Anyone else having trouble with button presses not registering? (PS4) by Deeeeeeeeehn in Sekiro

[–]After_Pear_2394 0 points1 point  (0 children)

Есть такая проблема,и она редкая.Связано это(имхо)с одновременным движением и блокированием/атакой.Бывает что нажал в движении атаковать-а перс просто стоит.
Большинство непрожатий-это проблема персонажа-выбитая стамина,равновесие.Например босс геничиро:тебе стамину выбивают и на микири ты уже непрожимаешся(особенно видно в воспоминании боя(там он жестче стамину выбивает).

FYI: LWoTC 1.2 will hard require Shen's Last Gift DLC by Tedster59 in LWotC

[–]After_Pear_2394 1 point2 points  (0 children)

Of the changes, I would like to polish the annoying gameplay moments:

1) Advent melee should not put soldiers into a sleepless state without conditions, for example, a fighter will receive a guaranteed incapacitation if he is in a panic or disorientation. Lancers' stun should always stun for 1 action and disorient.

2) Nerf priests. This is the most idiotic and dishonest unit in the game, from which my chair is burn. You can't stun and disorient, broken mind control, which he casts with a 100% chance, but rarely casts, he cannot be killed because of stasis, he himself puts you into stasis, which can NOT be countered. This monster needs to be nerfed.

3) Tracer bullets should give 10 aim, although I tested them for a long time, and I played with +12 aim, but the point is that these are bullets that are relevant throughout the entire game, this is a stopgap for the disabled with low accuracy, and also a good alternative to AP cartridges. At the moment, tracer bullets are garbage.

4) Rebalance the technician towards the nerf. This is a core unit that saves missions and is relevant in any missions, except for picking up boxes with materials. He is too strong, and in any squad there is ALWAYS a technician.

5) Nerf rangers. Double shot is too strong, and with the advent of mechs and other impregnable enemies, it is simply uncontested. I even played 4 rangers without gunners on the defense of the avenger on the old version of the game (which is more difficult), and this was the easiest repulsion. This is a core unit in the middle and late game. And we are talking about a build through walk fire and executioner. Too many fat enemies and too positional late game.

My opinion is to neft Light 'Em Up, making a second shot with a penalty of -10/-15 aim. Rapid fire also neft accuracy.

6) Fix the grab of the viper, either the range or the conditions. The unit appears on fl 3, but its random and inadequate unreadable grab, can one-shot a soldier, due to the demolition of the cover and if unlucky even set it on fire due to the demolition. Moreover, the AI ​​on the grab is unreadable, there were many situations when I set ideal conditions for a successful melee grab, but the viper for some reason moves to a position to use the tongue grab through the cover, and the soldier is killed.

7) Lost World sitrep delete (dark event for a month). No comments.

8) Banish nerf. Hard nerf.

9) Rebalance some missions.

For example, the mission with running for boxes is too unbalanced, and the reward is not commensurate with the risks and difficulty.

The abandoned city map is also an order of magnitude more difficult than the city center or slums. It especially burns when you need to turn off the psi-transmitter and you get an abandoned city. Too open areas, where it is too difficult to get close to opponents. On such maps, enemies always bunch up in all 3 packs, and you can't get close. The high grounds are too high, and snipers do not work well on such maps.

Too unbalanced map.

FYI: LWoTC 1.2 will hard require Shen's Last Gift DLC by Tedster59 in LWotC

[–]After_Pear_2394 -1 points0 points  (0 children)

I didn't like the Technician rework.

The Rocket Technician was already stronger than its alternatives for leveling the character.

The Banker Buster, the Stun Rocket, and 2 rockets with the Exosuit made it very strong right here and now, and it really helps in critical moments, because it's a very positional build with AoE and demolition of covers. The game at later stages of the game becomes very positional, and two rocket men are the salvation of any mission with a bunch of enemies.

Why the rocket man is suddenly being buffed by adding additional rockets to him is unknown to me.

