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Paint Crop Pro
Mar 22, 2007

Find someone who values you like Rick Spielman values 7th round picks.



nnnotime posted:

Seekers are the new Thin Men for me: they are trouncing my vets and rookies in the 2nd month, as most of my A-team guys were wounded and out of play by them. Though two Thin Men also destroyed my first Mech.

When a seeker goes after your troop and he/she is on overwatch, does the soldier get a chance to hit before they are attacked?

I too am having trouble with them. From what I've seen there is always one suicider that just bee lines it towards your squad, and another that hangs around for a few turns before appearing. I'm just having trouble with the second one because it keeps appearing with a flank on one of my troops and one shots them. It just kinda seems like bullshit as 4-6 of your soldiers bullets whizz by and then it guns someone down like a cold blooded gangster, but oh well :xcom:

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Mister Bates
Aug 4, 2010
I lost my best Sniper and an up-and-coming Heavy on the Gangplank mission. :sigh:

I do still have my super-awesome Support and Assault, though.

The Support has 90 Aim plus bonuses from medals, and has ended up with drat Good Ground, Opportunist, and Close Combat Specialist. All he has to do is get to a high place, and everything that approaches him dies.

The Assault has Bullet Swarm, Close and Personal, Sentinel, and Close Combat Specialist. Seeing him in action is the is the most completely metal :black101: thing I have ever experienced in this game. There is nothing quite like stripping three Mutons' cover with a grenade and then killing all three of them in one round, with one guy, by shotgunning them in the face.

I'm already missing my Sniper with Snap Shot, Sprinter, and Aggression.

Eej
Jun 17, 2007

HEAVYARMS

jng2058 posted:

Overall, I'm quite pleased by Enemy Within and I'm glad I bought it. Here's hoping that it's successful enough to get us another expansion or a full on sequel!

http://steamgraph.net/index.php?action=graph&appid=200510q209170q440q8930

I don't think it's doing that badly?

S.J.
May 19, 2008

Just who the hell do you think we are?


I don't think he said that it was doing badly.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





I haven't been paying attention to sales figures, which are often wonky anyhow. Especially since it doesn't matter at all what the raw numbers are. It matters what the company wanted the numbers to be. Tomb Raider sold 3.4 million copies in the first month but was a failure because the company expected 6 million, for instance. Without knowing where 2K and Firaxis are setting the bar for success, the raw numbers, even when compared to other games, doesn't guarantee anything.

But no, I didn't say the game was doing badly. I didn't make any claim about the numbers at all. I just said I hope it does well because I'd like more well done X-Com games.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
Apparently SHIVs will lose their healing ability and free reaction shot for the rest of the battle if they get crit. Makes me sad.

Cream-of-Plenty
Apr 21, 2010

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

OxySnake posted:

I too am having trouble with them. From what I've seen there is always one suicider that just bee lines it towards your squad, and another that hangs around for a few turns before appearing. I'm just having trouble with the second one because it keeps appearing with a flank on one of my troops and one shots them. It just kinda seems like bullshit as 4-6 of your soldiers bullets whizz by and then it guns someone down like a cold blooded gangster, but oh well :xcom:

I've had only a single anomalous event where a Seeker actually killed a soldier, but perhaps the worst part about them is how they're basically a guaranteed trip to the hospital at the beginning of the game (when you still have 4-man squads and corporals or sergeants are your highest rank). For example, I had one attack my sniper about an hour ago, and despite a nearby heavy killing it immediately after it struck, it did the obligatory 2 points of damage that resulted in my sniper going to the hospital for 8 days.

Still, I think I'd take Seekers over basically anything else in the game. They lack an across-the-map-critical damage capability like Thin Men or even lowly Sectoids.

Paint Crop Pro
Mar 22, 2007

Find someone who values you like Rick Spielman values 7th round picks.



Cream-of-Plenty posted:

I've had only a single anomalous event where a Seeker actually killed a soldier, but perhaps the worst part about them is how they're basically a guaranteed trip to the hospital at the beginning of the game (when you still have 4-man squads and corporals or sergeants are your highest rank). For example, I had one attack my sniper about an hour ago, and despite a nearby heavy killing it immediately after it struck, it did the obligatory 2 points of damage that resulted in my sniper going to the hospital for 8 days.

