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TexMexFoodbaby
Sep 6, 2011

by LITERALLY AN ADMIN

poptart_fairy posted:

I disabled Progeny and Slingshot for my Marathon campaign. I feel like I'm cheating now. :(

Dude I wouldn't feel that bad. If anything they're just speedbumps designed to gently caress you up at inopportune moments. For instance Portent was literally my second council mission. I had to scrap by on body armor, ballistic weapons, and balls. It was like a down payment of pain...

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Happy Noodle Boy
Jul 3, 2002


Azran posted:

So I did the first Progeny mission as my first Council Mission. Five months went by. Already defeated Exalt and the Alien Base. What the hell happened to the other Progeny missions. :psyduck:

The last 2 missions showed up REALLY late for me as well. Right around the time I was finding my own PSI capable soldiers.

Zudrag
Oct 7, 2009

Azran posted:

So I did the first Progeny mission as my first Council Mission. Five months went by. Already defeated Exalt and the Alien Base. What the hell happened to the other Progeny missions. :psyduck:

Got a Psilab up yet? Might be needed first. I noticed I got the next progeny mission right after I got 2 Psi soldiers.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
I got it extremely late, but hadn't built a psi lab yet, so no, it's not that.
I got the two last parts three months or so after the base defense mission.

Ravenfood
Nov 4, 2011

Happy Noodle Boy posted:

The last 2 missions showed up REALLY late for me as well. Right around the time I was finding my own PSI capable soldiers.
I think this is related to how you only get the last two missions after the base defense and typically, there's no reason to not immediately build a psylab after you attack their base, so you're already getting psychics right when she shows up. The way to fix it would be to tie the base defense mission to additional triggers than just doing the alien base. Like, make it so that getting 4 covered gives you a small chance of triggering the base defense and covering all five makes you just as much of a threat to the aliens as actually assaulting their base does, so they attack you. Rework the formula a bit to account for lost countries, and it'd provide a base defense trigger for the people that put off attacking the alien base for a long time, as well as making it a bit more unpredictable.

poptart_fairy
Apr 8, 2009

by R. Guyovich
Base assault mission triggers as normal, but the troops exposed to MELD have come under alien control and are among the attackers' numbers. :getin:

FauxGateau posted:

Dude I wouldn't feel that bad. If anything they're just speedbumps designed to gently caress you up at inopportune moments. For instance Portent was literally my second council mission. I had to scrap by on body armor, ballistic weapons, and balls. It was like a down payment of pain...

It's the principle of the thing! :v:

When I get down to doing Marathon Asia I'll probably switch them back on. I'd like the Slingshot achievement for confounding light in under six turns at some point; a bug stole it from me a couple of times so far.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
The most cathartic thing to happen all day was when I was doing the "escort the astronomer" council mission. As the scientist was warning me about how the aliens seemed to be remarkably advanced, powerful creatures, a Thin Man dropped out of the sky, landed on the cab of a burning 18-wheeler, went into overwatch mode, and was immediately blown up by the flaming vehicle. Then two of my dudes proceed to reaction-shot his corpse as it flailed off the wreckage.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

If anyone's curious why it seems a little harder to hit Mutons (or other aliens maybe) than it should be, check their target information. Sometimes they get the elevated ground bonus on equal footing! That or this is the shittiest highway ever constructed.

e: Mechtoids are broken. It's random whether or not running past them triggers overwatch, or if shooting them activates the pack, or if it's possible to even see it. Did they test any of this?

RBA Starblade fucked around with this message at 02:22 on Nov 21, 2013

Magni
Apr 29, 2009
Why I love Training Roulette:



Fitting nickname, too. Whenever I let her off the leash, whatever I point her at dies. Messily.

Only way this could have been even better would be with Lightning Reflexes and/or Aggression repalcing Deep Pockets and/or Tactical Sense.

nuzak
Feb 13, 2012

misguided rage posted:

It's called impossible for a reason! Losing three or four countries is basically inevitable, the trick is to try to have them all on one continent. Full cover isn't really good enough, if at all possible you want to be completely out of their line of sight, failing that you should try to hunker down in full cover.

