My immediate thought when I heard turn ending reloads was 'That just sounds annoying and frustrating'. I think often times people conflate that with a difficulty increase, but generally it just does the former and gives the illusion of the latter.
@pbsixgun6
2 ай бұрын
It also sounds unrealistic for anything except the BIG weapons. Trained soldiers can reload under all kinds of insane conditions normally.
@edgeman1135
2 ай бұрын
I don't think it creates many interesting tactical choices. If anything it seems like Odd is playing slower while taking fewer risks, facilitated by the additional turns he allowed himself. I'd imagine that it'd be different if we were still using Yellow Alert and enemies kept pouring in when you're low on resources, but for this campaign I'm glad to see it gone.
@zackdines
2 ай бұрын
@@edgeman1135 Totally agree
@marcpaulus6291
2 ай бұрын
@@edgeman1135 It just will make the autoreloader an absolute BIS item
@PennDavies
2 ай бұрын
I find it just slows things down and is more annoying tactically, rather than interesting.
@jeffreygriffith6157
2 ай бұрын
I think you should git rid of the reload mod. Not because of the lost, but the effect is multiplied by the fact your weapons have only one mod slot as opposed to the standard three. Your have a lot of new tough enemy forces about to join the Advent forces, and do really want to start loosing teammates because of the reload limitations. Obviously it's up to you and I suspect you will charge on with the mod installed. I will sit back either way and enjoy the show; you always put on a good one.
@mattl5509
2 ай бұрын
I'm surprised that they are together , i would keep the reload, but only one mod..it is too limiting in my opinion
@Namerom
2 ай бұрын
Conventional weapons always had 1 slot, 2 for mag and plasma, 3 with Modular rifle/sniper/etc...
@ripsbusk5
2 ай бұрын
I think you should get rid of the reload mod because it's a little immersion-breaking even. Professional soldiers switch mags in about a second. Anyway, I'm loving the series so far.
@lyrrakell
2 ай бұрын
Weren't the magazines bigger in EW, so it made more sense in that game? I do think it seems way too limiting in xcom 2.
@mountainman4128
2 ай бұрын
I concur. Either grazes or turn ending reloads should go. They don't combine very well.
@imgkaizer
2 ай бұрын
Can we show some appreciation for the characters this season? Their designs, bios and voices are some of the best i've ever seen, very nice work from the creators.
@kingkiller244
2 ай бұрын
I swear they evolved to be more realized every season.
@imgkaizer
2 ай бұрын
@@kroanius8808 really? I didn't even notice
@TheGalantHamburger
2 ай бұрын
Pity they’re all female,it’s like guys are designing their ideal girlfriend or something 😂😂😂
@MM10567
2 ай бұрын
Bro.... There is a 2-1 Women ratio to men. What Gooner made these? Do you even remember the badass Characters before?
@exequielgaleano9947
2 ай бұрын
Honestly, they are so interesting that even if I want to pay mild attention during the parts where they're introduced I simply get hooked, hahaha! They're really great, so awesome work for everybody involved!!! (Will miss Melk, though, we didn't get enough moo's).
@SandaiTheThird
2 ай бұрын
The biggest issue for turn ending reloads is the timer. You don't have many opportunities to have a rest turn where you can reload everybody. In particular I think timed lost missions and the destroy power relay missions become exponentially harder.
@martin2674
2 ай бұрын
Yes you have (opportunities). I am playing the campaign right now with this exact mod list. And the reloads are not the issue everybody makes them seem. Without yellow alert you have lots of opportunities. Not speaking of enough other mechanics in-game to deal with it.
@bighillsbiglegs5151
2 ай бұрын
Yea. It's a little fun challenge but it really feels like a slog instead of a challenge
@Sanguinus85
2 ай бұрын
@@martin2674 do you play on the same difficulty?
@marcpaulus6291
2 ай бұрын
@@martin2674 AKA, just put auto reloaders on every weapon.
@martin2674
2 ай бұрын
@@Sanguinus85 Indeed I do.
@SweetThreat
2 ай бұрын
I offered my opinion last EP but I'll drop them here as well. Turn ending reloads with XCOM2s complexity feels a little too disruptive. Consider looking into one of the mods that allow primary secondaries and additional secondaries, so that the soldiers get to use their equipment dependent class skills. Getting hamstrung because you need a gremlin and a shield doesn't feel great. Also it allows for actual mainweapon gunslingers which i think will be awesome. Loving the season
@George_Rakkas
2 ай бұрын
I tried adding it to my current run that's pretty similar mod wise to Odds and it is really hard to get it to work with Amalgamation. But it is the ideal way to play if I can get it to work
@SuperDoggy99
10 күн бұрын
Yeah, pistoleer and akimbo primary classes have a conflict with the knight class. (TrueSecondaries and primaries vs, primary secondaries dependency mods). Or, at lleast, I cant seem to get all three to play nicely together.
