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Jopax on April 18, 2016, 04:28:41 am
Oh man I forgot I signed up for this, sorry for the lack of input xD

Anyways, the armor looks cool, would be even cooler in red. Also the nickname should be "Bullets", because I like bullets, a lot :D

And funfact, I was supposed to be named Adam, but my mother objected, so it's a wierd little coincidence that I'm Adam in the game now :D
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Rince Wind on April 18, 2016, 08:18:51 am
Another promotion? Woohoo!
Solace or volatile mix is a tough choice. As I took more grenades I'll probably take the mix. But if you deem solace more important I'd be more than happy with that.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 18, 2016, 08:43:24 am
Another promotion? Woohoo!
Solace or volatile mix is a tough choice. As I took more grenades I'll probably take the mix. But if you deem solace more important I'd be more than happy with that.
In terms of how I'd use them, solace right now makes you an early psi-op (more gun, more close to team), volatile mix makes you a better grenadier (more explosions!)
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 18, 2016, 09:44:46 am
James Snow, maybe ready for combat:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418101244_1.png)

Bullets Jopax, now with more red and armor pattern:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418101539_1.png)

Cowboy Sirus, now with Cowboy hat (well, boonie hat, but close enough) and more desert-punkness:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418102320_1.png)

Everyone who can have an armor pattern now has one that matches their weapon. People who had no pattern now have hex, unless it looked bad like the psiblades' color&white, those are unchanged. Hard luck attitudes changed to normal attitudes. Feel free to suggest a different armor pattern if you've got an idea, or don't want one.
Spoiler: Pics (click to show/hide)
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Furtuka on April 18, 2016, 09:51:54 am
What is everyone's current relationship values?
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Rince Wind on April 18, 2016, 10:05:15 am
They love my sixpack, that's their relationship status.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Aklyon on April 18, 2016, 10:06:23 am
Around 30-ish personal. Some are higher (Caroline-Kaladin at 54), some are lower (Everyone only has a 4 with MEC buddy). Theres no valid bondmates yet, afaik.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Persus13 on April 18, 2016, 10:47:55 am
James looks good, thanks, I especially like his gun's pattern and coloring. Only change might be switching the darker red and white colors. Right now he looks a little weird with a white crotch.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: Urist Imiknorris on April 18, 2016, 10:53:14 am
I love how my dude looks. I never really played around with armor patterns much, but that looks really nice.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 12:37:04 pm
A new rumor appears, with grenade and ammo! Gotta establish contact first though. Also, supply drop.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418104733_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418104753_1.png)
Our first dark events aren't terrible, but then again, theres only two of them.
We've made contact with west asia, and europe's bonus is spy ring. Which is ok, but not nearly as nice as suit up. Lets go pick up our supplies, and then see what nice loot that rumor has.

It turns out to be a gas grenade and talon rounds. Could be better, could be worse. Next objective: Contact New India.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418110140_1.png)
Avatar Progress is set to 30. This still leaves it in the background, but its not a major force for getting on with it too soon.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418110907_1.png)
Guerrilla Ops time! A Scientist is a far more valuable reward right now than some intel, so we're going with this one.  Pies gets Haywire, Ann gets Long Watch, Athing gets Solace, Rince Storm gets Volatile Mix, and Kaladin gets Run & Gun. The MEC (which is now repaired) gets a Plated Vest to be +1 armor/+2 health tankier. Sniper Ann gets the Talon Rounds and the Sidearm Holster, Storm gets the gas grenade as their non-grenade slot grenade. Since Furtukan is out injured, I rearrange the squad to have more classes on screen at once.

Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418112846_1.png)
Immediately spotting a turret (and then a second one): Not a great start. Also, Ann is indeed starting with three action points, sidearm holster seems to work.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418113736_1.png)
Our friend has spotted some unfriends. A sectoid, an advent gunslinger, stun lancer, and assault. Advent Assaults are stun lancers with shotguns, who remember they have a gun too.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418120421_1.png)
They didn't move where I expected, but still into a good spot for the gas grenade! Pies then knocks loot out of one on the overwatch, and Athing blows out the roof from under one of the turrets and damages the other.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418120914_1.png)
Cypher had an 81(+10) Hack score. Cypher now has a 96(+10) hack score! Also, Sirus helps Snow destroy the remaining turret by stripping most of the health and another bit of armor off it.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418121542_1.png)
MEC found some more unfriends! An officer, a stun lancer, another assault, and a breaker. Breakers are troopers who shred and pierce armor. Some micro missiles brings the pod down to an equal amount of health all around.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418121931_1.png)
Squad Squadsight leads to amusing things, like hitting (with a crit) an officer from long range with a cannon, who apparently is flanked from this angle. Nice shooting, Jopax. Caroline soulfires the stun lancer, Pies hits the poisoned assault for chip damage on a miss, Urist hits (but doesn't kill) the other advent assault he had squadsight on for 2, and Storm adds another point to that, having also missed, but Snow...Snow has probably been watching Athing shoot. He completely overkills the assault with a 8 damage crit when it only had 1hp left, all the way from the roof the turrets were on.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418122401_1.png)
Finally, Ann breaks the Breaker in two with a 9 damage crit from her place in a nearby tower.
Next turn, the mec runs into the gas cloud and picks up an advent lockbox and elerium core, and the poisoned assault dies from poison.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418124511_1.png)
We appear to have attracted some more attention. Ann took half the sectoid soldier's health off despite the armor on an overwatch shot, and Kaladin does some solid damage with a grenade chucked over the train.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418124746_1.png)
Also, thanks to Scamper Balanced, that lets Cypher decipher the workstation this turn, not next turn. Now he's got 109(+10) hack skill, but theres reinforcements coming right on top of our current enemies!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418125201_1.png)
One less gunslinger, thanks to Cyborg 45.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418125433_1.png)
*Blam!*
Stay on the other side of the train, advent scum!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418125555_1.png)
Currently, we're mostly fighting normal troopers. Which is unfortunate for them: Our MEC blows some loot out of the Sectoid Soldier with its second micro missile volley, and takes out a weakened trooper as collateral damage. Kaladin takes out another trooer, Caroline takes out a third (and gets a promotion!), Ann snipes a fourth.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418130421_1.png)
Storm grenades the Officer, followed by Sirus scoring a double kill, grenade style. The remaining loots are secured by the convenience of mission completion.

Spoiler: Mission End/Rewards (click to show/hide)

Spoiler: Looooot. (click to show/hide)

Promotions!: Lt. Pies, Sgt. Cyborg 45 (who gained Blast Padding via AWC, which confused the promotion that could also be blast padding), Lt. Jopax (AWC ability: Untouchable), Cpl. Snow (No longer shaken, too), Sgt. Fatima 'Flea' Ann (AWC ability: Deep Cover), Cpt. Caroline.

Plated Armor went down 2 days in speed thanks to our new scientist, 7 days left on it. I think Squad Cohesion's buff is getting added into the Hack Plus stuff somehow, because you're getting a lot more than 3 or 5 points per hack Urist...
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Urist Imiknorris on April 18, 2016, 01:04:15 pm
I think Squad Cohesion's buff is getting added into the Hack Plus stuff somehow, because you're getting a lot more than 3 or 5 points per hack Urist...
It would appear as such, as those were both definitely +10 from the expected value. I'm don't know if this bothers me or not.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: birdy51 on April 18, 2016, 01:31:23 pm
If at all possible, I would like to claim the MEC by calling it Big Bird. Make it Bright Yellow and expendable!
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 01:40:39 pm
If at all possible, I would like to claim the MEC by calling it Big Bird. Make it Bright Yellow and expendable!
It is currently Green/black, and has 3 armor and 66% explosion protection. You're more likely to get the former than the latter result. :P
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Furtuka on April 18, 2016, 01:43:51 pm
On that note btw i forgot to ask earlier, i would like some pants if possible :P
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: RAM on April 18, 2016, 03:12:11 pm
Huh... Deep cover is certainly nice with aim. Now I am thinking aim really doesn't work well with killzone. meh...
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 03:13:09 pm
Kill zone is very nice though! Its like an earlier overwatch-based serial once you give an extended mag to your sniper.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Jopax on April 18, 2016, 04:54:16 pm
Untouchable is the one where you give zero shits about overwatch fire?

If so, that's really sweet, thinking some close range heavy weapons might be a good idea eventually. I know fire isn't technically made of bullets, but we could ignore that bit .D
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 05:00:57 pm
Untouchable is 'if you get a kill during your turn, you can't get hit by the next shot against you during the enemy turn'.
Giving no shits about overwatch fire would be shadowstep, imo.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Jopax on April 18, 2016, 05:02:51 pm
Ah, there's that too, hum. Well then, we better make sure we get regular kills then :D
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Sirus on April 18, 2016, 05:46:46 pm
So I can't tell if you're really good at the game or if all of these mods just tune the game in your favor. I can see that you're triggering large packs of enemies but you're also killing vast swathes of them, seemingly before they can do anything in return 90% of the time. I imagine that more than doubling the initial squad size probably has a pretty big impact but I wonder if there's something else going on.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 05:51:58 pm
I'm almost certain its because we haven't left the advent-heavy early-game stage yet. A previous campaign I'd partially done on commander with 8 people and IESS+ left me with some heavy casualties against muton and chryssalid packs, while advent, even if they have fancy abilities, only have 4 hp and mag weapons.

ABA adds multiple kinds of chryssalids, and berserkers who can breathe fire. There are also more than one variant on Codices.

I could also try switching to Scamper Balanced: Movement, which changes the free action point on reveal to free movement point on reveal.

Edit: also, the majority of the team uses shotguns or swords. We'd be somewhat in a pickle if we needed to get into a medium+ range firefight regularly.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: BFEL on April 18, 2016, 06:24:42 pm
"Power Couple: Markus Athing & Cyborg 45"

Makes me curious, can cyborgs have future babies too?
On the offchance they can, I know who I want my daddy to be :P

Also am I correct that timebabies start as not-rookies? That kinda sucks, no opportunity to choose my own class, but I'll deal.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 07:27:08 pm
Quote
You'll notice the number of soldiers has gone up, go back, and find the new kid waiting to be promoted to Squaddie in the menu, with two additional cross class abilities from their parents (or psionic/lightning reflexes if the parents weren't the base 4 classes) by default.
They are not-yet-squaddies.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: RAM on April 18, 2016, 07:29:14 pm
Yeah, I totally want killzone, and I wanted aim, I think, I can't be bothered checking the post I put my build on, but, well, aim only affects the first shot, and I want to be all about the shotspam(shut up about dirty filthy gunslingers, they don't exist!), which would support the not-Aim option.. On the other hand, Aim works well with overwatch, which is often something that happens after moving up and double-move, auto-hunker, overwatch next turn seems pretty juicy...

I understand your feelings on deadeye, and I appreciate that trading damage for consistency is a bad thing when a 90% shot will miss 90% of the time if it is actually important... But I am sort of all about the kills, D.F.A. and Serial love killing things, and it is a great way to clean up if everyone is down to a piddle of health, but I wanted to go for more of an opportunistic thing, spamming shots with a repeater and trading up my damage to increase my kill range...

Does deadeye work with automatic damage from a stock?
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 18, 2016, 07:34:40 pm
Keep in mind you have the sidearm holster, you legit can blue move and then snipe (or blue move-lightning hands-snipe), but its a shorter blue move than usual.
Also afaik anything (mainhand, maybe pistol?) works with the stock. I haven't tried very much with it myself though, so I could be wrong.
Title: Re: Lets have us an alien war: XCom2 modded. M4: Terror?
Post by: A Thing on April 18, 2016, 09:02:40 pm
"Power Couple: Markus Athing & Cyborg 45"

Makes me curious, can cyborgs have future babies too?
On the offchance they can, I know who I want my daddy to be :P

Sigged, slightly edited however since apparently I can't go over six lines.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Urist Imiknorris on April 18, 2016, 09:34:25 pm
You can delete some newlines to make that only take three:

Code: [Select]
[quote author=BFEL link=topic=157581.msg6944621#msg6944621 date=1461021882][quote author=A Thing link=topic=157581.msg6942640#msg6942640 date=1460934853]"Power Couple: Markus Athing & Cyborg 45"

Makes me curious, can cyborgs have future babies too?[/quote]On the offchance they can, I know who I want my daddy to be :P[/quote]
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: A Thing on April 18, 2016, 09:58:05 pm
Thanks.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Urist Imiknorris on April 18, 2016, 11:01:35 pm
I think Squad Cohesion's buff is getting added into the Hack Plus stuff somehow, because you're getting a lot more than 3 or 5 points per hack Urist...
It would appear as such, as those were both definitely +10 from the expected value. I'm don't know if this bothers me or not.
Okay, so I figure that the wonky hack bonuses are caused by one of two things: Either it's an odd interaction between the two mods, or Hack Plus takes the current hack score after bonuses and uses that to determine the improved score. If it's the latter, that's bad news from a balance point, as skullmining and boosted gremlins will quickly launch every specialist's tech score into the ionosphere. But it's almost certainly the former, which meant it will only be a little insane, in which case let's see just how far we can take this! Or you could lower/remove the hack bonuses from True Companions, like maybe +3/+5 for levels 2/3 or something, which would probably allow things to still resist Robot Mind Control in the lategame.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Darkening Kaos on April 19, 2016, 02:04:17 am
     @Akylon
     Mods for you to consider adding:
     Lightning Strike Fix (https://steamcommunity.com/sharedfiles/filedetails/?id=664899713&searchtext=lightning+strike)es the GTS project that costs 125 supply and does nothing.
     AWC Squadsight (https://steamcommunity.com/sharedfiles/filedetails/?id=638229956&searchtext=awc+squadsight) fix so that sharpshooters receiving Hail of Bullets, Rapid Fire, Chain Shot, Rupture and Guardian from the AWC have all those abilities trigger properly when using the Sniper rifle or on Pistol Overwatch, (for some reason it didn't but it is still a little borked, Snipers using Guardian don't often turn to face their target when firing and it does get a bit odd, but it does work with this installed).

     And three others that aren't game wrecking, but may be considered cheaty, (a little):
     Tactical Kill Counter (https://steamcommunity.com/sharedfiles/filedetails/?id=643507985&searchtext=tactical+kill) gives an onscreen count during battle of how many kills each trooper has and the required kills for the next promotion; in the form of '17/20', some mathemagics may be needed.
     Additional Icons (https://steamcommunity.com/sharedfiles/filedetails/?id=646244015&searchtext=additional+icon) amongst other things tells you which target is carrying loot.
     Remove Equipment Mods (https://steamcommunity.com/sharedfiles/filedetails/?id=658977800&searchtext=remove+equipment) strips guns of all mods and puts them back in your inventory, so you can upgrade and sell the lower grades to the black-market or spread them out to the rookies.

Edit: unfucked URLs.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 19, 2016, 08:01:22 am
     @Akylon
     Mods for you to consider adding:
     Lightning Strike Fix (https://steamcommunity.com/sharedfiles/filedetails/?id=626023136)es the GTS project that costs 125 supply and does nothing.
     AWC Squadsight (https://steamcommunity.com/sharedfiles/filedetails/?id=626023136) fix so that sharpshooters receiving Hail of Bullets, Rapid Fire, Chain Shot, Rupture and Guardian from the AWC have all those abilities trigger properly when using the Sniper rifle or on Pistol Overwatch, (for some reason it didn't but it is still a little borked, Snipers using Guardian don't often turn to face their target when firing and it does get a bit odd, but it does work with this installed).

