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So I recently beat normal Ironman. Decided to try out classic with not created equal, hidden potential, and absolute critical. My squad was 3 guys with 55 aim and 1 with 65. I got them into point blank range. 90% chance to kill, miss. 86% chance, miss. This can only mean good things.
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# ? Oct 23, 2013 03:31 |
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# ? Jun 10, 2024 16:00 |
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Happy Noodle Boy posted:Oh my God I just started a new game. The very first mission on a gas station level. First move: Move 3 guys into cover and overwatch, dash with a 4th to move up a bit. Right off I uncover all 6 sectoids. One hits my vanguard dude for 4/5. He panics. A second alien kills him. 2 more guys panic. One does nothing. The other shoots the remaining guy and kills him. Not sure I'd be blaming the game for the following turn of events That said, its a super common mistake that most people make until it eventually just gets beat out of you, since it leads to stuff like this.
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# ? Oct 23, 2013 03:31 |
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I like Damage Roulette, is makes everything a bit less predictable. Sure, an important shot can end up doing 1 damage but the same applies for aliens. I've been screwed over by damage roulette as often as I've been saved by it.
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# ? Oct 23, 2013 03:32 |
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Captain Oblivious posted:Classic is where the game just feels right for me. It doesn't pull punches, but it's also fair. Crushingly and unrelentingly fair. Fair?! I just finished the bomb defusing mission and after I defused the bomb a bunch of Thin Men dropped from the sky including, yes, a Thin Man landing exactly on the square my Sniper was on and immediately going Overwatch. Which means even if I kill him I'm guaranteed to get poisoned. I reloaded my game 3 times to set up a scenario where my Sniper didn't immediately get shot in the back. I don't feel bad about save scumming this one. I'm not mad. I'm just finally figuring out what is all about.
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# ? Oct 23, 2013 03:35 |
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Is the penalty for abandoning a mission the same as not taking it in the first place?
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# ? Oct 23, 2013 04:07 |
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Mike N Eich posted:Fair?! I just finished the bomb defusing mission and after I defused the bomb a bunch of Thin Men dropped from the sky including, yes, a Thin Man landing exactly on the square my Sniper was on and immediately going Overwatch. Which means even if I kill him I'm guaranteed to get poisoned. I reloaded my game 3 times to set up a scenario where my Sniper didn't immediately get shot in the back. I don't feel bad about save scumming this one. Yup, fair. Balls-crushingly fair. Normal literally cheats for you (when the AI crits it nerfs all enemy crit chances for a few turns). Classic's a bit rough, but when you're getting your rear end kicked you know it's nothing more than the RNG. Also, don't be afraid to lose soldiers left and right. My last campaign I had a list of something like 20 dead. Jack Trades posted:I like Damage Roulette, is makes everything a bit less predictable. Jack Trades posted:Is the penalty for abandoning a mission the same as not taking it in the first place? Damage Roulette is honestly not as bad as people make it out to be, stats wise. However it is absolutely infuriating as it adds yet another chance of RNG screw. If you like it, go ahead. However I have to suggest that most people will not enjoy it. As for abandoning a mission, I'm pretty sure that it's like you didn't take the mission in the first place except you've lost however many soldiers before the survivors ran/limped back to the skyranger.
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# ? Oct 23, 2013 04:18 |
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Whats the vanilla menthod for calculating damage?
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# ? Oct 23, 2013 04:33 |
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This is how I arrived to the first terror mission I think I need to get better at this.
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# ? Oct 23, 2013 05:07 |
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Having a good time with Long War on normal. Just finished the first council mission with 2 dead due to a poorly placed battle scanner and a misclick but I'm not too torn up about it. The thing is I've got a large UFO sighting that I can't seem to shoot down with a full six interceptors. How many missiles do I need to hit it with and can I even take on what's in there?
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# ? Oct 23, 2013 05:24 |
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Flython posted:Having a good time with Long War on normal. Just finished the first council mission with 2 dead due to a poorly placed battle scanner and a misclick but I'm not too torn up about it. The thing is I've got a large UFO sighting that I can't seem to shoot down with a full six interceptors. How many missiles do I need to hit it with and can I even take on what's in there? You mostly gotta ignore bigger UFO's in the beginning, you don't have the firepower to shoot em down.