@spads1971
2 ай бұрын
Regarding End Turn Reload - I support the folks pointing out that whilst its a bit of a pain now its going to really bite you in the ass when the big boys rock up later on with those large HP pools. Having said that, the one thing in this campaign that is absolutely doing my nut in is the grazes. You have more grazing going on than a New Zealand sheep farm and I think that that might be just as catastrophic when the large HP pools show up. Otherwise, great job Odd and everyone thats contributed, many Thanks.
@marcpaulus6291
2 ай бұрын
Some enemys like the lost should not have graze
@EternalLight111
2 ай бұрын
@@marcpaulus6291 And the big enemies
@George_Rakkas
2 ай бұрын
Graze will get better and more fun as his soldiers get more hp, it just seems like a huge deal now because of how squishy they are. Later in the game grazes really shake things around and help eliviate the XCOM "my squad is so strong the enemies don't even get to act" that always seems to happen at some point in campgains
@spads1971
2 ай бұрын
@@George_Rakkas Yes, the power spike that occurs in most campaigns will occur, then as usual it wil level out once the Sectopods ec turn up to play. We've seen it in most games when you need almost every shot to connect to kill the bigs. kinda like fighting the Chosen currently, so when you get a couple 1hp grazes on the serious Bad guys... well theyre going to wipe the squad. Especially if youre dealing with the reload thing as well. For me, one of those mods has to go, together they are just going to create more pain than fun/challenge.
@SirMisterMr
2 ай бұрын
The grazeband is completely negated once the pre-grazeband aim hits 110%. But consider this: if the pre-grazeband hit chance is 90% or lower, and base crit is at least as high than enemy dodge: Then any graze is just as or more likely to have been a miss than a normal hit without the grazeband.
@daebi37
2 ай бұрын
I think ultimately you need to make this decision yourself. It is very obvious you are not enjoying the turn ending reload. Frustration does not equal increased difficulty nor does it equal fun. Fun is why we play games. Some folks just like to watch others suffer. In short: Do what will give you the most fun.
@Cormier66
2 ай бұрын
Install the mod that separates free reloads from normal reloads. Turn ending reloads will matter a lot less as you tech up and clips get bigger. It just seems so punishing right now because of small clip size. Mag weapons will help a little, and sooner or later everyone will have auto-loaders.
@michaeldietz8797
2 ай бұрын
This. I have installed the mod that separates the reloads (otherwise, I play the identical mod list). It’s not only less annoying, but it also feels more ‘normal’.
@Sanguinus85
2 ай бұрын
It's a saying when auto-loader become stapled to each gun because of game mechanic
@marcpaulus6291
2 ай бұрын
@@Sanguinus85 Yep, it a early game annoying mechanic and then you have to take auto reloader every time, limiting other interesting choices and by teh time everyone has a auto reloader the mechanic becomes obsolete.
@busybard
2 ай бұрын
@@michaeldietz8797 Can you link that mod? I have grabbed the one we used in earlier seasons and it doesn't work.
@michaeldietz8797
2 ай бұрын
@@busybard I have tried several times to link the mod, but apparently links are not allowed. The mod’s ID is 1124843260 - the name is ‘Free Reload Anytime,’ and it was created by a user named ‘-bg-.’ It should be findable.
@busybard
2 ай бұрын
The advent supply missions are free loot for the cost of tiredness. You don't have to fight at all. Getting 3 crates is pretty easy, getting 6 is ideal, getting 7 or more if very lucky. Position your soldiers so they can grab a crate and then run to the evac, which you can place strategically. One soldier has to remain behind to make the pickup work. But just have your furthest soldier hoof it, or have a concealed guy not grab a crate (it reveals). You can throw a new evac after 2 turns. If there are lost it's more difficult, because they can start the fight and the ADVENT pickup and the reinforcement timer, but you can still do it.
@gingja
2 ай бұрын
That's exactly how I play it early on as well. Go for 2 crates and if you can get more without fighting then I do.
