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My soldiers are masters of panicking and taking cover behind a burning car which then explodes and kills their stupid asses. Loving the game though. Also Timers are good and encourage you to stop playing like a sloth.
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# ? Feb 6, 2016 06:05 |
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# ? May 21, 2024 14:37 |
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Why do I just know the next plot is going to be 'This was another simulation'? I mean, there's no telling how deep it goes once you start with that particular rabbit hole.
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# ? Feb 6, 2016 06:07 |
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Kaincypher posted:I have way more fun when every single level isn't a stress run and gun. Some people like playing timed chess, some don't. I'm the latter. Don't artificially shoe-horn me into playing a single style. Absolutely play the way you like and have most fun with. Hell, I might use a mod for +1-2 turns when I start playing I/I. For xcom EU I made the first month of impossible slightly easier, because chain restarting isn't appealing to me. The concept of turn limits in general I think is a great idea for the game. The exact implementation has some flaws -- things like not giving an extra turn in a map where the distance between objectives is extra large. I really encourage you to eventually try it again, if and when you feel like the game is rolling over for you. amuayse posted:Is the timer unforgiving? The reason why an unforgiving timer is great is that it forces you to make really hard choices. You're not figuring out the most optimal tactical position to wipe out the aliens with minimal loss, you're picking between lovely options. Moving guys forward into bad positions that will take fire because you need to move faster. Having to decide between failing the mission or letting guys get captured. Pressing your luck when you could have a squad wipe if you don't roll the hard six. Sending a man to his death and imagining that he's yelling "Get to the choppa!" as the rest of his team runs for the evac zone.
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# ? Feb 6, 2016 06:10 |
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Who the gently caress thought it was a good idea to make point blank shots have 84% accuracy!? Thank gently caress for mods because the deeper I go into this game the more I'm regretting buying it. And I LIKE the timers!
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# ? Feb 6, 2016 06:10 |
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Ok so cryssalid poison can last like 5 turns doing 1-2 damage per turn in addition to the damage dealt by the attack. Which came from a burrowed loving monster who activated on my turn, against a stealthed ranger, and got to move and attack during my turn. The gently caress.
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# ? Feb 6, 2016 06:11 |
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Klyith posted:The reason why an unforgiving timer is great is that it forces you to make really hard choices. You're not figuring out the most optimal tactical position to wipe out the aliens with minimal loss, you're picking between lovely options I make hard decisions in real life. In games, I'm the Player, and the only reason to be given only lovely options is to find the other option that isn't lovely.
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# ? Feb 6, 2016 06:15 |
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MisterBibs posted:I make hard decisions in real life. In games, I'm the Player, and the only reason to be given only lovely options is to find the other option that isn't lovely. You can always play on recruit.
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# ? Feb 6, 2016 06:17 |
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So engineer/gremlin rushing seems like a pretty good early game strategy, agree/disagree?Bloodly posted:Why do I just know the next plot is going to be 'This was another simulation'?
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# ? Feb 6, 2016 06:17 |
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Is it just me or can you not pick up dead soldiers that were mind controlled? Just had that happen on my black site mission and it was quite annoying.
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# ? Feb 6, 2016 06:17 |
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"Oh wow, the skulljack instantly kills the officer if it connects? Seems kind of powerful -- I guess it's single use or it can only work on officers?...well, here I go ...."
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# ? Feb 6, 2016 06:17 |
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RBA Starblade posted:Timers are fine and Dead Rising was perfect. A goon after my own heart. Also, the feel when you finish a brutally tough mission, everyone's dead or wounded... and oh no, actually, there's a pod remaining somewhere. e; but Emma Ulrich took it down with a pistol over the course of about four rounds.