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# ? Oct 23, 2013 06:00 |
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Darkrenown posted:Well that was special. Temple ship on classic, lost a guy to mutons, oh well. Killed the Sectopods and the elite mutons, but as I flew my sniper over the Sectopod room he got stuck in the roof somehow. I can't get him down, so I head into the final room with 4 people, but I activate the Etherals and they MC 3 of my squad, leaving the Volunteer hosed as he can't one-shot any of the Etherals and the combined zoom kills him at turn over. Autosave kicked in after the MCs too. gently caress. I learned the hard way to basically avoid rooftops on the alien base, temple ship and battleship maps. You can grapple or fly up but you can't move around and you'd better pray you're in range of somewhere you can drop down to the main level or you're completely screwed. Movement and the camera on those maps is really screwy when you fly/grapple.
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# ? Oct 23, 2013 06:59 |
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Happy Noodle Boy posted:This is how I arrived to the first terror mission I feel you bro. I was just given 4 missions in as many days. Our infirmary has more soldiers than our barracks does
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# ? Oct 23, 2013 07:02 |
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Happy Noodle Boy posted:Oh my God I just started a new game. The very first mission on a gas station level. First move: Move 3 guys into cover and overwatch, dash with a 4th to move up a bit. Right off I uncover all 6 sectoids. One hits my vanguard dude for 4/5. He panics. A second alien kills him. 2 more guys panic. One does nothing. The other shoots the remaining guy and kills him. OK so maybe it wasn't clear from the previous reply to this, but the reason they were ragging on you was that you dashed and uncovered ground as your last action. Literally never do this. It will get your guys killed.
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# ? Oct 23, 2013 10:49 |
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Guys. Medals for your soldiers: http://www.polygon.com/2013/10/23/4867186/making-heroics-matter-making-death-sadder-in-xcom-enemy-within
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# ? Oct 23, 2013 14:03 |
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God loving damnit. That's even better than hats.
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# ? Oct 23, 2013 14:10 |
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I want to watch some LP while I play pokemon. Who are the high level XCOM players?
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# ? Oct 23, 2013 14:12 |
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animatorZed posted:Not sure I'd be blaming the game for the following turn of events Yeah, that was basically a "how not to play your turn guide". Overwatching before you are done moving everyone on the team is never a good idea.
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# ? Oct 23, 2013 14:19 |
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Chexoid posted:God loving damnit. I gotta post this. I laughed REALLY hard at this. I literally almost pissed my pants.
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# ? Oct 23, 2013 14:24 |
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I hope they've fixed the flank/overwatch glitch in EW. It's easy to over-rely on and can make the game a bit dull.
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# ? Oct 23, 2013 14:26 |
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http://www.rockpapershotgun.com/2013/10/23/enemy-within-preview/ RPS previewed the expansion, and overall it's very positive. They did bring up something that I've been worried about through: quote:I’ll probably talk more about the gene mods, which add new abilities and skill buffs to ‘standard’ soldiers, when I’m Wot I Thinking Enemy Within; being primarily statistical they’re less interesting to both talk about and play with than the Mechs, but they do perform a useful function in terms of making soldiers more specialist and dealing with the issue of redundant or outdated kit – for instance, a suitably augmented sniper can now leap on to rooftops or turn invisible without having to wear Skeleton or Ghost armour. Options are good thing, but the trouble there is that there’s now little reason to ever research Skeleton Suits or Ghost armour. For the most part, Enemy Within has been fitted to Enemy Unknown in a way where the gaps don’t show, but that’s one of those instances where it’s a little more obvious that a whole load of new stuff has been crammed in wherever it will fit. I've been wondering how gene mods will coexist with regular armours, and it looks as if there's more risk of them making non-Titan armour redundant than previously thought
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# ? Oct 23, 2013 14:30 |
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Andre Banzai posted:Guys. Medals for your soldiers: This is loving awesome. Stop it Ananda, you are getting me way too hyped
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# ? Oct 23, 2013 14:31 |
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Miltank posted:I want to watch some LP while I play pokemon. Who are the high level XCOM players? Also watch some TFTD LPs while you're at it, the desperation is usually pretty amusing.
