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They mostly use grenades for me.
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# ? Jan 3, 2014 02:14 |
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# ? Jun 8, 2024 12:21 |
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Keep your people spaced apart so you don't eat rockets/grenades. This is XCOM 101.
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# ? Jan 3, 2014 02:17 |
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I can imagine they only bother using rockets if you've grouped up. I never do, so they must never bother trying. They're to busy gunning it to the hack point or reloading their hacked guns. You'd think they'd learn not to keep their radios in their mags.
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# ? Jan 3, 2014 02:27 |
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Psychotron posted:I understand the SHIV strategy, but I've actually never used them. Other than my normal playthrough way back when just to mess around in late game and see how they work. I haven't honestly found a need, and it seems to me every time I consider building them, it's more of an inconvenience to spend money on them at the time than the benefit gained. This is me, I am going balls out. I have 3 Mecs and 2 gene modded soldiers. No regrets, punching aliens in the face has been entirely worth it.
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# ? Jan 3, 2014 02:46 |
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I just got this on sale with the xpac.. should I play the original once, or just go right into Enemy Within?
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# ? Jan 3, 2014 02:57 |
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Go right into Enemy Within.
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# ? Jan 3, 2014 03:00 |
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Depends on how much you'd play the game to be honest. If you were going for more than one playthrough i'd do the normal xcom first, then to within.
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# ? Jan 3, 2014 03:22 |
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There is no reason whatsoever to play the original game under any circumstance. Enemy Within completely outclasses it. To suggest that you make your first playthrough on the unexpanded version is crazy.
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# ? Jan 3, 2014 03:26 |
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The Gunslinger posted:The Geoscape won't rotate for me anymore. I have no idea why but it just stopped. Any way to get this back? Googling it reveals a bunch of people with no resolution. Some people have said Firaxis disabled the globe's rotation since it's not needed, but it's obviously a bug with keyboard commands since you can still rotate with a game controller (I use a wired XBox360 controller). The Firaxis people have no concept of Unit Testing or System Testing in their development process. It's probably a great place to work if you are a sloppy coder. The problems you are having with only recruiting snipers is more evidence my theory is correct. nnnotime fucked around with this message at 03:30 on Jan 3, 2014 |
# ? Jan 3, 2014 03:27 |
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Dr. Video Games 0031 posted:There is no reason whatsoever to play the original game under any circumstance. Enemy Within completely outclasses it. To suggest that you make your first playthrough on the unexpanded version is crazy. I may or may not have gotten confused because I just assumed slingshot and progeny were part of it and that they'd get bombarded with missions. Then I realised that even if that was right, you can turn them on and off. Dumb moment.
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# ? Jan 3, 2014 03:46 |
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GuardianOfAsgaard posted:I ran in to this and the only way I could resolve it was to demolish my gene lab and re-build it. A bit of pain but it fixed it. This fixed it. Does anyone know how overriding works within the game? If you use resource hacker but defaultgamecore.ini is left alone, does it use the .ini settings or the ones you changed in the executable? Anyone have any ideas of how I need to handle the fact that it's got that .ini file now?
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# ? Jan 3, 2014 03:46 |
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Dr. Video Games 0031 posted:There is no reason whatsoever to play the original game under any circumstance. Enemy Within completely outclasses it. To suggest that you make your first playthrough on the unexpanded version is crazy. Well, EXALT unfortunately doesn't feel that well-integrated into the campaign, to be honest. And that's even without their AI blowing so hard. Still, I agree. start with Enemy Within, and never look back. I just sent my B-team on a late game terror mission, along with two fully upgraded hover SHIVs. I lost two people and one SHIV to a sectopod and cyberdisk, while cryssalids were happily swarming all over the place and munching on civvies. The game became a cat and mouse game between my last SHIV and the sectopod. I had to retreat him multiple times to repair up, but fortunately, getting rid of the cryssalids was pretty easy from the rooftop. One thing I found out the hard way: sectopods no longer get hit by their own splash damage if you move point blank into their face.
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# ? Jan 3, 2014 04:10 |
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Is there seriously nothing you can do to kill an enemy that you mind controlled before it suddenly goes back to normal and also gets to attack on the same turn, besides wasting rockets and grenades? I mind controlled a heavy floater to make it easy to capture but couldn't target it so it shot someone point blank. (gratefully someone with the crit immunity skill)
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# ? Jan 3, 2014 04:41 |
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Dr. Video Games 0031 posted:There is no reason whatsoever to play the original game under any circumstance. Enemy Within completely outclasses it. To suggest that you make your first playthrough on the unexpanded version is crazy. I dunno; as someone new to the series, playing the base game first to learn the ropes and leaving the expansion for a second playthrough seems worthwhile. I feel like I'll appreciate the new toys better knowing how the game first started. Speaking of first games, I just got the Ghost armor and I'm not sure what would be the best use for it. Scouting seems obvious but since it lasts only one turn, I don't know if I have the time to make a proper ambush. I guess I can use it after I've engaged the xenos, to flank them with impunity.