@pbsixgun6
2 ай бұрын
I remember 1 map where if you are stealthy you can literally grab every single crate but 1 in 1 turn and grabe the last one first thing next turn.
@busybard
2 ай бұрын
@@pbsixgun6 It's a nice little puzzle to figure out. Another bonus, if you will, since you can avoid all fighting, your team doesn't get any experience. That's good if you have a couple rookies that you had earmarked for GTS training and you don't want them to pick up a random promotion.
@pbsixgun6
2 ай бұрын
@@busybard Oh I killed them all after. Second turn everyone but that one person had a full action. lol
@wRatte
2 ай бұрын
I like the Toxic - Smith bond - their extra turn gift can really help regarding sniper positioning or getting Toxic up closer or away from things when Smith can't do much anyways after having moved, etc.
@pbsixgun6
2 ай бұрын
Good point.
@yunchunsa
2 ай бұрын
Agree
@Aivaras97
2 ай бұрын
In my opinion the turn ending reloads can go, doesn't feel like they are adding any value (it's neither hard to play around, nor does it make things interesting) it just kind of prolongs the missions a bit
@pbsixgun6
2 ай бұрын
It'll be totally nuts against things with high health and armor though. Lose whole turns just means squads will start getting wiped by sectopods and andromadens.
@whoeveriam0iam14222
2 ай бұрын
the biggest issue with the reload mod is that you're constantly being negative about it so it seems like you're not enjoying it. if you're not enjoying it you radiate that to the viewers
@barrettcarter8052
2 ай бұрын
I was thinking the same thing...
@nigelharvey640
2 ай бұрын
Good point honestly
@flint5540
2 ай бұрын
i think turn ending reloads are fine right now but could hurt a lot more later since a decent amount of the classes seem to have abilities that require more than one ammo which will probably feel a lot harder to use with turn ending reloads. also certain weapons will probably feel really bad to use like the boltcaster(that has a single clip) if you end up using it in this campaign
@ChristopherOdd
2 ай бұрын
Boltcaster is excluded I believe.
@josuagreis353
2 ай бұрын
the boltcaster has an extra ability so that it doesn't end the turn on reload, it feels really nice, espacially in combination with the keeper ability to "reload 1 ammo for free"
@joshp8535
2 ай бұрын
There are also abilities that give reloads, like the keeper mag throw and stuff like that. I think he should keep it. Only mod I think is un-fun is whatever is making all of those grazes happen.
@commanderpower79
2 ай бұрын
30:50 Yo that skirmisher looks amazing!
@paganhorde4463
2 ай бұрын
I Think the turn ending reload will not be sustainable in the late game with powerful / large HP pool enemies. Probably going to feel it on your first berserker
@pbsixgun6
2 ай бұрын
And it'll be even worse with Sectopods and Andromedans
@josuagreis353
2 ай бұрын
So I hadn't played highest difficulty yet. I play it with this modpack for the first time. I actually really liked the turn ending reloads for now, reloading changes from something more or less insignificant to something you have to plan around. It give's a lot of power to sidearms and grenades, generally making you think more about limited ressources and damage. I find myself often looking at a normally fine solution and thinking "can i preserve ammo here?" which I really liked. I think the main thing is, that i havent played that much XCom until now so I weren't that used to playing it the normal way.
@forever_monee1647
2 ай бұрын
Personal Log #6 Rex "Lil Man" Marshall Operation Mexican Spark (Translated from French) 26 April 2035 Afternoon-17:15 Recovery took a hell of a long time and I just did not have the energy to log. The last mission had a cool name, Mexican Spark. Another perfect mission despite the increased level of difficulty. And the mission before that one only had one person wounded-slightly at that-while rescuing a VIP and two more soldiers. We’ve also made contact with the Skirmishers, the ex-ADVENT folks freed from their programming, and got one of them joining us up on the Avenger. Our Skirmisher’s name is Shadowstrike and he sounds super tough! It’s been nice to have some good news after Melk’s death. Damn it, another haven is being attacked; this time it’s in South Africa. It seems like the Warlock will be there and the comms below sound gruesome, agonizing screams. Even the commander is, quote “very very nervous” about this mission. I’m getting pinged. Next man up, right? Shit, I’m not going to lie. I’m scared. I’m really scared.
@ShaneMundane
2 ай бұрын
Regarding the reloads: While it has some impact to difficulty, the biggest impact it has is it makes things a lot more tedious and feels disruptive to the natural flow of missions in xcom 2. Normally using the mod makes the game a lot harder because you need more turns for a mission, but by adjusting the timer that difficulty spike got removed and whats left are longer missions wihtout adding anything interesting.