     And three others that aren't game wrecking, but may be considered cheaty, (a little):
     Tactical Kill Counter (https://steamcommunity.com/sharedfiles/filedetails/?id=626023136) gives an onscreen count during battle of how many kills each trooper has and the required kills for the next promotion; in the form of '17/20', some mathemagics may be needed.
     Additional Icons (https://steamcommunity.com/sharedfiles/filedetails/?id=626023136) amongst other things tells you which target is carrying loot.
     Remove Equipment Mods (https://steamcommunity.com/sharedfiles/filedetails/?id=626023136) strips guns of all mods and puts them back in your inventory, so you can upgrade and sell the lower grades to the black-market or spread them out to the rookies.
All of these link to advanced modular weapons. I already have that mod, it does not do those things! (or if it does, its new!)
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 19, 2016, 09:02:41 am
Mod edits:
Set Squad cohesion's hacking bonus to a flat 5 across all three levels, even though adding +3/+5 +15 to every successful hack would've been amusing.
A.D.E.R.P. appears to have had problems and now has a new version. (http://steamcommunity.com/sharedfiles/filedetails/?id=668583017) And it sounds very interesting compared to the old one that just improved defense mode mission!
Quote
This new version now adds my own changes to the "ini" files to spawn more UFOs after the initial UFO that you run into in the game. The first UFO that is sent after you, either by the Dark Event hunt mission or after the golden Path story mission, will have a 100% chance to shoot you down. But after that, if you win your first Base Defense Mission, you should start to see on average 1 to 2 new UFOs a month. However, just because I have tweaked it so more UFOs spawn to hunt you, Ive also made it (depending on difficulty level) so that youll have a % chance to still evade new UFOs. While some of you I'm sure would love to play the Base Defense Mission every time a UFO hunts you. Some I'm just as sure, don't want to be shot down every time either.

Also another part of my (+) additions is now when you beat a Base Defense Mission, you'll be granted a loot reward for destroying the EMP Disruptor Spike. This reward will be a mix of Alloys, Elerium Crystals, Elerium Cores (it has to be powered by something right) ;) and Supplies.
Used this to fix the potential problem with that (http://steamcommunity.com/sharedfiles/filedetails/?id=641394554)
Scamper Balanced: Movement apparently may or may not break overwatches. So instead, I'll use the normal one but limit myself to hack/overwatch/hunker down/move actions, and we'll see if the next mission is slightly harder (probably not, if its still mostly advent).


Back on the geoscape, the black market is available for finding! Lets finish our link up with New India first. A few hours later, the power coil is shielded, and we immediately start work on a power relay. One of the engineers speeds it up to 6 days, while the second one starts clearing out the debris in top row right for the proving grounds, and the third one goes to the AWC to speed up healing. This put both of the injured at less than a day of healing left to do.

A few days later we have contact with New India. The resulting bonuses we find out about for africa and oceania are nice: Oceania has Lock and Load, and Africa has Prowler's Profit: Lockbox loot always has advanced or superior upgrades.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160418134655_1.png)
Oh come on, I almost have plated armor! A save is in order, to see if I can delay this raid by 17 hours or not...

The answer is yes! So, one black market revealing and excavation completion later (two engineers are sent to clear out the remaining spots in second row to continue excavations), along with a purchase of alien alloys from the black market, means we now have Predator armor! After I make sure no one looks derped by the armor upgrade, sectoid, trooper, and stun lancer autopsies are now instant, so I clear them out of the way. Mindshields and battle scanners can now be made, and we can research psionics later. Magnetic weapons are next on the research list. Once we have more supplies and alloys, I can upgrade both swords and mainhand swords to arc blades. Now we can go supply raiding.

Perks picked: Bladestorm for Caroline, Heavy Ordnance for Jopax, Field Medic for Pies, Blademaster for Snow. Haven't decided on Ann's, and Kaos is back from the injured anyway so I can just bring him along instead until its sorted out.


Also on a side note, I'm experimenting with an alternate save file on legend without the above self-restriction on scamper balanced. I'll tell you if anything interesting/deadly happens to ya'll in that, but first, the normal update.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: birdy51 on April 19, 2016, 09:27:10 am
Well, if the colors are fixed, that's fine too. Big Bird can be an ironic shadow agent of justice.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 19, 2016, 10:58:18 am

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419102025_1.png)
Now we are the most buffed of squads, and I apparently miscounted the MEC's armor total. As long as we don't die, anyway. That would be very bad.
Quote from: Squad Cohesion
past 1200 points, a deployed squad will gain a buff of +5 aim, +5 Def, +5 crit chance, +2 Mobility, +15+5 hacking, +10 Psi Offense, and +20 Will

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419102413_1.png)
First pod spotted. Includes an Advent Sniper captain, who has better sight, better aim, a sniper rifle, and less health. Also a couple assaults. Bradford reminds me to not blow up everything here, we want the stuff.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419103402_1.png)
[insert snek joke here]
Unfortunately, the first pod's move put caroline in sight of them, so either we attack first or they'll spot us. Storm and his volatile mix grenades are called to take the shot.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419104002_1.png)
And a good shot it was!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419104153_1.png)
Jopax gets a nice flanking crit to finish off one of the injured assaults and get us a loot drop, while Caroline gets herself out of flanked cover by slicing up the other wounded assault and picking up our second loot: Advent lockbox, laser sight, PCS: Speed.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419104717_1.png)
Furtukan, we needed just a liiiitle more damage on that! The Stun lancer survives the soulfire!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419104854_1.png)
Excellent first shot on your first mission back, Kaos! 9 damage crit, Striker down. Cypher misses and does 2 chip damage to another Stun lancer. Big Bird finishes off the lancer Furtukan gravely wounded (and for some reason is instantly given the loot? Lockbox, repeater, PCS: Superior Speed). Sirus suppresses suspicious snek.

The enemy turn is full of misses, followed by death by exploding car. First, the suppressed snek misses it grab on Caroline, then it misses it shot on Big Bird. An Assault hides behind the car I'd caught on fire from Storm's grenade, catches some injuries from Pies' overwatch shot, and misses Big Bird as well. Finally, the stun lancer on full health run back a little (not forward!) and also misses Big Bird! On our turn, the MEC heads forward and picks up the first loot we'd had which included a lockbox, hair trigger, stock, and a triage protocol...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419110314_1.png)
And does far better than I expected! I thought the viper would graze the shot like it always does. Or maybe I'm getting them mixed up with archons...anyway, Kaos misses his next shot at the stun lancer in full cover, but it was 67%, it was worth a try. Sirus heads forward, reloads and overwatches. Pies wings the lancer for a damage, and Furtukan gets a hit with insanity, but only disorients. The stun lancer misses our mec again.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419111346_1.png)
Rince Storm finally solves the case of the tricky to hit stun lancer in full cover.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419111612_1.png)
...these would've been more dangerous earlier in the map, when there were other things to focus on. These are micro-chryssalids, these crawlers. They are basically your introduction to them before you have to fight the real, poisonous and deadly kinds according to ABA's manual.
Quote from: A Better Manual
The smallest Chryssalids aren’t poisonous, have only little life, do puny damage and have no armor. They have a lot of mobility, but that shouldn’t stop even rookie XCOM soldiers from squishing them.
They are also immune to fire. Caroline grenades them, having spotted the mduring her first move and luckily, Big Bird hasn't moved this turn yet, so they will have to show up another day. He's got micro missiles, which can reach them where our grenade launchers cannot!

Spoiler: Mission End/Awards (click to show/hide)

Spoiler: Loots (click to show/hide)

Promotions: Lt. Big 'Tank' Bird (took regenerate over deadeye, for hopefully obvious reasons), Cpt. Cypher, Lt. Sirus (AWC ability: Deadeye)

Big Bird, repainted:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160419113730_1.png)
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Urist Imiknorris on April 19, 2016, 11:10:57 am
I think I'm going to go Threat Assessment, and can I call dibs on the Superior Speed PCS and the Triage Protocol?

As for the MEC getting the loot, that was probably Caroline, and it's a fun bug: If a soldier picks up loot, and then another loot drop spawns before that soldier moves again, they immediately collect it.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 19, 2016, 11:20:55 am
You certainly can call dibs on stuff we have, yeah.
Heres a list of our current unused loot, for reference:
Quote
Advent datapads: 4
Advent lockboxes: 22
Adv. Blinding Protocol (2 charges of 1 turn enemy aim debuff)
Adv. Laser Sight
Alien Data Caches: 2
Elerium Cores: 12
Hair Triggers: 2
Hardpoints (5% less chance of being crit)
Laser Sights: 3
Mag Deflector (20% less advent mag weapons damage to self)
PCSes: Advanced Agility, Advanced Focus, Focus, Speed, Superior Speed
Repeater
Scope
Stock
Triage Protocol (see above post)
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Mephansteras on April 19, 2016, 12:03:11 pm
Any non-taken soldiers yet? Or do I need to wait for reinforcements?
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 19, 2016, 12:05:46 pm
Any non-taken soldiers yet? Or do I need to wait for reinforcements?
The backup specialist is unclaimed, but they've only been in the squad once so far.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Mephansteras on April 19, 2016, 12:13:39 pm
Eh, I'll take them. Do we need a medic or can I go either way?
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 19, 2016, 12:15:29 pm
We've got one of both right now.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: A Thing on April 19, 2016, 12:27:45 pm
Athing seems to either critically overkill people or miss, that is either going to kill him eventually or save him.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Mephansteras on April 19, 2016, 12:38:54 pm
Ok, let's go with this:

F Name: Brion
L Name: Drake
Nickname: Death Angel
Nationality: USA
Sex: Male

Race: 0
Face: E
Skin: Pale (2)
Hair: Thick Loose Ponytail
Hair Color: Blonde (6)
Eyes: Blue (3)

Helm: Skull with Horns
Outfit: Fully covered in armor
Primary Color: Dark Red (72)
Secondary Color: Black (91)
Weapon Color: Dark Grey (56)
Armor Pattern: Tundra
Weapon Pattern: Tundra

Attitude: Normal
Language: American English 6
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 19, 2016, 12:49:53 pm
Alright, sounds good.

Meanwhile in Alternate-legendcom, Kaos gets a lightning hands crit for 6 damage on a formerly hacked and de-armored advent MEC, after it become unhacked due to urist (and the rest of the squad, and the vip) have evac'd. He then safely reaches the skyranger. Urist had a 56% chance to hack the mec, and a 100% chance to disable it for 2 turns.

There was also a muton who failed its luck check and got hit with insanity-based panic, and thus was not nearly as dangerous as you'd think.
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: RAM on April 19, 2016, 03:59:17 pm
Perks picked: Bladestorm for Caroline, Heavy Ordnance for Jopax, Field Medic for Pies, Blademaster for Snow. Haven't decided on Ann's, and Kaos is back from the injured anyway so I can just bring him along instead until its sorted out.
Spoiler (click to show/hide)
So my vote is for Deadeye...

Though obviously forcing the player to endure horrific crimes against character building is not a required part of a let's play. So whatever you want is fine.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: birdy51 on April 19, 2016, 04:45:15 pm
Glorious!

Big Bird shall lord over the enemy!
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Darkening Kaos on April 19, 2016, 06:49:05 pm
     Goddamit!  Sorry, Akylon, I don't know what happened to the links, but they are fixed now and in the spoiler below.
Spoiler (click to show/hide)

     And that was a great mission.....micro-'lids not withstanding, (please tell me you haven't added the hive overlord).
Title: Re: Lets have us an alien war: XCom2 modded. M5: Thats why he's called 'Cypher'!
Post by: Aklyon on April 19, 2016, 07:20:35 pm
And that was a great mission.....micro-'lids not withstanding, (please tell me you haven't added the hive overlord).
I have not added any extra aliens besides ABA, Muton Centurion, and Advent Commander. We have whatever the default config is.

Edit: Additional icons is a no, Numeric health display is too good. Added the two fixes. Remove weapon mods I'll think about, since I already have lock & load available from a minor ini change in grimy's.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Darkening Kaos on April 19, 2016, 07:31:42 pm
     This thing. (https://steamcommunity.com/sharedfiles/filedetails/?id=655190438&searchtext=hive)
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 19, 2016, 07:40:57 pm
We have micro-chryssalids and 4 varieties of poisonous chryssalid, and 4 leader-type 'lids. We don't need one the size of a sectopod.
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Sirus on April 19, 2016, 10:20:40 pm
It's been a while since I played this game...what are my perk options? Or did you pick already?
Title: Re: Lets have us an alien war: XCom2 modded. M6: Micro-chryssalids!
Post by: Aklyon on April 20, 2016, 07:09:33 am
There apparently is a slight bug where the mainhand sword doesn't properly upgrade since the guy hasn't updated his mod in awhile, something to do with schematics. As a workaround I can just boost the damage of the default sword to the correct level when needed.

@Sirus Grenadier (http://ufopaedia.org/index.php/Grenadier_%28XCOM2%29)
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Aklyon on April 20, 2016, 11:49:14 am
A Better Advent has an important notice and some assorted balances:
Spoiler: Sorta long (click to show/hide)

Ann now has Deadeye, and Urist has Threat Assessment. Brion Drake is given a repeater, Kaos gets an Advanced Laser Sight, Snow gets a stock, Urist gets PCS: Superior Speed and Triage protocol. Everyone who has a gun has a upgrade now on it, except the mec. The mec had bugged out and vanished from the screen when I tried to give its gun a mod, so it does not have one.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420084744_1.png)

7 hours later, the power relay is finished construction, which means the proving grounds is started construction (7 days). Also theres a rumor for more rookies. The rookies turn out to be a wizard (http://images.akamai.steamusercontent.com/ugc/499141817007071162/9AD0959AE3077E720AAF7CEFA2C2B8F97C07EE9B/) and someone (http://images.akamai.steamusercontent.com/ugc/499141817007090943/822C90CF74EF5ECD9285FCC4ABD25DC6828095A1/) who caused fires often. We find out theres an advent facility in west africa.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420090017_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420090216_1.png)
Another month has passed. Faceless might be annoying, but so might reinforcements. We don't have enough spare intel to see what the hidden event is, I think.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420090345_1.png)
Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420091851_1.png)
Huh, this is not the same mission as I had on alternate-legend. We have concealment this time, for one thing.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420092009_1.png)
Enemy MEC spotted, and its got some interesting backup. A soldier and an assault, plus another stun lancer.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420092926_1.png)
Good shot, Athing. The resulting overwatch leaves us with only a 1hp soldier left, so lets see what the hack is.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420093159_1.png)
Reinforcements could make this more interesting, plus you'll get more skill from the harder hack if it succeeds. Have at it, Cypher.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420093227_1.png)
Well, they aren't behind us at least. They're off to the side. Kaos finishes off the soldier with a completely overkill 8 damage lightning hands crit. Also Squad Cohesion updated today or late yesterday apparently, since Cypher's hack skill is now at 130(+15), not +5.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420094814_1.png)
The reinforcements arrive, and Rince Storm got a shot in during overwatch, since he was one of the few people who didn't need to move to non-flanked cover, but it mostly bounced off the MEC's armor. Big Bird micro missiles a couple of the stun lancers, hurting both and de-covering one. Unfortunately, Drake missed the perfect chance to hit an enemy out of cover, so Athing gets the kill, and without a crit for once. Storm then takes out the other injured stun lancer and gets a promotion.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420102134_1.png)
Crap, we're surrounded! Theres also a Sectoid Negator over there, which has a Solace aura, and an Advent Heavy, who has...heavy armor. They're slower as a result.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420102403_1.png)
Cut them down, quickly! MEC, shoot a stun lancer! (it does, but doesn't kill it.)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420102750_1.png)
Kaladin manages to get the other one though, so we're getting better. Jopax fires his flashbang as the enemeis behind us, but the sectoid is unaffected. Pies injures the sectoid for 3 damage. Furtukan takes out the last of the reinforcement stun lancers, but is still flanked, leaving it up to Cypher to make sure he's nto flanked on two sides. 68% chance to assume control of the MEC.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420104704_1.png)
Nice job! On their turn, the two advent overwatch, making it annoying for us to move forward without getting shot at, and the sectoid tries to mindspin Caroline, but she ain't having it. The hacked MEC is ordered to waste its micro missiles o nthe sectoid, sicne it can't get into gun range. Caroline clears one of the overwatches with soulfire (and reveals loot in the process)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420105357_1.png)
Drake finally gets another kill, and a green thing pops out of the sectoid. Maybe its loot, maybe its just green junk on top of the loot. Our MEC damages the hacked MEC since it can't really get into attack range to shoot the heavy, and avoids the overwatch. Storm crits the heavy through its armor to take it out afterwards, but I forgot to screenshot it. The rest of the turn is reloads and moving.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420114714_1.png)
'nother Viper. Caroline heads in to unlock our friend's cell next turn. Furtukan cleans up the hacked MEC so that we don't have an extra problem and then picks up some loot (Alien data cache, advent datapad, 2x elerium core), while Big Bird takes a shot at the Viper and misses, Drake also misses, and Pies shoots and hits for 4.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420115458_1.png)
And Kaos snipes another advent with a critical 9. Cypher hands a threat assessment aid protocol to pies, since they still have ammo, and the resulting Storm Pies overwatch combo kills a stun lancer and gives us loot: lockbox, auto-loader, repeater, energy diffuser. MEC buddy takes a single point of damage after shrugging off the rest, and is autorepaired of it next turn thanks to damage control. He still misses the shot against the viper though, and its on overwatch.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420120629_1.png)
Well then, I wasn't expecting a crit from someone who still uses a normal rifle! Good hit Pies. We got 2 lockboxes and an elerium core form its loot, followed by yet another lockbox, auto-loader, and repeater form furtukan picking up the last loot and soulfiring the advent soldier. This gets him a promotion!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160420121122_1.png)
Bonus! Caroline now has 41(+15) hack score. We get the VIP into as good cover as we can, for reinforcements are indeed a-comin'. i have Storm fire his gas grenade as close to the marker as possible, we aren't going that way anyways. Drake covers the VIP with aid protocol.

