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Watching Beaglerush go through I/I, it's really only fun to watch when catastrophic errors and mistakes start to pile up. Like how he sold a single weapon fragment to spite the people in his chat, only to find out he was one short from researching the Firestorm months later. e: Is there a mod that changes the barracks soldier order to put SHIVs above recruits? It's kind of dumb that your alloy and hover tanks will be the last to be considered for base defense. RBA Starblade fucked around with this message at 17:06 on Feb 2, 2014 |
# ? Feb 2, 2014 16:53 |
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# ? Jun 8, 2024 01:39 |
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SHIVs just don't work right for base defense. I tried a game where I fired all human soldiers after the alien base assault and still got 0 SHIVs for defense.
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# ? Feb 2, 2014 17:20 |
ulmont posted:SHIVs just don't work right for base defense. I tried a game where I fired all human soldiers after the alien base assault and still got 0 SHIVs for defense. That sucks.
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# ? Feb 2, 2014 18:03 |
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Yeah, it must be an intentional design decision then. Which is weird, because it's not like they get any special advantage or anything. By the way, am I the only one who reloads to try and game stuns? It's such an unfun mechanic and the punishment is so often "your guy dies" that with stuff like the outsider, sectoid commanders, and ethereals I just don't care. It was a guaranteed thing in original XCOM if you could get your guy close enough, wasn't it?
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# ? Feb 2, 2014 18:14 |
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RBA Starblade posted:The Ethereals want XCOM to succeed on some level. The entire game until the last level is a test for humanity. Destroying XCOM is counter to their goals, because they want humanity to develop psychic powers (which is surprising because so few races do, and do so that aren't physically frail like the sectoids) and connect to their hivemind. Where it goes wrong for them is when XCOM decides "nah, we're going to keep shooting you" instead of joining them and the other races and shove a couple rockets, plasma rounds, and a robot fist down the Uber Ethereal's throat. Basically this, the thing everyone needs to remember is it's really no big deal to them if humanity fails their tests. If humanity fails to become psi-capable on their own, then the Ethereals just take everything over and create a new slave race out of us. Sure, they'd LIKE us to become psi-capable on our own, but not enough to start pulling punches. I think that's where a lot of people lose track of the plot, XCOM is both the best chance they have at achieving their goals, and their worst chance at having their plans ruined. When it comes to the psychic base assault, they either push XCOM to stay on their toes and move faster scientifically, or XCOM is destroyed and now no one will interrupt their abductions and subjugation. They lose nothing from the psychic assault except some soldiers who are super expendable. Plus if they smashed a battleship into the base they wouldn't be able to recover our fantastic laser technology Ninja edit: RBA Starblade posted:Yeah, it must be an intentional design decision then. Which is weird, because it's not like they get any special advantage or anything. It wasn't guaranteed, but rather than just being all or nothing, the stun rod damaged their stamina. You would sometimes need to hit an enemy up to five times to stun them, and then if you don't stuff them into your backpack or stand on them, they can wake up. Danaru fucked around with this message at 18:17 on Feb 2, 2014 |
# ? Feb 2, 2014 18:15 |
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Oh gently caress me, the base defense arrived while my star assault and heavy are out, one day from heavy lasers. I only have some laser rifles; I haven't gotten precision lasers yet either. I have one guy with a laser weapon in the first wave. e: Jesus gently caress it dropped chryssalids on the hologlobe and a mechtoid directly on top of my MEC. They're standing in the same tile! A sectoid commander is here too. Reinforcements are a second sniper. XCOM's so hosed. Danaru posted:
That sounds much less tedious, I hope in XCOM 2: Enemy Known they retool the mechanic some. e: Aaaaand the game bugged out and the sectoid commander is invisible on every XCOM turn. And Bradford lied about the CC being clear. Another cyberdisc was in there! That rookie's death is on his hands, not mine. RBA Starblade fucked around with this message at 18:48 on Feb 2, 2014 |
# ? Feb 2, 2014 18:20 |
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The stunning mechanic in EU is arguably more fair than UFO. UFO basically had you guessing the entire time, EU at least has the decency to read you the odds. If you're wanting to make capturing less lethal though, bring Flashbangs. Even a Thin Man has a rough time hitting you back after being tagged with a flashbangn and anyone with less relative aim can basically forget it.
