I had a character named that in City of Heroes.
She was wicked cool.
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Without spoilers have you run into other ways for making money? Im guessing there has to be. There has to be some rich aholes I can rob or something.
Absolutely there are other ways to make money. Doing the missions is very important. Also intercepting diamond shipments.Scoop20906 wrote: Sun Jul 16, 2023 2:48 pmWithout spoilers have you run into other ways for making money? Im guessing there has to be. There has to be some rich aholes I can rob or something.
You can crouch or go prone and move, if that's what you are asking, that will make the merc move more slowly. The walking speed doesn't appear to be adjustable, although I guess you can just move a square at a time. I'll have to try that.Carpet_pissr wrote: Sun Jul 16, 2023 3:03 pm Is stamina gone, or just not visible? Specifically crawling vs probe, standing, running, etc.
Also: anyone know of a way to slow down the merc walk speed?
Min/Max and leave the special skills to the specialists?Blackhawk wrote: Sun Jul 16, 2023 8:37 pm Any input on how to improve your 'freebie' merc? It seems to me like they're considerably weaker than even the lower tiered pre-made mercs, and the stat points barely trickle in (I have yet to earn a single point of Mechanical for instance.) Is the only option weeks of training?
The loot ends up in the locale's stash. You'll have to send someone to retrieve it. That's pretty much true for every location, anything you don't walk away with stays in the local stash, even if the enemy occupies it.Punisher wrote: Sun Jul 16, 2023 10:05 pm Question.
If I train the villagers to defend and I'm not around do I still get the rewards or do I have to keep someone behind?
If you simply leave loot in the container where you found it, it should be available from the sector stash, iirc.Tampa_Gamer wrote: Mon Jul 17, 2023 9:17 am- looting UI clunky, should be able to drop into sector stash from loot object
I haven't had a problem with that. If I need to provide first aid during combat, I select my medic, click the bandage command, then click on the wounded character and my medic moves to them and begins bandaging them. Am I misunderstanding the issue?- I should be able to pick where my soldier provides first aid to another (workaround is to move first then use first aid command)
The overwatch overlay does show areas with no line of sight by using a different fill pattern. I've never played Pheonix Point, so I don't know what you mean by adjustable in that sense.- overwatch graphic should show blocked areas and be adjustable (Pheonix Point got this right)
I got mad and save scummed the hell out of a set-piece encounter last night.
Thanks, I was looking for the r.click "drop" button that we use from the inventory side - will try that tonightMax Peck wrote: Mon Jul 17, 2023 10:13 am If you simply leave loot in the container where you found it, it should be available from the sector stash, iirc.
In a few situations the medic positioned themselves in the line of fire between the wounded and the enemy when they could have also accessed the wounded person from the other side (with cover) so it was more of a positioning thingMax Peck wrote: Mon Jul 17, 2023 10:13 am I haven't had a problem with that. If I need to provide first aid during combat, I select my medic, click the bandage command, then click on the wounded character and my medic moves to them and begins bandaging them. Am I misunderstanding the issue?
I may have issue with my brightness then, I will look for that fill pattern tonight- thanks. Pheonix Point allowed the player to adjust not only the length but also the width of the trigger "cone" which was helpful to reduce the harder shots where the enemy would still have partial coverMax Peck wrote: Mon Jul 17, 2023 10:13 am The overwatch overlay does show areas with no line of sight by using a different fill pattern. I've never played Pheonix Point, so I don't know what you mean by adjustable in that sense.
Perhaps we should be able to break-down excess ammo for its gunpowder/parts at a given ratio
Good gosh, haven't you equipped all your long guns with silencers? It's awesome to take out a lone wolf sentry without alerting the rest of the enemies.coopasonic wrote: Mon Jul 17, 2023 1:25 pm I've been playing the game for 29 hours. I have a stack of lenses and a stack of steel pipes and around 800 parts and have yet to mod any weapon in any way.
I'm imagining the incredibly dull process of doing this manually though I suppose not that much worse than manually creating ammo (talking about in real life, not the game mechanics).Tampa_Gamer wrote: Mon Jul 17, 2023 1:40 pmPerhaps we should be able to break-down excess ammo for its gunpowder/parts at a given ratio
That's what the guy with the sharpened machete is for. Saves ammo too!jztemple2 wrote: Mon Jul 17, 2023 2:20 pmGood gosh, haven't you equipped all your long guns with silencers? It's awesome to take out a lone wolf sentry without alerting the rest of the enemies.coopasonic wrote: Mon Jul 17, 2023 1:25 pm I've been playing the game for 29 hours. I have a stack of lenses and a stack of steel pipes and around 800 parts and have yet to mod any weapon in any way.
