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I had a mix of horrible invade my base, but it wasn't as bad as end game enemies. Mostly around where you are as far as enemies, actually.
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# ? Jun 10, 2024 15:17 |
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Really the key is to make sure that all your soldiers are wearing all the equipment you've got just as soon as you clear out the alien base. I abused the hell out of that "clear all" button on my first EW run...did not result in the easiest base defense.
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Bobbin Threadbare posted:Really the key is to make sure that all your soldiers are wearing all the equipment you've got just as soon as you clear out the alien base. I abused the hell out of that "clear all" button on my first EW run...did not result in the easiest base defense. This is a dumb mechanic honestly, though -- it kind of implies that your soldiers are wearing their deployment gear all the time instead of just when they go on missions. It'd make more sense to have your soldiers be randomly equipped with whatever they could grab en route to the fight, but I guess that'd be kind of RNG-heavy for the higher difficulties to be fair.
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TooMuchAbstraction posted:This is a dumb mechanic honestly, though -- it kind of implies that your soldiers are wearing their deployment gear all the time instead of just when they go on missions. Eh, you can kind of rationalize it as gear that's assigned to them so it's near their bunk or whatever. Random equipment would probably be better though.
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Speedball posted:Pretty much. I was gonna have it be part of the cutscene update but then I realized "god drat I'm gonna be blowing away at least 20 aliens, this is gonna be a looong update". First room clearing's recorded, but who knows. At this point in the game you could have swarms of mectoids and chrysalids, or still just ordinary sectoids invading the base. Cheerleader squads of Muton Berserkers with Cyberdisc surround sound?
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The equipment thing is kind of a jerk, but the fight is still pretty interesting. In the Long War mod they just let you pick troopers and and equipment, but you're not gaurenteed to get any specific soldier you pick. Also the rest of the mod difficulty is like a dick punch so it's more like they had to do it that way considering changes, or everyone would lose base defense all the time.
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The base defense mission is a dick move from the developers. "Like using that Unequip All button? Have fun defending your base against endgame enemies with nothing but your starting equipment!" ![]() So, keep your best stuff on your best dudes after finishing the Alien Base mission, I had to learn that the hard way, and I bet I'm not the only one. After that I kept my dudes equipped at all times out of paranoia.
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Am I the only who keeps equipment on, and only change them out during the pre-mission sortie?
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That's why I keep all the EXALT weapons and load all my reserves up with lasers before taking the alien base mission
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Robindaybird posted:Am I the only who keeps equipment on, and only change them out during the pre-mission sortie? No, I did too back when I played it myself. I didn't do any roleplaying or such when I played it so why would I unequip anything from the squad? ![]() Then again, I've played SRPGs like the tactics advance games too so that might just be ingrained behavior at this point.
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Starhawk64 posted:The base defense mission is a dick move from the developers. "Like using that Unequip All button? Have fun defending your base against endgame enemies with nothing but your starting equipment!" I lucked out through my own prior incompetence the first time I went into the Base Defence mission. I knew they added it but I had no idea when it was coming. But the game I had played before playing EW for the first time was also my first game in EU and I was terrible at researching things in that one. By the time I started the Alien Base mission in my EU I was still using those same basic weapons, though with some upgraded armor, and I probably don't have to say that was certainly fun when Chrysalids appeared. So even though I had MECs, Gene Mods, and a smattering of laser weapons in my EW game I delayed starting the Alien Base as long as I could without losing countries, still managing to lose one in Asia. But at least I went into the base defence with lasers and armor on pretty much everyone.
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XCOM Mission 31: BASE DEFENSE!![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() To Be Continued…
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This update made me laugh, the guards are just so... What's the word I'm looking for. Doofy? That's probably it.
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Bradford's keeping busy.
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My only sadness from this mission was Rookie base guards who performed awesomely were not moved to the Strike roster. That being said, I can't wait for more joy from the squad as they deal with this. Also - where is Bradford getting recharges for the Arc Throwers? Even if he's dual-wielding, that only gives him four charges. And he's up to 18 people down. Including the guy he beat with his bare hands, that means a good four recharges at this point!
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berryjon posted:My only sadness from this mission was Rookie base guards who performed awesomely were not moved to the Strike roster. Bandolier of Arc Throwers. He has 20 of them
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berryjon posted:My only sadness from this mission was Rookie base guards who performed awesomely were not moved to the Strike roster. ![]()
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I can't believe you've only just met the Mechtoid. It's probably because it took forever for me to capture an outsider, but I was at a point where I'd regularly get 2 mechtoid/sectoid commander sets along with a muton berserker and his lackeys. e: BTW, this was before assaulting the alien base.
ViggyNash fucked around with this message at 23:15 on Mar 11, 2015 |
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Ted_Haggard posted:Bandolier of Arc Throwers. He has 20 of them Alternatively, from his Secret Arc-Thrower Compartments. Dude scattered them all over the base, just in case, and the mind-controlled personnel can't find all of them. Re: Mechtoids, this wasn't my first mission for them, but they weren't exactly common by this point. It's all on how quickly you do the alien base assault mission. If you get lucky with country panic levels then you won't need to do it until much later on in the game, but if you have several countries threatening to pull out (or a country at high panic that already has a satellite) then you need to rush it earlier. Otherwise there's not much reason to do the plot missions sooner rather than later.
