Thanks for the answer.
It's not the response that I'll love it but I understand your situation
Search found 22 matches
- Mon Sep 04, 2017 2:59 pm
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: Perk Pack WOTC (should I wait or will it be a while?)
- Replies: 7
- Views: 36310
- Fri Sep 01, 2017 7:29 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: Perk Pack WOTC (should I wait or will it be a while?)
- Replies: 7
- Views: 36310
Re: Perk Pack WOTC (should I wait or will it be a while?)
I am in the same situation.
I'll start a new game with vanilla but I really wanna play with the class and alien pack
I'll start a new game with vanilla but I really wanna play with the class and alien pack
- Mon Jul 17, 2017 7:21 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: Long War Mods and WotC
- Replies: 4
- Views: 35856
Re: Long War Mods and WotC
I really love to see LW 2 in WotC. But I prefer to think now in the others LW Mods and I am really worried for the class mod and alien mod. The other day I try to "get used" to play XCOM 2 without Long War 2 but I really enjoy class mod and the new enemies. That's the reason of my question...
- Thu Jun 22, 2017 9:34 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: Long War Mods and WotC
- Replies: 4
- Views: 35856
Long War Mods and WotC
We will see an adaptation of those mods (Laser, Alien, Class,...) with WotC?
Thanks in advance!
Thanks in advance!
- Wed Feb 15, 2017 8:34 am
- Forum: Long War 2: Bug Reports
- Topic: Network tower bug appear in guerrilla mission
- Replies: 1
- Views: 3756
Network tower bug appear in guerrilla mission
Hi, Yesterday I was playing a guerrilla op when I hack the vigilance network and obtain a reward about controlling a random enemy. Next turn appear a pod with a MEC so my specialist did a haywire protocol and contolling him. My surprise appear when, after succefull hacking the MEC, another enemy bec...
- Tue Aug 02, 2016 9:27 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: LW Perk Pack detailed Balance FEEDBACK - all classes
- Replies: 21
- Views: 40351
Re: LW Perk Pack detailed Balance FEEDBACK - all classes
First, I really love the new classes and I'm waiting for an update to SPARK. About the most controversial class, the gunner: IMO the gunner isn't a bad class, is really good. The problem isn't the class, the problem is the weapon . Think about it, is a weapon that only works in one class , is expens...
- Wed Mar 02, 2016 4:42 pm
- Forum: General Discussion
- Topic: Double mission
- Replies: 0
- Views: 4599
Double mission
Hi One of the things I really miss from UFO Defense and TFTD (specially the last one) was the double mission. Maybe should be cool if some missions (like council mission o alien facilities) should be a two part mission (even with tow separate squads): one mission to call the attention of the enemy a...
- Tue Feb 23, 2016 9:47 am
- Forum: General Discussion
- Topic: [REQUEST] Many Ideas
- Replies: 13
- Views: 46698
Re: [REQUEST] Many Ideas
In EU/EW snipers have disbling shoot who tecnically shutdown the weapon.
- Tue Feb 23, 2016 9:47 am
- Forum: General Discussion
- Topic: [Request] Proper Ethereals
- Replies: 5
- Views: 12122
Re: [Request] Proper Ethereals
*SPOILER ALERT*
The Ethereals are dying, that's the reason they must rely in Avatars than themself.
Maybe if you can face "lesser" avatars should be nice too.
The Ethereals are dying, that's the reason they must rely in Avatars than themself.
Maybe if you can face "lesser" avatars should be nice too.
- Tue Feb 23, 2016 9:45 am
- Forum: General Discussion
- Topic: [Request] Make workshops usefull
- Replies: 4
- Views: 9625
Re: [Request] Make workshops usefull
Tecnically you don't turn one engineer into two. You pay 125 supplies (and 35 each month), one facility slot, one energy and 20 days of contrustion for one adjacent limited engineer. Or 225 Supplies (and 75 each month), one facility slot and 3 energy and 20 days of construction for two adjacent limi...
- Fri Feb 19, 2016 8:53 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: SMG Mod - Useful?
- Replies: 9
- Views: 18420
Re: SMG Mod - Useful?
The best think about SMG is balance because is not a weapon 100% better than assault rifle. It has his good and bad points and that's the beauty of the mod. It's not a overpowered weapon but an interested option for a other kind of playing.
- Fri Feb 19, 2016 8:51 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: The future of LWS on XCOM2
- Replies: 6
- Views: 14167
Re: The future of LWS on XCOM2
He said it clear.When they have something to announce, they'll do.
