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All the info has me pretty stoked for this expansion, which is pretty rare for me. Probably going to run classic first, then work up to another I/I play through.
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# ? Oct 11, 2013 03:03 |
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# ? Jun 2, 2024 17:42 |
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If damage roulette were was more like 3d4 instead of 1d12, it'd work a lot better. Basically, bell curves instead of an even chance at anything in the range. There'd be some randomness and moments of "oh godddamnit" and "oh thank god" but nothing incredibly frustrating.
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# ? Oct 11, 2013 03:12 |
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Last I played this game it was kinda rough to edit the configuration files, but you could edit a lot of stuff through it. Are they still obfuscating the .ini files, or will we be able to easily change percentages and such? It was kind of a dick move of them to move and duplicate the necessary files. I wouldn't mind actually playing Damage Roulette with 3d4 or so. 1d12 is just a lesson in sadism and isn't fun. Drifter fucked around with this message at 03:26 on Oct 11, 2013 |
# ? Oct 11, 2013 03:24 |
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Drifter posted:Last I played this game it was kinda rough to edit the configuration files, but you could edit a lot of stuff through it. I don't have a direct source and this is all based off of memory, but I seem to recall a developer saying that while the expansion wouldn't add full mod support, they were moving a lot of settings into areas more easily accessible to modders.
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# ? Oct 11, 2013 03:49 |
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Drifter posted:I wouldn't mind actually playing Damage Roulette with 3d4 or so. 1d12 is just a lesson in sadism and isn't fun. FoolyCharged posted:I don't have a direct source and this is all based off of memory, but I seem to recall a developer saying that while the expansion wouldn't add full mod support, they were moving a lot of settings into areas more easily accessible to modders.
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# ? Oct 11, 2013 03:53 |
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I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it.
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# ? Oct 11, 2013 10:15 |
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Vengarr posted:I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it. No, don't you see? Only the good guys have a latin motto!
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# ? Oct 11, 2013 11:25 |
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Vengarr posted:I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it. Pedicabo X-com?
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# ? Oct 11, 2013 12:07 |
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I bought Enemy Within and feeling excited, went to start a new game. Classic Ironman. My first 6 battles including one terror mission, had 2 deaths total. 3 of them had no damage at all. On the 7th mission, abduction with the river flowing down, I brought 2 rookies with Laser / Arc Thrower, one support with Laser/Grenade, one sniper with normal/scope (disabling shot), one heavy with shredder, Normal/scope. 3rd turn, a floater flew behind me, the other in front with no cover. Killed the no cover, disabled the back one, stunned him. Excellent. Triggered two mutons, another two floaters. Both floaters killed with a rocket, one muton got grenade / shot to death, the other got a disabling shot. He threw a grenade. Shot muton to 3 hp, ran a rookie at him. Triggered two thin men. During their turn, one shot a rookie, killing said rookie. The other thin man killed the other rookie. Sniper panicked, shot support. Heavy panicked. and Thin Men!
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# ? Oct 11, 2013 14:36 |
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Vengarr posted:I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it. Esperanto is the language of the master race. EXALT knows this.
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# ? Oct 11, 2013 14:48 |
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Vengarr posted:I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it. XCOM delenda est.
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# ? Oct 11, 2013 15:33 |
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You know, I absolutely dislike the sllloooooowwwww panning from character to character as they start to panic. If two or more people on your team are panicked it's such a loving drag to have to sit through that stupid ONE sound effect of them yelling out "NOOOOOO! OH GOD OH GOD," or whatever it is. I hope they changed that. Jesus, that just really annoyed me.
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# ? Oct 11, 2013 15:33 |
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Drifter posted:You know, I absolutely dislike the sllloooooowwwww panning from character to character as they start to panic. Yeah, they should also disable the panic sound effect if you've already disabled soldiers' voices, at least. That annoys me a lot as well.
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# ? Oct 11, 2013 15:53 |
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First time going for the final mission, rolling up with three heavies, two assaults, and a support since ALL OF MY SNIPERS ARE DEAD. As punishment for this, I am going to fire every single one of my rockets. Also, hilariously, as I was killing time waiting for another UFO to restock my Elerium supplies so I could build the Psi Armor, a council mission popped up with 40 Elerium as a reward. The enemies? 12 sectoids. I didn't even bother ending in cover, just marched my titan clad heavies up the middle of the screen gunning everything down.
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# ? Oct 11, 2013 16:11 |
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Yeah even if they rebalance late-game council missions to be a challenge (I really hope they do this!), I still hope there's the occasional pack of sectoids that you can just cut down like a hot knife through butter, cause that poo poo's cathartic.
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# ? Oct 11, 2013 16:14 |
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I would like for some kind of nerf to Thin-men. Accuracy or a range-limit on poison cloud. One of the two.