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# ? Feb 2, 2014 18:23 |
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RBA Starblade posted:That sounds much less tedious, I hope in XCOM 2: Enemy Known they retool the mechanic some. Stunning aliens was a massive pain in UFO Defense, but on the other hand you could also bring like eight rookies with a stun rod in one hand and a grenade in the other as well as experienced soldiers to clean up the mess afterwards. UFO Defense also had a stun bomb launcher, which made things way, way more easier.
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# ? Feb 2, 2014 19:05 |
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Prop Wash posted:I didn't even know it was possible to generate a base with only one steam vent. That combined with it being on the third level means I'm in for a pretty rough few months. I basically need to build a power generator just for the elevators down. Same here. However, this run is going pretty well on almost all other fronts. I abandoned my original EW run after Exalt thoroughly kicked my rear end several times. This time I actually built MECs, and I have carapace and lasers as well. Just did the Newfoundland mission, and even though my star Assault was eaten, things are looking up. Only the UK left, I'm probably grabbing some continent bonuses soon. I'll just have to be satisfied with a 2x2 block of regular power plants for now.
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# ? Feb 2, 2014 21:14 |
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Danaru posted:UFO Defense also had a stun bomb launcher, which made things way, way more easier. Yeah, that was the key. I usually didn't bother with stun rods and just waited until I could launch stun bombs instead. I miss them so much.
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# ? Feb 2, 2014 22:50 |
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There's a MEC ability to unleash an electric AoE and the wording makes it sounds like it will stun aliens. But it doesn't
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# ? Feb 2, 2014 23:15 |
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ulmont posted:Yeah, that was the key. I usually didn't bother with stun rods and just waited until I could launch stun bombs instead. I miss them so much. If you play like me you had tons of disposable soldiers marked as poo poo for stun rod duty.
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# ? Feb 2, 2014 23:18 |
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Lunethex posted:There's a MEC ability to unleash an electric AoE and the wording makes it sounds like it will stun aliens. Only robots. Like Sectopods.
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# ? Feb 2, 2014 23:20 |
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Lunethex posted:There's a MEC ability to unleash an electric AoE and the wording makes it sounds like it will stun aliens. Electro Pulse will damage all units in its radius. Robotic units in addition to getting damaged will be stunned for one turn. Raygereio fucked around with this message at 23:27 on Feb 2, 2014 |
# ? Feb 2, 2014 23:21 |
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Iretep posted:If you play like me you had tons of disposable soldiers marked as poo poo for stun rod duty. Too much effort to look at their stats.
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# ? Feb 2, 2014 23:24 |
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Brainamp posted:Only robots. Like Sectopods. I forget, do heavy floaters and mechtoids count as robotic?
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# ? Feb 2, 2014 23:28 |
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RBA Starblade posted:I forget, do heavy floaters and mechtoids count as robotic? Mechtoids I think so, but heavy floaters are no.
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# ? Feb 2, 2014 23:32 |
You can mind control Mechtoids at least.
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# ? Feb 2, 2014 23:38 |
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Danaru posted:Basically this, the thing everyone needs to remember is it's really no big deal to them if humanity fails their tests. If humanity fails to become psi-capable on their own, then the Ethereals just take everything over and create a new slave race out of us. Sure, they'd LIKE us to become psi-capable on our own, but not enough to start pulling punches. I think that's where a lot of people lose track of the plot, XCOM is both the best chance they have at achieving their goals, and their worst chance at having their plans ruined. When it comes to the psychic base assault, they either push XCOM to stay on their toes and move faster scientifically, or XCOM is destroyed and now no one will interrupt their abductions and subjugation. They lose nothing from the psychic assault except some soldiers who are super expendable. Thing is, at no point do they mention any of the races ascending on their own. In fact, it seems like they were expecting humans to have to be ascended forcefully, like the sectoids were. That's my problem with it. I still like the game, but it doesn't make sense otherwise.