@hpflix
2 ай бұрын
Shocked that Sunset, the shieldbearer with a sniper shotgun, was sent on the Easy assault mission knowing that retaliation was soon. Hope the retaliation team survives!
@TheGalantHamburger
2 ай бұрын
Ditch the reload mod, and turn down the grazes chance - the reloads combined with the grazes and high diffficulty, as well as the inevitable difficulty spikes from force level increases is going to end up with squad wipes or multiple deaths per mission eventually.
@fleetadmiralj
2 ай бұрын
Having watched the last episode, I actually feel like the reloads didn't hurt too much, especially if you get into a rhythm of having basically half your squad shooting and half your squad reloading. Of course, it is ultimately up to you on whether you are enjoying playing with the turn-ending reloads. If you do keep it, I do think having the mod that allows you to normal reload would be good, though (although it's probably good just anyway) re: bonds - I always find it so hard and usual to keep two units directly next to each other that I basically don't even bother taking them into account. I'd more take into account the possibility of the level 3 bond where they can both shoot against the same target, and how that might work with a flamethrower lol
@TheVibe1991
2 ай бұрын
I couldn't wait, you've earned yourself another member Odd. I wish you the best of luck! ❤
@Sam-xd5oy
2 ай бұрын
i think turn ending should stay but find the mod that allows you to manual reload and save the free ones
@grahamdesmond5143
2 ай бұрын
Agree
@wRatte
2 ай бұрын
Agreed. It's a subtle difficulty modifier that greatly boosts value and depth for the reload-related skills/classes/upgrades.
@mrhero-dv1jn
2 ай бұрын
as someone playing with your mod list as well i'd say i like the turn ending reloads. There are classes that can reload without ending turn as well as auto loaders, but for the love of Zeus the 100% dodge grazes are driving me nuts
@bristleconepine4120
2 ай бұрын
Sonia Ferriz, summary for Volk, 20 April 2035 No ballad, just a simple report. I will be accompanying regular XCOM soldiers, including Asa "Rapunzel" Brouwer, Lucy "Fiat" Valentino, and Paige "White Fox" Jada to South America where I will be trying to find out where the Warlock's home base is, as well as anything we can about the secret to his immortality. I hope this means we can figure out how to kill him, not that it will make US immortal (I can't see a war fought between two immortal sides ending well!). I'm looking forward to meeting Asa. "Rapunzel", eh? I wonder who her prince is supposed to be? Or maybe he already rescued her and now she's out to rescue him from another tower. She's been a hero to XCOM already, so I look forward to fighting alongside her! I know less about Lucy or Paige. I guess I will have my chance. May Quetzalcoatl guide us, right Ragnar? End summary
@MazeMouse
2 ай бұрын
End turn on reload is adding frustration and calling it "difficulty". EDIT: Shoutout on the music. So many extremely cool tunes this season. Battle music that kicks off at 17:05 is so badass.
@LameytheClown
2 ай бұрын
I believe the extra action point is the + next to the >> indicators.
@TheLordSarek
2 ай бұрын
Keep the turn ending reload or not, as long as you are enjoying the game I'll have fun watching. Also want to say good job to everybody that submitted these awesome soldiers. They look great and their bios are a well written which makes this playthrough experience all the more entertaining to watch 👏 (P.S. J'adore le Québécois. Nice bio man!)
@lalalalalalalalalala-js5xl
2 ай бұрын
I like the turn ending reload because its something new to think about in the tactical layer
@cpu8852
2 ай бұрын
Grazes are annoyingly common but turn ending reloads is a smart way to create a bigger challenge tbh. Especially since early game seems way more manageable in this modlist and later in the game you have a lot more tools to deal with harder enemies anyway.
@D20Little
2 ай бұрын
Thought I'd try your mod list my self (on an easier difficulty), had to remove the turn ending reload mod in first hour. Impressed you still have them but completely understand if you decide to drop them.
@No.Service
2 ай бұрын
I’m playing your mod list now and I just got rid of turn ending reloads.. I had a seeker and Nivea(trauma made me forget the name) at fl5 and had a complete squad wipe….
@cwimalas
2 ай бұрын
Personally, turning off the turn ending reload is the way to go. Right now it won't be an issue, but the action economy loss, or potential therein, will be frustrating in the long run. Unnecessary imbalance won't lead to fun videos.