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# ? Oct 11, 2013 16:22 |
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Alchenar posted:I would like for some kind of nerf to Thin-men. Accuracy or a range-limit on poison cloud. One of the two. I can't disagree more with this. If anything, there needs to be a late game variant of them with more health.
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# ? Oct 11, 2013 16:33 |
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Thin Men are pretty stupid.
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# ? Oct 11, 2013 16:39 |
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Thin Men delenda est. e: Macer Homines delenda est? I never took a Latin course in college. marshmallow creep fucked around with this message at 17:07 on Oct 11, 2013 |
# ? Oct 11, 2013 17:04 |
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Zigmidge posted:I can't disagree more with this. If anything, there needs to be a late game variant of them with more health. I'd actually be okay with both - If there's a later, stronger variant of Thin Men then perhaps the early one could be safely toned down a bit.
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# ? Oct 11, 2013 17:07 |
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Zigmidge posted:I can't disagree more with this. If anything, there needs to be a late game variant of them with more health. Basically, if you want to make Sectopods as dangerous as Thin Men, they need to have the ability to plausibly survive your entire squad focus-firing on it the way a Thin Man pack can. The obvious answer that is actually pretty effective, is to make the enemy packs grow as yours do. When you go from 4 guys vs 3 aliens in a pack to 6 guys vs 3 aliens, its a huge jump, and the aliens have no way of competing with your increased damage output. It looks like from the videos that Exalt will actually be the mid-late game "gently caress Thin Men" replacement because there are a shitton of them, they have good aim, and they have a backup attack that always does some level of damage and applies a debuff (in this case, removes cover). While we haven't seen Exalt elites, maybe they'll be the late-game answer. Now if they rework the aliens to have something (Thin Men snipers in good armor spring to mind) and make alien packs grow, the late game will be as hard as the beginning. I know I mention the Long War a bit here, but they do have some good ideas under some frustrating implementation, and one of them is that their alien packs grow, too, and it definitely adds to the difficulty. They added more multi-attack options earlier to help you compensate, but you don't necessarily locally outnumber the aliens all the time, which adds to their danger in a way that just increasing their health or damage does not.
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# ? Oct 11, 2013 17:10 |
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TalonDemonKing posted:Pedicabo X-com? Pedicabimus X-Com. There's more than one man in EXALT.
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# ? Oct 11, 2013 17:20 |
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Geight posted:Yeah even if they rebalance late-game council missions to be a challenge (I really hope they do this!), I still hope there's the occasional pack of sectoids that you can just cut down like a hot knife through butter, cause that poo poo's cathartic. A giant horde of Thin Men! ...and two stealth squids that you have all the countermeasures for.
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# ? Oct 11, 2013 17:20 |
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Ravenfood posted:Basically, if you want to make Sectopods as dangerous as Thin Men, they need to have the ability to plausibly survive your entire squad focus-firing on it the way a Thin Man pack can. The obvious answer that is actually pretty effective, is to make the enemy packs grow as yours do. When you go from 4 guys vs 3 aliens in a pack to 6 guys vs 3 aliens, its a huge jump, and the aliens have no way of competing with your increased damage output. It looks like from the videos that Exalt will actually be the mid-late game "gently caress Thin Men" replacement because there are a shitton of them, they have good aim, and they have a backup attack that always does some level of damage and applies a debuff (in this case, removes cover). While we haven't seen Exalt elites, maybe they'll be the late-game answer. Now if they rework the aliens to have something (Thin Men snipers in good armor spring to mind) and make alien packs grow, the late game will be as hard as the beginning. Mechtoids look fairly dangerous, and sectopods are supposedly getting buffed. Plus there's seekers. I think together those will cover the bases of hard-rear end enemies that will scare you in the late game.
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# ? Oct 11, 2013 17:28 |
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Geight posted:Yeah even if they rebalance late-game council missions to be a challenge (I really hope they do this!), I still hope there's the occasional pack of sectoids that you can just cut down like a hot knife through butter, cause that poo poo's cathartic. This and more. UFO: Enemy Unknown and XCOM both had the end game as a sort of apology for the all the bullshit it's dragged you through to get there. I'm happy for more endgame variation to keep things interesting or maybe increased enemy numbers so that there is more danger but that any one 1v1 is very much in your favour. But I'd hate to feel like all my research is ever doing is keeping pace. Them aliens gotta feel the cane some time
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# ? Oct 11, 2013 17:39 |
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Zigmidge posted:I can't disagree more with this. If anything, there needs to be a late game variant of them with more health. This. And make them massable in multiplayer.
