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Crazy Ted posted:That's what I get for mixing those two terms up all the time. Are there any specifics on the type of improvements they'll be getting? Probably some mixture of better aim, defense, HP, and damage.
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# ? Oct 11, 2013 20:31 |
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# ? Jun 10, 2024 11:47 |
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Crazy Ted posted:That's what I get for mixing those two terms up all the time. Are there any specifics on the type of improvements they'll be getting? IIRC, incoming damage is halved on pods, and HEAT ammo has been nerfed by 50% as well.
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# ? Oct 11, 2013 20:40 |
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Crazy Ted posted:That's what I get for mixing those two terms up all the time. Are there any specifics on the type of improvements they'll be getting? From what I read on the wiki, they get a passive trait that reduces all incoming damage by 50%, and units that don't rely on cover will be able to enter overwatch when spotted
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# ? Oct 11, 2013 20:47 |
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Metrohunter posted:units that don't rely on cover will be able to enter overwatch when spotted Well, now that sounds a little more like Old School XCOM.
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# ? Oct 11, 2013 21:35 |
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BenRGamer posted:Well, now that sounds a little more like Old School XCOM. Not until Laser weapons gain a 40% bonus to crit on them, it don't!
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# ? Oct 11, 2013 22:05 |
Screw that, not until you don't have to RELOAD laser weapons it doesn't!
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# ? Oct 11, 2013 22:07 |
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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. What I disliked about endgame was the lack of long term unlockables. I put all my free space into workshops because interrogations make research super easy, and by the end it was really hard to run out of resources. I would have loved to see more niche tech options in the endgame, maybe tied to long-term conditions like 10 captures of X unit or somesuch. The closest thing to this was the rocket launcher upgrade, which wasn't at all necessary to finish the game but gives you a badass reward in return for patrolling the Earth a few more months.
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# ? Oct 11, 2013 22:30 |
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Metrohunter posted:units that don't rely on cover will be able to enter overwatch when spotted Oh man, that's such a change. So that includes all flying units and sectopods, right? Melee units don't use cover but they don't overwatch either. Floaters have such crap aim to begin their overwatch isn't that scary, but it's a little buff for their first turn. Cyberdiscs are going to be goddamn terrifying again.
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# ? Oct 11, 2013 22:33 |
Floaters can use cover. They just spent a lot of time outside of it.
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# ? Oct 11, 2013 22:37 |
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Klyith posted:Oh man, that's such a change. So that includes all flying units and sectopods, right? Melee units don't use cover but they don't overwatch either. Floaters have such crap aim to begin their overwatch isn't that scary, but it's a little buff for their first turn. Cyberdiscs are going to be goddamn terrifying again.
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# ? Oct 11, 2013 22:37 |
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Cyberdisks are already the most terrifying unit in the game, they really didn't need a buff For the stage you encounter them in, they demand an instant alpha-strike the moment you spot one, because if it lives to take its turn then one of your guys absolutely positively is going to die. Like, sometimes I resort to clustering three dudes together just to make it throw a 5-damage grenade at all of them instead of its 15-damage (or whatever) gently caress You cannon. Still, nothing that Lightning Reflexes can't fix.
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# ? Oct 11, 2013 22:46 |
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I hope they gave berserkers some lovin' in that department too, because drat do they need it.
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# ? Oct 11, 2013 22:51 |
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What I want is for zombies to spawn chrysalids even if they're killed by the player. For real, chrysalids are only moderately threatening in the first terror mission, and a complete joke after that.
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# ? Oct 11, 2013 22:53 |
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Dr. Video Games 0031 posted:What I want is for zombies to spawn chrysalids even if they're killed by the player. For real, chrysalids are only moderately threatening in the first terror mission, and a complete joke after that.
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# ? Oct 11, 2013 23:03 |
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Just more difficulty in general, sprinkled liberally over every aspect of the game, would be nice. It's pretty easy to learn this game's strategic ins and outs and once you do moments stop happening.
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# ? Oct 11, 2013 23:03 |
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misguided rage posted:I'd like to see them still get a (weaker) attack after their second move. It's just way too easy to deal with them when they helpfully spend their turn giving you the best possible chance to hit them. Or introduce mixed packs; three or four chryssalids would be a bit more dangerous if you had to choose between killing them or leaving a cyberdisk alive.
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# ? Oct 12, 2013 00:22 |
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I don't know what difficulty modes you boys are playing on but on I/I pretty much all of the above posts are not true.
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# ? Oct 12, 2013 00:38 |
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oswald ownenstein posted:I don't know what difficulty modes you boys are playing on but on I/I pretty much all of the above posts are not true.