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# ? Jan 3, 2014 04:45 |
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seravid posted:I dunno; as someone new to the series, playing the base game first to learn the ropes and leaving the expansion for a second playthrough seems worthwhile. I feel like I'll appreciate the new toys better knowing how the game first started. However, you can simply choose not use the new toys and ignore meld, and playing the expansion after vanilla will just rock the boat with how it changes the classes due to ability rebalancing. Teleporting aliens is also something that's not enjoyed.
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# ? Jan 3, 2014 04:50 |
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Nephilm posted:However, you can simply choose not use the new toys and ignore meld, and playing the expansion after vanilla will just rock the boat with how it changes the classes due to ability rebalancing. Teleporting aliens is also something that's not enjoyed. Hey, I'm just following advice given in this very thread Too late to stop now anyway, my Classic run is almost in the bag (I think? Current objective is to build the relay)
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# ? Jan 3, 2014 04:53 |
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It's easier to measure game progress by month and how far you're in the tech tree, since the storyline objectives can be done at any point and in relatively quick succession.
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# ? Jan 3, 2014 05:14 |
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seravid posted:Hey, I'm just following advice given in this very thread Yeah, you're like three quarters of the way done.
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# ? Jan 3, 2014 05:24 |
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Nephilm posted:It's easier to measure game progress by month and how far you're in the tech tree, since the storyline objectives can be done at any point and in relatively quick succession. September (pretty sure that's right) and I'm rocking all kinds of plasma. Alloy cannons are researched, but I haven't bought any of those yet. By the way, what am I supposed to do with Heavies? They can't hit anything, even with plasma rifles. At this point, he just comes along in case I need the rocket launcher, which is pretty rare. Also, why can't you upgrade that thing with a plasma cannon or a thunder hammer?
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# ? Jan 3, 2014 05:27 |
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seravid posted:At this point, he just comes along in case I need the rocket launcher, which is pretty rare. Also, why can't you upgrade that thing with a plasma cannon or a thunder hammer? Suppression is useful for keeping aliens you can't kill that turn from hitting you when they return fire. As to upgrading the rocket launcher... you can! There is a single upgrade to plasma rank that provides +2 damage, 100% accuracy and the ability to fire around cover. The catch? It requires you to down and complete a battleship, the biggest, baddest ufo of the lot. Top that off with how rare battleships are, unless you deliberately ignore ufos to trigger them it's highly likely they won't show up in your campaign at all, and they are very hard to obtain.
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# ? Jan 3, 2014 05:33 |
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seravid posted:September (pretty sure that's right) and I'm rocking all kinds of plasma. Alloy cannons are researched, but I haven't bought any of those yet. If you don't know what to do with Heavies you need to play on a higher difficulty level.
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# ? Jan 3, 2014 06:18 |
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amanasleep posted:If you don't know what to do with Heavies you need to play on a higher difficulty level. I don't see how that would help My team consists of one sniper, two supports, two assaults and one heavy. The sniper and assaults are ghosting/grappling mass murderers; the supports can sprint (very useful for healing and stunning), suppress and occasionally drop a smoke grenade. They can also shoot straight. The only thing the heavy brings to the table is the ability to throw/launch two grenades and rockets per battle. I'm new at this so I may be wrong, but the heavy seems to be completely outclassed beyond the early game (where grenades and rockets can one-shot everything).
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# ? Jan 3, 2014 06:49 |
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prefect posted:If you're looking to Just for academic purposes, but is there a value that you can edit to increase your fragments and alloys rewards? I do see how to edit your money from countries, but seriously money is not really an issue after month 1.
