|
LordNad posted:I agree. It's just that initial hump that sucked. Add in the RNG can and will frequently end you and it's an exercise in frustration until you get over the hump. But it feels so, so good to get yours a few months down the line when you're stomping around with a squad full of gifted Colonels. All wearing Ghost Armor and Spamming TK Field rotations so everyone in the squad has 100+ defense and the aliens just go into overwatch because they literally cannot hit anyone.
|
# ? Nov 16, 2013 04:47 |
|
|
# ? Jun 8, 2024 00:38 |
|
Is there a good way for me to edit the nationality of my soldiers?
|
# ? Nov 16, 2013 04:52 |
|
loving roulette. My assault has to choose between Rapid Fire and Close Combat Specialist. What do I do???
|
# ? Nov 16, 2013 04:53 |
|
Happy Noodle Boy posted:loving roulette. My assault has to choose between Rapid Fire and Close Combat Specialist. What do I do??? I'd say Rapid Fire. CCS is good, but it's a lot more situational.
|
# ? Nov 16, 2013 04:55 |
|
Happy Noodle Boy posted:loving roulette. My assault has to choose between Rapid Fire and Close Combat Specialist. What do I do??? It all depends on whether you've had the Newfoundland mission yet. If no, CCS. If yes, Rapid Fire.
|
# ? Nov 16, 2013 05:18 |
|
Does anyone know for sure which of the corpses/resources in the foundry you only need a few of for research and what can be sold without a whole lot of worry? I mean I've got like 20 mectoid cores sitting there, and I wouldn't think I'd need all of them, but I don't really have any way to tell.
|
# ? Nov 16, 2013 05:22 |
|
Jetamo posted:It all depends on whether you've had the Newfoundland mission yet. If no, CCS. If yes, Rapid Fire. You can skip the Newfoundland mission at no penalty.
|
# ? Nov 16, 2013 05:24 |
|
The penalty is being branded a Big Dumb Nerd Baby for the rest of your life.
|
# ? Nov 16, 2013 05:31 |
|
Is there anyway to check what second wave/advanced options you have activated?
|
# ? Nov 16, 2013 05:35 |
|
Away all Goats posted:Is there anyway to check what second wave/advanced options you have activated? I don't know if you can do this in the battlescape but you definitely can in the base.
|
# ? Nov 16, 2013 05:39 |
|
When the Newfoundland mission came up for me much of my squad was still recovering from injuries. My team was: 1 good Heavy, 2 barely above sqaudie heavies, 2 good snipers, and one squaddie support. It was interesting. My good heavy ended up getting pretty severely injured from having no option but to shoot her with rocket launchers to stay alive from cryssalids on one turn.
|
# ? Nov 16, 2013 06:02 |
|
Chexoid posted:The penalty is being branded a Big Dumb Nerd Baby for the rest of your life. True and it's really goddamn fun.
|
# ? Nov 16, 2013 06:14 |
|
So, just wanted to chime in to say that the electrostatic shock thing that you can get instead of proxy mines on a MEC seems to be a really good counter to mechtoid groups. The aoe disables the mechtoid for a turn, and if you can catch the sectoids in the blast, it'll kill 'em dead. It's also a decent way to kill groups of thin men or any other low hp unit if you can get close enough. That said, the range on proxy mines probably makes them a lot safer.
|
# ? Nov 16, 2013 06:28 |
|
LordNad posted:On Classic and impossible it was always a muton. The chrysalid was easy/normal difficulty. I've seen the Chrysalid drop on Classic on two separate runs actually. My original playthrough and the one I actually finished the game on. It was mentioned in the thread that it's based on when you get the mission wasn't it?
|
# ? Nov 16, 2013 06:37 |
|
I just wanted to report in that what Fallen God said, about being able to rotate the Holo-Globe in Mission Control. is true in the Windows version: if you have an XBox controller plugged into your PC you can rotate the globe with the right stick. Perhaps it will work with other gamepad or joystick controllers, too. Perhaps the rotation is pointless, but if you have the Holo-globe display mode toggled to show general panic levels it's another way to check up on country panic without having to go to the Situation Room. Plus, if you have played the old X-Com you like the ability to spin the globe as you are accustomed to the feature.
|
# ? Nov 16, 2013 06:44 |
|
Nebiros posted:I've seen the Chrysalid drop on Classic on two separate runs actually. My original playthrough and the one I actually finished the game on. It was mentioned in the thread that it's based on when you get the mission wasn't it? It was a Muton on impossible and chryssalid on every other difficulty unless something has changed very recently.
