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Boing
Jul 12, 2005

trapped in custom title factory, send help
I don't see why they'd stop you from doing that. I've never heard of a DLC being released, where to play it you have to opt out of playing another, previously released DLC.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Wait, what's Progeny? Was there another story dlc besides Slingshot?

Kirinith
Oct 21, 2010

RBA Starblade posted:

Wait, what's Progeny? Was there another story dlc besides Slingshot?

They had planned to release Progeny after Slingshot as another DLC mission pack, but after everyone criticized Slingshot for not being in the spirit of XCOM, they decided to just fold it into Enemy Within as part of the EXALT storyline

Ravenfood
Nov 4, 2011

RBA Starblade posted:

Wait, what's Progeny? Was there another story dlc besides Slingshot?
Progeny was the next Slingshot DLC that was planned. They'd apparently done work on it before Slingshot was pretty heavily panned, so they kept working on it, updated it a bit, adapted some of the pieces to the expansion, and bundled it with the expansion instead of selling it individually. Parts of Progeny are (presumably) woven in with the Exalt addition to EW, probably in a Slingshot-like manner, but not directly the same.

efb

o muerte
Dec 13, 2008

Man, I hate savescumming but this game throws so much bullshit at you sometimes. First council mission, turn 1: thin man crit/kills my sniper behind full cover from max range, my assault panics and shotguns my heavy to death. Yeah, gently caress this, alt-f4, I'll play this later.

fennesz
Dec 29, 2008

o muerte posted:

Man, I hate savescumming but this game throws so much bullshit at you sometimes. First council mission, turn 1: thin man crit/kills my sniper behind full cover from max range, my assault panics and shotguns my heavy to death. Yeah, gently caress this, alt-f4, I'll play this later.

The thing that gets me is teleporting packs of aliens. It's the best when you're in the middle of a wide open area, go behind cover, pop back out and there are two new packs of enemies where you were literally second ago.

Der Kyhe
Jun 25, 2008

First time on my two playtroughs I encountered the teleporting bug, one elite muton in the temple ship teleported behind my position. Also, my guys were locked out of the main bridge of the ship (the path trough the last corridor disappeared). On normal/ironman.

Fortunately, the uber ethereal was nice enough to walk outside the temple area and get killed in the crossfire, so no hard feelings.

o muerte
Dec 13, 2008

fennesz posted:

The thing that gets me is teleporting packs of aliens. It's the best when you're in the middle of a wide open area, go behind cover, pop back out and there are two new packs of enemies where you were literally second ago.

That really, really bothers me late in the game when I'm using ghost and archangel armors. Having a pack of enemies that I can see but haven't triggered teleport through walls is just stupid. I know why they implemented unspotted aliens that way but man, a simple sanity check of "did we teleport into visual range of the squad" or "did we teleport through walls near the squad?" then forcing the aliens to actually make that move physically would be so much better. Hell, turning off teleport for that pack if I can see them or if the endpoint of the teleport is in my visual range would be so much better.

I had a group of elite mutons and a sectopod teleport into my extraction zone on a battleship map on turn 3 or 4 while I was engaging some regular mutons at the second doorway. I don't mind teleporting aliens around in areas that don't affect me tactically but teleporting things directly into my squad, or through walls into a room behind me, makes my tactical play kind of pointless.

Between that and the camera/movement being really, really bad once you get grapples the late stages of the game are alternately dull and lovely. I usually just restart once I've got my squad kitted out in power armor with full plasma tech since the challenge is over and the rest of the game is just frustration and tedium.

Crazy Ted
Jul 29, 2003

Since there are about 29 or so aliens on a battleship when you take it down, there should be 29 or so aliens when you're given a terror mission.

Good luck saving those civilians :q:

Chexoid
Nov 5, 2009

Now that I have this dating robot I can take it easy.
hey somebodies gotta stay on the ship to play that little lights and colours game or whatever.

Kennel
May 1, 2008

BAWWW-UNH!

‏@beaglerush posted:

@SolomonJake After seeing TB's firstlook, would love to do my own post-com first impression of EW - review code in the realm of possibility?

@SolomonJake posted:

@beaglerush I'd love to see it. I'll hand this to @agauntpanda , the EW designer, and @bRoundy our PR boss. I love your videos.