I don't think I'd call it 'fake difficulty' though. The AI doesn't cheat or ignore game mechanics or anything, the enemies are just stronger. And there are more of them.

Mind sharing what advanced tactics you use on mission 3, where 2 sectoids were watching the meld container held in an isolated room, who then ran out into the road, activating 2 more packs of 3 who take so many angles on your 4 guys that you can't not be flanked?

The activation game is one thing when it's "proceed carefully, only activate one group at a time and don't advance too far". When it's "the entire map sometimes wakes up, crushes you, and then goes back to sleep" it's literally impossible. I feel stupid for constantly reloading my save games and trying another tactic to find the square that doesn't activate the entire map on that very turn, but how else are you supposed to do it?

Ravenfood
Nov 4, 2011

nuzak posted:

Mind sharing what advanced tactics you use on mission 3, where 2 sectoids were watching the meld container held in an isolated room, who then ran out into the road, activating 2 more packs of 3 who take so many angles on your 4 guys that you can't not be flanked?
Back up.

Mystic Stylez
Dec 19, 2009

VisAbsoluta posted:

Of course Portent pops up when my MEC/Heavy/Assault are wounded and I have to go with 3 rookies. :argh:

Managed to finish this without anyone dying, thanks to a) getting Laser Rifles like two days before the mission; b) my support, Mandisa 'Shield' Farisani, the star of the team, totally bullshitting the RNG and managing to dodge two Thin Men shots. She was awarded a Medal, but now I'm afraid my luck has run out for the rest of my life. :ohdear:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Oh dear God the base is under attack and my Mec is in the repair bay because it took one hit too many punching the living daylights out of a mechtoid. That's amazing timing. :gonk:

e: Chryssalids falling from the vents! Mechtoids breaking down the walls! :supaburn:

e: Did Enemy Within change it so Cyberdiscs are immune to XCOM overwatches or is this another bug? Because several of them ran past several XCOM forces to not trigger it and instantly kill them. One of my soldiers is still next to them.

e: Game just turned a muton into a mechtoid. Okay.

RBA Starblade fucked around with this message at 03:30 on Nov 21, 2013

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:
First mission of Portent is pretty much impossible on ....impossible.

berzerker
Aug 18, 2004
"If I could not go to heaven but with a party, I would not go there at all."
Man, even on Implassic the terror missions are brutal now. Just got stomped on the first one, so okay, fine, I retreated and abandoned the mission with two guys left alive and no hope of winning. Enjoyed the challenge of trying to fight back to having adequate manpower, but everyone levels up so much slower in Enemy Within that I still had mostly squaddies, one colonel and two mid-tier guys come the next terror mission. It, too, absolutely stomped me. Challenge is good, don't get me wrong, but I got used to winning even in impossible once I had my feet under me, it's great having to really try to pull through.

Majestic
Mar 19, 2004

Don't listen to us!

We're fuckwits!!
While Exalt is generally a shooting gallery, I've found that there is one map where 2/3 times they've been a serious threat, which is the ruined town hall style building.

I just lost my entire A team to them. First turn I move two of my guys up into hard cover, about the same distance forward. Trigger a pack, miss a couple of 90%+ shots on the lead guy, but no big deal, they're in hard cover. Their heavy immediately pulls out a rocket launcher and takes most of their health and their cover. Despite having carapace and nanofiber, my assault dies before getting a second turn. They're also already in the hack zone by the end of turn 2. My MEC legs it over there and punches a few of them to death, before getting shot to death. I might have still been able to pull it off, but my sniper missed two 95% shots in a row, my operative got shot down just before being able to hack a comm tower that might have been able to swing things, and without an OST upgrade yet, my final two guys were unable to stop them. Country was in red panic so I really needed the panic reduction, should have aborted, didn't, wiped the whole squad.


