|
AriadneThread posted:rocket scatter causes the rocket to hit the person in front of them, killing everyone It's xcom. All kinds of horrible poo poo is possible with rockets. But given that he knows where the outsiders are and can steady before the breach, in this particular instance there's no chance of such scatter. But, uh...Outsider Captains are no loving joke and either need to be flash banged, disabled, or killed the same turn they activate or someone is going to die. And given one of their perks, that's VERY hard to do. E: I seriously cannot think of a more dangerous unit in the entire game. They're awful.
|
# ? Dec 5, 2015 03:26 |
|
|
# ? Jun 10, 2024 07:35 |
|
Or chemmed?
|
# ? Dec 5, 2015 04:18 |
|
The Chem grenades' acid effect is a 20% reduction in the accuracy of a target. an Outsider Captain on Classic, at the earliest Research level it can show up, has an Aim somewhere around 136. An outsider captain shooting someone in full cover drops from 96% chance to hit to ~68% chance to hit [assuming the -20% is -20% to the total aim and not a -20% flat penalty, in which case he's at 76%]. Chem helps, but it's not quite enough to neutralize them on its' own.
|
# ? Dec 5, 2015 06:17 |
|
Nekomimi-Maiden posted:The Chem grenades' acid effect is a 20% reduction in the accuracy of a target. an Outsider Captain on Classic, at the earliest Research level it can show up, has an Aim somewhere around 136. An outsider captain shooting someone in full cover drops from 96% chance to hit to ~68% chance to hit [assuming the -20% is -20% to the total aim and not a -20% flat penalty, in which case he's at 76%]. Xcom stat points function one to one for percentages. If a character's aim is say 90, it's a 90% chance to hit, and if they're flashbanged for -20, their aim is reduced to 70%. FairGame posted:It's xcom. All kinds of horrible poo poo is possible with rockets. I think I heard in a past video from The Professor Booty himself that as long as your original shot is not blocked your rocket will scatter and still hit obstructed tiles. Like if you were shooting 2 tiles through a 1 tile doorway with 2 tile scatter, even if the scatter is obstructed by a wall it will still hit inside the structure.
|
# ? Dec 5, 2015 08:09 |
|
Nekomimi-Maiden posted:The Chem grenades' acid effect is a 20% reduction in the accuracy of a target. an Outsider Captain on Classic, at the earliest Research level it can show up, has an Aim somewhere around 136. An outsider captain shooting someone in full cover drops from 96% chance to hit to ~68% chance to hit [assuming the -20% is -20% to the total aim and not a -20% flat penalty, in which case he's at 76%]. Chem + disabling shot + smoke should help a lot though. Still, cliffhanger
|
# ? Dec 5, 2015 08:26 |
|
Good show so far, I'm definitely a-quiver with anticipation. Man, the mainly TSGT+ teams... pretty beast. Looking forward to the Outsider Captain confrontation.
|
# ? Dec 5, 2015 08:35 |
|
monster on a stick posted:Chem + disabling shot + smoke should help a lot though. Still, cliffhanger Oh, yeah, Chem+Flashbang+Dense Smoke is a total of like, -110%... and the fact that even with all that, the average Outsider Captain STILL hits a quarter of the time... There is no overkill too great for them.
|
# ? Dec 5, 2015 13:53 |
|
Nekomimi-Maiden posted:Oh, yeah, Chem+Flashbang+Dense Smoke is a total of like, -110%... and the fact that even with all that, the average Outsider Captain STILL hits a quarter of the time... There is no overkill too great for them. What if you add in mindfray in that calculation?
|
# ? Dec 5, 2015 21:21 |
|
SugarAddict posted:What if you add in mindfray in that calculation? pretty sure they are immune to that just to add insult to injury
|
# ? Dec 5, 2015 21:36 |
|
They're not immune, but they have a lot of will. I've mind-controlled outsiders before, but it requires mind merge, inspiration, mind fray, and a couple will stacking items to make it possible.
|
# ? Dec 5, 2015 21:43 |
|
This mission is going too well ,something horrible is going to happen right?
|
# ? Dec 6, 2015 09:46 |
|
FailAtMagic posted:This mission is going too well ,something horrible is going to happen right? This does have darkest timeline whiplash all over it.
|
# ? Dec 6, 2015 20:07 |
Lotish posted:This does have darkest timeline whiplash all over it. Yeah, this is kind of waiting on the other shoe to drop right now. Probably an extra pod somewhere or something.