@renegadedaxter
2 ай бұрын
I like the turn ending reloads. Mixes up the gameplay a little. It was always going to be a challenge. Stick at it
@stevenwojtysiak6392
2 ай бұрын
It feels kind of OP to have the free reload gun mods and not have the turn ending reloads. Unless you can remove the turn ending reloads from the enemies as well.
@intergalactic92
2 ай бұрын
Free reloads are in the base game. They are much more powerful with this turn ending reload mode than in the base game.
@andymorton5477
2 ай бұрын
I'm doing my own playthrough with the 2024 Odd mods and understand the frustration at the turn-ending reloads. But it's a unique challenge, and I have to say - I like it! Even though they cost me a lovely little Assault Knight in my last mission. Thank you for your service, Rico!
@Krispe
2 ай бұрын
Exactly how I feel
@PaulReinerfelt
2 ай бұрын
I think you should keep the turn-ending reload. (Although it isn't truly turn-ending, is it? It is just like firing, if you can fire twice you can reload and then fire, I'm pretty sure I've seen a bullpup-user do that.) On the other hand, like you alluded to last episode, the mod to allow standard reload instead of autoload would be beneficial, that way you can save the autoload for when it is crunch time.
@joshp8535
2 ай бұрын
Yeah, with all the people he has with multiple shots, the auto-loaders, all that stuff, he has ways around it. And he is still getting flawless missions regularly so far. Removing that will make the missions SO easy.
@HockeyPwns
2 ай бұрын
I think turn-ending reloads are cool in theory, but it worked in EW as you had soft-timers at worst. One thing you mentioned not liking was when an episode took too long. There have been times you focused on your secondary pistol aa you were still in combat. Low-damage output + grazes drag the fights out worse than many other factors. I also don't think it's aesthetically fun or technically accurate. IF you wanted to do something with the reloads to make it more challenging, make it like the Advanced Auto Loader where you can't reload until your magazine is empty or you don't have any enemies in sight. I think that would be the happy medium of challenge while also providing some sensibility to the mechanic.
@josephricks2040
2 ай бұрын
I believe the graze shots are more annoying than the ending reloads. The end reloads can be frustrating, but if you plan the reloads out, they aren't bad. I had one mission where one character had 7 graze shots in a row, with the percentage for the shots being above 90%. I will be good with whatever you do as we all can decide what mod fit our needs.
@Sean-tw8ph
2 ай бұрын
The Dodges/Grazes is like having on the Damage Roulette mod from Xcom. It's so common I think the calculation needs some rework
@George_Rakkas
2 ай бұрын
He can lower the threshold in the mod settings, by default the low roll threshold is so high that early game missions are basically 10 to hit 50 to graze and it seems insane. I've lowered it Abit and I really like it. It gets especially fun later on because it throws a wrench in situations which you would normally just one turn steamroll a pod.
@ironbug9924
2 ай бұрын
Turn ending reloads is a difficulty modifier and I don't like it because its so harsh that its unrealist. If anything it should take one of your moves/activiteys but not all.
@AlexT7916
2 ай бұрын
Which is why it is the way it is in XCom 2
@themomentr8882
2 ай бұрын
I also agree that if things go as it is something bad is going to happen at some point. but some like it and some not so how about (if able to do this) only heavy special guns has turn ending reload like sniper rifles and canons. other guns they work as xcom 2 intended this also changes strategic deployment of the soldier types too at least in lost or timed missions.
@AlexT7916
2 ай бұрын
@@themomentr8882 the problem is those often have the abilities that chew through the most ammo
@themomentr8882
2 ай бұрын
@@AlexT7916 and you have some autoloaders for some reason . prioritize giving autoloaders to ammo munching units and problem is still there (but lessened). Also this problem makes things interesting for the commander isn't it ?
@commanderpower79
2 ай бұрын
Love the intro. "You're fired." I laughed. Also I hate the reload thing. Its not really something i would ever use. Everything else is looking good. There are alot of crazy enemies coming right? I hope so. Hehe
@DS2Dragonbro
2 ай бұрын
@@commanderpower79 There sure are heh, I play with Requiem Legion on long war, and I have to say, I'm extremely interested to see how Odd is gunna handle handle them lol
@MM10567
2 ай бұрын
1:00 Lord have mercy, we must stay focused brothers we must. -Knightfther
@ashwalkerson1934
2 ай бұрын
Reloads don't sound like it's adding very much except frustration. I do feel that a balanced approach would be more weapon focused instead of a flat rule. Assault Rifles are designed to be fast and efficient in battle. However a heavy cannon (think LMG) would have a huge container of ammo or a belt, which takes more time to reload. So maybe cannons end turn for reloads but other weapons don't?