I'd say 80% of the EXALT missions I've played are free experience, but that map has resulted in one wipe and one near-wipe, whereas some of the others are so hilariously easy there is almost no way you could lose them.


Thought this was finally going to be a good run (ironman classic), managed not to screw up the first progeny mission, had two captains and a lieutenant.

Now I have five rookies and a SHIV.

SHIVs are still an amazing crutch for average players though.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Is there an easy way to make cover harder to destroy? I know it's possible (because a mod did it for Enemy Unknown), but I'm wondering if it's an .ini file edit to increase the "health" of terrain or whatever that I can do on my own. I had an assault behind full cover who used a shotgun to reaction-fire through a nearby waist-high window, destroy the entire wall in the process, and then get killed...because he no longer had cover. It's one thing if a rocket, grenade, or plasma cannon knocks down a wall, but it's sort of loving stupid when a shotgun or pistol or whatever does it, and then you're immediately punished for it.

BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

I'm hitting a bug. On my first abduction mission for a few different games I picked one that would give me Engineers. Each time I finish the mission it gives me scientist instead. Anyone else seeing this?

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Majestic posted:

While Exalt is generally a shooting gallery, I've found that there is one map where 2/3 times they've been a serious threat, which is the ruined town hall style building.

I thought I was the only one who found it super hard!!

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
So, I just finished my first classic run.

Back at the beginning of the run, I had a hard time getting an effective Sniper. The starting Sniper rookie wound up dying in the second mission I sent them on, and then so did my next Sniper, dressed up exactly like my last one, it wasn't until my third sniper that I got one that managed to survive to the point of being useful.

Naturally they also became my Covert Ops soldier for Gunslinger. I never ended up getting another sniper, mainly because I didn't have any more and didn't want to waste time recruiting rookies. Annette wound up being a sniper, but to hell with using her. To spite her, my original sniper wound up being my first Psychic and ended up being the Volunteer.

One of the reasons I like this game is that it tries to make the scrubs you work on matter.

Edit: Oh, totally cheesed the temple ship. Wound up MCing an Elite Muton and sending them in, for some reason the ethereals didn't notice it, only the other elite mutons so it survived the turn. I took the Uber Ethereal down to 5 with Double Tap after that, and finished him off with the alien grenade from the Muton.

MechPlasma
Jan 30, 2013

hhhmmm posted:

How do you tackle the base defense, which is all about the highest ranked soldiers on the team?
Actually, re-answering this because I remembered how I did it:

With Absolutely Critical, the mecha-punch does 27 damage, even against units normally immune to flanking! Even on Impossible, Mechtoids can't survive a hit like that, and they're what make Base Defense hard! And because there's nothing to spend Meld on and upgrading suits isn't worth it, you should have 3 or 4 MECs at that point.


...At least I presume it's because of Absolutely Critical, because I can't think of what else is causing it. It's different in that the actual megapunch's description changes to say 18 or 27, rather than just doing a critical hit.

Cream-of-Plenty posted:

The most cathartic thing to happen all day was when I was doing the "escort the astronomer" council mission. As the scientist was warning me about how the aliens seemed to be remarkably advanced, powerful creatures, a Thin Man dropped out of the sky, landed on the cab of a burning 18-wheeler, went into overwatch mode, and was immediately blown up by the flaming vehicle. Then two of my dudes proceed to reaction-shot his corpse as it flailed off the wreckage.
Taking a MEC along on any mission with cars in it is amazingly satisfying, because the MEC's free aiming is guaranteed to blow up vehicles right away!

I found this out by misclicking. While on a truck.