Still, I think I'd take Seekers over basically anything else in the game. They lack an across-the-map-critical damage capability like Thin Men or even lowly Sectoids.

They do actually, they have a plasma pistol they just don't use it often. What happened to two of my games now is I trip the seeker pack, kill the first one, the second decloaks in a spot that flanks one of my soldiers, then it one shots someone. Annoying as poo poo, as there really isn't a strategy that early into the game (round month 1-2) besides praying overwatch kills them first.

Paint Crop Pro fucked around with this message at 09:48 on Nov 22, 2013

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

OxySnake posted:

They do actually, they have a plasma pistol they just don't use it often. What happened to two of my games now is I trip the seeker pack, kill the first one, the second decloaks in a spot that flanks one of my soldiers, then it one shots someone. Annoying as poo poo, as there really isn't a strategy that early into the game (round month 1-2) besides praying overwatch kills them first.

As far as I can tell they only shoot at you if they can't try to strangle someone. So... stop using respirators and bioelectric skin and the like and you'll be fine. The best counter to seekers is to stop trying to counter them and just overwatch a lot.

Paint Crop Pro
Mar 22, 2007

Find someone who values you like Rick Spielman values 7th round picks.



Clarste posted:

As far as I can tell they only shoot at you if they can't try to strangle someone. So... stop using respirators and bioelectric skin and the like and you'll be fine. The best counter to seekers is to stop trying to counter them and just overwatch a lot.

Thats just it, I was still in month one both times, my only counter I could and did take was going into overwatch and waiting.

I think I heard that they have a 5ish turn limit to their cloak. Maybe if they can't find a target far enough away from the rest of the squad they just gun you down when they reappear instead.

Cream-of-Plenty
Apr 21, 2010

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

OxySnake posted:

They do actually, they have a plasma pistol they just don't use it often. What happened to two of my games now is I trip the seeker pack, kill the first one, the second decloaks in a spot that flanks one of my soldiers, then it one shots someone. Annoying as poo poo, as there really isn't a strategy that early into the game (round month 1-2) besides praying overwatch kills them first.

I had no idea. I've never seen them shoot!

TexMexFoodbaby
Sep 6, 2011

by LITERALLY AN ADMIN

Cream-of-Plenty posted:

I had no idea. I've never seen them shoot!

That's cause everyone usually kills them in one turn after they get shot off.

Ravendas
Sep 29, 2001




I've seen them shoot once, and it was early in the game too.

Just had a nerve-wracking bug. Had a downed UFO in a forest, so one of my opening moves was to have my favorite assault colonel use her skeleton suit zipline up a cliff. She zoomed up into space, and then teleported into the as-of-yet undiscovered UFO, stuck in a computer console. She triggered a pack of three elite mutons, who apparently couldn't draw line of sight to her.

The next turn, one threw a grenade at her, freeing her from her tomb-like computer console to wreck them with her cannon. The rest of the squad was charging up as fast as possible to save her.

It turned out alright in the end, but that grapple hook is buggy as hell. I've had people's actions transfer to others that had just used a grapple hook even. Like, person A moves, then grapples up somewhere (two actions). Person B stands still, grapples up to a ledge, then their turn ends despite only doing a single action. Tabbing through my troops, person A was given one more action...

LISTEN 2 PANTARA
Mar 6, 2008
Are you guys putting respirators on everyone? That causes Seekers to always shoot instead of trying to strangle which actually makes them much more dangerous. Keep at least two guys with no Respirator as Seeker Bait.

e;fb

e: vvv Oh, they can definitely shoot at any time, but respirators force them to shoot

LISTEN 2 PANTARA fucked around with this message at 11:03 on Nov 22, 2013

Ravendas
Sep 29, 2001




LISTEN 2 PANTARA posted:

Are you guys putting respirators on everyone? That causes Seekers to always shoot instead of trying to strangle which actually makes them much more dangerous. Keep at least two guys with no Respirator as Seeker Bait.

e;fb

0 respirators, all in flak armor, second month fight and one seeker flew up high and fired down at my squad.

dud root
Mar 30, 2008
Isnt chintin plating better than the respirators? +4 HP, 50% melee reduction, and no strangulation

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

dud root posted:

Isnt chintin plating better than the respirators? +4 HP, 50% melee reduction, and no strangulation

Respirators are available earlier and don't require Chryssalid corpses. Chitin is the Plasma to their Laser.