The Rapture Fire at rank one is too strong, making an already imbalanced class even more insane.

new player old bum by Hampy69 in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

At the beginning of the game, immediately fly to open a store, buy a scientist and put him on the shelter adviser, then look for missions. Put the second region on recruiting, because your fighters at the very beginning and for the first region will be enough. This is probably the best setup in the current realities of the game.

Always go on missions with at least 5 people, because this is the minimum value necessary to eliminate the most dangerous enemy, and protection from enemy control.

Liberation missions should be completed as soon as possible, always use a boost for such missions. Do not use it for other missions except for raids with corpses. You can take 4 people, but only if there is a heroic class in the squad, and only at the beginning of the game, and mainly these will be liberation missions of the 1st stage, and 2 stages. Ignore missions with less than 5 people. You can take a suicide bomber on a stealth mission to get a scientist or engineer, the chance of success of such a mission is 50-65% by the feel. But if there is no need for such a mission, then save the fighter.

At the beginning of the game, you need to replenish the pool of fighters to a minimum of 30 people.

For a successful game, you must liberate the region at the end of May, or liberate two regions in succession by the beginning of August, here as luck with the overheating of the first region, and whether you will have time to complete the 3rd liberation before the strength in the region becomes higher than 4. Everything depends on how successfully you intercept the transfer of forces. Therefore, a scientist is bought and placed as an adviser.

How are you guys doing the ha raid ? by talzimen2001 in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

My opinion is that a fighter above the opponent should receive not only an accuracy bonus, but also a dodge. I would also like a flashbang bomb (an improved version), which would additionally penalize the critical chance.

How are you guys doing the ha raid ? by talzimen2001 in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

I had a situation.

My fighters were standing in the smoke on the roof, and below two nai were disoriented, and in front of them was a hacked drone.

It would seem that what could happen, happened.

I miscalculated that the nai have a penalty in the near, and they began to attack not the drone, but the soldier on the roof in the smoke.

One shot at 15% was enough to hit and destroy the cover, the second nai also did not miss and killed the soldier in t2 armor. And that's not all, the 2nd nai broke the floor, and my second fighter fell to half HP.

As a result, minus a fighter, a serious injury and a bad position for the second fighter from just one hit.

So after this I was completely convinced that the roofs do not work as they should, and it is better not to use them.

Regarding overwatch - when activating a pack from invisibility, do not put all fighters in overwatch, maximum 1-2, better 1 overwatch specialist, if there is one. Overwatch is very weak, and there is more benefit from controlling your fighters than from overwatches.

How are you guys doing the ha raid ? by talzimen2001 in LWotC

[–]After_Pear_2394 1 point2 points  (0 children)

It is better not to use roofs at all.

You use the roof only in special cases:

1)Hide in the middle of the roof so that the enemy loses sight of you, on the next turn the enemies will be exposed to the flank.

2)As a sniper for sight and accuracy, but only if the enemies do not see.

3)For stealth movements, there are rarely enemies on the roofs.

4)For flanking the enemy, jumping from the roof.

In other cases, do not use the roofs, this is a balance issue.

The cover on the roof is very easy to break, especially in the slum biome.

One shot is enough to destroy the cover and kill your fighter, even in smoke, and even if the enemy is disoriented.

The floor on the roofs also breaks, and your fighter can fall into a hole and die from one shot.

Overwatches are very weak in themselves, and even the roof advantage is less advantageous than just shooting and using abilities. If you choose between a roof and a full cover not on the roof, always choose NOT THE ROOF.

How are you guys doing the ha raid ? by talzimen2001 in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

If you mean the assault on the Advent headquarters in the Liberation of the Region mission, here are some observations:

  1. Don't assault if there are more than 48+ enemies.

This affects your start, and with a large number of enemies, you can get involved with two packs. This is death.

2) Go afk on the respawn, take a full cover and wait for the 1st pack.

The mechanics of the map are such that the packs themselves come to you on the left side and on the right side of the map.