MechPlasma fucked around with this message at 03:22 on Nov 21, 2013

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

ThirdEmperor posted:

Is it possible to set combat/goescape difficulty separate from one another? I could deal with impossible combat/classic politics.
As Icon of Sin mentioned, the Implassic mod now contains a "Clampossible" variation, that implements exactly what you describe, which you can try if you are running the Windows version:

http://xcom.nexusmods.com/mods/17//

berzerker posted:

Man, even on Implassic the terror missions are brutal now. Just got stomped on the first one, so okay, fine, I retreated and abandoned the mission with two guys left alive and no hope of winning. Enjoyed the challenge of trying to fight back to having adequate manpower, but everyone levels up so much slower in Enemy Within that I still had mostly squaddies, one colonel and two mid-tier guys come the next terror mission. It, too, absolutely stomped me. Challenge is good, don't get me wrong, but I got used to winning even in impossible once I had my feet under me, it's great having to really try to pull through.
Yeah, I noticed for Enemy Within that Firaxis made changes to the experience points needed to be promoted when comparing the INI files. The only suggestion is to rank up troops as quickly as possible in the early game and hope for "great success" early on, so to build up squad size with the OTS. Perhaps rushing Meld would help by getting a Mech into the mix.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Any tips for killing a sectoid commander, mechtoid, and cyberdisc that all spawned instantly triggered? It's the end of the base defense. The only guys with explosives left either got mind controlled because I guess the sectoid commnander can move twice and do that now, or blown up by the cyberdisc. The only reinforcements Bradford gave me was a rookie and a squaddie. I've had most of the starting team/base defense besides that until now.

Skippy McPants
Mar 19, 2009

RBA Starblade posted:

Any tips for killing a sectoid commander, mechtoid, and cyberdisc that all spawned instantly triggered? It's the end of the base defense. The only guys with explosives left either got mind controlled because I guess the sectoid commnander can move twice and do that now, or blown up by the cyberdisc. The only reinforcements Bradford gave me was a rookie and a squaddie. I've had most of the starting team/base defense besides that until now.

I got lucky enough to pull two of my Heavies for that mission. Heat Ammo!

I'd recommend pulling back to the Hologlobe room. Fighting them inside the MEC bay is a death trap since you're stuck down in the pit and they have a hight advantage coming down that long ramp. Target the Mectoid first, since it can fire twice in a turn and then the Disc. Having one of your dudes get MC'ed is generally less lethal than getting shot by either of them.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Skippy McPants posted:

I got lucky enough to pull two of my Heavies for that mission. Heat Ammo!

I'd recommend pulling back to the Hologlobe room. Fighting them inside the MEC bay is a death trap since you're stuck down in the pit and they have a hight advantage coming down that long ramp. Target the Mectoid first, since it can fire twice in a turn and then the Disc. Having one of your dudes get MC'ed is generally less lethal than getting shot by either of them.

I'm actually at the segway between the two, but pulling back seems best. The mechtoid is covered by a sectoid and the disc has a drone, too. This would probably be more doable if Bradford gave me more than two of my shittiest units as backup and called it a day. Is that supposed to happen or is he supposed to give more?

e: At any rate that did the trick. The commander and cyberdisc are dead. Shouldn't be too hard to clean up with who I have left. Thanks!

e: The game teleported my sniper inside a vent and now he can't move. :wtc:

RBA Starblade fucked around with this message at 03:56 on Nov 21, 2013

Good Lord Fisher!
Jul 14, 2006

Groovy!

So I just finished up my very first Classic playthrough (I've had this game for a long time, I'm just a scaredy-cat):

I, uh, might have become a little too enamoured with MECs. The black ones shoot stuff and cluster around the red one for a healing bubble when stuff shoots back. :allears: Also, my poor "Volunteer" was a Colonel support, and thus basically a glorified mechanic.

Bonus clown-car shot:


Also, for all my fears about playing on Classic, it turned out to be exactly the same as Normal difficulty-wise. Ironman, 2 deaths, no missions failed. Sort of.. disappointing? Christ, I had more trouble on my Normal playthroughs than I did on this.