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# ? Feb 6, 2016 06:19 |
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amuayse posted:Is the timer unforgiving? It's not terrible, it's just so drat prevalent. I liked the bomb missions on the previous game, just not for every single freakin' level. Even the terror missions are essentially timed (also like the first one), in that you lose civvies every turn till you lose the mission. Mix it up a bit more, give me nodes like the first game to extend the timer, something. My preferred method from the first game was to kill a squad or patrol, then re-load everyone and pull the squad back together so they aren't stretched from back-end sniper to the front scouting assault. This game simply doesn't allow it. Which I know makes sense thematically, but it just really limits the tactical options.
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# ? Feb 6, 2016 06:20 |
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Bloodly posted:Why do I just know the next plot is going to be 'This was another simulation'? It won't happen because that is hacky writing, but you are right. if we were examining things without respects to writing conventions, then it is almost a mathematical certainty that X-Com 2 is a simulation as well. Once one accurate world simulator gets off and running then it is pretty much guaranteed you're in a simulation either because the simulator could have nested simulations or the simulator could run multiple iterations or because multiple simulators could be built (or obviously any combination of the three). So yup. There are now a functionally infinite number of simulated Earths for every actual Earth in the X-Com multi-universe. Yup. Now the question, Bloodly, is are you part of a similar simulation or will we never develop that technology?
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# ? Feb 6, 2016 06:22 |
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Is there a way to zoom out and stay zoomed out?
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# ? Feb 6, 2016 06:24 |
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Wizard Styles posted:So engineer/gremlin rushing seems like a pretty good early game strategy, agree/disagree? quote:I almost suspect the remaining council member is using the resistance to set himself up for supreme rulership, planning to take over the alien infrastructure. Although that would be a weird XCOM game, with a human antagonist. Still, I don't trust that guy. It's hard to...trust, anybody who has so many.... dramatic pauses when they... speak.
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# ? Feb 6, 2016 06:24 |
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can this game please stop giving me the middle finger. jesus. calm down.
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# ? Feb 6, 2016 06:25 |
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Do you ever reach an armor level where people can take a few points of damage and not miss missions? Right now I have people who are in armor granting them +4 health, and they still have to take days off if they take 1 point of damage.
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# ? Feb 6, 2016 06:27 |
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Man, I just feel like such a schmuck paying $60 for a PC game. I know it's irrational but can't do it. Waiting for a sale I guess.
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# ? Feb 6, 2016 06:27 |
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alpha_destroy posted:It won't happen because that is hacky writing, but you are right. if we were examining things without respects to writing conventions, then it is almost a mathematical certainty that X-Com 2 is a simulation as well. Once one accurate world simulator gets off and running then it is pretty much guaranteed you're in a simulation either because the simulator could have nested simulations or the simulator could run multiple iterations or because multiple simulators could be built (or obviously any combination of the three). So yup. There are now a functionally infinite number of simulated Earths for every actual Earth in the X-Com multi-universe. Yup. "Oh this is going to be such a mindfuck!"
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# ? Feb 6, 2016 06:28 |
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Deuce posted:It's hard to...trust, anybody who has so many.... dramatic pauses when they... speak. But that's... everyone. All the... time. Except Shen.
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# ? Feb 6, 2016 06:31 |
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Deuce posted:Engineers are definitely key to expansion. I expect this will go double on Legendary when stuff takes longer to build.
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# ? Feb 6, 2016 06:31 |
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Grenadiers in this game are like squadsight Snipers in the last game: utterly insanely valuable
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# ? Feb 6, 2016 06:32 |
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This game's geoscape actually feels a lot more forgiving then Enemy Unknown. Remember trying to play ironman impossible before working out or reading up on the perfect satellite rush build? The avatar Project seems less harsh.
LibbyM fucked around with this message at 06:36 on Feb 6, 2016 |
# ? Feb 6, 2016 06:32 |
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alpha_destroy posted:Now the question, Bloodly, is are you part of a similar simulation or will we never develop that technology? I don't think I am. I don't think a simulation could come up with a hallucination of Krypta from Majesty talking to me.(I was in the hospital, after an operation.) And it wouldn't be 'sound only'. As to whether we'll develop similar VR worlds or such...It's not unlikely. Tech's advanced at a massive pace, and it'd be an ideal for many. On the edge of death, enter a 'dream world' for your last days. Or even more. Though that's kinda edging into Syndicate/Syndicate Wars territory.