@spiritsoldier4475
2 ай бұрын
Covert Intercessor, Aren Locke - Log #8 Ghost and Grease Monkey came back from their mission the moment Menace finished with their operation. Ghost ended up in the infirmary, unfortunately, but they brought back their skirmisher. Nox "Shadowstrike" Varren. One of ADVENT's little ghost stories. We now have all three of the main resistance factions united together. A tense relationship, however, one I'm in charge of keeping from straining. Three more covert ops being done, with three new rookies. One of the names, I unfortunately recognize: Valentino. (Sigh) Mixed feelings about the girl; I feel for her loss, even if I never liked her brother. I just hope she has a cooler head than the Red-shirt, and can better get along with the growing roster. Tinkerer and Duchess found where our VIP is being held, so a full squad is now sent for a rescue. Steps are now being taken to reduce the avatar project and find the base of the Warlock. Things are gonna be busy for a while as I navigate all these high priority missions. Locke out. (Note: I would recommend bonding Old Man and Toxic. They won't always get the full benefits, sure, but they're more likely to go on more missions together than two snipers. So better chances on utilizing their bond abilities)
@ulagandalam8774
2 ай бұрын
I am not a fan of the reload mod. It just doesn't make sense that it takes a whole turn to slap a clip in when you can run, load a grenade and lob it from a launcher, etc. I think the campaign will be plenty difficult, especially as your threat level rises. Ultimately, it is your campaign though and I am here for it either way, Commander 👍
@Andrew-si1hz
2 ай бұрын
V.IV Rusty?! I recognize that "I got your back buddy" anywhere. I salute whoever added that voice.
@memator1996
2 ай бұрын
is there a way to keep it on for regular missions but turn off the mod for lost missions where the reloads are really necessary for getting the most out of the headshot mechanic. that would be best i think, as the added challenge of counting every bullet is nice to watch.
@neonkillers22
2 ай бұрын
I say remove them enemies will get tougher and I feel like it makes it really difficult for you to play with plus I never liked turn ending reloads in XCOM enemy unknown it always made me make mistakes that got my soldiers killed lol
@GeronimoJones4422
2 ай бұрын
If turn ending reloads are gone I won’t miss them! Really breaks up the action in a dissatisfying way and seems like a nuisance just for the sake of it. Also definitely second your comment on the enemy variety, it’s been super cool so far!
@Oxlorne
2 ай бұрын
Spine shots. When a head shot seems too easy.
@jeremychiam6648
2 ай бұрын
Also playing a round of your mods chris as the missus saw this playlist and was keen to watch. Can anyone advise why i cant see any of your cosmetic characters? Is there something else I need to enable besides your mod list?
@diringed
2 ай бұрын
Took me 9 missions to notice the absence of Yellow Alert. Was it explained why it was removed this campaign?
@vitolds23
2 ай бұрын
yes, the missions seem too soft now. 3 actions point missions are complete cupcake fest. no wonder there's ton of flawless missions. Odd should man up and ramp up the difficulty level.
@spitfire334
2 ай бұрын
I really like the turn ending reloads. It makes reloading a much deeper and more interesting decision. It also gives the Marauder more identity since they can still reload whenever.
@garicb9271
2 ай бұрын
does having a bonded pair help on covert missions? you get a lot of high low pairings on those.
@trandafirosurazvan8037
2 ай бұрын
It lowers the infiltration time.
@berkcet
2 ай бұрын
Get rid of the reload mod imho
@Leo-369
2 ай бұрын
I think changing turn-ending reloads to not allow you to move after reloading (so you could still shoot or overwatch) would still provide a slight difficulty increase while being more balanced than it currently is. Currently its balanced around how many magazine mods you find and doesnt seem intended
@tombraiserzombie2581
2 ай бұрын
If you have the option to increase the capacity of your gun magazine or clip size, then it should end your turn if you reload. If not, it shouldn’t.
@Asawisemansaid
2 ай бұрын
I think an option to be able to reload at the end of a double move for free with it being turn ending otherwise would be cool. The extra mobility would help mitigate some of the downsides and it kind of gives that action star vibe of running and reloading at the same time, but if that's not possible, I'd vote turn the mod off.