:woop:

Crazy Ted
Jul 29, 2003

Chexoid posted:

hey somebodies gotta stay on the ship to play that little lights and colours game or whatever.
It's alien porn.

Generic American
Mar 15, 2012

I love my Peng



I desperately need this in my life. :neckbeard:

revtoiletduck
Aug 21, 2006
smart newbie

o muerte posted:

Man, I hate savescumming but this game throws so much bullshit at you sometimes. First council mission, turn 1: thin man crit/kills my sniper behind full cover from max range, my assault panics and shotguns my heavy to death. Yeah, gently caress this, alt-f4, I'll play this later.

Should have hunkered!

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

fennesz posted:

The thing that gets me is teleporting packs of aliens. It's the best when you're in the middle of a wide open area, go behind cover, pop back out and there are two new packs of enemies where you were literally second ago.

I hope to God this will be fixed in EW but I know in my heart it won't be.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Pretty sure they said they'd fixed it?

animatorZed
Jan 2, 2008
falling down

RBA Starblade posted:

I hope to God this will be fixed in EW but I know in my heart it won't be.

They said the teleporting was fixed.

Then again, they said that in the bugfix for EU that made it 10 times worse, so I'll wait to see it with my own eyes :)

Coolguye
Jul 6, 2011

Required by his programming!

Benagain posted:

Pretty sure they said they'd fixed it?

They said they fixed it in a patch a number of months back and it did nothing of the sort.

o muerte
Dec 13, 2008

‏@beaglerush posted:

@SolomonJake After seeing TB's firstlook, would love to do my own post-com first impression of EW - review code in the realm of possibility?

‏@SolomonJake posted:

@beaglerush I'd love to see it. I'll hand this to @agauntpanda , the EW designer, and @bRoundy our PR boss. I love your videos.

I'm... I'm going to go change my shorts now.

revtoiletduck posted:

Should have hunkered!

The worst part is, I know better and just didn't. I'm going to blame being hungover :smith:

animatorZed posted:

They said the teleporting was fixed.

Then again, they said that in the bugfix for EU that made it 10 times worse, so I'll wait to see it with my own eyes :)

I think the only teleporting they fixed was the "alien falls through the map and teleports to your location on their next turn" bug. And yeah, that was even more annoying than the current teleporting behaviour. I haven't seen that happen in a very long time, so I'm pretty sure that one's squashed.

Snollygoster
Dec 17, 2002

what a scoop

Generic American posted:

I desperately need this in my life. :neckbeard:

I love Beaglerush's videos because he doesn't try COPPIN' A TUDE, UNPLEASABLE MAN WITH AN ACCENT COMIN' ROUND THE BEND. He's good at the game, he enjoys it, and I can share in that fun without having to drill through a gross shell of affected sarcasm.

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

Just installed this two days ago, fiddled around on normal for a bit and now I feel like I'm ready to smash my dick into classic.

I understand I need to build satellites, and I get how to do that aggressively, right off. I am a bit overwhelmed by the tech tree after that. Lasers, then carapace armor? Then what?

Also, I'm terrified that I'll do the story either too fast or too slow and either slam into a brick wall with terrible gear or lose all my countries to panic. About how fast should I knock out the story missions?

wolfman101
Feb 8, 2004

PCXL Fanboy
Hoping for the next episode of live and impossible.

Ravenfood
Nov 4, 2011

Snollygoster posted:

I love Beaglerush's videos because he doesn't try COPPIN' A TUDE, UNPLEASABLE MAN WITH AN ACCENT COMIN' ROUND THE BEND. He's good at the game, he enjoys it, and I can share in that fun without having to drill through a gross shell of affected sarcasm.
Also, I generally trust him to be able to tell me whether or not the new MECs are as overpowered as they currently seem compared to "dude who left his sniper standing in the middle of an open field" in the same mission that he moved his covert ops guy also totally out of cover when there was perfectly adequate high cover two squares away and still had the flanking shot. Having a higher initial cost doesn't justify kind of obsoleting my other men, game. (If they do, at least). Having a higher operating cost might, though.

Paineopticon posted:

Just installed this two days ago, fiddled around on normal for a bit and now I feel like I'm ready to smash my dick into classic.

I understand I need to build satellites, and I get how to do that aggressively, right off. I am a bit overwhelmed by the tech tree after that. Lasers, then carapace armor? Then what?