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# ? Feb 6, 2016 06:34 |
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Ciaphas posted:Grenadiers in this game are like squadsight Snipers in the last game: utterly insanely valuable what are you speccing on yours thats really good? im not too far with one yet
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# ? Feb 6, 2016 06:34 |
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Lol my soldier just got panicked by a Sectoid, then she immediately ran up to the Sectoid, whipped out her side arm, and shot his face off. Sorry Aliens, Also managed a 100% shot percentage that short level, so that's never gonna be beaten by a new record I guess! Damo fucked around with this message at 06:38 on Feb 6, 2016 |
# ? Feb 6, 2016 06:34 |
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Building a workshop first in the top center slot seems like a good deal; it helps clear your base out faster and will let you staff more rooms quickly. The black market seems like a trap. There doesn't seem to be any no-brainer items to sell anymore, am I wrong? And it sounds like intel is crucial for expansion so I shouldn't give it away lightly.
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# ? Feb 6, 2016 06:35 |
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Wizard Styles posted:They also at least partially recoup whatever you paid for them as long as you still got poo poo to excavate. I don't know how far I'd go with this, but getting to 4 Engineers ASAP seems like a solid approach at least. I bee-lined right for engineers (and mag weapons) and I'm up to 4 (with an upgraded workshop! ) before even hitting the first Blacksite. I also mashed the "build faster" button when it showed up at Resistance HQ as a monthly bonus, and it has been hilarious. Nearly the entire ship is excavated, I'm two days from my Psi lab coming on line, once I get the last room excavated I've got a power node queued up on the exposed supply and all my rooms are staffed nearly full up. Playing on Veteran, so I've had some breaks in the tactical game I wouldn't get otherwise but it feels like RNGesus smiled on my engineers.
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# ? Feb 6, 2016 06:36 |
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Mister Adequate posted:"Oh this is going to be such a mindfuck!" ...I like that one Bostrom paper, okay? Bloodly posted:I don't think I am. I don't think a simulation could come up with a hallucination of Krypta from Majesty talking to me.(I was in the hospital, after an operation.) And it wouldn't be 'sound only'. It's stupid how fast poo poo develops. And I think human history has taught us we don't have much self-control. If we gain the scientific ability to do something, we are pretty much sure as poo poo gonna do it. What's it loving matter though? Any sufficiently good system of ethics is gonna be relative to the system anyway so it's not like the value of anything changes. alpha_destroy fucked around with this message at 06:52 on Feb 6, 2016 |
# ? Feb 6, 2016 06:37 |
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Kaincypher posted:It's not terrible, it's just so drat prevalent. I liked the bomb missions on the previous game, just not for every single freakin' level. Even the terror missions are essentially timed (also like the first one), in that you lose civvies every turn till you lose the mission. Mix it up a bit more, give me nodes like the first game to extend the timer, something. My preferred method from the first game was to kill a squad or patrol, then re-load everyone and pull the squad back together so they aren't stretched from back-end sniper to the front scouting assault. This game simply doesn't allow it. Which I know makes sense thematically, but it just really limits the tactical options. Yeah, I like them too but I will admit they also seem a bit too prevalent. They do the job well but they're also the major objective to deal with. Ciaphas posted:Grenadiers in this game are like squadsight Snipers in the last game: utterly insanely valuable Though due to the time pressure in this game, proper Snipers aren't nearly as good as before sadly. Gunslinger Snipers are absolutely brutal, and Medical Specialists are lifesavers. It also helps that Grenadiers actually have decent AIM growth unlike the previous game's Heavies.
