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However.
It's telling that enemies can now semi-consistently two-shot you from across the room through full cover on Expert, and when you look at the comment section of the mod you have the author saying XCOM 1 and 2 on Ironman/Impossible "aren't even close to challenging".
I can respect that different people have different tastes, but I feel like "Grobo's Masochism Overhaul" or "Grobo's Gambling Addiction Simulator" would be more accurate titles.
(in case some future schmuck has the same problem as me: the xcom game console is not the place to try to fix this. go to your steam install folder, then workshop\content\882100\and find the folders for each mod class. theyll have sub folders for config, and you literally just change the starting values for their hp in the .ini file named XComGameData_CharacterStats or something similar using notepad. oops! i do think you need to restart your save, but oh well)
So does your dominance with that A-pose, Verge.
Here's a playlist of me playing impossible, but I did make some changes in the meantime so it's slightly out of date.
https://www.youtube.com/playlist?list=PLOtDIHH3bcFVjtmvEKBf_Z-7KaPBJlKjv
But this is too much for me, i can't stand to that level of cheapness :(
Or eiter i have very very bad luck with the RNG or the rolls
That shot miles away goin tru cover like nothing are pretty insame tbo :(
ty grobo
Thanx Grobo
Ah, well, the mod is only localized in english, so any other language won't display the text properly.
Currently mach weave grants +1 mobility and infighter (+40 dodge when attacked within 4 tiles or by a melee attack)
and yes, is challenge as hell.
One question, what the dodge armor do now? (don't remember the name in english, one of the ones you can buy after research armors). Since it isn't gave me any dodge and say 0 points of dodge
I am making a recorded playthrough of me beating it on impossible, and making some balance changes on the go (ususally to make the game harder)
Something cool will be some more variety of maps, the same maps all again are kinda boring.
Hope your take on this game bring back some love for the game and more modders
Thanks you again for your great work
(Though I am hesitant like some others about melee skills only being usable within blue, since that will make them much harder to use + negates some tactics like Blueblood's ever vigilant + subdue)
If you'd like you could also list explicitly which ones you use that are compatible in either your doc or description.
Had to restart thrice because of the ridiculous difficulty. In addition, because of higher cover stats, it feels like I'm the one that has to be super aggressive to take out the enemies before they decide to be super aggressive to steamroll me with numbers and by flanking. It feels a little too ridiculous, at least in the beginning
One other thing I would suggest. Changing base Bind damage to 0, but then making the sustained to 4. This gives the AI/you a chance to react to someone getting wrapped up, but failing to punish will very quickly result in the target taking a nap on the ground.
Some enemies are simply the most effective while being really agressive, while others work best from a distance - you should simply employ countermeasures like root, weapon disable or overwatch. I really don't see how having to consider that the enemy can flank you and play around it is an issue.
For the same reason I don't see why getting yourself flanked should not be punishing, It's already not an instant death like you say since no early game enemy can one shot most operators even on crit. There are generally more, much safer ways to kill something than brainless bumrushing if you are even a bit patient. Worst comes to worst you can have tools to minimize the danger, like parry, smoke being much stronger, or safeguard giving a movement action
Which is why so much emphasis was put on it this mod, including subdue. A guaranteed way to kill of low hp units was iffy, especially with long range form of it called tranq rounds existing. Plus, it made collecting intel far too easy, giving you far too much intel in the strat layer.
Cherub Simply got compensated in other ways - Being able to shield bash across the map or shield + shield bash was pretty braindead. Now you have to consider using his other aspects, which got a buff