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# ? Jan 3, 2014 07:05 |
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Having more enemies that your guys can't easily solo, plus higher alien damage, means the ability to reliably damage multiple enemies at once while stripping them of cover is invaluable for your team. Add in the ability to make all targets take +33% extra damage, and the ability to fire twice (which somewhat makes up for their lovely aim), and you've got a pretty drat good class In comparison, there's no reason to have two supports. A heavy might have worse aim, but two shots at 75% is (slightly) better odds that at least one shot will hit than one shot at 89%. The heavy's shots also do more damage, so on average a heavy puts out more damage than a support, though the support can do that while moving. Extra smokes are nice, but not as nice as rockets, especially if you get blaster launchers, shredder rockets, and either rocketeer or danger zone. Extra healing is superfluous if you're killing all the aliens first (and you should be). At higher levels, it not the damage of the rockets that's nice, its the cover-removal. Opening two whole pods of Muton Elites to an ITZ sniper volley is pretty awesome, and relatively easy to do. You can easily do it two or three times a mission, and one of those times you're applying a shredder debuff on top of the cover removal. Grenadier is also a nice perk because at the beginning, it can be used for killing targets easily. Late game, it means more ghost grenades, which means you can save more Meld for MEC tomfoolery if that's your thing. (But you should get danger zone instead, because danger zone is just awesome) Heavies: great class. Honestly, the weakest class in the game right now is, in my opinion, the support. It just doesn't bring enough offensive options to the table. If combat drugs gave their former hidden aim bonus, I'd consider taking an additional smoke/mirrors support. Dense smoke is alright, but three +40def just isn't as useful as anything else any other class can do. The late game is all about killing aliens as fast as they pop up on screen, which means heavies, assaults, and snipers all start coming into their own (heavies somewhat indirectly, since they support the other two) while supports are kind of there to pick up the pieces if everything falls apart. I need one for the medic abilities, and that's really it.
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# ? Jan 3, 2014 07:08 |
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Carnalfex posted:I just use it to swap the position of headshot and squad sight, so my squaddie snipers aren't a downgrade. Also makes the second choice for them more meaningful: Do more damage, or have more mobility? If I could swap out headshot for snap shot to have snap shot + squad sight snipers, I'd do that every time, I think.
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# ? Jan 3, 2014 07:12 |
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seravid posted:I don't see how that would help The early game is the only game that matters. Basically the late game of XCOM is a victory lap at any difficulty level, so if your biggest problem playing XCOM right now is that Heavies seem useless then you have mastered your current difficulty level and I would suggest increasing it to add more challenge. At higher difficulties, Heavies are more essential. What difficulty do you play at currently?
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# ? Jan 3, 2014 07:26 |
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seravid posted:September (pretty sure that's right) and I'm rocking all kinds of plasma. Alloy cannons are researched, but I haven't bought any of those yet. I've always had more luck with the heavy by losing the grenades and giving him a scope. A lot of people will tell you that is a really stupid idea, but having the heavy be able to reliably hit something and deliver massive damage has always been more important in my games than having extra grenades. amanasleep posted:The early game is the only game that matters. Basically the late game of XCOM is a victory lap at any difficulty level, so if your biggest problem playing XCOM right now is that Heavies seem useless then you have mastered your current difficulty level and I would suggest increasing it to add more challenge. At higher difficulties, Heavies are more essential. He said he was playing on Classic. I'm not sure the answer is for him to jump up to Impossible.
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# ? Jan 3, 2014 07:53 |
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Ravenfood posted:Heavies: great class. From this I gather I made a huge mistake going with holo-targeting. In my defense, that promotion happened +/- one hour into the game. Keep in mind I'm playing without the expansion at the moment, so some of what you said might not apply. Never seen any ghost grenades, for example. amanasleep posted:The early game is the only game that matters. Basically the late game of XCOM is a victory lap at any difficulty level, so if your biggest problem playing XCOM right now is that Heavies seem useless then you have mastered your current difficulty level and I would suggest increasing it to add more challenge. At higher difficulties, Heavies are more essential. Classic, everything else at default. Occasional savescumming, though more to see how the game works* than to defy the RNG Gods. *the "hmm, I wonder what would happen if I tried this. ... I see Reload!" school of learning I haven't suffered a casualty in a long while, but that's just because I've learned to play slowly (I was pretty much speed-running the first few missions. That did not go well). 21 hours in and I still haven't built the relay The last terror mission actually went pretty bad. No casualty on my side, but I only saved 8 civilians. Actually, I didn't save anyone, I just killed all the aliens. In a higher difficulty setting I assume the civvies would all be dead.
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# ? Jan 3, 2014 07:54 |
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Gestalt Intellect posted:Is there seriously nothing you can do to kill an enemy that you mind controlled before it suddenly goes back to normal and also gets to attack on the same turn, besides wasting rockets and grenades? I mind controlled a heavy floater to make it easy to capture but couldn't target it so it shot someone point blank. (gratefully someone with the crit immunity skill) If they have their own grenades, you can blow them up that way. But that's still not as helpful. Wish there was some sort of "extra mindfry" that you could use on a mind-controlled unit. Or if it were targetable with the arc thrower, at the very least.
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# ? Jan 3, 2014 07:54 |
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It's much easier to just use mind controlled aliens as expendable shock troops. You still get their weapons when they die. If you actually want to capture them for interrogation I find Psi Panic to be a better option, barring the odd face full of plasma.