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# ? Feb 6, 2016 06:37 |
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# ? Feb 6, 2016 06:37 |
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Ciaphas posted:Grenadiers in this game are like squadsight Snipers in the last game: utterly insanely valuable All of mine keep getting killed
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# ? Feb 6, 2016 06:38 |
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CharlieFoxtrot posted:Building a workshop first in the top center slot seems like a good deal; it helps clear your base out faster and will let you staff more rooms quickly. I sell lots of ADVENT corpses that I'm not using, and sometimes alloys if I have an abundance of them and few supplies. Trading intel for engineers and scientists is generally worth it because if you're rushing all loot drops you'll get data pads and stuff that you can 'research' for more intel. Connecting to a region only costs like 30 intel if you've got a radio tower adjacent, and since radio towers give you more money at the end of the month anyway it feels like a no-brainer to build one. Keeps intel costs for expanding down. I'm significantly more limited by my maximum connections than by the intel cost.
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# ? Feb 6, 2016 06:38 |
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Ciaphas posted:Grenadiers in this game are like squadsight Snipers in the last game: utterly insanely valuable Grenade bombardment (with that ability that makes grenade launcher not end turn) combined with Killzone on a sharpshooter is definitely my preferred way to open up an engagement. Making it even better, you wipe out the pod and Killzone will persist through the enemy turn if you have the ammo. So any remaining pod that patrols into you can end up Killzone'd as they come in. They scamper move and then your whole squad gets another go at it. Two pods, little fuss.
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# ? Feb 6, 2016 06:41 |
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I didn't realize there could be two faceless on my first retaliation mission on Legend difficulty and let my guard down far too soon. Went from 4 nearly flawless missions straight to a near squad wipe that led to the end of this playthrough. I basically lost the playthrough because I didn't stick with the rules for early terror missions from back in EU/EW. I loving love it. Welcome back to assrape town, commander. Hateful, bloody assrape.
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# ? Feb 6, 2016 06:42 |
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I'm really enjoying this game and most of the changes but the aliens choosing to fire on harmless civilians during terror missions when directly engaged with XCOM feels gamey in a not fun kind of way.
Red Alert 2 Yuris Revenge fucked around with this message at 06:48 on Feb 6, 2016 |
# ? Feb 6, 2016 06:42 |
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Contest Winner posted:I'm really enjoying this game and most of the changes but the aliens choosing to fire on harmless civilians during terror missions when directly engaged with XCOM feels gamey in an not fun kind of way. I've had enemies basically choose to kill themselves to try and run after and kill a civilian instead of taking safe attacks on xcom. It feels very weird. I think Terror missions are pretty much the only thing about this game I'm finding significantly disappointing.
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# ? Feb 6, 2016 06:45 |
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euphemism posted:what are you speccing on yours thats really good? im not too far with one yet Mine get: Shredder Suppression Heavy Ordnance Volatile Mix Salvo Rupture Although Suppression can be swapped with Demolition, but I figure the grenades tend to remove cover and cause damage so Suppression is a bit more versatile. I figure Rupture beats out Saturation Fire in this build because grenades already provide AOE damage/cover destruction so Saturation Fire is a little bit redundant, albeit potentially more powerful. Rupture, however, makes an awesome opener when a loving Sectopod or whatever really, really needs to go down. In the end, it's all about the grenades. Beagle's criticism was spot on: frag/plasma grenades solve every problem.
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# ? Feb 6, 2016 06:46 |
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Contest Winner posted:I'm really enjoying this game and most of the changes but the aliens choosing to fire on harmless civilians during terror missions when directly engaged with XCOM feels gamey in an not fun kind of way. They do that for you? If I'm running low on civilians left I always make a point to try to activate the last two pods at the same time (crazy, I know) because then they stop trying to kill civvies and I can pull back a bit without losing. It's not exactly pleasant, but it's worked so far.
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# ? Feb 6, 2016 06:46 |
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# ? May 21, 2024 14:37 |
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Anyone having performance issues might want to try reading this post. http://steamcommunity.com/app/200510/discussions/0/846960628563773260 Make the game finally playable for me.
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# ? Feb 6, 2016 06:46 |