|
|
# ? Dec 7, 2015 04:37 |
|
Youtube Link New Stuff Modules are very handy and necessary. They don't cost much in raw resources but the cost in alien body parts is pretty heavy. The dodge module is typically the most often used (especially late game), and it requires two cyberdisc wrecks. The aim module requires floater corpses, and the boost module requires drone wrecks. Purchasing a module gives you two charges, and you cannot use more than two charges in an engagement. Aim Module Aim module turns the next two misses into hits. Maybe not as handy for line-weapons (such as laser cannons or phoenix cannons), but still good regardless, and nice to have anyway to help overcome bad RNG. I think it works differently from vanilla because of the wingtip sparrowhawk upgrade, which would 'steal' module charges from better weapons. The aim module cannot be used on defensive stance. Dodge Module Using the dodge module means the next two alien attacks automatically miss. This is one of those things where you're better off using them early than later in the engagement, because wonky things can happen when you attempt to abort while using modules. I'm really not experienced in such things and I just hope when we start rolling these things out we won't regret it. The dodge module cannot be used on aggressive stance. Boost Module The boost module gives extra time to an interception attempt (6 seconds, I think?). It is very powerful when paired with defensive stances, especially when you have fully upgraded interceptors with laser cannons. I would highly recommend using defensive stances, or using these against weaker UFOs, because many claim that this is an unabortable 6 seconds. The boost module can be used on any stance.
|
# ? Dec 7, 2015 16:03 |
|
SUPER clean mission Booty, holy poo poo. Here's to hoping for not another bloodbath extraction
|
# ? Dec 7, 2015 17:14 |
|
Excellent, another promotion for me.
|
# ? Dec 7, 2015 19:13 |
|
FraudulentEconomics posted:Here's to hoping for another bloodbath extraction Fixed that for you.
|
# ? Dec 7, 2015 19:26 |
|
Hey, there was no other shoe to drop after all. Sometimes things just turn out ok. :waitthatsnotxcomatall:
|
# ? Dec 7, 2015 20:50 |
|
Akratic Method posted:Hey, there was no other shoe to drop after all. Sometimes things just turn out ok. :waitthatsnotxcomatall: :Xcomception. What happened is that got :xcom'd. Therefore canceling it out.
|
# ? Dec 7, 2015 21:11 |
|
Aw man, here I was looking forward to my encore performance againest EXALT. Really feels like we've been rolling an awful lot of the limited squad extraction missions though, what's the spread look like for all the exalt mission types we've done?
|
# ? Dec 7, 2015 21:49 |
|
That was a total turkey shoot, doesn't get much better than that. Also, Booty said he plays ExcelCom every now and then. Now he can do it for real. I fully expect this to be a bonus video.
|
# ? Dec 9, 2015 03:03 |
|
Well that's pretty neat. Do you need actual Excel for it or would something like Open Office be able to run that? Relatedly, soneone do this for MechWarrior.
|
# ? Dec 9, 2015 04:10 |
|
So I'm about 10 videos back from the current ones and although I'm pretty well acquainted with your roster, I was wondering if you wanted to do some kind of write up talking about your strategy to date and where it's going to go from here. For instance, I know that you run Infantry and Gunner officers for tanking but what about scouts, medics, etc? How many of each build are you optimally trying to get? I find the strategy and number crunching fascinating about the game but I would rather watch than play because I really really really do not like playing for 1-2 hours and only completing one mission. I got about 3/4 through the game on the 360 before I just stopped playing because it felt like a chore.
|
# ? Dec 9, 2015 04:16 |
|
Yeah, talk about what team synergies stand out sounds pretty good. Like what build of X works best with this build of Y and why. It seemed that Rogue and Chaos worked really well for flush over-watch, for example.
marshmallow creep fucked around with this message at 05:09 on Dec 9, 2015 |
# ? Dec 9, 2015 04:23 |
|
The optimal team build is all rocketeers.
|
# ? Dec 9, 2015 04:26 |
|
We did good on the mission. Nice loot and no one have to go into the hospital.
ChaosDragon fucked around with this message at 04:37 on Dec 9, 2015 |
# ? Dec 9, 2015 04:28 |
|
Lotish posted:Yeah, talk about what team synergies stand out sounds pretty good. Like what build of X works best with this build of Y and why. It seemed that Rogue and Chaos worked really well for flush over-watch, for example. I do remember something in the last 15 or so videos (55-70 ) where he brought the A-Team which was like if you equipped an entire squad with X-Com Jordans and just dunked on alien fools, but I can't remember which episode exactly. Gosh, now I'm gonna have to go and rewatch some videos to start looking at this poo poo if Commander General The ProfessorBooty doesn't respond. First world problems.
|
# ? Dec 9, 2015 08:25 |
|
Congratulations to the squad are in order for only getting the armor plasma burns, instead of say the face or chest.