|
# ? Nov 16, 2013 06:44 |
|
Hahaha holy poo poo MECs own.
|
# ? Nov 16, 2013 06:49 |
|
oswald ownenstein posted:It was a Muton on impossible and chryssalid on every other difficulty unless something has changed very recently. It was almost always a Chryssalid for me, but for the first time, it was a Muton. This is on EW Classic. I prefer a Chryssalid honestly...
|
# ? Nov 16, 2013 06:57 |
|
oswald ownenstein posted:It was a Muton on impossible and chryssalid on every other difficulty unless something has changed very recently. It was a Muton on my classic EW run too. I think it's when you get the mission. Might run a normal game up to that point and test it tomorrow since I've got to flip my sleep schedule anyway.
|
# ? Nov 16, 2013 06:57 |
|
Haven't had much time to play this week but christ, EW is awesome and totally brutal on classic. Second EXALT mission I brought along two squaddies since most of my A-team was dead or hospitalized. Had the biggest moment when I parked both squaddies a few spaces apart only to blown apart by an EXALT heavy's missile once my turn ended.
|
# ? Nov 16, 2013 06:58 |
|
Mortabis posted:You can skip the Newfoundland mission at no penalty. This is gonna be my MO after a while. It's a fun mission but the last thing XCOM needed was more predictable scripted missions you're bound to see every playthrough. That poo poo just ain't X-COM - it sucks when I feel obligated to do one of the missions I can tediously spawncamp my way through because I really need the mission reward. RE: Exalt: They do get a bit trivial after you've got titan armor and everything, but they also served up one of the most challenging and intense missions in my entire playthrough at a point when they'd upgraded and I only had one or two suits of the stuff. With the right cocktail of second wave options I bet they could stand up pretty good. The entire game gets a bit dull when you reach the point where you're just DPS racing with enemies who don't take cover anyhow Space Hamlet fucked around with this message at 07:38 on Nov 16, 2013 |
# ? Nov 16, 2013 07:35 |
|
Double Down is living up to her name, having Close and Personal, Rapid Fire and Bullet Swarm.
|
# ? Nov 16, 2013 07:41 |
|
Nebiros posted:I've seen the Chrysalid drop on Classic on two separate runs actually. My original playthrough and the one I actually finished the game on. It was mentioned in the thread that it's based on when you get the mission wasn't it? Yeah it is impossible only that the muton drops, my bad. XCOM Wiki posted:The alien forces in encountered in this mission consist primarily of Sectoids and Thin Men plus a solitary Chryssalid (or a Muton on Impossible difficulty). None of these aliens appear to be present on the map at the start of the mission but will drop into the map each other turn as squad and Zhang advance towards the extraction zone; on the turn they arrive, the Sectoids and Thin Men will typically use Overwatch as their first action. I was in the midst of doing impossible playthroughs when slingshot came out. So yeah Classic and lower was a chrys, impossible dropped a muton. EW must have changed it to a muton on classic then.
|
# ? Nov 16, 2013 07:45 |
|
Jumping up to Classic without any previous experience on that difficulty for my first EW playthrough may have been a bad idea, but I did just get to send XCOM Asia off to complete Operation Hot Priest, so I think it was worth the pain I'm experiencing on the Geoscape.
|
# ? Nov 16, 2013 08:24 |
|
Space Hamlet posted:This is gonna be my MO after a while. It's a fun mission but the last thing XCOM needed was more predictable scripted missions you're bound to see every playthrough. That poo poo just ain't X-COM - it sucks when I feel obligated to do one of the missions I can tediously spawncamp my way through because I really need the mission reward. Pretty sure it's the Operation Progeny mission - the DLC that they cancelled because Slingshot was so unpopular (due to the very thing you mentioned). It's super fun to play a few times but yeah those kind of non-random missions kinda go against what XCOM is all about. Thankfully you can turn it off.