When they arrive, Urist, Kaos, and Jopax I think are the ones who got the overwatch kills, leaving two stun lancers in our way but no overwatches, so the VIP books it out of there. Kaladin gets one, and Jopax crits the other. Athing misses.

Spoiler: Mission End/Awards (click to show/hide)

Spoiler: Loot (click to show/hide)

Promotions: Cpt. Kaladin, Cpt. Athing, Cpt. Storm (AWC ability: Implacable...which sorta messed up your promotion since that was an option), Cpt. Furtukan, Cpl Drake (AWC ability: Deadeye)
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Urist Imiknorris on April 20, 2016, 12:02:26 pm
Of course the hacked MEC ain't got time to bleed. It ain't even got blood to bleed.
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Mephansteras on April 20, 2016, 12:57:22 pm
Deadeye? Ugh. That's a terrible perk for a specialist. 

Let's take Combat Protocol for the guaranteed damage. Always handy to have that around to finish off critically injured enemies.
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Sirus on April 20, 2016, 01:26:29 pm
Go ahead and give Lt. Sirus Holo-Targeting. It still works when using Suppression, right?
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Rince Wind on April 20, 2016, 01:50:16 pm
Well, Covering Fire it is then. :D

And is it correct, that Junkrats don't get auto-nicknames?
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Urist Imiknorris on April 20, 2016, 08:55:48 pm
Go ahead and give Lt. Sirus Holo-Targeting. It still works when using Suppression, right?
Yep!
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Aklyon on April 21, 2016, 08:18:56 am
Well, Covering Fire it is then. :D

And is it correct, that Junkrats don't get auto-nicknames?
Seems like it.
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: birdy51 on April 21, 2016, 08:57:15 am
Tank is a terrible nickname. Change it to Big "Flockin" Bird.
Title: Re: Lets have us an alien war: XCom2 modded. M7 happens, Cypher hacks a MEC.
Post by: Rince Wind on April 21, 2016, 09:57:08 am
If I can get a nickname, make it "Funky". Or "PunkNotDead". :)
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Aklyon on April 21, 2016, 11:24:45 am
We get a rumor for intel, excellent. 11 hours later the proving grounds is complete, and we'll have a skulljack in 7 days or so. The engineer in charge of the construction is put in charge of the production. The workshop is also begun construction in second row mid, with the new engineer getting it done in 10 days. Two days later the rest of second row has been excavated (gaining us 100 more supplies or so), a resistance comms is started construction in second row left (and should complete around the same time as the workshop), and we go to pick up that rumored intel. The fourth engineer is sent to start shielding the other power coil so that we eventually have a spot to put something high-power for free.

20 hours later we have mag weapons! Gauss is next, for mag snipers and mag cannons. I pick up the shard gun and the mag pistol, and plan to get mag rifles from some black market supply looting soonafter picking up that intel.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421095012_1.png)
Sadly, we're 44 hours away from the skulljack. I don't think it'll wait that long for us, so instead we'll pick up a scientist, and I'll go to the black market early. 110 supplies purchased, plus 125 from selling 5 lockboxes later, and we now have mag rifles and arc blades (but not mainhand arc blades, because of the problem mentioned in the previous-previous post. I adjusted the normal-sword damage to work like in the workaround however.)
As for promtions, Athing gets Covering fire, Furtukan gets Schism, Kaladin gets Bladestorm, Sirus gets holo-targeting, and Drake gets Combat protocol.
For new weapon mods, Athing and Cypher get repeaters, Storm, Kaladin, Snow, and Kaos' pistol get laser sights (we had a lot of laser sights), Kaos' and Ann's pistols also get hair triggers. Pies and Drake get an auto-loader each.

Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421102750_1.png)
Off we go. Ann climbs up and spots two turrets, which pretty clearly are going to be in our way.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421103039_1.png)
Jopax spots some not too threatening enemies, tbh. I don't get any camera swerving towards the objective, so I'd assume nothing shot at it yet. As it turns out, Caroline finds a way around that doesn't involve running through the turrets, so I get people moving in that direction. The snipers stay on their roof. The objective gets damaged the next alien turn though, so they've clearly found it and we're heading the right way.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421104540_1.png)
Not the enemies that shot it, but still up to no good. The hack turns out to have Distraction as an option, which would be very nice.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421105411_1.png)
These guys are in about the right position. I have Caroline backup into better cover and bring up the Big flockin bird. The objective got banged up a little more, but now I've got a decent position. The enemy is mostly advent breakers, heavies, and vipers.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421110727_1.png)
Rince Storm, obliterator of xenos! He got at least 4 kills out of one grenade, he is awesome. Unsurprisingly, Vipers are immune to poison.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421110753_1.png)
Vipers are not immune to sniper bullets, however. Kaos gets himself a promotion from that shot.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421110828_1.png)
Not to be outdone, Ann also snipes the first advent she sees.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421111539_1.png)
The resulting situation. I move some people around, and then see if Cypher can pull of getting us Distraction so I have some real ap to work with.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421113119_1.png)
Damn. Well, the enemy turn is full of overwatches.
Ann pulls off an impressively not-missing deadeye, smashing one of the turrets for 4 damage despite the thick armor...and then Jopax misses a 94% shot to finish it off. Bah.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421112057_1.png)
Kaos, I'm not gonna say this is a bad thing, because its pretty awesome. But 88% crit chance is an obscene amount for an xcom shot!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421112209_1.png)
He then crits it for exactly the damage needed to kill a viper in one shot, because he wanted to show off. Pies fries one of the turrets next (Kaos had shot it with lightning hands, but didn't do all that much to it)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421113329_1.png)
Kaladin, showing off how good she is with the new shard guns. Furtukan picks up a whole bunch of loot from two drops: Advent lockbox x2, triage protocol, auto-loader, expanded magazine, liquid explosives, elerium core, adv. expanded mag, alien data cache.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421113730_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421113754_1.png)
Stun lancers, you will not get very far running into overwatches instead of just staying back and shooting.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421113743_1.png)
This one is smarter, sadly.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421113808_1.png)
Turret is of jerk!

Urist heals Ann, and Pies heals herself, while Jopax, whose been hanging back to support the snipers, gets a kill (and find loot on) the smarter lancer, but Furtukan (after grenading the turret) picks it up via the power of unexplained psi powers! :P And this loot has a scrollbar: Advent lockbox, hair trigger, adv. scope, adv. HEAT munitions, advent datapad, repeater, serrated edge. Our mec goes and picks up the loot in the gas (elerium core 2x, advent lockbox), but there is reinforcements incoming from behind us!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421115612_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421115620_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160421115625_1.png)
...Well, there was. Now its just two stun lancers. Overwatch kills go to the snipers and Storm. Storm then crits for 12, entirely overkilling a stun lancer, and Athing...doesn't crit. Which is odd, for Athing, but it kills the stun lancer anyway.

Spoiler: Mission End/Awards (click to show/hide)
Spoiler: Loot (click to show/hide)

Promotions: Maj. Storm, Maj. Caroline, Cpt. Pies, Cpt. Jopax, Lt. Kaos.
Injuries (after pulling an engineer into the AWC): Lightly wounded, the both of you. 3 days.

I've been wanting to say 'And then we fought something more difficult!', but we keep not doing so. Good and bad, I suppose.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Rince Wind on April 21, 2016, 12:04:34 pm
I have become death, obliterator of xenos!

And I'd like me some rapid fire, please!


Also: Birdy  :-*
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Mephansteras on April 21, 2016, 12:17:14 pm
That is a crazy amount of loot.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Aklyon on April 21, 2016, 12:21:15 pm
That is a crazy amount of loot.
Its honestly a lot more loot than I thought I'd get. I expected I'd end up with a big pile of lockboxes, but also just a whole lot of elerium cores and not many mods, like I'd gotten before I'd tried mod everything/grimy's.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: A Thing on April 21, 2016, 12:40:01 pm
Big Bird is a power couple with everyone, makes me curious as to what his relationship scores are with people.


Also, I've compiled this to make it easier for people reading this later
Spoiler (click to show/hide)
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Jopax on April 21, 2016, 02:05:08 pm
Merry murdertimes continue it seems. What choices do I have as far as skills go?
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Aklyon on April 21, 2016, 02:22:46 pm
I'll make a list of relationship scores the next time i have the game open.

Also that is a pretty great list, A Thing. I'll put that in the OP later.
@Jopax, you're a grenadier, so the same link I gave to Sirus applies. You've got between Volatile Mix and Chain Shot.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: RAM on April 21, 2016, 03:26:22 pm
NOOOOOOOOOOOOOO!!!

How could I lose "most high"?!?!?!?!?!!!

Hehe, "Heaving Tongue"...
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Darkening Kaos on April 21, 2016, 08:41:39 pm
     Finally found my groove, and those crits can keep coming, they're so tasty.

     @RAM - yeah Heaving Tongue and a few of snehks, it's completely wrong.

     Let's see, this promotion is Death From Above, seeing as I am the Most High.
     Next promotion, damn, hard choice - I like both, but I'll take Face Off this time.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Urist Imiknorris on April 21, 2016, 08:48:42 pm
4/20 smoke ayys every day
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: A Thing on April 21, 2016, 08:55:27 pm
Operation Heaving Tongue could be worse, it could be Operation Twisted Scepter.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Aklyon on April 21, 2016, 09:14:02 pm
Operation Heaving Tongue could be worse, it could be Operation Broken Scepter.
Well, we have Op Twisted Scepter, Op Heaving Tongue, and Op Severed Paramour so far. Someone on the bridge sounds like they are having distracting problems.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: A Thing on April 21, 2016, 09:16:51 pm
Well, we have Op Twisted Scepter, Op Heaving Tongue, and Op Severed Paramour so far. Someone on the bridge sounds like they are having distracting problems.

Wait, it was Twisted Scepter? That is even more disconcerting, probably explains why my mind went to what it did when I read that.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Darkening Kaos on April 21, 2016, 09:46:31 pm
@Akylon.
     How many mod slots on the primary weapons?  I'd like to claim the adv. expanded mag if possible, but willing to wait for gauss if need be.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Furtuka on April 21, 2016, 09:56:23 pm
Operation Heaving Tongue could be worse, it could be Operation Broken Scepter.
Well, we have Op Twisted Scepter, Op Heaving Tongue, and Op Severed Paramour so far. Someone on the bridge sounds like they are having distracting problems.
Clearly they need to be added to the field roster so that they can find a bondmate and deal with their issues ( ͡° ͜ʖ ͡°)
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Aklyon on April 21, 2016, 11:28:09 pm
@Akylon.
     How many mod slots on the primary weapons?  I'd like to claim the adv. expanded mag if possible, but willing to wait for gauss if need be.
1 on guns, 2 on mag weapons. Advanced Modular weapons is fairly expensive right now, so we won't have the extra slots for a bit.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Mephansteras on April 22, 2016, 12:23:32 am
I guess I should get a nice scope at some point. Make that Deadeye shot somewhat useful.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: Jopax on April 22, 2016, 04:19:31 am
Hmmm, Chain shot is pretty damn dakka focused, but goddamn if bigger explosions aren't just as awesome :C

I'll stay true to my name though, more bullets! Go for chainshot, it'll be decent at taking out whatever is left uncritted I guess. Plus if sectopods ever become an issue this and bluescreen rounds work wonders at whittling them down quickly.
Title: Re: Lets have us an alien war: XCom2 modded. M8: A Kaos Storm of destruction
Post by: birdy51 on April 22, 2016, 11:24:18 am
I have become death, obliterator of xenos!

And I'd like me some rapid fire, please!


Also: Birdy  :-*

*Brofists

Erry birdie likes the Big Flockin Bird. The Big Flockinn Bird likes everyone. It's a magical relationship.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Aklyon on April 23, 2016, 11:23:53 am
Big Flocking Bird has a 37 relationship score with mostly everyone. Snow and drake are the only two significantly far away from that number.
Caroline has 40s-70s with the squad, but an 80 with Rince Storm and an 87 with Kaladin. This is not high enough though.
In a close second is Athing/Kaladin at 77.
In thirdish is the Urist/Storm pair, at 70.

Promotions: Fortress for Caroline, Rapid fire for Storm, Chain Shot for Jopax, Covering Fire for Pies, DFA for Kaos. Storm gets the Adv. Agility PCS, Pies gets the Speed PCS. Caroline is given the Serrated Edge, Storm is given the Adv. HEAT munitions

Supplies rumor! Good for after we finish the intel rumor.

Sometime later, we have obtained the skulljack. Progress! Also you two have healed, and we lack supplies for skullmining upgrade, so I put both engineers on power coil shielding. We also have gauss weapons. Still lack supplies, but the advent turret breakdown is now instant, so hey, free research. The Defense Matrix is now available to build. Next up: Elerium research, since its slightly quicker than psionics.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423094640_1.png)
As much as I'd like to upgrade the rest of our weapons, I'd rather hold onto as many lockboxes as we can. It'll give us more chances for interesting loot once we get the african continent bonus. Fitting in with their nickname and combat hacking, Pies picks up the skulljack.

Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423095728_1.png)
We're going to get ambushed by evil meanies, aren't we. Look at all those easily reached civs!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423095904_1.png)
You are neither evil nor meanies, you're just a bunch of cannon fodder. However, that officer technically is our target...tempting. A codex in a terror mission could be almost as bad a a gatekeeper though...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423100031_1.png)
...ah. Enter the muton! And its team of armed distractions. Caroline picks off one of the strikers with soulfire. I miiiight have been a little too eager to collect us some civvies. Jopax moves up a bit and blows up the gas tank one of the advent are hiding behind, killing it from the explosion and grenade and injuring another advent. Big Bird moves up and misses a different advent.
Furtukan gets off an incredibly helpful insanity, doing 5 damage, rupturing the muton, and disorienting it. Its still got 4 health and 2 armor though. Kaos misses his 55% chance lightning hands shot, but after getting into cover, does pull off his normal pistol shot, cleaning up the stun lancer Jopax had left injured.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423101334_1.png)
Great shot, Cypher.
So, we're now down to 5 people of actions. Athing moves up and overwatches, I send Kaladin to get that last civilian that isn't too close to the enemies (he'll survive, we can heal them up later), and that leaves Sirus, Storm, and Pies left with actions. Pies is clear to go on the skulljack, but before we do that, it'd help if I setup the others in cover.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102140_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102235_1.png)
A bit awkward animation-wise, but success is success. Bring it on, Codex!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102514_1.png)
...I was not expecting it would have support. Also, that officer dropped loot: Advent Lockbox x2, expanded mag, hair trigger.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102632_1.png)
Rince Storm with the long range shard gun overwatch kill. And we did indeed get (not-really)-ambushed by evil meanies: A faceless showed up.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102741_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102823_1.png)
Caroline has better cover than Kaladin, but is still rather far up front. She also got a bladestorm swipe in on the faceless.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102612_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102701_1.png)
Kaladin, I did not expect you to get crit twice! I hope you've still got some luck left, we ain't in a great position here!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423102855_1.png)
Our most sucky of current positions. Maybe I was a little too confident with the earlier descriptions.
So, first things first: Caroline takes out the faceless and then moves to new cover and slices up an advent. Furtukan takes out the muton with soulfire, so we have one less priority target. By the power of shenanigans, Pies picks up the loot instead, and finds our first Alien lockbox (along with a couple of advent lockboxes, adv. repeater, adv. expanded mag, and an elerium core). Our tanky, bright yellow MEC tanks an overwatch shot for 1 damage and micromissiles the codex for 3+2 fall damage, leaving us with a 3 health codex and a 4 health codex. This also scatters the civilians a bit, letting Athing save one as he gets out of the psi blast area and grenades the closer codex. Sirus also gets out of the purple, reloads, and takes a shot at an advent. Kaos gets out of the purple and reloads.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423105040_1.png)
Thank you, Sirus of the autoloader! Pies takes out a trooper right around the corner from them.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423105732_1.png)
Damnit, Kaladin! If I knew you were going to crit for 12 I would've started with you! That would've one shot the first codex. :-\

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423105841_1.png)
Owch. But on our turn, Athing gets into new cover and saves our fifth civilian before reloading.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423110432_1.png)
Caroline saves our last necessary civilian, but also runs into trouble of the muton kind.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423110618_1.png)
Oh god, Caroline, what did you do? I was just hoping to hit it with on of insanity's effects, not bring it closer to you! Buuuut, it did give us one less advent to deal with, I guess.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423111126_1.png)
Boom, advent headshot. Storm gets a kill with his gas grenade too, hopefully the muton runs into the bad gas. Urist heals Kaladin again, who is now back up to 10hp, and Athing, who is fully healed. Pies pings one of the remaining advent on a miss.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423111953_1.png)
Damnit Athing, stop getting flanked. You're supposed to give the crits, not take them! Pies and their time-consuming non-gremlin heal does not quite heal him all the way up, and Urist's last heal goes to almost finishing healing Kaladin back up.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423112437_1.png)
Rince Storm, that...that is not how you rapid fire. Like, at all. I used rapid fire so you could have more chances to get through the armor, not so you could somehow crit on the first shot, at 16% chance to bloody hit!

Caroline picks up the loot after I've gotten over that, since they were literally on the other side of the door: Elerium core, Adv. stock, Adv. expanded mag, Adv. corrosive shrapnel, advent lockbox.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423113025_1.png)
Even Athing's voice clip is disappointed at this (good, but) less impressive shot, compared to Storm's...thing. Theres at least one more advent on the map. Caroline heals herself and heads downstairs, immune to the gas cloud and spotting the stun lancer.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160423113335_1.png)
Big Bird storms in and gives them what for, but it turns out we've still got a faceless to deal with here. Also, promotion for big bird! On the enemy turn the faceless charges in, gets hurt by Sirus on overwatch, and then cut down by Bladestorm Caroline.

Spoiler: Mission END/Awards (click to show/hide)

Spoiler: Loot! (click to show/hide)

Promotions get: Cpt. Big Bird (gave them Ever Vigilant so we can also use them to scout, we don't need another suppressor), Maj. Cypher, Maj. Furtukan (AWC ability: Run & Gun!)
Injuries (w/awc heal boost): Big Bird is a big bot who don't need no repairs, he did them in battle! (plus, it was only 1 hp really) Caroline and Athing, lightly wounded. 44/40 hours. Kaladin, gravely wounded. 9 days.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Sirus on April 23, 2016, 11:32:01 am
Damn, that was a lot of crits all around. And yet you still didn't lose anyone! What's your secret?!
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Aklyon on April 23, 2016, 11:44:52 am
Damn, that was a lot of crits all around. And yet you still didn't lose anyone! What's your secret?!
Probably the psiblades right now. Mutons are not the most resistant to insanity, you can get a decent ~60% chance to afflict them with something right now.
Plus, the codex actually teleported towards us instead of heading off to psi bomb a lot of civilians, which is not fun.
goddamn gatekeeper on a terror mission killing half the maps civs in one turn and then making them all psi zombies grumblegrumblecomplaingrumble...
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: A Thing on April 23, 2016, 12:23:34 pm
Damnit Athing, stop getting flanked. You're supposed to give the crits, not take them!

Athing has to eat criticals to be able to critical, he's some sort of crit-vampire.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Rince Wind on April 23, 2016, 01:50:04 pm

Rince Storm, that...that is not how you rapid fire. Like, at all. I used rapid fire so you could have more chances to get through the armor, not so you could somehow crit on the first shot, at 16% chance to bloody hit!


Sorry Commander, will not happen again, Commander.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Aklyon on April 23, 2016, 01:57:18 pm

Rince Storm, that...that is not how you rapid fire. Like, at all. I used rapid fire so you could have more chances to get through the armor, not so you could somehow crit on the first shot, at 16% chance to bloody hit!


Sorry Commander, will not happen again, Commander.
If it happens again I'll be just as surprised. Still not a bad thing! (as long as the surprise isn't you dieing)
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: RAM on April 23, 2016, 06:00:54 pm
adv. repeater, adv. expanded mag
bOTH OF THESE IN THE SAME BOX, WITH GAUSS JUST AROUND THE CORNER? And capslock on? While perilously close to killzone? Fatman wants a new gun!
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Urist Imiknorris on April 23, 2016, 07:37:06 pm
And this is why I went for the two good medical perks. All those crits.

What does the corrosive shrapnel do anyway? I'm assuming it's a grenade launcher mod.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Aklyon on April 23, 2016, 08:55:36 pm
Like usual for the mod everything mods, I put the description in the loot spoiler. Its grenade armor shred, as opposed to grenade armor pierce that HEAT munitions has.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Urist Imiknorris on April 23, 2016, 09:14:25 pm
Oh yeah, I was looking under the image, That'd do it.

PS: I'll take Ever Vigilant.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: BFEL on April 23, 2016, 09:20:47 pm
Damnit Athing, stop getting flanked. You're supposed to give the crits, not take them!

Athing has to eat criticals to be able to critical, he's some sort of crit-vampire.
This is actually an intriguing idea for a class. Not just in this but in...just about anything really.

Big Bird is a big bot who don't need no repairs, he did them in battle! (plus, it was only 1 hp really)
It sounds like you could just about SOLO some missions with this.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Aklyon on April 23, 2016, 09:26:27 pm
Big Bird is a big bot who don't need no repairs, he did them in battle! (plus, it was only 1 hp really)
It sounds like you could just about SOLO some missions with this.
Well, the MEC cannot save civilians, and I've never tried doing an objective with it (besides 'shoot the thing'). Also I've very heavily leaned this MEC towards tanking shots, to the point where the current advent troopers are doing (x-4) damage to it at any given time if they hit. Two of the abilities are even health restores, although one is passive (not sure if it has a cap) and one is not. Its basically the opposite of shadowstep ranger: Pull the overwatches without a care instead of sneak past them, and if they hit, the armor will melt the damage anyway.

It also do not have more than 2 AP, so it'd be very slow and at best could only kill a single enemy per turn (unless they have 3 or less health each within micromissile range). Perhaps with multiple MEC though.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: A Thing on April 23, 2016, 10:02:17 pm
Athing has to eat criticals to be able to critical, he's some sort of crit-vampire.
This is actually an intriguing idea for a class. Not just in this but in...just about anything really.


I'm almost certain I've seen the "class that does iffy damage, but can get guaranteed criticals from its own injuries" somewhere before. Although, I do have quite the amount of gimmicks and theoretical ideas for settings sitting about in my mind, so maybe it is just a very old idea surfacing.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: BFEL on April 23, 2016, 10:04:33 pm
Big Bird is a big bot who don't need no repairs, he did them in battle! (plus, it was only 1 hp really)
It sounds like you could just about SOLO some missions with this.
Well, the MEC cannot save civilians, and I've never tried doing an objective with it (besides 'shoot the thing'). Also I've very heavily leaned this MEC towards tanking shots, to the point where the current advent troopers are doing (x-4) damage to it at any given time if they hit. Two of the abilities are even health restores, although one is passive (not sure if it has a cap) and one is not. Its basically the opposite of shadowstep ranger: Pull the overwatches without a care instead of sneak past them, and if they hit, the armor will melt the damage anyway.

It also do not have more than 2 AP, so it'd be very slow and at best could only kill a single enemy per turn (unless they have 3 or less health each within micromissile range). Perhaps with multiple MEC though.
Well since they can't actually do damage through its armor (and even if they did it has regen) it could SLOWLY take out one of the non-timed missions alone.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Urist Imiknorris on April 23, 2016, 10:41:58 pm
I'm pretty sure armor can't reduce damage below 1.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Mephansteras on April 24, 2016, 09:54:02 am
Enemy armor certainly can. I imagine that our armor could as well, although I don't know that I've ever seen that happen due to how rare armor is for XCOM.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 24, 2016, 02:21:30 pm
Anything less than 2 damage is basically nulled anyway, since thats how much the passive repairs per turn. Also, ABA updated and added new, mean things. Almost none of which we will see soon, but I might as well mention it.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424110922_1.png)
Huzzah for plot-based plot reducer.
We also get another supplies rumor that makes up for the one that seems to have vanished. Two days later, the workshop and resistance comms are done. One of the engineers gets put into the workshop, one of the gremlins into the comms, and the other gremlin into the power relay. The free engineer leftover it put back to work helping shield that power coil.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424111613_1.png)
Shortly after, we get this, which is not too important right now. More importantly we have elerium research complete, which leads to all sorts of interesting things. The newest of which is that, if we wanted to spend an advent datapad on it, we can now instantly unlock alien strongboxes. I'll wait on that until we get the african bonus, so that it surely going to be good loot. From Ultimate Workshop, we can now build elerium cores at the expensive price of 75 supplies, 35 elerium, and 50 alloys.
For the rest, theres our plot research alien encryption, which will take the least time. In order of increasingly long to complete, we then have psionics (9 days), plasma rifles (12), and powered armor (13). I'm going with psionics first, we've got a supply drop in 15 hours and I want to get a psi lab soon. The supplies rumor got us 66 supplies, which is pretty alright.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424112412_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424112457_1.png)
I don't like the sound of that armor, but retaliation strikes are annoying as well.

3 days later, we've collected our supply drop, and bought some extras from the black market along with selling 9 advent strongboxes (we've still got 22 left). We're off to connect East Asia, and then if we still have time, build a relay in New India to complete the region bonus. I pick up both Gauss Rifles and Mag Cannons, and Kaladin is finished healing, so I take a couple days off the remaining shield power coil time.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424113141_1.png)
That is conveniently close! I suppose we can head over there next, especially considering it annoyingly added 2 dots to the avatar progress, followed by a generic avatar progress increase. The power coil also completes shielding shotly after, so we get to work on digging out fourth row mid, we'll need more alien alloys and it gives us some.

East Asia is now connected, now for a radio relay in New India, and we'll be both closer to that facility and be able to make suits easily. 20 hours later, we've got Psionics completed, which means the psi lab is available and so is the adv. psi amp. The Psi lab is going in the power coil space, because it eats up so much power if you intend to upgrade it later, and I do. I want me a bunch of psi-ops, because psi-ops are awesome. With an engineer diverted to it, it'll be operational in 11 days. I pick up the adv. psi amp for our psiblades (and later our psi-ops), Alien Encryption research is next, since its fast and necessary. We are now out of supplies tho :\

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424114507_1.png)
As much as I'd like to deny advent their armor, we need supplies, otherwise I can't build our armor once that relay is finished building! After double checking the proving grounds, neither EXO suits not spider suits need supplies to be built. So instead, we're doing this so I can get other useful things done, like building a laboratory, or maybe upgrading the workshop or comms or psi lab earlier. As a bonus, we don't have to deal with early retaliation.

Cypher gets Ever Vigilant, Furtukan gets Domination. Both snipers get Expanded mags to go with their seperate scope types, Jopax gets an adv. repeater, Sirus gets an adv. scope and adv. corrosive shrapnel, Pies gets Triage Protocol.

Spoiler: Squad Yo-doubt (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424130227_1.png)
Lets'a go.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424130550_1.png)
Uno mutono. Theres also the new advent in this group: the Advanced Wrecker. They have armor-piercing and high chance to wreck environmental things.

Spoiler: Its a trap! (click to show/hide)
Ambushers 4, Xenos 0. Storm, Sirus, Cypher, and Athing all got a kill. Caroline gets us some loot: Elerium core x2, Advent strongbox, Adv. repeater, Adv Flexweave, Alien Data cache, Alien Strongbox.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424133245_1.png)
Kaos gets the first Gauss rifle overwatch shot, and its an excellent one, but theres even more news than that!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424133433_1.png)
The news being we've got a proper xenos squadron on our hands here. Four sectoids and an injured muton.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424133716_1.png)
They even survive soulfire strikes, they do.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424133856_1.png)
Lightning Hands takes out that sectoid.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424134031_1.png)
I suppose Deadeye isn't all bad, when it hits. It turned this into a ohko on that sectoid, for example. Next, Jopax misses, sets the car the sectoid is hiding behind on fire, and then shouts verily about the eldar and their cover again.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424134712_1.png)
Big Bird picks up some loot (PCS:Speed, Advent lockbox, expanded mag) and takes a decent shot at a sectoid. Furtukan does serious damage to the car sectoid.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424135159_1.png)
Cypher picks up some more hack skill. (now at 171(+5))

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424135256_1.png)
Pies and Athing: Successful overwatchers. (Athing's image got blocked by a fence (https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424135308_1.png))

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424135704_1.png)
Could be better. Theres an Advent MEC, an Adv. Gunslinger, a stun lancer, and two heavily armored advent back there. Good thing you picked up that hack last turn, Urist!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424135912_1.png)
Look at that lovely 82% chance to steal the mec for a few turns!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424135920_1.png)
*sigh*
Also, Pies misses and annoys the muton for 1 damage instead.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424140329_1.png)
Athing flingeth back the muton with his gun of shards! (also loot, being advent lockboxes x2, alien strongbox, alien data cache, elerium core)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424140817_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424140823_1.png)
Poor MEC didn't stand a chance against the sniper oversight duo. If only it let us hack it!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424141011_1.png)
I forgot there were more than two advent back there when I hacked instead of moved. You ain't dead though.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424141454_1.png)
Advanced heavies have 7 hp and 3 armor. This advent trooper is literally about as tough as the mutons are, but without a defense score. Or a plasma weapon.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424141515_1.png)
This is Big flockin Bird, and he does not approve of your armor shenanigans! Only he gets the big armor, he's made of it after all! (I think)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424141808_1.png)
One of the uncommon times I've actually had use for combat protocol over soulfire!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424141941_1.png)
Speaking of which, I actually got an interesting screenshot of that ability this time. It looks like a giant beam of psi-pain in this instead of whatever its supposed to, which is neat.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424142428_1.png)
*Blam!* Overwatch kill for Storm, once again.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424142443_1.png)
One adv. heavy's jealousy over heavier armor later, its our turn again. Cypher, whats in the box!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424142811_1.png)
Intel is in the box, yay! (new hack score: 187(+5), you're also back up to 14 hp) Reinforcements are gonna show up behind us.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424143316_1.png)
Caroline pulls off a max damage roll swipe at the heavy, knocking them out and letting everyone else move into position to murder welcome the advent reinforcements.


Spoiler: Mission done/Awards (click to show/hide)

Promotion: Lt. Ann, Maj. Pies, Maj. Athing (with an awesome AWC ability in Shredder!), Cpt. Kaos (AWC ability: Untouchable, not bad either)
Urist is injured for 6 days. Not gravely though.

Spoiler: Loot, yo. (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160424145414_1.png)
An updated look at the Avenger.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Urist Imiknorris on April 24, 2016, 05:10:44 pm
Is this the first time I've been injured? It's a shame that other MEC wasn't willing to get shot for me.
Title: Re: Lets have us an alien war: XCom2 modded. M9: Heavy Agony of Terror
Post by: Cptn Kaladin Anrizlokum on April 24, 2016, 05:20:24 pm
Carolina has... an 87 with Kaladin.
...
/me winks at Kal
:P
*Kal winks back

And yay, I'm out of the med-bay! Stupid double-crits.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 24, 2016, 06:09:07 pm
Is this the first time I've been injured? It's a shame that other MEC wasn't willing to get shot for me.
It is.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Darkening Kaos on April 24, 2016, 08:10:14 pm
     What?  Another promotion, already?  Those Aliums must be throwing themselves in the way of my bullits.  I'll just have to give them more to catch.
     This promotion is Faceoff, next would be Steady Hands, (imo, slightly better than Aim).