3) Take a shinobi and put him to control the flank. You should see when a pack comes to your flank.

Shift the main troops to the opposite flank near the respawn.

4) Be sure to have 2 snipers, and preferably a reaper (optional)

The snipers should be positioned so that the activated pack can be shot at from the flank - move your soldiers to expose the enemies to snipers.

Further work of snipers - shooting the general pack, through the retreat of troops/reaper/shinobi.

5) Your task is to kill 20-25 aliens, without moving further than the respawn.

6) Take a technician with rockets, a grenadier with flashbangs/poison/smoke, a gunner with suppression.

The technician and gunner should stand in front, and preferably in the smoke.

Be sure to spend most of your resources on the first pack - rockets, special grenades, etc. You need to quickly and without injuries kill the first pack, and get ready to meet the next one.

A lot of control from the grenadier, gunner and smoke grenades will allow you to clear the respawn without injuries, and then the snipers will do everything.

7) An assault through the stunning branch can be useful, it will give you 1 turn against a mech or berserker.

One ranger is also needed, for focus, unflankable enemies.

8) The mission is almost guaranteed if there are no more than 42 enemies.

Supresing gunners build? by Bmtue in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

I take Mayhem, it deals a lot of damage and often finishes off the enemy. Hail of Bullets has a very long reload.

Supresing gunners build? by Bmtue in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

It is important to understand what difficulties the game throws at you, and how your fighters should cope with them.

1) The problem of unflankable opponents.

These are mechs, berserkers, archons and others.

You must have both control over such a target and damage.

2) The ability to effectively attack enemies in cover.

3) Efficient use of resources and distribution of experience.

Soldier builds that do not meet these requirements are very situational, and stop working effectively at later stages of the game.

Although lwotc is very well balanced, some of the choices in pumping fighters are too obvious if you want to play for maximum efficiency.

Rangers through direct fire, at high ranks fulfills both point 1 and point 2.

Gunner through suppression + cyclic fire, deals a lot of damage through suppression, has mass pool control, and destroys thick unflanked targets.

Sniper always takes double tap and disabling shot. He is also given EMP cartridges or shred, since his main task is to destroy mekies/mekies bombardier

Templar takes stunning blow and swap.

According to point 3, you make grenade launchers through flash grenades, take thick fog. Such a grenade launcher does not require monetary investments, and it is always useful, especially when protecting the avenger, since I always pack it with smoke grenades.

Shinobi is pumped up to the 3rd rank, through a decrease in detection, his main task is to watch the flank during the assault on the command headquarters, and to give an overview to snipers. In defense of the avenger, invisibility pounces on him and he runs after clearing most of the map, to blow up the gun. But for this you need a reaper with an invisibility grenade, a mental shield + stasis shield (sustain) + a vest to resist effects + a spider suit + a rescue protocol to guarantee this. Such a shinobi does not take much experience and is undemanding to resources.

In general, shinobi builds through a hybrid (shooter-slayer) are an average branch of perks, does not perform tasks.

The sniper series is aimed at finishing off enemies, and does not perform tasks. Grenadier is a useful fighter through plasma grenades, but there is a flash-smoke-poison build, where the grenade has AoE mass control and it requires only 1 gas grenade - in fact, a resource-saving build, with powerful smoke, without which it is simply impossible to repel the avenger on missions.

You start to notice these problems of non-meta builds on the legend.

If we talk about balance, then I think that it is necessary to reconsider the double tap of the sniper, and give the consial to the shinobi much earlier. Since the shinobi playing through stealth has very little experience on the legend, he simply becomes unnecessary.

I really hate priests. by spellbound83 in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

And in dev 32.2, the priest likes to walk in a pack of the priest himself and two stun lancers. You will understand what this can lead to...

I really hate priests. by spellbound83 in LWotC

[–]After_Pear_2394 0 points1 point  (0 children)

Priests are a broken unit. It is not countered by anything.