Also, I'm terrified that I'll do the story either too fast or too slow and either slam into a brick wall with terrible gear or lose all my countries to panic. About how fast should I knock out the story missions?
Lasers, carapace, skeleton armor, then arc throwers. After that, pick areas that sound good to you because you should have a handle on the game by then. Don't neglect air, though, eventually you'll need to shoot things down. The only story mission that really is on a time limit is the base assault. That gives you a nice panic reduction and can buy room to , but the real early game progression is getting more sat coverage. That's what shuts down the abduction mission progress which drives your panic buildup. Don't worry about trying to rush the alien base, once you get complete satellite coverage you can basically take as long as you want. The only reason to go earlier than that is if you need the panic reduction it provides.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Decided to use Snapshot/drat Good Ground on a sniper and I must admit he's not performing as badly as I thought. Sure, Squad Sight is basically a victory button (particularly with Archangel armour) but I'm much more mindful about terrain and elevation down. It's kinda fun keeping the marksman near my team for a change.

Paineopticon posted:

Also, I'm terrified that I'll do the story either too fast or too slow and either slam into a brick wall with terrible gear or lose all my countries to panic. About how fast should I knock out the story missions?

If you've got carapace and laser armour you're pretty good to go through up until the alien's base. Beyond that it's all down to how comfortable you are with panic levels, etc, really! Generally if panic is under control then you're not in any real danger barring massive cock-ups on your end.

Mike N Eich
Jan 27, 2007

This might just be the year
My first Classic run and I get to my initial Terror mission and I have neither carapace armor or laser weapons. It's a bloodbath. I win the mission but I end up losing everyone except my snipers, and I don't know how much longer I can keep that up. Did I make disastrous tech decisions by not having tier 2 gear by mid April or is that expected? Perhaps I screwed up in forgoing scientists completely because all my research is taking forever

Wiggly Wayne DDS
Sep 11, 2010



Ravenfood posted:

Having a higher operating cost might, though.
You know that's a thought, would be interesting to see Meld used as fuel for MECs. Costs 5 meld per deployment and 2 per month or some sane numbers. It would cause the player to be more aggressive and even the playing field a bit.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

poptart_fairy posted:

Decided to use Snapshot/drat Good Ground on a sniper and I must admit he's not performing as badly as I thought. Sure, Squad Sight is basically a victory button (particularly with Archangel armour) but I'm much more mindful about terrain and elevation down. It's kinda fun keeping the marksman near my team for a change.
Just as a heads-up that if you take Double Tap at Colonel Snapshot causes the second shot to take the -20% aim penalty which is really aggravating.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Mike N Eich posted:

My first Classic run and I get to my initial Terror mission and I have neither carapace armor or laser weapons. It's a bloodbath. I win the mission but I end up losing everyone except my snipers, and I don't know how much longer I can keep that up. Did I make disastrous tech decisions by not having tier 2 gear by mid April or is that expected? Perhaps I screwed up in forgoing scientists completely because all my research is taking forever

Not really. Having lasers isn't a requirement to get through the terror mission, and you haven't lost the game yet. As long as you get lasers out by the time mutons start hitting you should be fine.



poptart_fairy posted:

Decided to use Snapshot/drat Good Ground on a sniper and I must admit he's not performing as badly as I thought.

I know it's a choice thing, but I can never fathom why anyone would want to turn your sniper into a shittier support.

Brainamp fucked around with this message at 22:22 on Oct 24, 2013

o muerte
Dec 13, 2008

Paineopticon posted:

I understand I need to build satellites, and I get how to do that aggressively, right off. I am a bit overwhelmed by the tech tree after that. Lasers, then carapace armor? Then what?

Also, I'm terrified that I'll do the story either too fast or too slow and either slam into a brick wall with terrible gear or lose all my countries to panic. About how fast should I knock out the story missions?

I tend to do a sectoid capture for beam credit, then basic laser rifles, then go for carapace, then come back for heavy/precision lasers. I also tend to do precision lasers before heavy because you get two guns (shotgun and sniper rifle) for the price of one. Well, that and rockets are pretty alright for dealing with mutons even if you don't have heavy lasers yet.

Right around the time you get carapace armor the first mutons should show up and with laser rifles on your assaults and supports they're pretty easy to deal with -- especially after the pack eats a rocket.