     Also, Akylon, are we in a position to work on Experimental Ammo?  We are going to need AP ammo very soon I think.  As well as Blue screen if we keep coming up against more MECs.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 24, 2016, 08:24:54 pm
I can buy vanilla things (at high prices) directly via Ultimate Workshop (so theoretically I could've started you with a superior scope or laser sight, at the cost of somewhere around 200 supplies, or buy everyone not wearing an EXO suit a plated or stasis vest if we actually had the supplies to spend), or you can take a gamble at proving grounds experimentals, yeah. Right now I'm just waiting for the region bonus so I can build spider suits for you snipers and exo suits for several people for more armor and explosive goodness instantly before actually queueing up the proving grounds with other stuff. We certainly have the elerium cores to do so.

And honestly, if we keep running into mecs its more hack boost for cypher at this point, assuming we don't fail the hack. Or more for Pies or Drake, once we have skullmining to catch them up to Urist somewhat. Until we run into Heavy MECs or Sectopods, which I expect will actually challenge Cypher's giant hack skill if we want to control then and not just stun.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: MaximumZero on April 24, 2016, 09:03:51 pm
How the hell did I not see this!? I want in! MaxClone One reporting for duty! Requesting permission to blow shit up, ser!
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 24, 2016, 09:23:47 pm
Psi-op or a different class? We'd need to recruit a person first (since I'm planning on using my character pool team a a backups heroes squad once adv training is up and running properly), which means they can go in the gts and pick a class.

We don't have anything from Advanced Training purchased yet though, so either way you'll be a squaddie.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: MaximumZero on April 24, 2016, 09:24:57 pm
Don't care. I just want to spam grenades and explosives and probably die hilariously.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 24, 2016, 09:27:28 pm
Exo suit grenadier, gotcha ;D
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: MaximumZero on April 24, 2016, 09:28:53 pm
YESSSSSSSS.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Darkening Kaos on April 24, 2016, 10:36:20 pm
    Honestly, I've never built the Spider suits in the two campaigns I've run, I have preferred to have access to the extra firepower of the EXO, moar dakka as they are wont to chant.  And FWIW, bluescreen imposes a malus on robots to all hacking attempts, might make it a bit easier all round to try to grab some robo-buds.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 24, 2016, 11:32:10 pm
I use the spider suits for one thing, and only the snipers really make use of it: Grappling hook. In good situations, that lets me easily grapple up there and rain down extended mag killzone, or serial. Theres some damn good reason my lead man in the previous campaign was a lightning hands serial sniper.

Everyone else gets an exo suit unless they have two useful items, like whoever wields the skulljack. Rockets are, after all, much more useful (and easier to aim) than thrown grenades at causing explosions and mayhem on your enemies. (and if a particular mod was fixed, they would be dual utility exo suits, for maximum dakkas! But its not, last I checked. We'll make due with extra grenade launchers due to junkrat soldiers instead)
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: MaximumZero on April 25, 2016, 02:03:47 am
I will have Maximum DakkaSplosion, please.
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: A Thing on April 25, 2016, 12:56:00 pm
Athing (with an awesome AWC ability in Shredder!)

What does this exactly mean? Is it just shredder with slightly better stats or a new shedder-esque ability?
Title: Re: Lets have us an alien war: XCom2 modded. M10: Gauss Rifles: Good.
Post by: Aklyon on April 25, 2016, 01:00:50 pm
It means you got shredder as an awc ability, and that I think it is awesome.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Aklyon on April 25, 2016, 04:59:12 pm
Two advent lockboxes later, we have our new (in about 6 days) squaddie, MAXIMUM DAKKASPLOSIONS. (well not in all caps, but it looks like its in all caps in the armory, hehe)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425134858_1.png)
But theres also this. Theres datapads we can decrypt for intel, and this would take something like a week off the research time. I'd say its worth it. We can take a break on alien encryption to knock open one of those alien data caches.
We also have a rumor for reduce contact cost! Something that sounds awesome and certainly to get after I finish the relay, which happens less than a day later.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425140423_1.png)
Reinforcements, got it. We'll get to that in a bit. Some time later, we get 71 intel from the alien data cache, and return to the alien encryption research.
A day later, Max is now a squaddie.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425142240_1.png)
Oh fine, lets do this first then. To the proving grounds! Two exosuits built, them skullmining started. One for Max (they are after all, only a squaddie currently, with less health), and one for Caroline, our kinda-scout/mostly-psiblade. Max get the Liquid Explosives mod for his grenade launcher (more crit stats on grenades), along with an Adv. Stock and Adv. autoloader. Athing gets Untouchable, Kaos gets Fanfire, Pies gets Ever Vigilant, Ann gets DFA.

Spoiler: Squad Loadout (click to show/hide)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425155818_1.png)
Time to find a train.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425155913_1.png)
...eep.
That would be a pod made up of an Adv. Gunslinger, Advent Breacher (aggressive shieldbearer with a shotgun), a normal Shieldbearer, and a Muton Berserker Firestarter. Look at its health pool! Its gigantic and breathes fire. It doesn't need shielding to go with it, much less two shielders!

Looks like you're in for trial by fire, Maximum.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425160733_1.png)
This. This I can deal with. its only...4 plasma weapons, and a Muton Pyro. Pyros get dragon rounds and unsurprisingly, set you on fire with them. To balance that out they have no grenade and can't counter-melee you. Kaos goes up into higher ground and spots an Advent Guardian as part of the firestarter pod, augh.
Guardians are defensively-minded, sniper-armed shieldbearers. Why is this map full of shieldbearers...

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425162138_1.png)
It appears the game meant it when it said this would be a difficult mission. Caroline is flanked and can't move without setting off the alert, and so is Kaos.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425162954_1.png)
The more I play this campaign the more I appreciate the gas grenade. I didn't use it at all last time!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425163137_1.png)
Those advent are probably dealt with, assuming the poison still does enough damage. For some reason, the pod didn't bother moving into cover. It would make it more difficult if they'd bother doing so.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425163207_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425163214_1.png)
Thankfully, the overwatch focuses entirely on the other pod. Sniper duo take out the muton pyro, and a couple others kill some but not all of the vipers. Kaos moves into better cover, shoots the firestarter with lightning hands (for a lovely 9 crit), and gets to use fanfire far earlier than I ever thought he would, because I'm not going to just leave those scamper balanced points in an overwatch with this sort of problem on our hands. There are 8 visible targets from his position. The firestarter pod are all guaranteed hits, since they are in no cover whatsoever and he's got lots of aim bonuses. Heck, he's even got a 55% crit chance for most of them!

Spoiler: :O (click to show/hide)
I may need to readjust my opinion on gunslingers with Mod Everything and Pistol Buff, once we get to plasma pistols. That is a hell of a lot of weakened enemy kills.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425164513_1.png)
Kaos, I blame you not picking kill zone for this ridiculously good luck. I was expecting problems and viper dodging from that start!
Though the firestarter is still alive...Caroline dashes outside its immediate area and picks up some viper loot instead, 2 elerium cores and 2 alien strongboxes. Everyone else overwatches and hopes it doesn't rush at them.

...and for some reason it just stands there. Its took poison damage, its no longer poisoned, but really? No fire or painful melee?

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425165424_1.png)
Max somehow flings it into the side of the nearby building with a mag cannon shot. Ok.
Big Bird collects the rest of the loot: Advent lockbox x2, Alien strongbox, adv. autoloader, scope, corrosive shrapnel, adv. laser sight, adv. heavy elerium, repeater, blade flourish, PCS: adv. agility.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425170151_1.png)
Did you know characters glow purple while fortress is active? It looks neat.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425170308_1.png)
Urist finds a pod of advent. We're up to adv. troopers & officers proper now, and this group has a Sentinel. Sentinels are defensive, and have both Ever Vigilant and Guardian.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425170549_1.png)
Can you pull off another impressive deadeye, Ann?

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425170615_1.png)
Awesome. You even got a crit!
Kaos misses his shot, but honestly? I'm pretty sure you can miss a shot, considering you killed 7 enemies in one action last turn. Maybe even two misses.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425171338_1.png)
Critical Injury, by Big Flockin Bird.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425171517_1.png)
Maximum Dakkasplosions, bringing the boom! (if only those supplies weren't in the way, there was a bigger potential boom!) Furtukan picks off the injured trooper with soulfire and Caroline halves the officer's hp. Urist just barely misses the kill, with 5 damage, which gives the kill to Pies' combat protocol. Athing climbs up next to Cypher to take a shot at the remaining trooper and similarly flubs with a 7.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425172158_1.png)
I'll give this trooper credit, he was a brave hybrid person-thing, shooting our MEC instead of running into heavier cover.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160425172322_1.png)
But lets not push it too far, shall we?



Promotions: Cpl. Maximum, Colonel Min Ju 'Witchy' Caroline (Reaper for chain melee kills, or Null Lance for killing or severely wounding everything in a line from you, ignoring cover and armor?).
We now have all the advanced training GTS perks unlocked, they would cost about 1k supplies total, but let us train up rookies very high, fairly safely.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: MaximumZero on April 25, 2016, 05:26:58 pm
Sweet. I'm not only useful, I blew stuff up and didn't die. That's a good XCOM day.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: A Thing on April 25, 2016, 05:43:43 pm
Something I just noticed now is that the alien base attack mission is called "Wolf Prince." Normally you would go up in the ranks of nobility for tougher battles, but I guess the Wolf King was a weaker ruler than the Wolf Prince.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Jopax on April 25, 2016, 06:23:54 pm
Fellowship of the crit it seems :D

Seriously, this seems like a cakewalk for the most part, when are people going to start dropping dead, that's when it gets interesting :D
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Aklyon on April 25, 2016, 06:36:05 pm
Fellowship of the crit it seems :D

Seriously, this seems like a cakewalk for the most part, when are people going to start dropping dead, that's when it gets interesting :D
At this point I'm thinking two seperate directions:
Route A: Drop to a max of 10 squad size, keep scamper balanced.
Route B: Drop scamper balanced, keep squad size.

We either have too many AP, or the bonus overwatch potential is too good for the pods to handle. Theres also the third option of 'both', but right now I think its just the two together making things too easy.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: A Thing on April 25, 2016, 08:12:21 pm
At this point I'm thinking two seperate directions:
Route A: Drop to a max of 10 squad size, keep scamper balanced.
Route B: Drop scamper balanced, keep squad size.

We either have too many AP, or the bonus overwatch potential is too good for the pods to handle. Theres also the third option of 'both', but right now I think its just the two together making things too easy.

Even if just for the sake of more people's characters getting to show up on-screen, I would say route B would be the better option. Either way we need a few martyrs and/or people who get left behind.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Aklyon on April 25, 2016, 08:19:52 pm
At this point I'm thinking two seperate directions:
Route A: Drop to a max of 10 squad size, keep scamper balanced.
Route B: Drop scamper balanced, keep squad size.

We either have too many AP, or the bonus overwatch potential is too good for the pods to handle. Theres also the third option of 'both', but right now I think its just the two together making things too easy.

Even if just for the sake of more people's characters getting to show up on-screen, I would say route B would be the better option. Either way we need a few martyrs and/or people who get left behind.
Also gonna change back the health bonus to the default instead of the ini edit I added in originally from better armor stats, but not the armor levels. Its powered armor damnit, it should be armored. :)

Edit: Well, I left a little extra health in for the EXO/WAR suits. Otherwise the health bonus is now back to its normal, more deadly state.
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Darkening Kaos on April 25, 2016, 09:04:46 pm
     SHIT!  YEAH!  The groove has been fully engaged.  Glorious crits errywhere.  (Of course, it is all because of the Talon rounds, which the pistol uses as well).
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Sirus on April 25, 2016, 10:23:38 pm
Now we're talking.

I get it, having a solid unbeatable squad feels great and is great...when you're playing by yourself. When LPing XCOM however, your audience expects a little more blood :P
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Aklyon on April 25, 2016, 10:39:09 pm
Now we're talking.

I get it, having a solid unbeatable squad feels great and is great...when you're playing by yourself. When LPing XCOM however, your audience expects a little more blood :P
Basically, yep. I expected IESS+ and ABA to beat the crap out of me on commander, even with my big collection of mods. It turns out I overprepared, lol. Even survived a couple missions on legend! (a couple. Not many.)

On the otherhand, the early game would've worked out more or less the same anyway, just with more injuries. Now that we aren't only up against advent and the occasional muton leader however, it'd be more interesting anyway, so it evens out I'd say. Now the shadow chamber part of the game gets to be more dangerous instead, eh? ;)
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Rince Wind on April 26, 2016, 05:08:06 am
I'm a cruel device
My blood, like ice
One 'nade, could kill
Your pain, my thrill

My poison running through your veins
My poison! You can't break these chains
Title: Re: Lets have us an alien war: XCom2 modded. M11: Kaos, Master of pistol crits!
Post by: Aklyon on April 26, 2016, 08:42:46 am
Forgot to actually take a picture of Maximum!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426093903_1.png)

Here you go. Update next.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Aklyon on April 26, 2016, 11:44:24 am
Scamper balanced is out, health is downed, intel rumors are in. But not as cool as the previous rumor.
Two days later, bam! 50% off the next region contacted. Lets head to New Indonesia, get that facility available. Slightly later, the shadow chamber is now avialable. Also, viper and shieldbearer autopsies are now instant, lets get those done. Mostly from the xcom energy shields mod, we now have an energy shield grenade, and these things unlocked in the proving grounds: Group shield generator, personal shield generator, experimental armor. We also have the battlefield medicine project unlocked from the viper.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426095057_1.png)
We also could potentially get us our own sneks. But in the meantime, Battlefield medicine is added to the proving grounds queue, and we head off to finish the powered armor research the black market started. It will be ours in a week.
As soon as we get to the geoscape the game tells us the facility we're looking for now has an extra avatar project dot. Could be worth it now, it'll take three whole dots out from the tracker.

Two days and one generic avatar progress tick later, the psi lab is complete. Wizard first, and the engineer goes to the proving grounds.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426095732_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426095811_1.png)
A tricky choice, whether to let them have armor or to allow berserker packs.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426100017_1.png)
Oi, I was busy with our supply drop! I suppose I'll make the spider suits and a couple more exos then, we can upgrade them later. Caroline gets Null Lance, Maximum gets Shredder. Kaladin gets the PCS: Adv. Agility. I also pick up our other Squad Size upgrade from the gts. Athing and Furtukan get the new exo suits.


(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426103141_1.png)
Op Moon Slap means we could either try to moon the target into submission, or just slap them instead. I don't think we're allowed to do the former though, so we'll just have to do the latter.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426103204_1.png)
Muton Centurion spotted.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426103424_1.png)
Grapple Further is nice.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426104058_1.png)
Lol. I think I'll let Pies try it instead once we're ready, since this is clearly not a challenge to Cypher.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426104651_1.png)
Target spotted. With some decent guards too.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105131_1.png)
We accidentally some loot here, but oh well.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105205_1.png)
Jopax tears the armor to pieces, and Kaos assassinates the centurion.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105401_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105403_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105404_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105409_1.png)
Mass Overwatch is still tricky to screenshot, much less pin down who actually killed what. Pies climbs up and finishes off the MEC with combat protocol, Caroline moves forward.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426105917_1.png)
Furtukan moves into not the greatest position, but takes out the sentinel and his flankers will die of poison.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426110106_1.png)
We've got company.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426110229_1.png)
Yes, Kaos. I certainly am impressed yet, what with you getting a crit for 10 on lightning hands. Furtukan slaps the target, leaving Kaos open to fanfire without killing the target. He's got some ridiculous 89% crit chance on the two flanked vipers.