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Isn't there an upgrade for extra shots on the arc thrower?
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berryjon posted:My only sadness from this mission was Rookie base guards who performed awesomely were not moved to the Strike roster. Seconded. Also
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DivineCoffeeBinge posted:Seconded. Also Garcia will live on in all our hearts.
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berryjon posted:My only sadness from this mission was Rookie base guards who performed awesomely were not moved to the Strike roster. After the Arc Throwers powered down, he ripped power conduits out of the wall and flung them around like whips.
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akkristor posted:After the Arc Throwers powered down, he ripped power conduits out of the wall and flung them around like whips. NEW ART CHALLENGE! Oh, and when Queen says that her shot missing was bullshit? No joke, it was a 98% chance to hit.
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Speedball posted:NEW ART CHALLENGE! That's bullshit, that should've hit.
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DivineCoffeeBinge posted:Seconded. Also When I did this mission, I hit a Sectoid Commander who mind-controlled my Assault. This caused a blueshirt to panic and bunker down, which in turn caused another blueshirt to panic and shoot my (badly wounded and hiding in a corner) Heavy to death. ![]() Then I reloaded, because gently caress that noise.
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This update is Braford Redemption Zone, and I love it. ![]()
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akkristor posted:After the Arc Throwers powered down, he ripped power conduits out of the wall and flung them around like whips. Speedball posted:NEW ART CHALLENGE! Have a lazy 'shop ![]()
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How much of the geometry in the base defense is destructible? I realize it's not actually going to do anything to the base but it'd be fun to see things go boom anyhow.
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Glazius posted:How much of the geometry in the base defense is destructible? I realize it's not actually going to do anything to the base but it'd be fun to see things go boom anyhow. Not TOO much, mostly just the walls you can use for low cover. I don't know if there's anything that explodes when shot.
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On the other hand, if you shoot through the holographic globe, it does a cool little dissolve -> reform animation.
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TooMuchAbstraction posted:On the other hand, if you shoot through the holographic globe, it does a cool little dissolve -> reform animation. Yeah, you can see this in the Bar-Lev Super Punch screenshot. I actually had a problem with that, the first time I captured the image of that the lighting effects were covering up the punchtastic effects so it looked like everything was covered in blue.
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You know I never actually let my mech punch a mechtoid, I had always kept them equipped with the flamethrower because it ruins EXALT freaks.
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The flamethrower is pretty nice, but punching is absolutely a solid option. It's a guaranteed (100% hit rate) 12 damage against everything except Sectopods and their loving 50% global damage reduction. You can upgrade it to 18 damage (so, 9 against Sectopods). It gives your mechs an extra 3 movement. And it's a way to destroy cover/walls/etc. that doesn't use up ammo, so that's occasionally handy too. Plus, there's nothing quite like the joy of punching an EXALT operative through a truck.
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TooMuchAbstraction posted:The flamethrower is pretty nice, but punching is absolutely a solid option. It's a guaranteed (100% hit rate) 12 damage against everything except Sectopods and their loving 50% global damage reduction. You can upgrade it to 18 damage (so, 9 against Sectopods). It gives your mechs an extra 3 movement. And it's a way to destroy cover/walls/etc. that doesn't use up ammo, so that's occasionally handy too. Well, there's punching an EXALT operative off of a roof.
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TooMuchAbstraction posted:The flamethrower is pretty nice, but punching is absolutely a solid option. It's a guaranteed (100% hit rate) 12 damage against everything except Sectopods and their loving 50% global damage reduction. You can upgrade it to 18 damage (so, 9 against Sectopods). It gives your mechs an extra 3 movement. And it's a way to destroy cover/walls/etc. that doesn't use up ammo, so that's occasionally handy too. The ability to punch through cover is REALLY useful. Especially in the Site Recon Chryssalid mission. Punch all the sharks that Chryssalids can pop out of while moving up to the ship, keeps them from jumping out and murdering your people on the way back. Sure, it's slower than grenades and rockets, but it also doesn't use up your grenades and rockets. So, fair trade.
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Zylo the Wolfbane posted:The ability to punch through cover is REALLY useful. Especially in the Site Recon Chryssalid mission. Punch all the sharks that Chryssalids can pop out of while moving up to the ship, keeps them from jumping out and murdering your people on the way back. Or you can just do that mission with a team of Hover SHIVs, which is still the funniest thing ever to drag into a mission comprised solely of enemies who can only attack in melee.
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TooMuchAbstraction posted:The flamethrower is pretty nice, but punching is absolutely a solid option. It's a guaranteed (100% hit rate) 12 damage against everything except Sectopods and their loving 50% global damage reduction. You can upgrade it to 18 damage (so, 9 against Sectopods). It gives your mechs an extra 3 movement. And it's a way to destroy cover/walls/etc. that doesn't use up ammo, so that's occasionally handy too. No, there's nothing like the joy of rocket punching ALL Thin Men. gently caress Thin Men.
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Why are you guys including qualifiers? Rocket Punches are a joy in of themselves.
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# ? Jun 10, 2024 15:17 |
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It's just a shame there isn't a gun that fires rocket fists, the bane of all the aliens.
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