@JamesHilfiker
2 ай бұрын
Leave the reload mod...there are ways to get around it with items anyhow so if a few missions run longer I think it is worth the occasional effects it has on the missions
@D20Little
2 ай бұрын
Regarding Crew Size: In case it has not already been mentioned, I believe recovery times get worse per solder over the max. Also I understand that engineers and scientists will sleep in a workshop or a lab respectively, giving a little crew size boost if you build them. This is in addition to the increases from the living quarters upgrade.
@skaarphy5797
2 ай бұрын
I'm all for reloads not ending the turn just so that combat is more dynamic. As for it being less difficult, I don't think it matters that much. Under most circumstances I imagine turn-ending reloads are more an annoyance than anything else?
@whoeveriam0iam14222
2 ай бұрын
thematically this mission is a little weird. first you have to hurry to place the bomb but then the timer disappears and you can take all the time you want to kill the rest of the enemies. Dadford does tell you to hurry to kill everything before the transmission completes but the timer really is gone
@TauShasla
2 ай бұрын
i have personally removed it from my modlist, since it limits you alot. With the new pink enemy types (requiem) it is going to be deadly. You are way better at the game then most of us. so if you think you want to keep it for challenge sake: do so. see how it works during midgame and if turns out to be too dangerous you can still remove it
@Mistme03
2 ай бұрын
I think a good way you can combat the reload thing is by having Speed loader upgrades for weapons give you bonus action reload all throughout the mission instead of only 3 times. Sure itll be annoying to have turn ending reloads but at least its something that you can avoid with proper planning
@janartoos2744
2 ай бұрын
I feel with the turn ending reloads that in the end you're likely going to make sure everybody has auto-loaders; the added difficulty then just becomes having one less upgrade in more regular missions, a bit of weighing your options in the lengthy ones - and even that's not quite as bad, as auto-loaders have value anyway regardless of the turn ending reloads. Not sure that's worth the annoyance upfront, but either way it's going to become more manageable over time (larger mags and more plentiful and better autoloaders).
@MolnarG007
2 ай бұрын
Easy to forget covert ops increase bonding too. I always check it to choose 2nd soldier
@rendorHaevyn
2 ай бұрын
@CommanderOdd: regarding turn ending reloads, the strategic question for consideration is this - are they game making, or game breaking (or, somewhere in between)?
@jamesmclynn1144
2 ай бұрын
Keep it
@KahRoor
2 ай бұрын
If the turn ending reload can be made random say 20% chance to end the turn then keep it. If it cannot be made random then dump it. Thanks for the series Odd.
@codrinp4837
2 ай бұрын
I think turn ending reloads are fine, they're only annoying when lost are involved. As you tech up, it creates interesting choices on weapon mod upgrades and when you take time to reload. If it's possible, maybe tweak it so that if you kill a lost unit during your turn, your reload isn't turn ending. Not sure how hard that condition is to code in. I think that gives you the best of both worlds. Whatever the choice though, good luck! I hope this series becomes a yearly thing :)
@billtang79
2 ай бұрын
Like everybody else I think the reload mod is restricting you in tactical ways. Also as for grazes,is there a way to change the graze to not apply to Lost or big robotic enemies? Or turn it down a bit? The graze thing seems to be very aggressive.
@Lotrmcowher
2 ай бұрын
I feel like X2 is just balanced around 1 action reloads, especially on higher difficulties.
@pablogomez1663
2 ай бұрын
I am not sure if soembody has said this before but is there any way we can import thar characters you gonna have for that campaign?
@anthonyortiz1998
2 ай бұрын
In my own campaign I was able to bypass turn ending reloads by shadow keepers and “lock n load” that when you kill it refunds the ammo for the lost. The shadow keepers are able to use one action to resupply for one action and no CD for it. And they stay in concealment. But all of that is luck so can’t do much if you don’t get it.
@ReinReads
2 ай бұрын
Please keep the turn ending reload. An override for manual overloads to save the free one to mostly offset it. Makes the auto loader & larger magazines more valuable. I love keeping amalgamation system blind and how this impacts it.
@animemonsterx
2 ай бұрын
i think the reload situation is fine as it is, when it come to bonding though, i like to go for more of a roleplay focus personally, something like if X and Y have the bond icon i just join them and say "oh X and Y are good friends because of mission Z, so they made a bond" and go with it, i personally think that minmaxing classes is a bit boring
@Bannedinlyfe
2 ай бұрын
Turn ending reloads should go away if only for the mechanic making the game take longer. The mod is a dud. Seems like it's cool. But first time back in a while and it's just a lot on top of all the other stuff that has been added. Imo. Make it easier on yourself and the viewers. My opinion.