Spoiler (click to show/hide)
Caroline KOs the surviving muton with soulfire. Big bird picks up some loot: Advent lockbox, hair trigger, PCS: Agility, PCS: Superior Focus.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426111036_1.png)
Well, it was worth a shot. Reinforcements behind us now.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426111247_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426111251_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426111253_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426111305_1.png)
Not the best screenshots, but it is what it is.

Even more reinforcements incoming onto a roof across from the evac roof. Ann grapples to the roof Kaos went to first.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426111653_1.png)
And continues to succeed at Deadeye shots. Furtukan picks up our target, and Big Bird picks up the other loot: Elerium core x3, advent lockbox x3, adv stock.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426112158_1.png)
Urist flanks the remaining stun lancer.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426112542_1.png)
Could be worse.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426112616_1.png)
Promotion get! And then Kaos moves over a square into unflanked cover thanks to DFA.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426112831_1.png)
I'm gonna assume it was the EXO suit that let you carry them up that pipe without dropping them.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426113045_1.png)
XCOM: For when blowing up the entire front of the building to hurt one enemy and kill another with gravity is not unusual. :P

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426113422_1.png)
Today is just not Pies day for hacking.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426113531_1.png)
That enemy only had 1 hp left, you didn't need to crit Maximum! (Good to know grenade crit chance applies to rockets though.)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426113721_1.png)
Rince Storm is apparently not to be outdone in the over-crit department.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426113840_1.png)
Successful chain shot? Yep. Promotion? Also yep.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426113940_1.png)
This was probably unnecessary, but I like rockets! Also its Athing getting a crit rocket.

Spoiler: We done/We gots awards (click to show/hide)

Spoiler: Loot (click to show/hide)

Promotions: Maj. Bullets, Colonel Urist 'Cypher' Imiknorris (AWC ability: Deep Cover), Colonel Rince 'Funky' Storm, Maj Kaos (got Steady Hands), Maj. Big Bird (got Draw Fire)
I add Advanced Modular Weapons to the proving grounds queue with our new supplies, and the next rumor is also supplies. But first, we have a supply drop to finish.

And if you guys really wanted me to, I could see if I could add in attrition mode's unlimited reinforcements, if it agrees with being mid-campaign. Not the limited ammo though.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Rince Wind on April 26, 2016, 01:24:09 pm
Colonel, whooo


I'll take saturation fire, those pesky ayyys don't need no cover!
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Urist Imiknorris on April 26, 2016, 01:42:12 pm
I was actually hoping for Deep Cover. How about that. I'll take...

Um...

Maybe Capacitor Discharge? I've never actually used either before, but I think we have enough healing to get away with it.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Aklyon on April 26, 2016, 01:58:02 pm
I've used the healing one before, tis rather useful if suddenly everyones gotten shot up.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Mephansteras on April 26, 2016, 03:20:22 pm
Capacitor discharge is pretty amazing against sectopods and other robots. Especially if you have a few of them in the same area. Probably no wrong choice on that one.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Urist Imiknorris on April 26, 2016, 03:40:21 pm
Capacitors it is.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: A Thing on April 26, 2016, 04:14:36 pm
That's no moon! Sadly, I don't have the skill to make a gif of the Death Star being slapped.

Edit:
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160426114859_1.png)

Eyyy Max, how you doing? The demolition eugenics program is just waiting to be created. :P 

Of course, Markus would probably need a sex change, but I'm pretty sure you can do that in this game so it shouldn't be a problem.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: RAM on April 26, 2016, 08:04:54 pm
Bad enough that I can never get high anymore, now I am assisting others in the task and just watch them wistfully...
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Aklyon on April 26, 2016, 08:17:51 pm
I was actually hoping for Deep Cover. How about that. I'll take...

Um...

Maybe Capacitor Discharge? I've never actually used either before, but I think we have enough healing to get away with it.
We'll also have a lot of direct damage once we have a psi-op or two, and the other two are already leaning towards combat hacker.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Darkening Kaos on April 26, 2016, 08:52:20 pm
     @Aklyon, (yep, did my best to spell it right),
     I think maybe you need a mod to increase pod sizes, or mod an existing one - you are not in charge of a sneaky squad here, you've got an army.

Spoiler: Promotion (click to show/hide)

     Not sure what to make of a surgeon that continually ranks as the most high member of the team......
     I approve of Athing detesting Stun Lancers - keep up the good work, Critical!
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: Aklyon on April 26, 2016, 09:05:32 pm
I'm not sure there actually is an increased pod sizes one besides IESS+, and I'm not exactly sure how that works to begin with besides that its gotten rid of all the pods smaller than 3. The config file is pretty big and wordy. if someone with the game wants to see if they can figure out what I need to replace, that'd work.

I did find attrition mode and its configurable continous timed reinforcements however, and changing the squad size is simple.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: MaximumZero on April 26, 2016, 09:20:27 pm
I am fully enjoying this. Oh, yes.
Title: Re: Lets have us an alien war: XCom2 modded. MX-1: Lots more enemies over time
Post by: Aklyon on April 29, 2016, 11:38:50 am
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 (https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429122855_1.png) 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 (https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429120828_1.png) 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.
Title: Re: Lets have us an alien war: XCom2 modded. M12: Explosions!
Post by: somemildmanneredidiot on April 29, 2016, 03:46:52 pm
PTW
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Aklyon 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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429155722_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429161013_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429164009_1.png)
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!


(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429171051_1.png)
Onwards!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429171130_1.png)
One advent pod.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429171702_1.png)
They're getting serious with these guards. A MEC, a shieldbearer, and a turret! I pull back furtukan.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429172928_1.png)
If it ain't broke, its a good start.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429172948_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429173223_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429173817_1.png)
Booom! On the enemy turn, one of the poisoned guys drops loot.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429173934_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429173954_1.png)
It blew up our damn cover!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429174002_1.png)
This is not helping either.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429174012_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429175723_1.png)
Kaos, what did you load that pistol with? You knocked the shieldbearer off its feet!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429175826_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429180251_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429180909_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429181631_1.png)
The reinforcements begin.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429181657_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429181701_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429181925_1.png)
And then these assholes show up!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429182041_1.png)
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!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429182254_1.png)
Good shot Kaos, but you didn't kill the breacher! As a result, Pies has to permanently disable them with Combat Protocol.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429182434_1.png)
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429183236_1.png)
Sirus is good with grenades. James Snow is also decent with them. Athing has a thing for them too, when needed.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429182640_1.png)
There is no escape from the null lance, advent fools! None!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429183548_1.png)
"Perfect" indeed, Storm. One less Advent Wrecker to deal with. Furtukan heavily injures, ruptures, and disorients an adv. trooper with Insanity.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429184007_1.png)
Dakkasplosions brings the pain.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429184227_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429184434_1.png)
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!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429184701_1.png)
Adv. Officer is jerk, grenades us. Big Bird tanks a minor hit.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429184739_1.png)
Pies is hit!

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429184954_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429190303_1.png)
...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.)

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429190324_1.png)
Yowch.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429190607_1.png)
Updated situation.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429190749_1.png)
Begone!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429190930_1.png)
One down.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429191619_1.png)
I guess you didn't need to use chain shot then, but I did.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429191753_1.png)
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.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429192329_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429192730_1.png)
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.

(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429193030_1.png)
Big Bird approves of new rocket launcher.
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429193139_1.png)
Furtukan flattens them!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429193231_1.png)
Caroline slashes them!
(https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429193348_1.png)
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.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: RAM on April 29, 2016, 08:35:45 pm
Enemies killed: 39/44
Doesn't hate ayys enough: Aklyon (https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429122855_1.png)
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Aklyon on April 29, 2016, 08:50:04 pm
Enemies killed: 39/44
Doesn't hate ayys enough: Aklyon (https://dl.dropboxusercontent.com/u/41891911/XCom2%20LP/268500_20160429122855_1.png)
That was literally the last turn on that test mission. I either had to evac or lose the peoples.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Darkening Kaos on April 29, 2016, 09:04:49 pm
   6 days R&R, eh?  Good luck, ppl.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: MaximumZero on April 29, 2016, 10:01:25 pm
Athing and I make a good couple, apparently.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Urist Imiknorris 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.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Aklyon 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.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Sirus 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!
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: A Thing 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"
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: BFEL 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.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Aklyon 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
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: BFEL 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.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Burnt Pies on May 01, 2016, 02:47:14 pm
If I'm getting with anyone, I'd prefer it be Caroline. Athing's avatar's hair worries me, and I just don't find One Punch Man sexy.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: A Thing on May 01, 2016, 05:20:03 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.

I decided to roll for myself and it seems it ended up on Pies again, I smell a conspiracy. Rolling a three sided die ends me up with Urist, sounds fine to me. I'm fine with whatever, let other people decide.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Cptn Kaladin Anrizlokum on May 01, 2016, 08:22:04 pm
Wow, I have so many options! :P
*Winking at Caroline intensifies
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: A Thing on May 01, 2016, 11:25:05 pm
There is only one song that Caroline's situation reminds me of (https://www.youtube.com/watch?v=9RVTvwZUAyM&list=PLsZD0bXgDP2tytbq5kZ3hxJUgHNazytFz&index=6). (Warning: the song is more than a little bit crude, just saying.)
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: birdy51 on May 02, 2016, 09:06:13 am
So much shipping!

I support all of this!
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: RAM on May 02, 2016, 04:27:59 pm
Ever since "Most High" dumped me for some worthless floozy I just haven't been interested...
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Darkening Kaos on May 02, 2016, 10:13:46 pm
    You have a chance to reclaim while Kaos is chillin' in the infirmary.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: RAM on May 03, 2016, 12:16:51 am
Like I even want them back! Romance is for chumps... Is there any of that Advent Ice-cream left?
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Sirus on May 03, 2016, 12:22:13 am
No. Because I ate it all ;-;
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: BFEL on May 03, 2016, 05:47:27 am
I like how there was immediately a fight over who gets to be my parents :P
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Aklyon on May 09, 2016, 11:01:40 am
Minor update while we wait for Alien Hunters and I continue to be unsure whether to go with Toolbox or not: Would anyone be interested in some intermission WaveCOM (http://steamcommunity.com/sharedfiles/filedetails/?id=679975280), if it can be setup correctly?

Also theres an expanded mission names mod, so I'll add that in.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Darkening Kaos on May 09, 2016, 09:25:30 pm
     It would be interesting to see TowerDefenceCOM....

     As for Toolbox, I dunno, it might be best to use it from the start of a new campaign.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Aklyon on May 10, 2016, 08:31:21 am
     It would be interesting to see TowerDefenceCOM....

     As for Toolbox, I dunno, it might be best to use it from the start of a new campaign.
For toolbox, its mostly for looks. Having the whole squad on screen in squad loadout would be both cool looking, and save me a line of text per update.
Title: Re: Lets have us an alien war: XCom2 modded. M13: The War Update.
Post by: Persus13 on May 10, 2016, 05:11:17 pm
     It would be interesting to see TowerDefenceCOM....

     As for Toolbox, I dunno, it might be best to use it from the start of a new campaign.
For toolbox, its mostly for looks. Having the whole squad on screen in squad loadout would be both cool looking, and save me a line of text per update.
That would be nice, yeah.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Aklyon on May 12, 2016, 12:40:38 pm
...So originally I was going to say something like 'meanwhile in alternate-com', Buuut. Psiblade has gone poof from the workshop, as has Primary Weapon Sword.
Psiblade is kinda important for the current campaign to exist.

So it turns out we might have a new campaign after all instead of a continuation. On the plus side (for you people who wanted more death), this means that once everything is in working order again (Toolbox probably, Squad Cohesion, Time travellers, ABA, IESS+, Playable Advent, Attrition mode reinforcements, assorted other things), we can have a dangerous war from the beginning, instead of a modified large-scale Veteran-Commander like pre-M13 was. Still on Commander of course, and i'll be adding people back in as they get to squaddie, unless you speak now (or just quote yourself from before) with the specific class you want (vanilla classes, and theoretically junkrat is also available, along with theoretical playable advents, also furies and bruisers from Grimy's classes). BFEL, I already have you as 'Futureperson'.

Edit: Also, if anyone had particular cosmetics in mind for themselves (or maybe even new classes?), now wouldn't be a bad time to poke me about them.
Edit2: How about we fill in the Psiblade's role with the Fury (http://steamcommunity.com/sharedfiles/filedetails/?id=682736717)? It sounds like a pretty damn cool class.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Mephansteras on May 12, 2016, 01:45:02 pm
That does sound fun! Wouldn't mind Brion Drake being redone as one of those.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: MaximumZero on May 12, 2016, 01:55:40 pm
I'd like back in, please. After all, I'm in the title.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Aklyon on May 12, 2016, 02:01:03 pm
I'd like back in, please. After all, I'm in the title.
...:D
I like your interpretation of the title and give you an amused thumbs up.

(also you were going to be back in anyway since you were on the previous squad, I'd been asking if people wanted particular classes to point them out or requote them. If you just want an in I'll add you in to whoever as I go through the unclaimed squaddies)
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Persus13 on May 12, 2016, 03:59:43 pm
I'd like to go back in. I don't particularly care which class I get.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Urist Imiknorris on May 12, 2016, 04:10:55 pm
I'll be back! The Fury class sounds cool and I'd like to be one.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: A Thing on May 12, 2016, 04:16:09 pm
I'll jump back in, and I'll stay as a junkrat. I don't really have any other preferences beside that.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Burnt Pies on May 12, 2016, 04:29:27 pm
I'd like to stick with specialist, ideally. Same build and looks as the original.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Cptn Kaladin Anrizlokum on May 12, 2016, 06:06:33 pm
I would rather be a specialist, actually.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Aklyon on May 12, 2016, 06:08:25 pm
So far in my looking through all the mod pages, it seems like at the least we'll be waiting on an entire new version of IESS+ to work with AH. A lot of the minor mods I honestly could just collect into a pile of ini changes.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: MaximumZero on May 12, 2016, 06:36:22 pm
I'd like back in, please. After all, I'm in the title.
...:D
I like your interpretation of the title and give you an amused thumbs up.

(also you were going to be back in anyway since you were on the previous squad, I'd been asking if people wanted particular classes to point them out or requote them. If you just want an in I'll add you in to whoever as I go through the unclaimed squaddies)
I just want to shoot a lot of boolet and blow some things up. You can also shorten my name to MaxZero. MaximumDakkaSplosions got a little out of hand.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Persus13 on May 12, 2016, 08:24:21 pm
MaximumDakkaSplosions got a little out of hand.
They usually do.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Burnt Pies on May 12, 2016, 09:01:23 pm
You don't want dakkasplosions in hand. You can lose an arm like that.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Darkening Kaos on May 13, 2016, 04:23:51 am
     Kaos can be xeroxed as he was, thanx.  I think he has experienced four five campaigns so far without change, so one more won't make much impact on the echoes in his head.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Aklyon on May 13, 2016, 12:07:08 pm
Meanwhile in Testcom, I, uh. I forgot I'd left Attrition mode on. And it can speed up the fight in Gatecrasher.