Mix in the other stuff as you need it after you've got basic lasers and carapace. I think on my last game I went for either the nav computer or power research based on needing either more power or a nexus. After that just r&d whatever is giving you trouble. I think I did the r&d on the firestorm then plasma weapons.

Do the story missions as fast as you need to to keep panic in check - the alien base is a global panic reduction of 2(?). If you get in trouble and have multiple countries ready to bail on XCOM run the base. If you've already got panic on lockdown then you can do the base whenever you'd like. If I don't have panic pressure I try to get all my mans outfitted with beam weapons and carapace or skeleton suits then hit the base.

Once you've hit the base you can build the hyperwave beacon whenever you're comfortable advancing the plot. I wouldn't wait too long, I find stalling makes the game boring.

o muerte fucked around with this message at 22:27 on Oct 24, 2013

Dr. Video Games 0031
Jul 17, 2004


This will be amazing when the video comes out 4 months from now. :v: (I love you beagle)

poptart_fairy
Apr 8, 2009

by R. Guyovich

Insert name here posted:

Just as a heads-up that if you take Double Tap at Colonel Snapshot causes the second shot to take the -20% aim penalty which is really aggravating.

Cool, thanks for the warning on that.

Brainamp posted:

I know it's a choice thing, but I can never fathom why anyone would want to turn your sniper into a shittier support.

I wanted to try something new with my snipers!

Well that and this campaign isn't going as successfully as my previous ones. I've just done the terror mission but I'm down to seven soldiers in all, zero of them supports. I have about six credits but I've managed to scrape together enough for two suits of carapace armour and four laser rifles in all. I only have two sats in orbit but panic isn't getting away from me just yet and I'm near the month's end so I can get paid. In addition to that I've just had an abduction mission which will reward me 200 credits, enough to finish my next uplink and get my three other sats in the air.

Solomon willing I'll be able to keep enough money aside to update the weapons on my interceptors once my barracks are refreshed.

poptart_fairy fucked around with this message at 22:50 on Oct 24, 2013

Legendary Ptarmigan
Sep 21, 2007

Need a light?

poptart_fairy posted:

I wanted to try something new with my snipers!

I just started using a tag-team of a heavy with holo-targeting and a snapshot sniper. It was refreshingly different and works surprisingly well.

ChronoReverse
Oct 1, 2009
With the new nerfed version of Squad Sight, Snap Shot might not be a straight-up inferior choice anymore.

Ravenfood
Nov 4, 2011

ChronoReverse posted:

With the new nerfed version of Squad Sight, Snap Shot might not be a straight-up inferior choice anymore.
Maybe, but remember that for covert ops missions, the person in question only gets a pistol, so gunslinger is even more of a no-brainer than before. Gunslinger's presence necessarily weakens Snap Shot since the two are pretty much redundant, so if you're basically always taking gunslinger, there's little reason to not take squadsight even after its nerf.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Don't operatives become an entirely new class?

User0015
Nov 24, 2007

Please don't talk about your sexuality unless it serves the ~narrative~!

Jake Solomon is so dreamy. First Guava's LP and now Beaglerush. :swoon:

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !
I was just wondering. So when you create a mec trooper his former class adds a special skill to his mec repertoire, right ? Does this also depend on level ? So if you sacrifice a colonel you get a bigger benefit than from a rookie ?

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

poptart_fairy posted:

Don't operatives become an entirely new class?

Nope, when you do the extraction they have all their normal abilities but no armor and only a pistol to defend themselves.

Which is why Heavies and Mechs can't become operatives.

Gunslinger Snipers are going to be, by far, the most useful people to make operatives. And Snapshot is still going to be a terrible skill that's inferior to Gunslinger without it.

Lima
Jun 17, 2012

Hammerstein posted:

I was just wondering. So when you create a mec trooper his former class adds a special skill to his mec repertoire, right ? Does this also depend on level ? So if you sacrifice a colonel you get a bigger benefit than from a rookie ?

The rank carries over, so your assault colonel (or what you chose) will be a colonel MEC.

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dud root
Mar 30, 2008

Jack Trades posted:

Armor...maybe...? Considering that you can heal/repair MECs with Medkits as well.

I kinda assumed you would need the arc thrower to repair a MEC, just like a SHIV

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