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.
Grooming a character to be your covert ops superspy is really fun. The gene mods + the skills you pick for them are pretty cool.

I haven't really looked at how a heavy might work as a superspy, but assault, sniper, and support all can have their entire skill trees built around doing covert ops missions.

You also wind up making your spies more effective in general whenever you get pistol upgrades in the game too.

I actually really get a kick out of using my operative to bamboozle, sabotage, and destroy the enemy in those missions. Try messing with different varieties of grenades on your operatives, or getting them to land those pistol finishing blows on weakened enemies. The hologram in particular is loads of fun. "Ha ha ha...you think this is the real Shootmans McGillicutty? It IS."

Anyway - it would be cool if there were a separate skill tree similar to psi powers that levels up only from a character completing covert ops missions as the operative you sent in. Some of the stuff that could be in that tree would be things like bluffing or disguise powers to temporarily fool guards, stealth kill melee powers, explosive boobytraps (specifically, could be the ability to turn any grenade you are carrying into a proximity mine of that kind of explosive), and maybe even sabotage abilities that screw up enemy weapons similar to disabling shot.

The operative might only have access to these skills when acting as an operative and otherwise not have them if playing as a normal soldier though.

Spacedad fucked around with this message at 12:21 on Nov 22, 2013

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Spacedad posted:

I haven't really looked at how a heavy might work as a superspy, but assault, sniper, and support all can have their entire skill trees built around doing covert ops missions.
Heavys can't be operatives if I recall.

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.

Insert name here posted:

Heavys can't be operatives if I recall.

Ah - Makes sense, since none of their abilities would synergize with pistol. (And they can't use pistols.) I just never considered even looking at them for it because I was only thinking of the abilities that were relevant.

hhhmmm
Jan 1, 2006
...?

Spacedad posted:

Grooming a character to be your covert ops superspy is really fun. The gene mods + the skills you pick for them are pretty cool.

There is a bug where you can randomly lose your operative to permanent death at the end of the mission though.

Tindahbawx
Oct 14, 2011

Regarding Reaper Rounds, who do you use them on? I've noticed that you seem to stay in Ballistics longer in EW, so they might be worth using.

Do you just put them on your snipers, as it only doubles the built in range penalty of your weapon, and its likely you'll be maxing that out if you've squadsight anyway?

Tainted Ham
Apr 19, 2009
Seekers are supposed to uncloak to shoot, right? I kept getting pegged by an invisible seeker that was about 4 squares away and in full line of sight of two of my heavies. I ended up having to kill it with a rocket because no one could target it.

Eifert Posting
Apr 1, 2007

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

S.J. posted:

The Exalt base raid is rad as gently caress. I almost felt sorry for them. Blitzed the poo poo outa that stupid building and scorched earth that loving place. Feels good, man. That was also the toughest mission I've had against them, they actually got to try and shoot more than 2-3 times.



I actually got unlucky with rockets and had half my team lose time wounded from that one.

Every one of their heavies got a rocket off and mine misfired.

Eifert Posting fucked around with this message at 12:58 on Nov 22, 2013

Tindahbawx
Oct 14, 2011

Zebrasectomy posted:

Seekers are supposed to uncloak to shoot, right? I kept getting pegged by an invisible seeker that was about 4 squares away and in full line of sight of two of my heavies. I ended up having to kill it with a rocket because no one could target it.

They're supposed to unloak to fire, yeah. If you have battle scanners you can toss one of those out to force an uncloak on them too. Sounds like they were just bugged for you.

Those On My Left
Jun 25, 2010

Boned on my second classic run. Time to restart yet again. What a punishing game.

