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Cyclomatic posted:Since you can easily get the point being made, it is clearly not suitable for academic publication. You're right! Maybe he's too accustomed to writing jargon for science journals and having to write brief and clear military reports has him stumped
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# ? Feb 7, 2016 05:49 |
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# ? May 21, 2024 12:59 |
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K8.0 posted:That's my point. The entire design of the combat system is trash and should have been thrown out. They could have made a game that was both deeper and more cinematic by moving away from discrete turns to a system where actions take time, and away from a cover system with bonuses/penalties to having actual projectiles and collision detection, but they just made more of the same crap. I really wanted to like the first game and I want to like this one, but the mechanics are just... bad. The original xcom had even dumber mechanics than the modern one does because you could pretty much just set up a firing line and have one guy borg-spot the aliens while the rest of your guys with explosive or plasma weapons just wreck whatever pops up. The "actual projectiles" and collision detection didn't add much at all. At least the modern xcom makes you actually maneuver your men for LOS when they shoot.
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# ? Feb 7, 2016 05:49 |
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If I equip a unit with special ammo, like Venom Rounds, will I lose that after the mission?
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# ? Feb 7, 2016 05:51 |
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SlayVus posted:If I equip a unit with special ammo, like Venom Rounds, will I lose that after the mission? Not unless they die and you don't recover them.
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# ? Feb 7, 2016 05:52 |
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SlayVus posted:If I equip a unit with special ammo, like Venom Rounds, will I lose that after the mission? No, it's like any other slot item I.E. med kits, nades, etc.
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# ? Feb 7, 2016 05:53 |
Alkydere posted:Please tell me there's Second Wave options! Pleeeease say yes! I haven't heard anything about them, so I hope they're there. Not by default, no. They probably expect people to change things with mods this time around. SlayVus posted:If I equip a unit with special ammo, like Venom Rounds, will I lose that after the mission? No, unless the person carrying it dies and is left behind.
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# ? Feb 7, 2016 05:53 |
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K8.0 posted:That's my point. The entire design of the combat system is trash and should have been thrown out. They could have made a game that was both deeper and more cinematic by moving away from discrete turns to a system where actions take time, and away from a cover system with bonuses/penalties to having actual projectiles and collision detection, but they just made more of the same crap. I really wanted to like the first game and I want to like this one, but the mechanics are just... bad. Time units make it pretty difficult to plan out any kind of overall strategy, because you can't actually "plan" anything when you don't know beforehand what your soldier is actually going to be able to do. Frozen Synapse is cool, but that sort of system is rather incompatible with a fog of war. Original X-Com actually had piss-all in the way of interesting tactics and was almost entirely mechanically moving your mans around. Sorry that the new game makes you have to actually think instead of just throwing bodies at a problem.
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# ? Feb 7, 2016 05:55 |
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Ugh, I hate how the final tier of armor looks. I liked the second tier, it was very stormtroopery, but the last is just as terrible as Titan was last game. Also the helmets still show a lot of skin and look awful with the armor they go with. Oh well, I guess I'm really looking forward to some cosmetic mods that make armor appropriately bulky.
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# ? Feb 7, 2016 05:57 |
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Remember sending a scouting rookie out while you had a bunch of people waiting far away with blaster launchers/Disruptors in Xcom1/TFTD.
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# ? Feb 7, 2016 05:58 |
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I complained about the timers. I still dont enjoy them being a part of literally every mission ever but thankfully they shipped the game with workshop support and some noble person made a great mod in the first 24 hours to add extra time for people like me that like to creep along but still have that timer there to remind you that aliens do not sleep and you still need to move. I dont get the superiority complex some of you guys have though. They still need to make money off this thing and the best way to do that is to offer more levels of play. Not everyone is beagle and catering to people like that leads to, well, WildStar.