Shumagorath
Jun 6, 2001
Reason #54 never to play Ironman: I'm playing through the alien base on Classic, in a perfect defensive position on high ground, and three Chrysalids are able to overwhelm and instakill my entire squad of six well-trained soldiers. I swear it let them move twice in a row because of the panic chain reaction or something equally retarded. This is after we vivisected the previous pack without a scratch.

Can panic fire please be more of a thing? Because hiding from a melee charge doesn't make it go away.

Skippy McPants
Mar 19, 2009

Man the Particle Beam is such a boss weapon. I love the second or so of lead time on the projectile trail is it spins up to fire.

So, so satisfying.

BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

BigRed0427 posted:

I'm hitting a bug. On my first abduction mission for a few different games I picked one that would give me Engineers. Each time I finish the mission it gives me scientist instead. Anyone else seeing this?

Ok, I can confirm that there is a HUGE bug. I just did another abduction mission for Engineers and got $200 instead. Anyone know what's going on?

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Good Lord Fisher! posted:

Also, for all my fears about playing on Classic, it turned out to be exactly the same as Normal difficulty-wise. Ironman, 2 deaths, no missions failed. Sort of.. disappointing? Christ, I had more trouble on my Normal playthroughs than I did on this.

try impossible and you'll wonder how you ever stood for the easy sectoids that die to a single grenade!

Skippy McPants
Mar 19, 2009

FoolyCharged posted:

try impossible and you'll wonder how you ever stood for the easy sectoids that die to a single grenade!

Four health Sectoids and six health Thinmen are hands down the hardest thing in the game. Dealing with them when all you've got is four HP rookies and damage three grenades is hell. HELL.

The first few missions on Imp. Ironman still stand out as some of the most annoyingly frustrating moments in my history of gaming. So many restarts.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Sargeant "Snake Eyes" Dixon died holding the line against the alien menace. At least she gets a cool medal to commemorate her. :v:

I'm surprised that they didn't have the saboteurs be EXALT, just some (so far) unexplained mind controlled dudes.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Cream-of-Plenty posted:

Is there an easy way to make cover harder to destroy? I know it's possible (because a mod did it for Enemy Unknown), but I'm wondering if it's an .ini file edit to increase the "health" of terrain or whatever that I can do on my own. I had an assault behind full cover who used a shotgun to reaction-fire through a nearby waist-high window, destroy the entire wall in the process, and then get killed...because he no longer had cover. It's one thing if a rocket, grenade, or plasma cannon knocks down a wall, but it's sort of loving stupid when a shotgun or pistol or whatever does it, and then you're immediately punished for it.
I haven't tried it, but you should be able to change the iEnvironmentDamage setting for each weapon in DefaultGameCore.ini to make it harder to destroy cover.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Insert name here posted:

I haven't tried it, but you should be able to change the iEnvironmentDamage setting for each weapon in DefaultGameCore.ini to make it harder to destroy cover.

Cool, thanks for this. I'm messing around with the values now.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer

Deuce posted:


I decided that discretion was the better part of valor. Zero kills. But six good men came home to see their families. :xcom:

I'm pretty sure that's like the least :xcom: result possible.

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon
Deep Pockets on a Heavy - do you get two rockets? I've got a choice between it and Grenadier.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

40 Proof Listerine posted:

Deep Pockets on a Heavy - do you get two rockets?

No, deep pockets is not rocketeer.

Ravenfood
Nov 4, 2011

40 Proof Listerine posted:

Deep Pockets on a Heavy - do you get two rockets? I've got a choice between it and Grenadier.
Deep pockets will give you the same number of grenades as Grenadier, but will apply to all items. You won't get the +1 damage.

MechanicalTomPetty
Oct 30, 2011

Runnin' down a dream
That never would come to me
Started a new game, finished the first tutorial mission, game freezes as soon as it switches to the cutscene every single time. I'm completely at a loss for what to do and I can't really go on until I fix it. :(

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Ravenfood
Nov 4, 2011
What happens if you turn off the tutorial? Its really not a good tutorial and once you've finished it, you're probably better off playing the full game.

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