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# ? Feb 3, 2014 00:10 |
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Besides all the bugs I've been having, this run's been going as good as any has. I think my next run I'll ramp it up to impossible, I've only lost one soldier so far, and only reloaded when the game bugged out or to game a capture it turned out I didn't need. dogstile posted:Thing is, at no point do they mention any of the races ascending on their own. In fact, it seems like they were expecting humans to have to be ascended forcefully, like the sectoids were. That's my problem with it. I still like the game, but it doesn't make sense otherwise. The Uber Ethereal tells you every race you fight is a failure in their eyes, and that humanity is the first to meet their standards.
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# ? Feb 3, 2014 00:26 |
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dogstile posted:Thing is, at no point do they mention any of the races ascending on their own. In fact, it seems like they were expecting humans to have to be ascended forcefully, like the sectoids were. That's my problem with it. I still like the game, but it doesn't make sense otherwise. The goals of the Ethereals has always been a mystery, even all the way back to the original XCOM games. The original games are just "menagerie of aliens attack, humans fight back" If Enemy Unknown gets a true sequel, the game might reveal the mysterious "They" the UberEthereal mentions.
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# ? Feb 3, 2014 00:38 |
RBA Starblade posted:Besides all the bugs I've been having, this run's been going as good as any has. I think my next run I'll ramp it up to impossible, I've only lost one soldier so far, and only reloaded when the game bugged out or to game a capture it turned out I didn't need. The way I read the ending, the uber ethereal was driven more than a little insane when the rest of his race went post-singularity and left the base ethereals behind.
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# ? Feb 3, 2014 01:36 |
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If anyone is interested, I decided to make a video showing some of the more advanced tactical game strategies and tactics that I feel don't get covered or aren't used in other videos of impossible difficulty that I have seen. https://www.youtube.com/watch?v=qkfCrkphTF8 It is completely unedited so don't expect beagle rush. :P
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# ? Feb 3, 2014 03:05 |
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Yeah you might want to consider editing it a wee bit dude, the mic static is really grating.
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# ? Feb 3, 2014 03:08 |
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Does anyone feel like Will is an underused asset on behalf of the game designers? It mostly affects play in the earliest phases, then mid-game not at all, until the late-game it kinda comes back as the defense against mind control. Once you deal with a hard lesson or two against psionic aliens you adjust your tactics and then Will becomes almost irrelevant again. I feel like XCOM could use Will as a sort of heroic resource to accomplish desperate moves. Soldiers could spend their will to do things like survive a critical hit, vastly boost accuracy for a turn, rally a panicked squad etc. The cost should be high enough that players want to avoid making that decision if possible. The result would be a slightly easier early game but a godsend to Impossible players (Portent, anyone?). Soldiers who spent Will become burned out and vulnerable in the later game. To make it balanced into the late game it could operate on a law of diminishing returns and cost more every time it's used. Creates the organizational mythos of how badass the old grognards were back in the early xeno-war when "only colonels got carapace armour and everyone had to make do with plain-jane ballistic rifles!" ... I really want a job in game design.
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# ? Feb 3, 2014 04:44 |
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How to make the Newfoundland mission easy: mix 3 parts Sprinter Support, 1 part Grenadier Heavy, and 2 parts Squadsight Sniper. Put skeleton Suits on all of them. My button-pusher activated the whale in the same dash that took her all the way to the button, and from there it took only 3 turns to get back to the Evac Zone while my Snipers provided covering fire from the roof of the first building (exactly one dash away from the evac zone). The Heavy had already taken out all the sharks and tuna along the way so no worries there. Alternatively, a MEC's KSM or Collateral Damage could have taken them out, but I haven't actually gotten around to building one yet this game. (I have nearly 300 Meld, but I've been concentrating entirely on sats, facilities, and foundry projects.) I think it would be hilarious to have Hover Shivs before you get the mission. Just send a single unit to press the button and fly away laughing.