The wait will be though but I'l wait with pleasure
The wait will be though but I'l wait with pleasure
- Thu Feb 18, 2016 9:05 am
- Forum: General Discussion
- Topic: [REQUEST] Many Ideas
- Replies: 13
- Views: 46698
Re: [REQUEST] Many Ideas
Gremlin is a weapon.GospodinNoob wrote: Give gremlin a hitpoints. Of course aliens will shoot at him.
If alien can shoot him, why they can't shoot the others weapons?
Seeing a Mechtoid again should be cool
- Thu Feb 18, 2016 8:40 am
- Forum: General Discussion
- Topic: [Request] Scientist utility
- Replies: 4
- Views: 8965
Re: [Request] Scientist utility
Looking the events you can scan, there are some who basically is an interrogation of a helpes alien/advent which give you intel. Maybe interrogation aren't necessary in Xcom 2 aside of gaining more intel (and for this we have skullmining). I'm still thinkg should be better separate Autopsy and equip...
- Thu Feb 18, 2016 8:39 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: SMG Mod - Useful?
- Replies: 9
- Views: 18420
Re: SMG Mod - Useful?
SMG are good and balance. But obviously you can't rely always in those weapons. They are very good in retaliation/avenger defense with a Ranger who start in stealth because a good mobility and lesser detection are a perfect match. For psionic are good too and for a specialist/skulljack If you wanna ...
- Mon Feb 15, 2016 8:44 am
- Forum: General Discussion
- Topic: [Request] Make workshops usefull
- Replies: 4
- Views: 9625
Re: [Request] Make workshops usefull
Numbers never lies
But don't misundertand me, if you plan to finish your campaing in three/four months they are a very good idea, but otherwise are a sink of money
But don't misundertand me, if you plan to finish your campaing in three/four months they are a very good idea, but otherwise are a sink of money
- Thu Feb 11, 2016 8:19 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: New Mod's wishlist ?
- Replies: 22
- Views: 27020
Re: New Mod's wishlist ?
I think we have the general subforum for this:
"General Discussion"
For requests, ideas and general mod talk
BTW +1 to the "make all primary weapons available" button
"General Discussion"
For requests, ideas and general mod talk
BTW +1 to the "make all primary weapons available" button
- Wed Feb 10, 2016 10:52 am
- Forum: General Discussion
- Topic: [Request] Make workshops usefull
- Replies: 4
- Views: 9625
[Request] Make workshops usefull
Am I or the workshop facility is totally a crap? You pay 125 Supplies for a facility who first must be created (20 days) consume 1 point of energy, have a upkeep of 35 supplies and allow you to gain two gremlin putting one engineer. Basically give you an extra engineer with limited use (adjacent fac...
- Wed Feb 10, 2016 9:16 am
- Forum: General Discussion
- Topic: [REQUEST] Many Ideas
- Replies: 13
- Views: 46698
Re: [REQUEST] Many Ideas
And some cosmetics ideas: - Tier 3 equipment is very stylized IMO, it lose all the "guerrilla with more wits than resources" flavor. Plasma weapon could be laser weapons with a less "alien" desing (even Muton's and Andromenon's rifle are more "rough" than Xcom plasma we...
- Wed Feb 10, 2016 9:12 am
- Forum: General Discussion
- Topic: [Request] Scientist utility
- Replies: 4
- Views: 8965
Re: [Request] Scientist utility
We need more alien interrogations too. Putting an alien (who could know the Avenger's codes) into the Avenger could be risky. Don't misunderstand me, I love interrogation but the reason of why not allow aliens in the Avenger is very logical. That's why I propose the "study enemy equipment"...
- Wed Feb 10, 2016 9:08 am
- Forum: General Discussion
- Topic: [REQUEST] Many Ideas
- Replies: 13
- Views: 46698
Re: [REQUEST] Many Ideas
Some ideas: - Elite aliens like the Muton Centurion (Sectoid alpha, Shapeshifter faceless, a Cobra or a Grand Archon) - Make Viper's corpse usefull: Improved medkits are very lame because gremlin's heal depends of the tech grade of the gremlin, maybe you can create gas grenades and viper's rounds wi...
- Wed Feb 10, 2016 8:43 am
- Forum: General Discussion
- Topic: [Request] Scientist utility
- Replies: 4
- Views: 8965
[Request] Scientist utility
Hello everybody, I really like the engineer mechanics in Xcom 2 (it's very similar to UFO: Afterlight) but I really miss a similar option to scientist. Research in Xcom 2 is very easy: Thanks to inmediates autopsies, Black market's rush research and very little researchs (unlike EU/EW) you can have ...