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# ? Jan 3, 2014 08:07 |
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Classic and not feeling like you need heavies makes sense, especially if you're still learning the ropes and savescumming (even a little). Yes, bulletstorm is infinitely better than holotargetting, but there's really no reason for you to know that right at the start of the game. Near-guaranteed damage is always useful, especially if you're on ironman and sometimes need to go all-out instead of being able to squeak by (because there's a reload in there if it goes tits up). While having two ghost grenades is nice, I still think that Danger Zone is the better perk for that rank, so you're not missing out by not having access to them. Honestly, the only choice heavies get that feels like a choice is Rocketeer or Mayhem, and either way, it doesn't matter: they're both awesome. Bulletstorm, Shredder, HEAT, Danger Zone, and then your pick of the Colonel skills will put out a dangerous, dangerous soldier. A suppression-oriented heavy is good in theory, but it just doesn't work out for me like I'd want. For what its worth, I didn't love heavies until I played the Long War mod, where having a rocketeer was mandatory on every mission once Cyberdiscs showed up, and really, really important before then. Without one, you might as well just abort. Coming back to EW from that made me realize how useful they really are, along with the MEC's Collateral Damage skill. Removing cover on command is a godsend. Also, you'll love your heavy the first time a mass of Heavy Floaters takes cover near some gas pumps. Heavies might also be better in EW (even with the HEAT nerf) because EW encourages you to be more aggressive, which means more enemies on the field at once. This means AoE attacks are better and cover removal and alien elimination is more important.
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# ? Jan 3, 2014 08:11 |
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How do I start to raid an exalt base? I have more than enough info pointing it to the US. Nothing I can find on the forums says anything but hitting the accuse button, but there is no accuse button anywhere, just an exalt icon and if i click it, nothing happens.
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# ? Jan 3, 2014 09:16 |
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I'm doing a heavily save-scummed 4-man classic run for achievements. I almost wiped on the base assault on a normal ironman due to getting berskerkers dropped right on top of me, but the classic one went incredibly smoothly. The fact that there were sectoids instead of berserkers helped. I got my hyperwave up in June or July and only a few days later got the Overseer to pop up just a few days later. It was the first thing to happen after it's completion! Is that normal now with EW? Facing one Sectopod, let alone the two, with four guys with laser weapons and carapace/skeleton armor is a non-starter. Heavy floaters hadn't even shown up yet. Does it seem to you guys like missions tend to clump up more? I had one instance, where I had a terror mission pop, and in the infinitesimal game time it took to go from the squad screen to the engineering tab, a small UFO appeared.
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# ? Jan 3, 2014 09:48 |
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Ravenfood posted:Classic and not feeling like you need heavies makes sense, especially if you're still learning the ropes and savescumming (even a little). Yes, bulletstorm is infinitely better than holotargetting, but there's really no reason for you to know that right at the start of the game. Near-guaranteed damage is always useful, especially if you're on ironman and sometimes need to go all-out instead of being able to squeak by (because there's a reload in there if it goes tits up). What are all the changes that EW made? I didn't know there was a heat nerf, and I've heard other nerfs come up. Never mind, google told me. That's awesome I need to recheck my assault specs now. TheSpiritFox fucked around with this message at 10:37 on Jan 3, 2014 |
# ? Jan 3, 2014 10:32 |
Gestalt Intellect posted:Is there seriously nothing you can do to kill an enemy that you mind controlled before it suddenly goes back to normal and also gets to attack on the same turn, besides wasting rockets and grenades? I mind controlled a heavy floater to make it easy to capture but couldn't target it so it shot someone point blank. (gratefully someone with the crit immunity skill) It'd be nice if when you finished a battle with controlled aliens they counted as captured and the battle automatically ended. Or just the ability to directly fire upon or stun controlled aliens.
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# ? Jan 3, 2014 11:12 |
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Does controlled alien's death still have a chance to panic your squad? Because that was a pain in the rear end.
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# ? Jan 3, 2014 11:13 |
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amanasleep posted:Good stuff. Interesting, thanks for that, I like getting more solid numbers on XCOM's hidden numbers.
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# ? Jan 3, 2014 15:29 |
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Is it possible to do the Alien Base in April? Is it worth it?
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# ? Jan 3, 2014 15:52 |
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Hannibal Rex posted:Is it possible to do the Alien Base in April? Is it worth it? Assaulting the alien base reduces worldwide panic; and the earlier you attack, the easier it is to do.
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# ? Jan 3, 2014 16:14 |
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# ? Jun 8, 2024 12:21 |
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Obviously. The question is, can you afford to neglect the other areas (OTS, satellites, etc.) in order to get the necessary research and construction done in time? I finished my first EW game yesterday, and I had good success in doing the base in May, focusing on getting the alien containment and arc thrower early, but I lost two countries to panic in April.
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# ? Jan 3, 2014 17:23 |