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# ? Feb 3, 2014 08:51 |
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How long do terror missions stay on the geoscape? I've got like 1 day left on some research and wounded high ranking dudes. Also, I've been one goddamn engineer short of making laser rifles this entire month, knowing the first terror mission was almost here.
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# ? Feb 3, 2014 10:49 |
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I lucked out in this Classic run and got 3 Steam Vents all in a square pattern at the bottom of the geoscape, so I immediately excavated down and built all 3 of my thermo generators. Now I'm just waiting for another UFO to shoot down so I can get enough power sources and build an elerium generator, thus solving all of XCOM's power needs.
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# ? Feb 3, 2014 14:00 |
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Three thermo generators with adjacency should provide you with all the power you need; if you really want to be excessive, you can finish the square with a regular generator. Elerium generators are a very poor resource investment if you consider how much money you can get by selling the components they need.
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# ? Feb 3, 2014 14:36 |
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The Fattest PI posted:How long do terror missions stay on the geoscape? I've got like 1 day left on some research and wounded high ranking dudes. I can't find concrete data online but my memory tells me 1 day at most. I would assume you have 12 hours to respond and wouldn't push it beyond that.
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# ? Feb 3, 2014 15:28 |
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HaitianDivorce posted:Yeah you might want to consider editing it a wee bit dude, the mic static is really grating. If you can suggest a free video editor that can take care of mic static I am all ears.
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# ? Feb 3, 2014 15:29 |
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Hannibal Rex posted:Three thermo generators with adjacency should provide you with all the power you need; if you really want to be excessive, you can finish the square with a regular generator. Elerium generators are a very poor resource investment if you consider how much money you can get by selling the components they need.
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# ? Feb 3, 2014 15:30 |
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wolfman101 posted:If you can suggest a free video editor that can take care of mic static I am all ears. You can fix audio issues in Audacity.
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# ? Feb 3, 2014 15:46 |
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Spiffo posted:You can fix audio issues in Audacity. Thanks, I will give that a try and reupload. Edit: Yeah, I can't get it to open the FLV file and I couldn't find anything for separating and re-combining the audio and video. wolfman101 fucked around with this message at 16:59 on Feb 3, 2014 |
# ? Feb 3, 2014 16:32 |
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I think I've only ever built elerium generators once or twice. Space can be tight but not enough to be worth buying them, unless there are no steam vents on the second or third floors.
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# ? Feb 3, 2014 17:21 |
I tested out Skeleton suits for really the first time over the weekend; I'll never go back to Carapace. The range increase is phenomenal, even my Heavies aren't slowing down the team. Ghost armor is a straight upgrade, right? Same move/defense bonuses/grapple plus the cloak? I feel like I'm cheating.
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# ? Feb 3, 2014 20:08 |
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RBA Starblade posted:I think I've only ever built elerium generators once or twice. Space can be tight but not enough to be worth buying them, unless there are no steam vents on the second or third floors.
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# ? Feb 3, 2014 20:19 |
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Chard posted:I tested out Skeleton suits for really the first time over the weekend; I'll never go back to Carapace. The range increase is phenomenal, even my Heavies aren't slowing down the team. Ghost armor is a straight upgrade, right? Same move/defense bonuses/grapple plus the cloak? I feel like I'm cheating. Even more defense, 20% vs 10%.
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# ? Feb 3, 2014 20:49 |
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Chard posted:I tested out Skeleton suits for really the first time over the weekend; I'll never go back to Carapace. The range increase is phenomenal, even my Heavies aren't slowing down the team. Ghost armor is a straight upgrade, right? Same move/defense bonuses/grapple plus the cloak? I feel like I'm cheating. Better: the defense bonus on ghost is +20. I usually get a suit or two of carapace armor. Skipping to skeleton armor is nice if you have all the time in the world, but aliens man. Aliens.
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# ? Feb 3, 2014 20:50 |
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# ? Jun 8, 2024 01:39 |
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Ravenfood posted:In eight classic playthroughs, I've never gotten a vent on the second floor. A vent on the second floor basically guarantees a March council mission with thin men. It's some kind of law.
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# ? Feb 3, 2014 21:41 |