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# ? Oct 23, 2013 14:39 |
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Boing posted:This is loving awesome. Stop it Ananda, you are getting me way too hyped Since apparently you can NAME YOUR MEDALS and give them to the soldier that you want, I expect XCOM's hilarity to increase exponentially with EW.
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# ? Oct 23, 2013 14:40 |
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Andre Banzai posted:Since apparently you can NAME YOUR MEDALS and give them to the soldier that you want, I expect XCOM's hilarity to increase exponentially with EW. Can't wait to posthumously award my soldiers the Golden Dong of Valor.
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# ? Oct 23, 2013 14:41 |
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TomWaitsForNoMan posted:I've been wondering how gene mods will coexist with regular armours, and it looks as if there's more risk of them making non-Titan armour redundant than previously thought The press still don't have the full version, so I'm not sure how far he can play currently, but it all come down to how much meld you can get. If you have enough to gene-mod everyone fully and still rock some mechs early on it's gonna be dumb, but if it's fairly scarce you'll still have to make the decision between jumpy-legs and skeleton armour. There's also the opportunity cost purely on that soldier, if you have jumpy legs you can't have regenerating HP. If you have stealth skin you can't have bio-sensing skin etc. As long as meld is not too abundant it should still come down to difficult choices.
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# ? Oct 23, 2013 14:56 |
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Emong posted:Can't wait to posthumously award my soldiers the Golden Dong of Valor.
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# ? Oct 23, 2013 15:00 |
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Emong posted:Can't wait to posthumously award my soldiers the Golden Dong of Valor. Not sure if they can be rewarded posthumously. They do give minor stat increases. EDIT: \/ That's correct. RPS was talking about how some of the gene mods remove the need for skeleton suits and other equipment but they forgot to mention you can transfer such items between soldiers whereas you can't with mods. Losing a genemodded soldier or a mec hurts, according to them since they're bigger investments than the normal equipment. Rookies with skeleton suits and a laser (or plasma, later on) rifle are pretty drat decent. Mokinokaro fucked around with this message at 15:04 on Oct 23, 2013 |
# ? Oct 23, 2013 15:01 |
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Also as far as I know you can't recover any upgrades if the modded soldier dies whereas you can recover armor and equipment.
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# ? Oct 23, 2013 15:01 |
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Maybe Valen could graft a living rookie's head onto a genemod's corpse? I believe you can recover the MEC suit though.
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# ? Oct 23, 2013 15:07 |
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Darkrenown posted:I believe you can recover the MEC suit though. You can get its weapons/equipment back, but I think you still need to use up resources to make a new MEC.
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# ? Oct 23, 2013 15:10 |
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Andre Banzai posted:http://www.polygon.com/2013/10/23/4867186/making-heroics-matter-making-death-sadder-in-xcom-enemy-within Edit: Wait, misunderstood that. Nvm.
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# ? Oct 23, 2013 15:16 |
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I got this game a few days ago and I'm having a lot of fun with it so far. Been playing on normal, I'm up to the alien base now and I've gotten to a point where I have a full 6-man squad of highly promoted vets who have been around since the first couple of missions, all in skeleton suits and toting heavy lasers and light plasma rifles I got from kidnapping Thin Men and Floaters. I don't know how close I am to the end of the base but I've killed about 8 chrysallids, a few mutons and a handful of drones, and honestly it feels pretty easy now that I have 3 colonel assaults kicking rear end with their plasma guns and a medic/2 heavies supporting them. Is the alien base pretty close to end game? I want to see what the end game is like and play with the cool toys and stuff, but if it's just going to be a total faceroll until the final mission, I think I'd rather restart on Classic. Also, for whenever I do restart on Classic, how the hell are people even talking about getting sattelites up in the first month? I took engineers as my first abduction reward, instantly built a workshop (10 days I think?), then an uplink (14 days), then satellites (20 days each) when the uplink was done. I don't see how you can get a single satellite before the 2nd council report, so I must be missing something really obvious.
