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XCOM 2 - Page 53

Forum Index > General Games
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Deleted User 137586
Profile Joined January 2011
7859 Posts
Last Edited: 2016-02-11 16:23:32
February 11 2016 16:22 GMT
#1041
Anyone else see this? I have a ranger perpetually stuck in bullet time slo-mo. His turns take foreeeever.

Edit: When you evac him, the rope comes down and goes up in regular speed, so it looks like doesn't catch it, and is instead beamed up Star Trek style.
Cry 'havoc' and let slip the dogs of war
Latham
Profile Blog Joined May 2007
9560 Posts
Last Edited: 2016-02-11 16:35:20
February 11 2016 16:27 GMT
#1042
On February 12 2016 01:22 Ghanburighan wrote:
Anyone else see this? I have a ranger perpetually stuck in bullet time slo-mo. His turns take foreeeever.

Edit: When you evac him, the rope comes down and goes up in regular speed, so it looks like doesn't catch it, and is instead beamed up Star Trek style.


I had a mission where an archon bombarded the roof my soldiers were standing on and they fell through it to the 1st floor. They all lost all animations for the duration of the mission. They were all literally frozen in 1 pose, the normal standing one.
I gotta admit that made the game a lot more smooth, when I don't have to watch them hurdle over 5 low covers to reach their destination 7 titles away. No shot animations either, no damage/hurt animations and they just teleported to the spot I ordered them to run to.

It was like "quick combat" and "quick movement" in the civilization series. Awesome.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Taf the Ghost
Profile Joined December 2010
United States11751 Posts
February 11 2016 16:30 GMT
#1043
On February 12 2016 01:22 Ghanburighan wrote:
Anyone else see this? I have a ranger perpetually stuck in bullet time slo-mo. His turns take foreeeever.

Edit: When you evac him, the rope comes down and goes up in regular speed, so it looks like doesn't catch it, and is instead beamed up Star Trek style.


I had a solider get wrapped up by a Viper and actually bug the mission out. The viper spent the entire 5 minutes making the game suddenly shift into a very different genre.
Latham
Profile Blog Joined May 2007
9560 Posts
February 11 2016 16:48 GMT
#1044
On February 12 2016 01:30 Taf the Ghost wrote:
Show nested quote +
On February 12 2016 01:22 Ghanburighan wrote:
Anyone else see this? I have a ranger perpetually stuck in bullet time slo-mo. His turns take foreeeever.

Edit: When you evac him, the rope comes down and goes up in regular speed, so it looks like doesn't catch it, and is instead beamed up Star Trek style.


I had a solider get wrapped up by a Viper and actually bug the mission out. The viper spent the entire 5 minutes making the game suddenly shift into a very different genre.


So.. Gachi BDSM Van Darkholme enthusiast viper? Wait, they're all female aren't they? So... 50 shades of grey?
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Xafnia
Profile Joined July 2010
Canada874 Posts
February 11 2016 16:56 GMT
#1045
'TIPS'

Killzone counts as a normal overwatch even if your squad is all concealed. You just send your ranger forwards, and killzone + overwatch everything. On their turn they will aggro, you'll killzone + overwatch attack everything as they run to you and then get the full turn to finish them off.

Concealed ranger + long watch to pull pods too you instead of running to them, same as above.
Concealed ranger + squad sight shots to kill towers without them being able to attack you.

Don't do a concealed ranger + full overwatch setup on a pod with an andromedon. If you aggro and kill it on it's own turn it will transform and attack on the reveal turn. (This is how I lost my only soldier after t2 armor. Got crit n' died)
Gorsameth
Profile Joined April 2010
Netherlands21655 Posts
February 11 2016 17:09 GMT
#1046
On February 12 2016 01:22 Plansix wrote:
I am also very excited for the patch the lets me turn of the announcements from central. I don’t need to hear the same dialogue bark every time 2, 4, and 6 civs are killed. Or every time I wander need an objective.

I think I saw them when I was browsing the ini files so you can remove them if you want.
It ignores such insignificant forces as time, entropy, and death
Xafnia
Profile Joined July 2010
Canada874 Posts
February 11 2016 17:14 GMT
#1047
They wouldn't be so bad if they had varying lines but it's always the exact same ones.
Spazer
Profile Blog Joined March 2009
Canada8031 Posts
February 11 2016 18:03 GMT
#1048
Can you blame him? It's a massacre out there!
Liquipedia
daemir
Profile Joined September 2010
Finland8662 Posts
February 11 2016 18:06 GMT
#1049
On February 12 2016 01:22 Plansix wrote:
I am also very excited for the patch the lets me turn of the announcements from central. I don’t need to hear the same dialogue bark every time 2, 4, and 6 civs are killed. Or every time I wander need an objective.