@johngarcia8721
2 ай бұрын
Turn ending reloads are fine when you have soldiers regularly carying sidearms/swords, but it also introduces imbalance regardings weapom mods making extended mags and autoloaders extremely valuable
@emmajun2090
2 ай бұрын
Opinon: I dont see the reloads making much difference now people are getting powerful. I'd say keep them in, but it's up to you. Game: I'm totally in love with Acrobat. She's amazing. Doesn't even need to point her gun at the target. I want her for my games, but I'd have to be a whole PC that can run all these mods.
@nmarquez2295
2 ай бұрын
Didn't you get civilians clothes for the covert missions to reduce the time it took?
@J0N89
2 ай бұрын
I would turn off the turn ending reload 🙂 Live your content ❤ Would you think about playing Warhammer Rogue trader? 😊
@CJKhaos
2 ай бұрын
I’m playing along with the same mods and turned off turn ending reloads due to the warlock. Sabotaging my weapons just meant I lost a shoulder for a turn. Then with lost missions it can get overwhelming
@jimulatt7215
2 ай бұрын
Keep the turn ending reloads. It makes the missions more tense and interesting. It also differentiates this campaign from the other seasons. I don't want more of the same. It necessitates different strategies which is a good thing.
@nooberloober4276
2 ай бұрын
Keep the reloads. Addtl challenge for you is good.
@SavageDoc45b
2 ай бұрын
Ditch turn ending reloads, unless you can configure it so that it only applies to heavy weapons like snipers, lmgs/cannon, and such.
@nurarihyon20
2 ай бұрын
Can we get non-turn-ending-reloads when using the free action after killing a lost, but keep em turn ending for the rest? The lost are the main annoyance, i like the difficulty increase on other missions
@exequielgaleano9947
2 ай бұрын
First the important part, mega thaaaans for this awesome series!!! 😁I feel like I know little to nothing about the game, so I'll only say that if it feels like the base of the game was thought without turn-ending reloads then maybe everything else gets too impacted by them being there. Maybe not so much in this early stage, but maybe later it will be. In any case you could always try it without and put them back if needed, right?
@JonLaFevers
2 ай бұрын
I haven't ever played the game, so I can't speak for certain, but it forces you to be much slower in how you approach the missions, and it seems sometimes that it just makes them take longer. But if you enjoy the added layer of difficulty and strategy, then keep at it my dude. I'll be watching either way!
@evilbob840
2 ай бұрын
Instead of trying to get elerium early, you can build a laboratory and/or workshop to make scientists and engineers respectively not count toward the crew limit.
@Sinapus
2 ай бұрын
You may want to get that Free Reload Anytime mod that lets you do a standard reload and save the free reloads for the appropriate time.
@Casey_W
2 ай бұрын
I vote "drop the reloads". It may make it more challenging, but it feels wrong. I was surprised that it was intentionally added. I would also suggest tuning the dodge/graze probability and damage so that as the enemies become stronger the game doesn't turn into attrition battles.
@MrGreedylou
2 ай бұрын
I’m not sure how I feel about the reloads, the main thing for me is that you are enjoying the campaign and if the reloads are impacting that then they can go.
@JohnJohnson-vq7ze
2 ай бұрын
37:00 Gets rookies. Immediately puts them on a covert op. "I like you! A lot... I'm not going to negate the wounds."
@tylerjohnston5336
2 ай бұрын
No turn ending reloads Also can I ask why you are not building any armor
@Saril1489
2 ай бұрын
I like how the turn-ending reloads changes up the game. Makes certain classes have a different feel to them, weapons mods have an altered value, and your strategy has to change to do well. You already have mods in place to adjust the key frustration, namely the timers, so I think you should keep it as it is.
@sashamakeev7547
2 ай бұрын
Turn ending reloads in XCOM feel like few meters long reach distance in Factorio.
@pbsixgun6
2 ай бұрын
Music at the end sounds like it's from Farscape.
@nicolassoucy1812
2 ай бұрын
I am playing at this time with your mods list and i must say, i got a really though mission: timer to get to a objectif, then warlock came say hi and lot of ennemis engagement at the same time...the reload made this longuer and really hard. But i did succeed with 2 turns remaining and a couple of injury. So it is annoying :P to end turn for reloads
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