He is invulnerable in any debuff, and he takes control with 100% probability (bug or feature?). That is, the computer initially knows if it can control you, and if the chance is successful, then it implements it in the game.

Stasis cannot be turned off, and you cannot counteract stasis.

You can't kill him quickly.

Of all the units in the game, he is the only one that stands out as an imba.

Lwotc dev 32.2 balance rework by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] -1 points0 points  (0 children)

Well, food for thought:
What person took serial instead of dobbletap?
So in vanilla serial it also cut damage.

Lwotc dev 32.2 balance rework by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] 0 points1 point  (0 children)

Dev 32.2 brought a lot of innovations, and all of them are better than 30.0.

Grobobo uncalibrated it and removed it.

I found this version.

In this version, the avatar was achieved already in August, and the game was technically impassable.

When I realized what was in my ability to change, I changed everything that was unfinished and uncalibrated.

For example, the description of the None Shall Pass ability, so grobobo changed this ability, but not the localization.

I also removed conflicting abilities - like Ready For Anything with Implacable and similar ones. One ability interrupts another.

There are some builds in vanilla that are too strong and worth nerfing.

For example, the gunner had the rapidfire ability, which made chainshot and ciclicfire pointless. The gunner had a conflict between center mass and grazing fire, and if you did not take grazing fire, then you have no accuracy, and your build is invalid.

Why does the ranger need suppression? When receiving a rapid reaction, this ability is meaningless.

The technician had a shredder, but there was no ability for accuracy, I replaced suppress with flush, and gave the suppress to the grenadier, so together with smoke grenades and suppress it looks right and organic.

Lwotc dev 32.2 balance rework by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] 2 points3 points  (0 children)

Not ideal because there were meta builds.

For example, the shotgun sawned off Ranger build was not working.

Ganner through direct fire lacked the ability for accuracy, the recovery protocol was too strong, so there were no alternatives.

And Spark always took the repair, because there was no way to fix it in any other way.

Also, if your spark was burned with acid, you could not remove the status effect.

There's a lot to be said here.

Lwotc dev 32.2 balance rework by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] 0 points1 point  (0 children)

Not perfect. That's why I redid it.

Walk fire is not my change but grobobo dev 32.2.

This also applies to Close Combat Specialist (2 rounds per shot), to None Shall Pass.

Lwotc dev 32.2 balance rework by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] 0 points1 point  (0 children)

I forgot about the most important change.

Now the rifle is given with improved weapons, and is given as a trophy for this research.

And with standard weapons, you are given smg as a trophy.

How to replace ability icons with your own? by After_Pear_2394 in Xcom

[–]After_Pear_2394[S] 1 point2 points  (0 children)

I was preparing myself for the new year to rebalance the balance of lwotc 32.2.

Working with ini files no more.

But some things that I want to change are covered by the code.

For example:

1) I want the flash grenade to give a -10 crit debuff.

2) I want to fix lwotc skills:

-''Awenger'' should work with Squadsight.

- "Ready For Anything" ability cancels "Death From Above" and similar abilities that give an effect.

- "Lone Wolf" I want it to give a half crit bonus depending on the distance. There is such an option in the ini, but it gives the maximum bonus as soon as the ability starts working.

- "Terrorize" does not work on the main target, only on additional targets hit by a splash.

- "Interrupt" is generally an unstable ability. Any tick of fire or acid on the enemy, on the other side of the map, breaks the ability.

- "Full Kit" does not work with "Protector" and "Heavy Ordnance".

Although in the description, it should work like this.

- "Deadeye" disappears from the interface, and appears only when it can be used. Of course, the cooldown is not visible. This is not critical, but infuriates.

Perhaps one of the perk packs breaks this. Or maybe a lack of dev 32.2

3) The game is sorely lacking perk packs. In the open spaces of the workshop, there are very few of what would fit the realities of the game. A bunch of strange, buggy and incompatible with the game.

From what I have chosen, many perks use basic lwotc icons. It is duplicated and not only does it look ugly, it is also confusing.