Collateral Damage
Jun 13, 2009

dud root posted:

Which alien bodies aren't used in consumables like interceptors dodge/aim modules? Beserkers, mutons, sectoid commanders. Any others? I seem to collect way too many corpses
TL;DR is that Muton Elites, Sectoid Commanders and Mechtoids can be freely sold. Keep one if you haven't autopsied them yet.
For research purposes you never need to keep more than 4 of any corpse except Drones, Mutons and Heavy Floaters.
The ones you should always hang on to are Sectoids, Floaters and Cyberdiscs. Especially as Sectoids and Floaters become rare later on.

Quick rundown of what corpses are used for. How many corpses needed for each item in parentheses. I've not included Autopsies in research since that's kind of obvious. In alphabetical order.

Berserker
Items: Combat Stims (1)
Research: None

Chryssalid
Items: Chitin Plating (4), Needle Grenade (2)
Research: None

Cyberdisc
Items: UFO Tracking - Boost (2)
Research: Advanced Flight (2)

Drone
Items: None
Research: Advanced Flight (2), Drone Capture (4), Improved Arc Thrower (4)

Ethereal
Items: Mind Shield (1)
Research: None

Floater
Items: Defense Matrix - Dodge (3)
Research: None

Heavy Floater
Items: None
Research: Advanced Flight (2), Advanced Repair (4)

Mechtoid
Items: None
Research: None

Muton
Items: None
Research: Ammo Conservation (6)

Muton Elite
Items: None
Research: None

Sectoid
Items: Uplink Targeting - Aim (3)
Research: Xeno-Biology (4)

Sectoid Commander
Items: None
Research: None

Sectopod
Items: None
Research: Advanced Construction (2)

Seeker
Items: Ghost Grenade (4)
Research: None

Thin Man
Items: Gas Grenade (2)
Research: Improved Medikit (4)

Slashrat
Jun 6, 2011

YOSPOS
When I did the exalt base raid, I just announced my presence by having Zhang send a fully upgraded rocket through the front door and basically demolish all the internal walls, then follow up with an epic gunbattle between my team and every single exalt pack in the mission at once. gently caress being careful and methodical, this was about making a statement.

Tindahbawx
Oct 14, 2011

Slashrat posted:

When I did the exalt base raid, I just announced my presence by having Zhang send a fully upgraded rocket through the front door and basically demolish all the internal walls, then follow up with an epic gunbattle between my team and every single exalt pack in the mission at once. gently caress being careful and methodical, this was about making a statement.

"Hi Bureau guys, we're the real XCOM....and we have stompy robots."

Serf
May 5, 2011


I'm having a lot of fun with EW so far. My finest moment was rolling up my first MEC on an Exalt Heavy at the gas station map and punching his rear end into a gas pump, which then exploded and for some reason the whole drat place went up, and my MEC just stood there, apparently immune to explosions. It got even better next turn when he charged straight out of the fire to punch another dude in the face.

That same MEC went on to be the savior of mankind, by doing what he did best: punching the Uber Ethereal in the face.

Also, every time I get into a panic spiral, I can't help but think of how cool this type of game would be in a Call of Cthulhu universe. Set it in the 1920s in New England and replace Will scores with Sanity. Of if you wanted to hew closer to XCOM, set it in the 70s with Delta Green fighting in Cambodia and Vietnam. Too bad the game doesn't seem to be easily moddable, because that'd be awesome to see.

One question though: does Ammo Conservation apply to MEC weapons? Because I don't think it does. My Particle Cannons were running dry pretty quick towards the end there.

Collateral Damage
Jun 13, 2009

Serf posted:

One question though: does Ammo Conservation apply to MEC weapons? Because I don't think it does. My Particle Cannons were running dry pretty quick towards the end there.
I don't think so, but MECs have an ability that increases their primary weapon ammo by 50%, so you get 5 shots out of the PPC instead of 3 before reloading.

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

Collateral Damage posted:

I don't think so, but MECs have an ability that increases their primary weapon ammo by 50%, so you get 5 shots out of the PPC instead of 3 before reloading.

You start with two shots before you have to reload. The MEC's skill and the foundry upgrade both contribute to get it up to five.

Weirdly, overwatch uses less ammo than regular shots. So you can do three Overwatch shots without reloading at base ammo, but only two regular ones.

Zore fucked around with this message at 14:11 on Nov 22, 2013

Sloober
Apr 1, 2011
Late game base defense;

42 total xenos.