Oh is this coming in a patch? Thank god. I hate nothing more in games than unskippable VOs/cutscenes.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2016 18:13 GMT
#1050
On February 12 2016 03:06 daemir wrote:
Show nested quote +
On February 12 2016 01:22 Plansix wrote:
I am also very excited for the patch the lets me turn of the announcements from central. I don’t need to hear the same dialogue bark every time 2, 4, and 6 civs are killed. Or every time I wander need an objective.


Oh is this coming in a patch? Thank god. I hate nothing more in games than unskippable VOs/cutscenes.

I have no evidence of this, but I assume is must be coming. Not being about to turn off mission stopping voice over is bad. It wouldn't so terrible if the game did come to a grinding halt every 2 turns as civilians get killed.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Latham
Profile Blog Joined May 2007
9560 Posts
February 11 2016 18:26 GMT
#1051
I just want them to fix corrupting save files with chryssalid cocoons and saving in the final mission
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 11 2016 18:33 GMT
#1052
thats xcom moment:

rescue a vip from an advent vehicle, the extraction zone is between the vip and the starting position and only 1 and a half double moves away.

xcom turn 1: double move, seeing a security tower and hack it with a specialist, the reward is to mindcontrol 1 alien. i get an archon in a 2 archon 1 andromedon pod that is right next to the vehicle with the vip.
aliens turn 1: andromedon attacks mindcontrolled alien, misses and blows up the car with the vip. vip dies.
xcom turn 2: guess i am done here.
Snotling
Profile Joined August 2011
Germany885 Posts
February 11 2016 19:59 GMT
#1053
so dont have the vip next to a car next time^^
hfglgg
Profile Joined December 2012
Germany5372 Posts
February 11 2016 20:02 GMT
#1054
the vip was in the truck and i had to rescue him first.
damn aliens are executing prisoners now!
Gorsameth
Profile Joined April 2010
Netherlands21655 Posts
February 11 2016 20:09 GMT
#1055
On February 12 2016 05:02 hfglgg wrote:
the vip was in the truck and i had to rescue him first.
damn aliens are executing prisoners now!

Yeah I had a similar thing one mission with a Sectopod next to the prison truck. Not thinking I blow up the Sectopod and his death takes the VIP with him ><
It ignores such insignificant forces as time, entropy, and death
akatama
Profile Blog Joined July 2010
Romania982 Posts
February 11 2016 20:21 GMT
#1056
Finished the game on Legend, trying to figure out what to do next. I'd start a new playthrough, but the first 2 months are a pain.
xDaunt
Profile Joined March 2010
United States17988 Posts
February 11 2016 21:04 GMT
#1057
On February 12 2016 05:21 akatama wrote:
Finished the game on Legend, trying to figure out what to do next. I'd start a new playthrough, but the first 2 months are a pain.

I'm thinking I'll wait a little bit before starting a new game. I love the game, but I want to see what the mod community comes up with.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 11 2016 21:14 GMT
#1058
It will be worth waiting just for some optimization patches. I also want a way to edit the recruit roster directly so I can just fill the game with my own people and characters.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-02-11 21:28:49
February 11 2016 21:28 GMT
#1059
I changed the files so it would only take from my character pool, but apparently even a 30 or so soldier rooster is not enough as the game seems to randomly distribute your pool from starting characters to early/later rewards.I would like it to differentiate the class selection and have the ones you select as rookies to be the ones selected for your starting pool and ones with selected classes as rewards. I prefer made characters over generated characters, but I end up making characters just to have a large pool and get annoyed that the characters I want are hidden away somewhere.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
February 11 2016 23:05 GMT
#1060
So is the proving ground bugged? When I start something and it says 6 days estimated I deploy and engineer to reduce production time but instead it doubles! When I then remove the engineer from the proving ground it doubles again making it last 4x longer (i think) than what it started out with. A skulljack shouldnt take 30+ days to build on commander with an engineer to speed up the process.
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