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# ? Oct 12, 2013 00:40 |
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misguided rage posted:Even on I/I it gets pretty easy after the second month. Yeah, I/I is almost indistinguishable from classic after month 2. You can get more high level enemies in a single map on impossible, but at that point you're nearly fully kitted out and its not a huge issue. That said, the journey to get to month 2 or 3 on impossible is quite a bit different
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# ? Oct 12, 2013 01:08 |
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Okay, in the trailer I see Shen being knocked to the ground by an explosion and I read somewhere in this thread about him getting a character arc that makes him more pro-cyborg awesomeness and less poetry about how the abyss is gazing back into X-Com. So is Shen going to lose an arm or something Is there going to be a scene where he experimentally flexes the fingers on his brand new cyberarm and it zooms in on his expression and you can see the mix of sadness and resolve and oh god I'm looking forward to character arcs in an X-Com game Firaxis what have you done you mad beautiful bastards
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# ? Oct 12, 2013 01:26 |
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This is a long shot but maybe someone here has had issues like this in the past that they've resolved. The first problem I am having is that out of nowhere, these two black bars running parallel to each other have appeared on either side of my screen (only in Xcom) which have effectively reduced my vision by 30 - 40%. I have 0 idea how this happened. My second problem is actually just a major glitch in the game. The scenario involves two snipers. If Sniper 1 opens on the first turn of a map with the ability that confers vision (sorry, not near my computer) and the ability reveals enemies, firing with Sniper 2 causes my game to bug out every single time. What happens is that, after firing, the game sort of idles (but does not freeze) on Sniper 2 forever. I've tried tabbing, alt tabbing, pressing spacebar, pressing 1, but nothing seems to work. I am currently on a hostage mission in which the only enemies are Ravagers, so this is highly problematic. I more or less need (or at the very least, want) to open up with a hit/kill if I can because if I don't I get overwhelmed with Zombies very quickly.
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# ? Oct 12, 2013 03:02 |
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quote:My second problem is actually just a major glitch in the game. The scenario involves two snipers. If Sniper 1 opens on the first turn of a map with the ability that confers vision (sorry, not near my computer) and the ability reveals enemies, firing with Sniper 2 causes my game to bug out every single time. What happens is that, after firing, the game sort of idles (but does not freeze) on Sniper 2 forever. I've tried tabbing, alt tabbing, pressing spacebar, pressing 1, but nothing seems to work. I am currently on a hostage mission in which the only enemies are Ravagers, so this is highly problematic. I more or less need (or at the very least, want) to open up with a hit/kill if I can because if I don't I get overwhelmed with Zombies very quickly. Ravenfood fucked around with this message at 03:40 on Oct 12, 2013 |
# ? Oct 12, 2013 03:13 |
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Ravenfood posted:What happens if you move someone else, throw the scanner, move someone else, then have sniper 2 fire? Lot of detail you got there. Assuming the thrower is the same sniper with doubleshot, then he would not be able to act again after throwing the battle scanner. So you would move someone else, throw the scanner, then move someone else.
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# ? Oct 12, 2013 03:18 |
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Brainamp posted:Lot of detail you got there. Assuming the thrower is the same sniper with doubleshot, then he would not be able to act again after throwing the battle scanner. So you would move someone else, throw the scanner, then move someone else. He's replying to Fly McCool's post above
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# ? Oct 12, 2013 03:21 |
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Ravenfood posted:What happens if you move someone else, throw the scanner, move someone else, then have sniper 2 fire? I tried that and no dice. Something I neglected to mention was that this seems to only occur on one of the hostage maps. I've failed the mission at least 15 times, and it happened each of the four times I drew the map, regardless of who moves in what order. Again I know it probably sounds like minor griping, but getting a kill or hit on a Ravager early when there are 3 or so hostages in the immediate surrounding area is huge for me (I am not very good at XCOM). One detail I might be overlooking, as well, is that Sniper 2 has double shot. So maybe it is idling out in between shots? E: Yay, black border problem resolved. Apparently the resolution size changed somehow. rest his guts fucked around with this message at 03:30 on Oct 12, 2013 |
# ? Oct 12, 2013 03:21 |
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Fly McCool posted:I tried that and no dice. Something I neglected to mention was that this seems to only occur on one of the hostage maps. I've failed the mission at least 15 times, and it happened each of the four times I drew the map, regardless of who moves in what order. Again I know it probably sounds like minor griping, but getting a kill or hit on a Ravager early when there are 3 or so hostages in the immediate surrounding area is huge for me (I am not very good at XCOM). Brainamp posted:Lot of detail you got there. Assuming the thrower is the same sniper with doubleshot, then he would not be able to act again after throwing the battle scanner. So you would move someone else, throw the scanner, then move someone else.