(http://i.imgur.com/GjForxO.png)
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Rince Wind on May 15, 2016, 02:37:56 pm
I wouldn't mind being a junkrat again.
Some pirate look would be cool.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Sirus on May 15, 2016, 03:38:28 pm
Grenadier Sirus was kinda cool, but I think I'd like to roll with a Gunslinger Sharpshooter this time maybe. Sounds like a lot of people have already laid claim to the Fury class.
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Aklyon on May 15, 2016, 04:52:32 pm
Grenadier Sirus was kinda cool, but I think I'd like to roll with a Gunslinger Sharpshooter this time maybe. Sounds like a lot of people have already laid claim to the Fury class.
Not a ton, but enough I'd say.
Quote from: current list
Mephansteras (Brion Drake) - Fury
MaximumZero (Max Zero) - Grenadier or Junkrat
Caroline - Ranger or Gunslinger
Persus - In (check thread for a name)
Urist Imiknorris - Fury
A Thing (Markus Athing) - Junkrat
Burnt Pies - Specialist
Kaladin Anrizlokum - Specialist
Darkening Kaos - Sniper
Rince Wind - Junkrat
Sirus - Gunslinger
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: RAM on May 15, 2016, 11:35:27 pm
I may as well throw my hat in again too, let the reincarnation commence! Are we getting reincarnated or is it more of a Frankenstein-style deal?
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Aklyon on May 22, 2016, 02:05:04 pm
Reincarnated, basically. Also (after one more test and a question) we should be good to go continuing on, I think. Most of the bugs seems to be gone now, aside from squad management in Squad Cohesion with Toolbox (oh well, I'll just not use that minor but nice management part), and some stuff in playable advent that just looks too weird.
Also, anarchist grenadier. (http://steamcommunity.com/sharedfiles/filedetails/?id=688072411) Theres also a literal wizard necromancer (http://steamcommunity.com/sharedfiles/filedetails/?id=626805128) class, and I like how ridiculous that sounds mixed in with the actual soldiers and the psi-ops and the flame-wielders. (http://steamcommunity.com/sharedfiles/filedetails/?id=631056086)

So assuming a mod list similar to this:
Spoiler (click to show/hide)
With default timers on attrition mode (not the shortened ones), would you rather have this mod (http://steamcommunity.com/sharedfiles/filedetails/?id=619895445), or IESS+ probably fixed (http://steamcommunity.com/workshop/filedetails/discussion/619302232/364041776199079516/)?
Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: A Thing on May 22, 2016, 02:21:51 pm
Necromancers? I take my junkrat request back, I want to be a necromans! That shocktrooper also looks pretty good, but necromancy is too much fun.

Title: Re: Lets have us an alien war: XCom2 modded. M0: Abrupt Temporal Shift
Post by: Sirus on May 22, 2016, 02:32:46 pm
Oh my.

Forget being a sharpshooter, I wanna be a shock trooper. That sounds incredibly kick-ass.
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: Aklyon on May 24, 2016, 01:45:33 pm
Yesterday went horribly (two TPK gatecrashers with bunched up advent). Lets see how Gatecrasher goes today. Went with Doubled Enemy Counts, which like the other mods, doesn't really effect gatecrasher.

(http://i.imgur.com/AFjA2Uz.png)
No ADVENT yet. Also, additional icons has both a numeric health display, and displays enemy names. Should make it easier to tell who the hell we're fighting among the ABA variants once we're actually playing missions that aren't blow-up-the-scupture-and-leave.

(http://i.imgur.com/cec5FAr.png)
Advent sighted!

(http://i.imgur.com/sqyGHra.png)
(http://i.imgur.com/SoPoPb3.png)
(http://i.imgur.com/YsbaS8F.png)
(http://i.imgur.com/sQzP2yP.png)
Advent smited!

Ye Sun picks up an Advent lockbox, laser sight, and vibroblade
(http://i.imgur.com/ljbriSI.png)
...and reveals more advent.

(http://i.imgur.com/J7OCTa5.png)
Good overwatch!

(http://i.imgur.com/e1uTJSm.png)
Even better, since they had loot too! (advent lockbox, auto-loader, PCS: Adv. Focus, Advent Datapad) Ye Sun also manages to avoid 3 shots despite getting marked.

(http://i.imgur.com/6NkpehR.png)
(http://i.imgur.com/0Orww7e.png)
Damnit, it was going well until we got panics!

(http://i.imgur.com/ry5A4nC.png)
(http://i.imgur.com/VmmLXSK.png)
Not out of it yet though. We can beat Gatecrasher this time.

(http://i.imgur.com/Uhf0d3i.png)
Officer down!

(http://i.imgur.com/lCdcF7N.png)
(http://i.imgur.com/c5g4Pub.png)
We can crit too, you jerk.

(http://i.imgur.com/xhRI2ug.png)
(http://i.imgur.com/g36ItPE.png)
(http://i.imgur.com/He7Vt0m.png)
...well. This went immensely better than yesterday.

Spoiler: Loot! (click to show/hide)

(http://i.imgur.com/VXyBmrT.png)
An interesting group of promotions. Dumont, Zhao, and Sun are shaken, and gravely wounded for 18 days.

(http://i.imgur.com/OBgrMsV.png)
New Avenger layout.
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: A Thing on May 24, 2016, 01:55:40 pm
I question the sanity of Clark's leather jacket that leaves his chest exposed, then again, necromancers aren't known for reasonable clothing.
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: Rince Wind on May 25, 2016, 05:38:36 am
Careful, it seems custom classes that have not been updated can't put on armor.
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: Aklyon on May 25, 2016, 10:29:03 am
Careful, it seems custom classes that have not been updated can't put on armor.
Already fixed those.
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: Rince Wind on May 26, 2016, 05:00:08 am
Well then...let's conquer earth!
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: Aklyon on May 26, 2016, 03:26:41 pm
Well then...let's conquer earth!
But first, fashion Better shirts!

First in the armory list is a sharpshooter, and I still prefer snipers. So this one will be RAM's person. The Fluoro-punk returns!
(http://i.imgur.com/l92YkSX.png)

Next uninjured squaddie is our...probably friendly necromancer, Athing!
(http://i.imgur.com/nfS2NnT.png)
I'm sure theres some sort of mystical reason for the outfit he put together. Also oddly, necromancers are allowed all normal weapon types. Right now he has a cannon, do you have a weapon preference?

Last of the uninjured squaddies, Grenadier Max Zero!
(http://i.imgur.com/vJeOSoQ.png)

Update next.
Title: Re: Lets have us an alien war: XCom2 modded. M1: Statue dislike
Post by: A Thing on May 26, 2016, 03:48:55 pm
Next uninjured squaddie is our...probably friendly necromancer, Athing!

I'm sure theres some sort of mystical reason for the outfit he put together. Also oddly, necromancers are allowed all normal weapon types. Right now he has a cannon, do you have a weapon preference?

Considering the things (http://steamcommunity.com/sharedfiles/filedetails/?id=606333084) I've done (http://steamcommunity.com/sharedfiles/filedetails/?id=667151680) in a myriad of games (http://steamcommunity.com/sharedfiles/filedetails/?id=622666194) using the name A Thing over the years (http://steamcommunity.com/sharedfiles/filedetails/?id=590391358), I can understand the NOPE (http://steamcommunity.com/sharedfiles/filedetails/?id=582154396). 

For weapons I say SMG since being a wizard at the first (real) level + having a cannon\sniper rifle is a bit much. When I looked at the page for necromancers the guy mentioned he wanted them to use wands or something in future updates, so I doubt having a cannon is intended.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Aklyon on May 26, 2016, 07:09:46 pm
Row 1 right begins excavation. Our first rumor is for supplies. 4 days later, both hybrid materials and modular weapons are complete, and we gain 64 supplies from an illegally operating transport truck driver. Next poi is a grenade and an ammo. Will it be another gas grenade? We'll see. A day later the excavation is done and the gts is plopped into it. Excavation begins in second row mid.

(http://i.imgur.com/tq1LtSO.png)
First Guerrilla Op!

Utility slot sidearms is neat. As a result of the mod, i now have a sniper with their actual rifle, a pistol (for when they can't use their rifle/gunslingers), and an emergency sword. They currently do not work with upgrades, but *shrug*. There are also pistols and squaddie-level gremlins available.

(http://i.imgur.com/HU1pcUX.png)
Off we go, with the full 10 this time.

(http://i.imgur.com/Z6y11D5.png)
Well hello there, Advent Striker.

(http://i.imgur.com/Sk9dzo0.png)
Sadly, we do not have wall-piercing grenades. Max gets to shoot at advent instead.

(http://i.imgur.com/BPt7RrX.png)
(http://i.imgur.com/LB2aKOQ.png)
(http://i.imgur.com/l0WdnQ3.png)
Still successful anyways. And since this is doubled enemy counts (assuming its working correctly), that now-4 pod would've been a pod too small to exist in IESS+.

(http://i.imgur.com/yXIriXX.png)
Athing has the idea to blow up an entire fuel tank (and the majority of the wall it rested near) to kill the remaining trooper. It also gave us a new entrance!

(http://i.imgur.com/mjZdnio.png)
One of our scout rookies spots more advent. I still can't tell if these are actually normal pods or just doubled tiny pods, but they've got another sectoid and a demolitionist. As a reminder, Strikers have shotguns and Demolitionists have better grenades.

(http://i.imgur.com/uDWyaWS.png)
Hey, you can hit things! Good!

(http://i.imgur.com/bA37grv.png)
Fatima Ann, showing they haven't forgotten how to snipe aliens at all.

(http://i.imgur.com/9kAE2zw.png)
(http://i.imgur.com/etYrmqy.png)
You win some, you lose some.

(http://i.imgur.com/xVVYuQW.png)
You uh...you should move away from that, Athing. Interesting spot for them to reinforce.

(http://i.imgur.com/T6qpqsT.png)
We are not here to miss close range flank shots, Mr. Collins!

(http://i.imgur.com/Zc8qo8i.png)
Well at least we took out one of them. Perfect Information is bugging out though.

(http://i.imgur.com/AJ1TOBP.png)
We are not here to miss ~80% of the overwatch shots either! Get it together people, theres more advent on its way.

(http://i.imgur.com/nhA6qI5.png)
One down, one injured.
(http://i.imgur.com/C1yRZya.png)
These are some unlucky flanks today, its still alive after that hit!

(http://i.imgur.com/m846ARo.png)
Also can aim: The lady with the neptune voice! Athing poisons the still-alive advent standing in the open near the former wall.

(http://i.imgur.com/m846ARo.png)
Good shot, Olav. One less Striker to deal with. Ann reloads and readies the pistol.

(http://i.imgur.com/eBcvGb2.png)
(http://i.imgur.com/zIh3Fim.png)
(http://i.imgur.com/7B1Lc4Q.png)
Ann's pistol is matching the rifles on damage.

(http://i.imgur.com/fzLP1jP.png)
The reinforcements have stopped for the moment.

(http://i.imgur.com/36VNp42.png)
Our injured rookie gets a flank kill! Followed by neptune missing their flank shot. I guess it works out?

(http://i.imgur.com/nU1xKCd.png)
This guy actually took two shots to kill, which means I only have Ann left to deal with the roof man.
(http://i.imgur.com/Si8sC26.png)
The sword appears to work just fine however. Huzzah!

(http://i.imgur.com/nv5suE8.png)
Crap. I forgot the demolitionist was on overwatch.
(http://i.imgur.com/oozzlz3.png)
Good counterattack.
(http://i.imgur.com/Cv4UvG8.png)
And you also found more enemies? Ok.

(http://i.imgur.com/XI34J7k.png)
Emma is now in need of a reload. In fact, most of the squad needs one by now. We do that, and in the enemy turn she dodges some shots while marked. More reinforcements are on their way, right in the middle of the area we're in, near the blown up wall. Collins shoots the objective and takes half its health off.


Collins clears up the relay target, now we just need to finish with the advent.

(http://i.imgur.com/pfmWIPZ.png)
This shot feels out of place with all the missing this mission. It was not a very likely shot but it hit anyway! Two misses later I'm pretty sure it was odd.

(http://i.imgur.com/oW49fgN.png)
(http://i.imgur.com/baV0AlG.png)
That officer knows more than the average cape-holder. One grenade and attack later, Emma is panicked, Max gets seriously injured, and Collins panics off of that. Athing stabilizes Max using Max's medkit. Olav & Kennedy injure the officer but manage to leave him at one hp.

(http://i.imgur.com/MBvt51L.png)
Robinson on the otherhand, has seen the effectiveness of the Athing 'blow up the explosive barrel' strategy. There happens to be one in the corner of the relay room for some reason. Oddly, the officer runs off. Is there a pod we've missed?
Meanwhile, poor Esteban the injured rookie finally gets a heal from Athing.

(http://i.imgur.com/hmQcBMs.png)
Oh. I guess that answers the question!

(http://i.imgur.com/H0dAxKD.png)
Ann has moved forward by this point, but not far enough for the advent to see this coming ;)
(http://i.imgur.com/sggDYKP.png)
No escaping this time, officer! We also get a hit in on the sectoid.

(http://i.imgur.com/9kK1jbM.png)
Oi!
(http://i.imgur.com/WYPkGFw.png)
Oi vey. Plus reinforcements from the side of us. And then the man closest to the sectoid doesn't fully kill it, along with ann missing a kill on a trooper!

(http://i.imgur.com/b8xb2FF.png)
Robinson is a fan of explosives, it looks like. Athing moves into a potentially-bad spot in order to make sure the sectoid is poisoned and taken care of. Emma takes out one of the hurt troopers critically, Collins misses the other.

(http://i.imgur.com/3Y5vNcL.png)
(http://i.imgur.com/vep5RFR.png)
Officer down, Sectoid dead. Only a few advent left.

(http://i.imgur.com/CPSjQVf.png)
One side is clear. Also Robinson is healed.

(http://i.imgur.com/sDxgCLk.png)
*dakka*

(http://i.imgur.com/giebgnE.png)
While nice, we lost a loot drop due to not killing the other one in time.

(http://i.imgur.com/mAzQcOi.png)
On second thought, Ann has made up for missing the previous shot. This was pretty-distant-for-pistols crit kill, after all. Those are pretty great.

Spoiler: Loot (click to show/hide)

Promotions!
Emma Werner is now a Bruiser and available for dibs, Ann picked up Long Watch, Max got Shredder, Esteban is our first Specialist (Injured, but whoever gets them will be doing healing duty), Rookie Rose is now a Fury (Mephansteras, same look or different?), Rookie Robinson is now a Ranger (Same question to Caroline), Rookie Collins is now a Bruiser and available for dibs, Rookie Kennedy is our second specialist (personally I'd like a second healer more than a combat hacker, but we'll have at least one so it could go either way), and Rookie Olav is now our second sharpshooter (Kaos, same question). Lastly, would you like to burn enemies or raise zombies, Athing?

Shaken: Collins.
Injured:
(http://i.imgur.com/4C2C6G4.png)
Quite a few people.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: A Thing on May 26, 2016, 08:06:49 pm
Raise zombies, if I wanted fire I would've been a shock trooper. That, and that death touch ability at the end of the necro tree is pretty sexy.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Darkening Kaos on May 26, 2016, 08:43:55 pm
     I will take Olav, thanx, stick him in a tank cocoon and transform him.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Persus13 on May 26, 2016, 10:33:15 pm
Since collins is already a Canadian, I'd like to claim him for my previous character, if possible.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: MaximumZero on May 27, 2016, 01:06:51 am
I'm not supposed to fall down. More 'splosions, pl0x.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Aklyon on May 27, 2016, 02:10:30 am
Since collins is already a Canadian, I'd like to claim him for my previous character, if possible.
Sure.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: RAM on May 27, 2016, 06:50:53 am
Well at least we can all agree to stand around pointing and laughing at something. Alas, they do not quite qualify as a normie, so we can't eat them until we get desperate...
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Rince Wind on May 28, 2016, 06:47:10 am
Aww, no Junkrat.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Aklyon on May 30, 2016, 02:09:57 pm
Alright, ABA has updated to fix two things I was worried about running into, so onwards we go. Sadly the fix involved limiting what sort of advent captains we'll see due to some vanilla captain shenanigans on firaxis' part. Also, ABA:Better Pods+ is apparently working again, so switching doubled enemy counts out for that and leaving attrition mode at default, since better pods increases enemy squad size over time anyway. Also mean we don't have Additional Dark Events, but eh.

Athing has his necromantic promotion and smg over cannon.

(http://i.imgur.com/FAMWOwr.png)
Kaos returns.

(http://i.imgur.com/I9cWPGJ.png)
James Snow returns.

(http://i.imgur.com/y9PbnuD.png)
Brion Drake returns.

(http://i.imgur.com/76oSaam.png)
Caroline returns.

(http://i.imgur.com/h3wABQV.png)
Lastly, Neptune Burnt Pies returns as our currently uninjured specialist, and probably our medic. I'll add more people as we get more recoveries, on to the update!
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Burnt Pies on May 30, 2016, 02:15:46 pm
I'd kinda prefer combat hacker over medic, but I know how important it is to have a medic along for each mission. I'd be happy with either.