I've used tactical shotguns with suppressors in enough other games that I've always assumed they're a real thing. Is that not the case?coopasonic wrote: Mon Jul 17, 2023 2:25 pm I'm amused that I can add a suppressor to a shotgun though.
Technically, yes.Max Peck wrote: Mon Jul 17, 2023 2:31 pmI've used tactical shotguns with suppressors in enough other games that I've always assumed they're a real thing. Is that not the case?coopasonic wrote: Mon Jul 17, 2023 2:25 pm I'm amused that I can add a suppressor to a shotgun though.
140 decibels ain't quiet.The Salvo 12 can reduce noise to under 140 decibels
120 – 140 decibels: Such as, a rock concert, auto racing, or a hammer pounding a nail
125 – 155 decibels: Like, firecrackers or fireworks, or a jet engine
Good point, I think I recall that in JA2 we could collect them and rebury them for future use, right?Punisher wrote: Mon Jul 17, 2023 3:07 pm I would like to be able to rearm them after we pass though.
Hey now!Max Peck wrote: Mon Jul 17, 2023 11:58 am I got mad and save scummed the hell out of a set-piece encounter last night.Spoiler:
Correct.Tampa_Gamer wrote: Mon Jul 17, 2023 3:09 pmGood point, I think I recall that in JA2 we could collect them and rebury them for future use, right?Punisher wrote: Mon Jul 17, 2023 3:07 pm I would like to be able to rearm them after we pass though.
And why does Nails notice the mine, tell me about it and then proceed to stomp on it? You have to move him one space at a time so you can react to the mine. QoL potential there. Alternatively give me a "everyone stop moving right now" button.Punisher wrote: Mon Jul 17, 2023 3:07 pm I would like smarter AI. If Nails is on my team and detects a mine the rest of the team should be smart enough to avoid them as I don't think he'd keep it a secret.
As it is I am just using Nails exclusively in mined areas and walking around disarming every single one of them just in case.
I would like to be able to rearm them after we pass though.
My understanding is that this is something that was introduced with thew newest XCOM / XCOM 2 games and for whatever reason, is the new acceptable standard. It feels...wrong.Blackhawk wrote: Mon Jul 17, 2023 3:19 pm They really need to start combat in turns and not let the enemies all scatter.
One M, no hyphen. The old X-COM games where hyphenated, the new ones are not.Smoove_B wrote: Mon Jul 17, 2023 3:21 pmMy understanding is that this is something that was introduced with thew newest X-COMM / X-COMM 2 games and for whatever reason, is the new acceptable standard. It feels...wrong.Blackhawk wrote: Mon Jul 17, 2023 3:19 pm They really need to start combat in turns and not let the enemies all scatter.
Sorry, I didn't think of it as a spoiler. The timer is an actual game mechanic that is displayed on screen when you load into the sector, so it isn't really a secret that you stumble into.Carpet_pissr wrote: Mon Jul 17, 2023 3:11 pmHey now!Max Peck wrote: Mon Jul 17, 2023 11:58 am I got mad and save scummed the hell out of a set-piece encounter last night.Spoiler:
Ah, my bad, that does change things. And I’m usually the one mocking people on here for getting feathers ruffled over ‘spoilers’.Max Peck wrote: Mon Jul 17, 2023 3:29 pmSorry, I didn't think of it as a spoiler. The timer is an actual game mechanic that is displayed on screen when you load into the sector, so it isn't really a secret that you stumble into.Carpet_pissr wrote: Mon Jul 17, 2023 3:11 pmHey now!Max Peck wrote: Mon Jul 17, 2023 11:58 am I got mad and save scummed the hell out of a set-piece encounter last night.Spoiler:
Maybe, but I loved XCOM and despised XCOM2. The prior felt like a tactical game (like JA3), while the latter felt like a puzzle game.coopasonic wrote: Mon Jul 17, 2023 3:24 pm Anyway, Maybe this is why I don't see much issue with it. I am used to it. 600 hours of XCOM2 will do that to you.
It appears there are ways to combine some items to gain gunpowder (putting in spoiler just in case)coopasonic wrote: Mon Jul 17, 2023 2:23 pmI'm imagining the incredibly dull process of doing this manually though I suppose not that much worse than manually creating ammo (talking about in real life, not the game mechanics).Tampa_Gamer wrote: Mon Jul 17, 2023 1:40 pmPerhaps we should be able to break-down excess ammo for its gunpowder/parts at a given ratio