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# ? Oct 11, 2013 17:49 |
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Mortabis posted:Mechtoids look fairly dangerous, and sectopods are supposedly getting buffed. Plus there's seekers. I think together those will cover the bases of hard-rear end enemies that will scare you in the late game. Aren't they buffing the Muton family too? I think the idea is Mechtoids appear around when Mutons currents appear and the rest of the aliens all move up a step.
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# ? Oct 11, 2013 17:57 |
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Ravenfood posted:If damage roulette were was more like 3d4 instead of 1d12, it'd work a lot better. Basically, bell curves instead of an even chance at anything in the range. There'd be some randomness and moments of "oh godddamnit" and "oh thank god" but nothing incredibly frustrating. I think damage roulette was designed to be like the original game's damage mechanic, where all non-explosive weapons did 0-200% of their listed damage stat with an even chance for the whole range. It doesn't really work as well in EU though, just because the mechanics aren't really balanced around it. Plus it's not 0-200% but 1-(damage stat+1), so really enabling damage roulette just makes your damage lower on average which annoys the hell out of me. Then again, you can just not use it!
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# ? Oct 11, 2013 18:00 |
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Darkrenown posted:Aren't they buffing the Muton family too? I think the idea is Mechtoids appear around when Mutons currents appear and the rest of the aliens all move up a step. They appear when sectoids disappear in the current game.
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# ? Oct 11, 2013 18:02 |
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Geight posted:I'd actually be okay with both - If there's a later, stronger variant of Thin Men then perhaps the early one could be safely toned down a bit. I know I harp on this sometimes but it's seriously my least favorite part of the game - I'd be totally fine with the thin men as an enemy if not for their implementation in council missions, where they predictably drop into particular spots based on certain mission progress triggers. Memorizing and camping (or avoiding) their spawns is not my idea of tactical richness.
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# ? Oct 11, 2013 18:40 |
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Mortabis posted:Mechtoids look fairly dangerous, and sectopods are supposedly getting buffed. And then you have your Assault with the Plasma Rifle and Rapid Fire run up to two squares away from it and finish the fucker off with a nice 25 damage deathblow.
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# ? Oct 11, 2013 18:42 |
Crazy Ted posted:That's disappointing, because I like having an enemy that your entire squad has to drop whatever it is they're doing and focus all of their energy on. Buffed, not nerfed
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# ? Oct 11, 2013 18:52 |
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Crazy Ted posted:That's disappointing, because I like having an enemy that your entire squad has to drop whatever it is they're doing and focus all of their energy on.
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# ? Oct 11, 2013 18:53 |
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The nerf to the Squad-sight sniper should help survivability of such units as well.
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# ? Oct 11, 2013 19:05 |
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They should let Sectopods use that head turret as an interdictor for rockets Deuce fucked around with this message at 19:12 on Oct 11, 2013 |
# ? Oct 11, 2013 19:09 |
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I haven't played this in a year, and saw it was free for playstation plus so I grabbed it. Going to give it another go, have they added anything really different from the way it was last year?
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# ? Oct 11, 2013 19:13 |
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My favorite squad to run right now is 5 assaults and 1 support. All are colonels, except for one 1 assault (she's an LT). It's hilariously over-aggressive, and the injury rate runs pretty high. I'm only up to skeleton suits for everyone, as soon as I get ghost armor there's going to be a ruthless purge of xenos scum wherever my soldiers wander. I've been taking it real slow and playing with the 2nd wave options; I won the game on classic a while back, and turned on all of the options except for "Red Fog", "Diminishing Return" (the one that makes satellites progressively more expensive), and one other that I don't recall (maybe the one that makes psykers stupidly rare?). I'm up to Jan 2016 and haven't assaulted the alien base yet I just want to kill aliens and check out all the options. Damage Roulette functions about like we've been talking about here...sometimes an alloy cannon will crush a muton berzerker outright, and sometimes a Thin Man absorbs a rapid fire blast from that same shotgun and shrugs it off. Overall it's good so far, though admittedly I'm only playing it on normal to get a feel for it.
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# ? Oct 11, 2013 19:14 |
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Kingtheninja posted:I haven't played this in a year, and saw it was free for playstation plus so I grabbed it. Going to give it another go, have they added anything really different from the way it was last year? And of course, there's the expansion/standalone update coming out next month...
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# ? Oct 11, 2013 19:25 |
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Slashrat posted:Buffed, not nerfed
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# ? Oct 11, 2013 20:23 |
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# ? Jun 2, 2024 17:42 |
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Zigmidge posted:I can't disagree more with this. If anything, there needs to be a late game variant of them with more health. Yeah, and they need to look like classic snake men from the original. You hear that Firaxis guys? Bring back classic snake men!
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# ? Oct 11, 2013 20:28 |