Just specialise me into one side, rather than picking and choosing from each. It's how I prefer to build in most circumstances. With the exception of Covering Fire over Threat Assessment and Guardian over Ever Vigilant. Not much of a fan of those skills.
Title: Re: Lets have us an alien war: XCom2 modded. M2.5: No brakes on psi gates!
Post by: Aklyon on May 30, 2016, 04:22:56 pm
(http://i.imgur.com/hCMWvOh.png)
Plot mission location!

(http://i.imgur.com/RtXoId4.png)
Other plot mission location! Also if I forgot to mention it last time, we started in mexico.
Alien Biotech finishes (unlocking the AWC for construction), and we start on the captain autopsy to get it out of the way. 4 days later, we can now build the proving ground. Next up, Resistance Comms. Also building the AWC in top row mid since I'd forgotten to earlier. 7 hours later, we find out the results of the grenade & ammo pickup: Incendiary grenade and tracer rounds. We head over to the Other plot mission scanning target, before being interrupted with a council mission.
(http://i.imgur.com/mKdtrsv.png)

(http://i.imgur.com/PfNoGVW.png)
Kaos gets a laser sight, Pies a repeater, Drake an autoloader. The rest of the update is delayed due to buggy shenanigans. Multi-reinforcements on turn 1 and also turn 2 sorts of shenanigans.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Darkening Kaos on May 30, 2016, 09:34:23 pm
   *sigh*  I'm gonna miss those talon rounds, but it's good to be back.....
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Mephansteras on May 31, 2016, 01:11:10 pm
Yeah, previous look is just fine. Works great for the Fury, I think.
Title: Re: Lets have us an alien war: XCom2 modded. M2: The long and miss-laden path
Post by: Aklyon on May 31, 2016, 01:29:13 pm
Quote
GrimyBunyip  [author] 20 hours ago
yeah, the issue was twofold.

first the INI had a typo. It said MissionType instead of MissionName, so none of the INI inputs were recognized.

Second one w as the default wasn't recognized, so the game defaulted to reinforcement cooldown and delay of 0 turns.
And thus the lunatic reinforcements were fixed very quickly. Gonna double check, but to battle we go!
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Aklyon on May 31, 2016, 06:25:05 pm
I took a full turn off the attrition timer, lets see how often that goes.
(http://i.imgur.com/boizynD.png)
Lets get on with it!

(http://i.imgur.com/aerBR04.png)
Sectoid Soldiers have changed a bit from before, in that they no longer have an armor bit.

(http://i.imgur.com/lHlLN89.png)
I spy the target and loot!

(http://i.imgur.com/Wjl2YXl.png)
Too good a target to pass up: burn them all, loot be damned! Triple grenade kill for Max Zero!

(http://i.imgur.com/lfoMbRB.png)
Perhaps not the smartest place for a zombie, but its still a meatshield even if it ends up on fire.

(http://i.imgur.com/GpCwoVC.png)
Advent Adepts are captains with a different mindspin.
(http://i.imgur.com/Kb8ftBe.png)
They are also not immune to crits, nor height advantages. Score another one for Ann.

(http://i.imgur.com/9LLQh8g.png)
Pies starts off with a nice success for her hacking, and gets +3, for 53 total.

(http://i.imgur.com/zm19jow.png)
(http://i.imgur.com/fDltPAi.png)
Zombie Scout soaks two shots and a gunslinger pistol shot then burns to death, sadly. We didn't get shot at however, and that was the point.

(http://i.imgur.com/c9PDCeY.png)
Strafing Fire! Totally makes sense from the front, what are you saying? :P

(http://i.imgur.com/0ye4O5E.png)
You two are having all sorts of fun up there, aren't ya? Kaos finishes off the sectoid, and its psi zombie as a bonus.

(http://i.imgur.com/BTgHmoP.png)
Damnit, didn't see the overwatch. Well he has a medkit, he's fine. I'll hand him an aid protocol too.

(http://i.imgur.com/vmE8Gpq.png)
Kinda wish I'd aimed for the soldier with that damage, but I'll take it!

(http://i.imgur.com/9P9t7dT.png)
(http://i.imgur.com/tAfPicA.png)
Nu-uh. You can't sneak up on us that easily!

(http://i.imgur.com/HTqoawq.png)
(http://i.imgur.com/KX9VsPC.png)
Excellent teamwork, rookies.

(http://i.imgur.com/qb81pvx.png)
Reinforcements time! Gonna need to get that guy out of the van sooner than later.

(http://i.imgur.com/6a70iJk.png)
Pies, don't tell me you spent all your luck on that hack...

(http://i.imgur.com/VgaiDBX.png)
I'd prefer to get that more distant loot before it vanishes, and my attempts to knock off the overwatch missed. So instead, rookie!

(http://i.imgur.com/kLViLah.png)
Drake picks up an elerium core and a lockbox, and then tears up most of the wrecker's hp. Furies are nice to have around.

(http://i.imgur.com/bATh9a5.png)
(http://i.imgur.com/6nwXjD1.png)
Oh come on, he's not even in cover! Hit him!

(http://i.imgur.com/V8iw5Oj.png)
Thank you for fixing that, Kaos.
(http://i.imgur.com/fonP816.png)
Ann cleans up the wrecker as well.

(http://i.imgur.com/pdJ8BqY.png)
Perfect Info bugs out, and so to does the advent adept. He wants no part of this pain train.

(http://i.imgur.com/fdfERsM.png)
(http://i.imgur.com/c99CaEZ.png)
Well that hurts a fair bit. The rookie panicked, btw.

(http://i.imgur.com/5FA5b3T.png)
It is a bad idea to stand where you can be flanked by a man in bright orange armor.

(http://i.imgur.com/DkySxzk.png)
Drake reloads, gets into better cover, picks up an advent lockbox, auto-loader, and adv. tripwire protocol, and just crushes the gunslinger he's flanking! Pies falls short of killing her target, but she did hit this time. Athing poisons the sectoid soldier.

(http://i.imgur.com/U6HOYGc.png)
Great shot! That means...
(http://i.imgur.com/i2TDBKI.png)
Kaos can clear that half of the area while Ann reloads. A rookie gets a solid grenade hit on one of our mean followers. Pies gets another almost-kill next turn.

(http://i.imgur.com/bfQBMCa.png)
(http://i.imgur.com/BpZfaAJ.png)
Cleaning up the mess we left behind us is the most highest duo.

(http://i.imgur.com/wVVI5Nj.png)
Shirtless man can't hit at point blank apparently, so drake strafes the enemy instead. And with that, we are clear of enemies. I'd like to wait a turn or two for everyone to catch up before bringing out the VIP, but then we'll run into attrition reinforcements instead.

(http://i.imgur.com/ZmcmAKs.png)
We've picked up quite the departure party. Advent Riot Control captains have a flashbang! Athing brings out a new zombie. VIP runs the hell out of here and evacs.

(http://i.imgur.com/okmpeFi.png)
That rooftop won't keep Kaos from critting you!

(http://i.imgur.com/NXzS3rU.png)
Wah!

(http://i.imgur.com/rhIHSZF.png)
(http://i.imgur.com/QiWYfEQ.png)
(http://i.imgur.com/pRQkgpZ.png)
They really like aiming at the zombie, don't they. They even wasted an overwatch on it!

(http://i.imgur.com/fMU37am.png)
(http://i.imgur.com/RBQlBDQ.png)
What Ann missed last turn, she did not this turn! Kaos continues to be not caring about enemy height advantages.

(http://i.imgur.com/Ozezibm.png)
Bloody Riot Control Captain! You would be dead if they weren't disoriented overwatch shots!
(http://i.imgur.com/0xYwngj.png)
Oh, sure. Add insult to injury don'tcha, hit Pies who is in full cover.

(http://i.imgur.com/LfxhbsU.png)
And stay dead! Pies stabilizes Athing.

(http://i.imgur.com/IIqI7Xm.png)
Gotta clear the way.

(http://i.imgur.com/iHcFHfc.png)
Aaaaa

(http://i.imgur.com/SeiQyii.png)
See, this? This is why I build spider suits. I could've gotten them much closer by now if I had them available, that being impossible this early notwithstanding. Now I have to dash two snipers through an overwatch and reinforcements to escape.
(http://i.imgur.com/pSIQyi4.png)
[overwatch complaints intensify]

(http://i.imgur.com/58dfWYg.png)
(http://i.imgur.com/SN9T1We.png)
gaaaaaaaaah

(http://i.imgur.com/ivtpzaB.png)
You are one lucky bastard, Kaos. I was going to reload and gtfo if I couldn't get to evac with ann this turn. But instead you both made it, and I got an achievement for evac-ing someone with an active bleedout timer.


Spoiler: Loot, I guess. (click to show/hide)

(http://i.imgur.com/kAnTwkN.png)
Not the picture I wanted to see at the end of this.

Promotions: Fatima 'Fortune' Ann (Lightning Hands), Kaos (Long Watch), Markus 'Hellion' Athing (Drain life or corpse explosion?), Max 'Lineback' Zero (Suppression), Pies (Medical Protocol!), Drake (Sustained Fire or Pyrokinesis?). Rookies: Willems is a grenadier, Moletta is a Fury, Zhu is a necromancer, Jefferson is a junkrat.

Injury status:
(http://i.imgur.com/BGsAGIM.png)
...Crap. We have 3 uninjured people.
I guess this is Actually Commander difficulty, not the one from the previous run? >.>
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Sirus on May 31, 2016, 06:34:09 pm
No stormtroopers yet, I take it?
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Aklyon on May 31, 2016, 06:36:38 pm
No stormtroopers yet, I take it?
I'm fairly sure we have at least one (injured) shocktrooper.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Mephansteras on May 31, 2016, 07:29:35 pm
With that helm I gotta go Pyrokinesis.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Darkening Kaos on May 31, 2016, 07:55:33 pm
     Aklyon, your running commentary is getting better, I really enjoyed the AAR, well except for bleeding out, though I seem to be less wounded than those that walked out.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Aklyon on May 31, 2016, 08:00:36 pm
     Aklyon, your running commentary is getting better, I really enjoyed the AAR, well except for bleeding out, though I seem to be less wounded than those that walked out.
Is it getting better because I've got more to talk about besides us beating advent, or just better in general? :)
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Sirus on May 31, 2016, 08:06:46 pm
No stormtroopers yet, I take it?
I'm fairly sure we have at least one (injured) shocktrooper.
Welp.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Darkening Kaos on May 31, 2016, 08:12:19 pm
     @Aklyon
     I think it is getting better over-all.  A good blend of action and tension mixed with banter.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: A Thing on May 31, 2016, 08:14:13 pm
Considering how quick the zombies get shot down by the Advent, drain life seems the better option. That, and what necromancer can't use a mediocre to good drain life spell? That's gotta be in the introductory chapter of necromancing somewhere.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Urist Imiknorris on May 31, 2016, 10:18:03 pm
Let me go ahead and resurrect myself as that new Fury.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: MaximumZero on June 01, 2016, 03:56:55 am
Too good a target to pass up: burn them all, loot be damned! Triple grenade kill for Max Zero!
I legitimately laughed really hard. Good job.
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Rince Wind on June 01, 2016, 04:31:19 am
I'll take that junkrat, if possible. :)
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: RAM on June 01, 2016, 03:49:59 pm
Oooooooh no. Is the relationship and future-babies mod still in? I have a bad feeling that I just got a massive relationship boost with a massive loser...
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Aklyon on June 01, 2016, 03:53:47 pm
It is, since its was part of the reason I started this in the first place. Though I'm having an odd tactical load crash every now and then, which is annoying and possibly related to squad cohesion but nothing stopping things from going on. Theres a whole list in the OP, btw ;)
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: RAM on June 01, 2016, 05:52:28 pm
We may as well see how bad the damage is, would it be too much trouble to put a shipping grid on the first post?
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Aklyon on June 01, 2016, 06:08:59 pm
We may as well see how bad the damage is, would it be too much trouble to put a shipping grid on the first post?
Interesting idea
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: BFEL on June 01, 2016, 06:54:14 pm
We may as well see how bad the damage is, would it be too much trouble to put a shipping BFEL(Master of Time and Space)s prospective parents grid on the first post?
Title: Re: Lets have us an alien war: XCom2 modded. M3: From great to terrible quickly.
Post by: Aklyon on June 30, 2016, 03:19:31 pm
So I ended up playing prophecy league a whole lot more than I thought I'd do, among other more important things...and forgot to update this. And now we have sorta-mecs. Are you guys still interested in this 'lets make a screenshot lp with giant squadsize and lots of aliens, and also fire emblem mods' later once the mods shake themselves out of the shen-based rubble, or should I just leave it here?
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: Burnt Pies on June 30, 2016, 03:24:14 pm
I'm absolutely still interested, yes.
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: A Thing on June 30, 2016, 03:32:20 pm
I'm still interested but I'd rather wait for mods to update and junk than have another cut-down-in-its-prime Let's Play.
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: Aklyon on June 30, 2016, 03:35:59 pm
I'm still interested but I'd rather wait for mods to update and junk than have another cut-down-in-its-prime Let's Play.
Waiting for the mods to update is like, the whole reason I was asking. I'd be waiting for them either way, I just wanted to know if I should try to have some semblance of balance like I've been trying to hold here or just grab all the things that look neat and not screenshot it :P
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: MaximumZero on June 30, 2016, 04:13:46 pm
Grab all the neat things and screenshot it. It's the only way.
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: Aklyon on June 30, 2016, 04:46:03 pm
Grab all the neat things and screenshot it. It's the only way.
This will lead to an OP 12-man squad, unless Commander itself is significantly tougher than Veteran. :P
By 'all the neat things' I mean whatever sounds like it'd be fun to have that doesn't badly conflict with each other, then throwing in ABA/Better pods/ADE/possibly also attrition mode or something that adds reinforcements so the aliens get something. This is the sort of thing that brought up the 'this isn't a very injury-laden xcom run at all' problem before, and then in round 2 we were much more xcom.
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: A Thing on June 30, 2016, 05:25:18 pm
Just stick with the 2nd mod-list, or as close as you can get to it. We didn't get that far into it and it seemed to be decently balanced.
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: RAM on June 30, 2016, 05:33:57 pm
Verily!
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: Mephansteras on July 01, 2016, 12:34:14 am
I'm good with whatever. Mostly, do XCOM and have fun!
Title: Re: Lets have us an alien war: XCom2 modded?
Post by: Darkening Kaos on July 01, 2016, 04:08:20 am
     Definitely waiting for this to start up again.  Wait for the dust to settle, then let's give it a whirl.
Title: Re: Lets have us an alien war: XCom2 modded
Post by: Aklyon on July 01, 2016, 03:15:38 pm
Some valkyria chronicles in our emblem-com? (http://steamcommunity.com/sharedfiles/filedetails/?id=695216006)
Sounds amusing.

Edit: Also while ABA is not yet updated, I looked through the changelogs and he's added some spotter enemies that call reinforcements, and support for the call reinforcements mod for advent captains. Might not need attrition mode?
Title: Re: Lets have us an alien war: XCom2 modded
Post by: A Thing on July 01, 2016, 03:48:55 pm
Some valkyria chronicles in our emblem-com? (http://steamcommunity.com/sharedfiles/filedetails/?id=695216006)
Sounds amusing.

Edit: Also while ABA is not yet updated, I looked through the changelogs and he's added some spotter enemies that call reinforcements, and support for the call reinforcements mod for advent captains. Might not need attrition mode?

Seems fine, I would disable the resurrect one though and coward should probably also be disabled - simply too many pods for that.
Title: Re: Lets have us an alien war: XCom2 modded
Post by: Aklyon on July 01, 2016, 03:52:44 pm
The stasis-like one sounds pretty cool tbh. And you'd still be at low health I'd assume, since its 'second chance at life', not 'revive with full health'. Coward disable for sure tho, yeah.

Edit: Whats a guerilla war without stealing enemy gear? (http://steamcommunity.com/sharedfiles/filedetails/?id=706223312) ;)
Title: Re: Lets have us an alien war: XCom2 modded
Post by: Urist Imiknorris on July 01, 2016, 10:00:06 pm
The stasis-like one sounds pretty cool tbh. And you'd still be at low health I'd assume, since its 'second chance at life', not 'revive with full health'. Coward disable for sure tho, yeah.
It's described as Sustain minus the stasis, which would mean "First killshot -> 1 HP"