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# ? Oct 12, 2013 03:39 |
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Tehan posted:So is Shen going to lose an arm or something Is there going to be a scene where he experimentally flexes the fingers on his brand new cyberarm and it zooms in on his expression and you can see the mix of sadness and resolve and oh god I'm looking forward to character arcs in an X-Com game Firaxis what have you done you mad beautiful bastards
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# ? Oct 12, 2013 03:39 |
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Jabor posted:He's replying to Fly McCool's post above Ah, yeah, a quote helps in those cases.
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# ? Oct 12, 2013 03:42 |
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Note to self: Don't ever play with Hidden Potential and Not Created Equal. Or if you do, at least look at your rookies' stats Nobody in my A Team could hit the broad side of a barn even at Major, after getting five missions in a row of the middle finger from the RNG (I'm talking consistent 30% hit rates in practice) and losing half of my veterans I gave up.
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# ? Oct 12, 2013 04:22 |
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Ravenfood posted:How long do you let it go before you ctr-alt-del? I've have the game hang on me a few times after a shot does something weird, and it eventually goes back to normal. Try it, go get yourself a sandwich, and see if its fixed? If not, I think you'll just have to deal with losing those guys. Remember that Chrysallids (I'm assuming that's what you're calling Ravagers: the bug zombie-making dudes) don't give a drat about cover, so as long as there aren't other enemies around, you can stand out in the open without any repercussions to kill them. Next time I'll try that. The longest I've waited is probably around 2-3 minutes.
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# ? Oct 12, 2013 04:26 |
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What is the consesus on the Long War mod? http://xcom.nexusmods.com/mods/88// Looking back the complaints seemed that the mod was rather unfair. Is that still true? UberJumper fucked around with this message at 05:16 on Oct 12, 2013 |
# ? Oct 12, 2013 04:40 |
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It's been discussed pretty extensively, yes.
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# ? Oct 12, 2013 04:50 |
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Mr Dog posted:Note to self: Don't ever play with Hidden Potential and Not Created Equal. Or if you do, at least look at your rookies' stats I got an assault with pretty poo poo aim on my first NCE run. Only 77 aim at colonel, 2 better than a heavy. It didn't matter much when he was only six inches away. Random speed bonuses on soldiers. They're a hell of a thing.
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# ? Oct 12, 2013 04:52 |
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amuayse posted:Well the DE:HR OST is certainly appropriate. Now he just has to get a gravelly voice and cyber shades. Dr. Shen never asked for this
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# ? Oct 12, 2013 05:06 |
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UberJumper posted:What is the consesus on the Long War mod? It's been talked about a lot, yes: the general consensus is that it's pretty unfair and not very fun at all. Man, I do wonder what Enemy Within is gonna mean for the various mods out there.
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# ? Oct 12, 2013 05:25 |
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Cosmic Afro posted:It's been talked about a lot, yes: the general consensus is that it's pretty unfair and not very fun at all. Firaxis has never designed their games to be mod friendly like that, have they? I'd imagine none of them will work.
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# ? Oct 12, 2013 05:38 |
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UberJumper posted:What is the consesus on the Long War mod? If you're bored with vanilla its worth a shot, but there is quite a few of bullshit moments where like two cyberdisks and 12 thin men roll up on your team all at once or whatever. I house-rule that I can restart any mission once if it goes south, but I take the second result. This mitigates some of the nonsense but I've still lost 30+ soldiers and I'm probably only halfway through the campaign.
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# ? Oct 12, 2013 05:49 |
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Cosmic Afro posted:It's been talked about a lot, yes: the general consensus is that it's pretty unfair and not very fun at all. Do the base assault missions actually work? Flippycunt posted:If you're bored with vanilla its worth a shot, but there is quite a few of bullshit moments where like two cyberdisks and 12 thin men roll up on your team all at once or whatever. Alright i'll give it a shot, any tips or suggestions for starting? Yeah i also used the same kind of restart rule, i gave up on playing iron man a long long time ago. UberJumper fucked around with this message at 06:00 on Oct 12, 2013 |
# ? Oct 12, 2013 05:57 |
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UberJumper posted:Do the base assault missions actually work? Always be bringing in fresh troops. Your guys are tired for 5 days after running a mission, and if you use them again during that time they become exhausted and you can't use them again for a month. So you'll want at least 3-4 teams worth of guys to rotate between. Also, make sure you launch some satellites on continents that give out engineers as bonsues otherwise you can get stuck without enough engineers to build the buildings you need to get you more engineers.
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# ? Oct 12, 2013 06:02 |
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# ? Jun 10, 2024 11:47 |
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Can somebody give me some quick guidelines to follow when trying to do a Classic difficulty no-countries-lost playthrough? Like how soon should I have my second satellite up? When should I get a Satellite uplink? What continent should I start on?
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# ? Oct 12, 2013 06:05 |