|
# ? Dec 9, 2015 11:10 |
|
Youtube Link Rick_Hunter posted:So I'm about 10 videos back from the current ones and although I'm pretty well acquainted with your roster, I was wondering if you wanted to do some kind of write up talking about your strategy to date and where it's going to go from here. For instance, I know that you run Infantry and Gunner officers for tanking but what about scouts, medics, etc? How many of each build are you optimally trying to get? Lotish posted:Yeah, talk about what team synergies stand out sounds pretty good. Like what build of X works best with this build of Y and why. When I'm creating a squad I usually just put together the 'basics', which is typically a scout, a shotgunner, and an officer. Then I look at the map type, and how long I predict the mission is going to take (in terms of how many turns it will take to finish, not real time spent). Longer missions lend themselves to needing more medics and more smoke. Open maps, such as 'Urban Large Structure', most crashed and landed UFO maps, and roadways lend themselves very well to LMG gunners, snipers, and infantry. Urban blocks, close quarter maps, and urban large structures tend to go well with cover destruction. This is a tough question to tackle - yes, good overwatch tends to go well with flush, but flush is an amazing perk and it goes well with just about anything. Near the beginning of the game the goal was to get one-shot kills on the enemies, while now the focus is killing one or two at a time then mitigating the damage the rest can do. The easiest way to mitigate most damage is through the use of smoke, but I still try to keep some other semi-reliable way of debuffing bad guys (especially flying guys), so if I find myself a little low on mindfray I'll build a squad with more suppression to make up for it. Usually when making a video I spit-ball some sort of squad, and the majority of the time we go with this squad, but there's a process where I talk through with Kidneyman why I think the squad has good synergy, so I might record that a couple times. Honestly, I just know the individual soldiers in this campaign extremely well, and though I consider the general squad makeup, most of the time I just adapt tactics during the mission to maximize the effectiveness of the soldiers. There are times it doesn't work out especially well, such as the mission we had on the Zhang map, but at least I had the foresight to bring chem grenades, as we didn't have a reliable source of HEAT. There are some solid plans I can discuss: - We're done with officers. I plan on us having 3 tank infantry, 2 tank HEAT gunners, 1 high will medic specialist, and 1 support medic. If Lotish wasn't downed during the terror mission then I probably would have avoiding making Aeromancia a tank infantry, but it's going to take too long to build up Lotish once they're out of the med bay. - We have 3 support engineers, and I'm almost always glad when we bring one along. The addition of psi powers have made them less available for most missions so I want to make one more pretty soon, and another one in the future. - After Spudd and Sad King are done training to Concealment, we'll have 4 concealment scouts. I want to have five, minimum, through the course of the campaign. - The sniper situation is generally pretty good, but it would be nice to get them all leveled up. - I'm a big fan of infantry, but we make tanky-officer infantry, so its tough to bring other builds on missions, that said I think 2 overwatch infantry, and 2 'critfantry', are good for quite a while at least. - An extra rocketeer would be good someday, but its not a huge deal. - The HEAT gunner situation is pretty good where its at for a long time. - I would like to spec up more 'bullet wizard' gunners, but they're really hard to give experience to. - We're replacing Sapper/HEAT engineers with Sapper/Support hybrid engineers, so Megane and Sgt. Steel are the last of their kind. - We're building up 4 support medics. Having 2 paramedic-specced medics (not including our officer) would be nice, especially for base assaults. - Saffron and Puukko will be our only 'berserker' scouts. There's a similar tool available to us in the future which will be just as effective, maybe slightly more.
|
# ? Dec 9, 2015 18:28 |
|
Haha, yes! Of course it would be the second best (non-superficial) unplanned bonus feature that supposedly got patched two or three times in EU/EW. Still my favorite glitch: "Everyone lives at the North Pole" Makes the game entirely unplayable and leads to an unavoidable CTD at the first council report.
|
# ? Dec 9, 2015 20:17 |
|
Wait, why can't you just restart? Outside of Itchy Trigger Tentacle, you're not allowed to fire on your activation turn.
|
# ? Dec 9, 2015 20:32 |
|
FairGame posted:Wait, why can't you just restart? Outside of Itchy Trigger Tentacle, you're not allowed to fire on your activation turn. I need to talk with Kidneyman a little more about this - we've had teleporting aliens before, and it worked out in the past, and I think it would be a little hypocritical to not reload when things turn out fine, but to reload when things turn out bad, and even though its almost always bad for us to have a teleporting activation I'm not sure if I want to bother reloading for such a thing because honestly I'm kind of numb to the whole glitch to begin with, and in retrospect I understood the teleportation risk, and there was about a dozen things I could have done to mitigate it.