|
# ? Nov 16, 2013 08:36 |
|
XCom why do you never cease to amaze? I was doing a covert ops mission. My Covert guy had just hacked two comm relays and was on his way to the extraction point. A sniper was covering the point from the roof, and my MEC Trooper was standing by nearby. Two EXALT spawned near the extraction close to one another - one ran to a car, the other to a garbage can two spaces away. The MEC trooper moved up to the latter and used kinetic impact on him. Now I KNOW how the rocket punch works. It hits the person AND a few spaces behind him to destroy cover. But that isn't what it looked like. What did it look like? It looked like my MEC trooper punched the first EXALT so hard that the corpse blew backwards into the car and caused the loving car to blow up, killing the second EXALT. It looked like my giant biomechanical monster actually blew up a car with a dead body by punching it THAT loving HARD. Like something out of a Michael Bay movie or anime or something. It looked glorious and beautiful. khy fucked around with this message at 08:48 on Nov 16, 2013 |
# ? Nov 16, 2013 08:45 |
|
khy posted:XCom why do you never cease to amaze? Ran into a pretty funny situation with the comedy option fist, had a Seeker strangling a heavy and I didn't know you couldn't punch them off. The angle I was at, the game let me punch anyway and it looked like I had targeted the Seeker. Instead, it turns out my cyborg had punched the invisible Seeker without any way of knowing it was there.
|
# ? Nov 16, 2013 08:51 |
|
Nebiros posted:Ran into a pretty funny situation with the comedy option fist, had a Seeker strangling a heavy and I didn't know you couldn't punch them off. The angle I was at, the game let me punch anyway and it looked like I had targeted the Seeker. Instead, it turns out my cyborg had punched the invisible Seeker without any way of knowing it was there. I love the flamethrower for being a goddamn flamethrower and all. But the more I use the rocket fist the more I love it. Because it's a loving rocket-powered fist that can punch enemies through walls, dumpsters, and all kinds of other things.
|
# ? Nov 16, 2013 08:57 |
|
khy posted:I love the flamethrower for being a goddamn flamethrower and all. The kinetic strike module also increases the MEC's move by 1 square or so.
|
# ? Nov 16, 2013 09:02 |
|
Wales Grey posted:The kinetic strike module also increases the MEC's move by 1 square or so. Which is nice but even without it loving PUNCHING MUTONS THROUGH WALLS C'MON WALES
|
# ? Nov 16, 2013 09:03 |
|
On Classic an 18 dmg rocket fist of doom is more than just a comedy option. Especially since you can get it way before plasma weapons and Col. level troops [and I find before I have tactical rigging and have outfitted all my troops with scopes, but I think I'm unique in that one]. Basically, I see a Mectoid as this: one shot from a squaddie with a rifle, and one punch from a MEC.
|
# ? Nov 16, 2013 09:06 |
|
Wales Grey posted:The kinetic strike module also increases the MEC's move by 1 square or so. 3 actually. Its ridiculously good. Combined with Servomotors, a Kinetic Strike MEC can move farther than anything in the game bar Chryssalids.
|
# ? Nov 16, 2013 09:09 |
|
Do Council missions ever throw Seekers at you? They're always the best place to bring SS snipers.
|
# ? Nov 16, 2013 09:10 |
|
StashAugustine posted:Do Council missions ever throw Seekers at you? They're always the best place to bring SS snipers. So far, no.
|
# ? Nov 16, 2013 09:14 |
|
In other news, I'm doing the Van Doorn extraction. He's yelling "Get over here! Not fair if I have all the fun" as my team is forced to watch an experienced veteran slowly bleeding out. What a dick.
|
# ? Nov 16, 2013 09:20 |
|
StashAugustine posted:In other news, I'm doing the Van Doorn extraction. He's yelling "Get over here! Not fair if I have all the fun" as my team is forced to watch an experienced veteran slowly bleeding out. What a dick. His bodyguard will 'cover you back to the extraction point' or something BUT THEY HAVE NO TURNS AND NO GODDAMN WEAPONS WHERE'S MY loving COVER
|
# ? Nov 16, 2013 09:21 |
|
khy posted:XCom why do you never cease to amaze? Are you sure this isn't just a thing that can happen? Sometimes when you punch guys, they will fly back and smash through cover that was out of your fists range. I'm pretty sure I've set off a car with a flying muton before from 4 or 5 spaces away, so I think the awesome thing that it seems like happened is actually just an awesome thing that happened. Or at least can happen in this game. This wonderful, wonderful game.
|
# ? Nov 16, 2013 09:28 |
|
khy posted:XCom why do you never cease to amaze? On one map my MEC punched THROUGH a wall to hit a muton, who then flew into a car which blew up and killed a floater.
|
# ? Nov 16, 2013 09:29 |
|
Punching through a wall Kool-Aid Man style to get an enemy that you can't see, but you know is there, is super badass and only really cool people do it.
|
# ? Nov 16, 2013 09:37 |
|
|
# ? Jun 8, 2024 00:38 |
|
Fintilgin posted:Goddammit! That mission is just infuriating. It's peak 'gently caress Thin Men'.
|
# ? Nov 16, 2013 09:48 |