Of that number,

8 mechtoids
6 sectoids
4 heavy floaters
5 Berserkers
4 Drones
3 Sectoid Commanders
3 Cyberdiscs
5 Mutons
3 Chryssalids
1 Sectopod

It seemed really overwhelming at the start with how much stuff dropped in, but it tended to drip into actual battlezone fairly slowly which gave me time to knock them down a bunch, especially with the ITZ sniper of mine they sent in. I have a large roster of snipers (Thanks xcom, would be nice to give me some more assaults or supports or heavies?) so they actually rolled in 3 of my top ones which made it a crapshoot after I set them up in the mechbay.

Collateral Damage
Jun 13, 2009

Zore posted:

You start with two shots before you have to reload. The MEC's skill and the foundry upgrade both contribute to get it up to five.

Weirdly, overwatch uses less ammo than regular shots. So you can do three Overwatch shots without reloading at base ammo, but only two regular ones.
Oh right. I might have already had Ammo Conservation before I built my first MEC.

RadioDog
May 31, 2005

Those On My Left posted:

Boned on my second classic run. Time to restart yet again. What a punishing game.

No kidding. I'd beaten classical twice and seen the game over screen once on EU. I've seen it twice so far in EW, before the third month. And it's usually just because of squad wipes (something I never seemed to get that much of before) during normal missions. My guys just can't seem to stop getting one-shot-critted (even behind high cover). I had a great sat rush going, A+ on my first month, F on the second.

Admittedly first one was my fault, I think I toggled the angles option on without realizing/understanding what it did.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Stefan posted:

So NA has 110 extra in month 1, plus an extra 80 in extra funding (US vs Japan), and 20 saved in maintenance costs on planes. I think if you're doing a tactical rig rush then an Asia start is a no brainer, but NA may be better for a sat rush or a laser rush?

Eh, I still prefer Asia so I can get the OTS and all of the upgrades while at the same time working on a Sat Rush.

Nail Rat
Dec 29, 2000

You maniacs! You blew it up! God damn you! God damn you all to hell!!

Sloober posted:

Late game base defense;

42 total xenos.

Of that number,

8 mechtoids
6 sectoids
4 heavy floaters
5 Berserkers
4 Drones
3 Sectoid Commanders
3 Cyberdiscs
5 Mutons
3 Chryssalids
1 Sectopod

It seemed really overwhelming at the start with how much stuff dropped in, but it tended to drip into actual battlezone fairly slowly which gave me time to knock them down a bunch, especially with the ITZ sniper of mine they sent in. I have a large roster of snipers (Thanks xcom, would be nice to give me some more assaults or supports or heavies?) so they actually rolled in 3 of my top ones which made it a crapshoot after I set them up in the mechbay.

I think crapshoot gives that sentence the opposite meaning from the one you actually want there, assuming you meant it became easy.

nacon
May 7, 2005

Mortabis posted:

NA is quite good if you're trying to maximize money as quickly as possible because of discounted satellites and the fact that the US has the highest payout in the game. The only really bad continent in Enemy Within is Europe, which still sucks because scientists are useless, so are laboratories, and you'll never build more than one or two workshops.

The only time that I've found Europe to be a good starting location was on a Marathon, classic game. Accelerated research really broke the tech curve, more so than in normal X-Com. That said, South America was not a bad choice either, what with autopsies taking 14 days.

nimby
Nov 4, 2009

The pinnacle of cloud computing.



Zore posted:

You start with two shots before you have to reload. The MEC's skill and the foundry upgrade both contribute to get it up to five.

I abuse Collateral Damage way too much, so I have to reload after every 2 shots even with both upgrades :(



Oh yeah, and I started my first EW game with Europe cause I read about the longer research times. I have to say I really didn't notive them, with all my scientists!

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Sloober
Apr 1, 2011

Nail Rat posted:

I think crapshoot gives that sentence the opposite meaning from the one you actually want there, assuming you meant it became easy.

Yeah sorry! Long rear end week.

It was pretty easy. The 40 meld from the mechtoid murder was pretty nice, so all in all the base invasion was a massive influx of nice materials.

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