|
# ? Dec 9, 2015 20:37 |
|
Every wonky teleport I've had was with enemy squads I've sighted, but not activated, either by concealment scout, battlescanner, or the little vision bonus given by heights. A couple teleported into the middle of the squad, including one instance of a Sectopod teleporting from 1.5 screens away right into the middle of my dudes and going on overwatch.
|
# ? Dec 9, 2015 21:23 |
|
Yes, that is a stupid glitch and clearly not a part of the game design and I would reload under those circumstances, because that's outside the normal game state and your ability to mitigate such a situation is extremely limited. That said, it's entirely up to you how to handle the situation; I can understand wanting to just eat the misfortune, especially when you were trying to employ a risky meta-gaming strategy like forcing the enemy to teleport away from you to clear a path. Either way, it's a clear example of how that strategy can go wrong, and was at least educational.
|
# ? Dec 9, 2015 21:42 |
|
Corvinus posted:Every wonky teleport I've had was with enemy squads I've sighted, but not activated, either by concealment scout, battlescanner, or the little vision bonus given by heights. A couple teleported into the middle of the squad, including one instance of a Sectopod teleporting from 1.5 screens away right into the middle of my dudes and going on overwatch. I think that non-active enemies may always be teleporting, regardless of whether you have eyes or not. I don't remember aliens teleporting that much in EW though; in my LW campaign I had it happen twice on one map, both times they teleported into flanking me which kind of sucked.
|
# ? Dec 9, 2015 22:33 |
|
There are some maps with giant holes in them. I've had a pod of 4 mutons teleport into me only for 2 of them to instantly die because I guess they teleported somewhere they couldn't be. Actually kind of remarkable that "enemy pawn in an area it can't display" results in a death instead of just crashing the game. But anyways, teleportation SOMETIMES works to your advantage.
|
# ? Dec 9, 2015 23:05 |
|
That was some loving bullshit there. I would not hold it against you if you wanted a re-do.
|
# ? Dec 9, 2015 23:39 |
|
Bullshit teleport activations should be grounds for a reload. Yes, you could have avoided it via careful positioning, but who's to say the pod wouldn't have teleported into another area where the result would have been the same regardless of where the operative was? It's completely unpredictable and unfair to the player any which way you look at it.
|
# ? Dec 9, 2015 23:53 |
|
Yes, this is the kind of poo poo I was talking about. I know you love TheJoshie for the concealment scouting, I just didn't know how many more you were going for not to mention why you made SaffronKit a zerker scout as opposed to using an assault (besides the fact that they die ). A few more questions: - What is your goal for snipers? I've heard you use the terms urban sniper and precision(?) sniper. I assume Neko-mimi is the urban sniper used for urban CQ maps and will be used more to put quick damage on an exposed enemy and precision snipers are like Dooks and Fat Samurai and are used for massive damage using Squadsight? - Why give up Sapper engineers? Is it because grenades lose their utility in the late game when enemies are walls of HP? - What defines a support medic?
|
# ? Dec 9, 2015 23:53 |
|
|
# ? Jun 10, 2024 07:35 |
|
Rick_Hunter posted:- What is your goal for snipers? I've heard you use the terms urban sniper and precision(?) sniper. I assume Neko-mimi is the urban sniper used for urban CQ maps and will be used more to put quick damage on an exposed enemy and precision snipers are like Dooks and Fat Samurai and are used for massive damage using Squadsight? - Technically the support/hybrid engineer still takes Sapper, though the engineers I refer to as 'sapper' engineers take HEAT warheads, which is particularly useful for the early game, but in the late game you have more dependable troops and better ways of countering mechanical units. Cover destroying grenades might become more relevant, especially when dealing with the high base defense ground units. The idea is that once we get tactical rigging and engineers get other perks, there's no real reason to bring nine cover-destroying grenades, so it would be nice to have an engineer that can carry a few chems/bangs in addition to alien grenades. The issue with this build is that you don't take the free smokes, which stay relevant for the entire game. - A support medic is like a support engineer - they take perks like smoke grenade and Smoke and Mirrors. They're handy troops, but sometimes I feel that in tougher missions I'm better off bringing a medkit mule, meaning the only smokes they have are the free ones with perks, which isn't terribly many. edit: Saffron's build was an experiment of mine after a change to the scout perk tree, and I really like the results. There's limitations, of course, but I think Assaults in general got the shaft with perk tree buffs. They're still great to have, I just wish I'd stop getting them killed. ProfessorBooty fucked around with this message at 00:19 on Dec 10, 2015 |
# ? Dec 10, 2015 00:14 |