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# ? Oct 23, 2013 15:57 |
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superoxen posted:I got this game a few days ago and I'm having a lot of fun with it so far. Been playing on normal, I'm up to the alien base now and I've gotten to a point where I have a full 6-man squad of highly promoted vets who have been around since the first couple of missions, all in skeleton suits and toting heavy lasers and light plasma rifles I got from kidnapping Thin Men and Floaters.
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# ? Oct 23, 2013 16:02 |
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superoxen posted:Also, for whenever I do restart on Classic, how the hell are people even talking about getting sattelites up in the first month? I took engineers as my first abduction reward, instantly built a workshop (10 days I think?), then an uplink (14 days), then satellites (20 days each) when the uplink was done. I don't see how you can get a single satellite before the 2nd council report, so I must be missing something really obvious. Since the alien base can be taken early or late it's hard to tell how far you are from the endgame. I'd guess about halfway through if you took it at a normalish pace.
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# ? Oct 23, 2013 16:02 |
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superoxen posted:Is the alien base pretty close to end game? I want to see what the end game is like and play with the cool toys and stuff, but if it's just going to be a total faceroll until the final mission, I think I'd rather restart on Classic. No, the alien base is maybe halfway through the game depending on how you do things. Also, it hasn't finished with its traps yet. You'll see.
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# ? Oct 23, 2013 16:03 |
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superoxen posted:Also, for whenever I do restart on Classic, how the hell are people even talking about getting sattelites up in the first month? I took engineers as my first abduction reward, instantly built a workshop (10 days I think?), then an uplink (14 days), then satellites (20 days each) when the uplink was done. I don't see how you can get a single satellite before the 2nd council report, so I must be missing something really obvious. Satellite uplinks can have 2 satellites each, assuming no adjacency bonuses. You only have one satellite to start and one uplink so build that second one ASAP. You can always build that workshop later after the first downed ufo mission. It's way more important to have a satellite ready in case of early unchecked panic. Plus having the extra funding from the second country will help you a lot more down the road than an extra 5 engineers.
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# ? Oct 23, 2013 16:08 |
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Courtesy coffeetable:
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# ? Oct 23, 2013 16:11 |
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Alright, I'll keep going with my Normal game, then. I was hoping that the alien base would have something new, I guess I just haven't gotten to it yet. I'll have to wait another 8 hours to find out Thanks for the tips about the satellites. Thinking back on it, I realize that when I started my game by immediately trying to build some, I couldn't click the buttan (because engineers? that's why I took them as a reward and then went straight for a workshop) and Bradford told me we would need another uplink, so I just assumed that I couldn't even build satellites beyond what my current uplink capacity allows. I guess knowing that will make things a lot easier. superoxen fucked around with this message at 16:15 on Oct 23, 2013 |
# ? Oct 23, 2013 16:12 |
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So after buying this game and doing 2 Classic runs that both ended in August, I'm doing a Normal run purely cause I just want to beat the game and see all the content before I have another go at Classic. I was rolling around with a squad of 6 colonels when I built the psi labs, tested them all and got nothing. so I started testing my cannon fodder and only got a hit after I built the gollop thing. Turns out this guy can use the machine which starts the last mission of the game, which is pretty handy, so I do it. Turns out I have to take this guy on the final mission. Did I mention he's a Squaddie Heavy? I still just barely made it to the final room (turns out sectopods are hard when you wasted your rockets on cyberdisks earlier!) and instantly got 3 guys mind controlled which was basically game over. I'm pretty annoyed at losing an hour's progress to what is essentially an RNG check. I couldn't see a way to enter that room and get behind cover without dashing and granting the aliens a free turn to RNG check you with mind control. Pretty annoying.
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# ? Oct 23, 2013 16:17 |
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# ? Jun 10, 2024 16:00 |
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Do we know anything about the new hats other than that fedora? This is important.
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# ? Oct 23, 2013 16:17 |