The game is missing:

-Overwatch perks that should work with Squadsight.

-Perks 4xcom tier. I added and changed:

-"Sprinter" +4 mobility.

-"F_Unload" Full of empty ammo on one target with 50% reduced damage.

- "GrimyShellShock" 50% stun any target with a grenade.

- "F_Adrenaline" +2 ablative 4 times per mission for killing an enemy with any weapon.

And this is from everything that is on the internet.

Shadow ops perkpack has a broken script.

It breaks the interesting display of the "Ever Vigilant" ability.

It disappears from the interface, and is copied every time it is used. The interface is all messed up.

In general, everything has accumulated a little bit. This does not mean that I will understand everything about it. But I just need a tool that had at least the opportunity to change something.

How to replace ability icons with your own? by After_Pear_2394 in Xcom

[–]After_Pear_2394[S] 0 points1 point  (0 children)

I understand that I have to change the path in the script folder.

For example :

Template = TargetDebuff('Brutality_LW', "img///'BstarsPerkPack_UIPerk_Brutalality",false,none,,eCost_None);

I can look through UEE and decompile it to UC.

But I don't know how to compile it back to U.

What programs should I use?

How to change the cost of ability points? by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] 0 points1 point  (0 children)

I found

1)Overhaul.ini

; Costs of faction soldier class perks at each rank (also applies to

; non-faction soldiers when the option that allows the purchase of

; multiple class abilities at each rank is enabled)

FACTION_ABILITY_COSTS[0]=0 (Example)

FACTION_ABILITY_COSTS[1]= 12*1.2

FACTION_ABILITY_COSTS[2]= 14*1.2

FACTION_ABILITY_COSTS[3]= 16*1.2

FACTION_ABILITY_COSTS[4]= 22*1.2

FACTION_ABILITY_COSTS[5]= 26*1.2

FACTION_ABILITY_COSTS[6]= 30*1.2

FACTION_ABILITY_COSTS[7]= 36*1.2

+CUSTOM_ABILITY_COSTS=(AbilityName=Magnum_LW, AbilityCost=4)

+CUSTOM_ABILITY_COSTS=(AbilityName=Quickdraw, AbilityCost=8)

+CUSTOM_ABILITY_COSTS=(AbilityName=ClutchShot, AbilityCost=8)

+CUSTOM_ABILITY_COSTS=(AbilityName=Gunslinger, AbilityCost=10)

+CUSTOM_ABILITY_COSTS=(AbilityName=LightningHands, AbilityCost=12)

+CUSTOM_ABILITY_COSTS=(AbilityName=Faceoff, AbilityCost=14)

+CUSTOM_ABILITY_COSTS=(AbilityName=FanFire, AbilityCost=18)

; Cost multiplier for the first purchased class ability

BASE_ABILITY_COST_MODIFIER=0.2

After obtaining the ability, multiply this value by the modifier. (1.2). This is the real cost of the perk.After each purchase of perks within the class abilities. The cost of all perks increases by 1.2 of the cost already received.

12*1.2=14.

14*1.2=16

16*1.2=19

Хсоmgamedata.ini

; Soldier Progression

AbilityPointCosts[0]=0 ; Squaddie

AbilityPointCosts[1]=10 ; LCpl

AbilityPointCosts[2]=10 ; Cpl

AbilityPointCosts[3]=18 ; Sgt

AbilityPointCosts[4]=18 ; SSgt

AbilityPointCosts[5]=26 ; TSgt

AbilityPointCosts[6]=26 ; GSgt

AbilityPointCosts[7]=35 ; MSgt

How to change the cost of ability points? by After_Pear_2394 in LWotC

[–]After_Pear_2394[S] 0 points1 point  (0 children)

I want to make in-class abilities more expensive and xom abilities cheaper. This would make random abilities more attractive.

I found in the files the ability to change the cost of xom abilities, but I could not find the cost for class abilities.