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# ? Feb 7, 2016 06:01 |
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Jabor posted:Time units make it pretty difficult to plan out any kind of overall strategy, because you can't actually "plan" anything when you don't know beforehand what your soldier is actually going to be able to do. Frozen Synapse is cool, but that sort of system is rather incompatible with a fog of war. Jagged Alliance 2 is a cool simulationist action movie tactics game and XCOM 2 is a cool boardgamey abstraction of some squad tactics ideas and there is room in this world for both and nerds gotta stop complaining about poo poo other people like
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# ? Feb 7, 2016 06:01 |
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So I need some quick Geoscape advice, I'm trying to make a hard choice. I just finished the blacksite, but due to an unfortunate thing I didn't know (turns out that heh, a mind controlled unit that was on overwatch remains on overwatch, loving ouch) my top unit ended up in the medbay. The problem is that I have a retaliation mission lined up that I was planning to hit right after the blacksite. I probably could have handled it if it was literally any other one of my soldiers that got hosed up in the medbay. I'm not sure I want to risk trying it without him (I honestly need the scanning protocol something bad). Anyways, here's the thing. How bad is it if I ignore a retaliation mission? I lose the region, ya? Honestly I could almost consider losing it, I actually need the contact freed up so I can make a move on a 3 pip facility soon. Here's the issue, my HQ is located in the zone, is it an auto-lose if you fail retaliation on the area your HQ is located? Also...what happens if my power goes negative? I uh, happen to be using some power from hidden reserves and the area is hidden reserves. Basically, how hosed am I if I skip/fail the mission?
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# ? Feb 7, 2016 06:01 |
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Jabor posted:Time units make it pretty difficult to plan out any kind of overall strategy, because you can't actually "plan" anything when you don't know beforehand what your soldier is actually going to be able to do. Frozen Synapse is cool, but that sort of system is rather incompatible with a fog of war. I'm not talking about an AP system OR a system where you execute over a fixed chunk of time. I'm talking about a kind of system a bunch of smaller games have used, where actions take actual time, everything gets executed simultaneously, and you essentially get a "turn" whenever someone finishes what they're doing or something interesting happens. There have been some very fun games (most notably Brigade E5) that involved this system, but they've all had bad interfaces and really bad non-combat systems. An actual big budget game based on that kind of system would be a smash hit even bigger than EU was. When you're playing a strategy game that doesn't have all the flaws and bandaids of discrete turns and overwatch, cover systems and flank bonuses, etc, combat just starts to flow in an incredibly engaging way. The best part is that since everything plays out in a single simultaneous timeline, you could have the mission summary include a real time replay of the mission which would look really great. K8.0 fucked around with this message at 06:04 on Feb 7, 2016 |
# ? Feb 7, 2016 06:01 |
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I haven't gotten custom name lists working yet, but I went ahead and published my Denmark mod. http://steamcommunity.com/sharedfiles/filedetails/?id=618102825
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# ? Feb 7, 2016 06:03 |
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at people crying about time limits in Steam reviews, that poo poo is a gold mine. That said, sometimes the procedural generation combined with time limits combined with the usual RNG stuff (85% to hit at point blank etc.) can put you in pretty bad situations where there's not much to do but hope the game gives you a crit on a 70% shot. Like, I started a second campaign and the first retaliation mission gave me almost no cover that wasn't explosive, and spawned all three pods and the Faceless within so close distance of each other that I ended up activating a pod and a Faceless with no Overwatch active because I had to spend all my actions gunning a Stun Lancer and Officer down, and there simply wasn't a way to avoid it outside of prescience. And I was lucky because Kelly got that lucky crit on a 70% shot, I could have easily activated those guys with the ADVENT Officer still running around. When all I've got are four people at Squaddie/Corporal that together can only be trusted to reliably one-turn a Faceless that's just a bit too much. Also Cyclomatic posted:Since you can easily get the point being made, it is clearly not suitable for academic publication. Wizard Styles fucked around with this message at 06:06 on Feb 7, 2016 |
# ? Feb 7, 2016 06:04 |
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K8.0 posted:I'm not talking about an AP system OR a system where you execute over a fixed chunk of time. I'm talking about a kind of system a bunch of smaller games have used, where actions take actual time, everything gets executed simultaneously, and you essentially get a "turn" whenever someone finishes what they're doing or something interesting happens. There have been some very fun games (most notably Brigade E5) that involved this system, but they've all had bad interfaces and really bad non-combat systems. An actual big budget game based on that kind of system would be a smash hit even bigger than EU was. When you're playing a strategy game that doesn't have all the flaws and bandaids of discrete turns and overwatch, cover systems and flank bonuses, etc, combat just starts to flow in an incredibly engaging way. So you're asking for a real-time tactics game rather than a turn-based one? I mean that's absolutely fine, they're a lot of fun, but there's a massive difference in feel between them and it's a bit odd to be claiming that turn-based strategy is totally obsolete.
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# ? Feb 7, 2016 06:06 |
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I'm doing much better now I've stopped worrying about property damage and decked everyone out with flamethrowers, incendiary grenades and explosives. Sure I could assault that building full of aliens. Or I could just level one half of it and set whats left on fire.
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# ? Feb 7, 2016 06:06 |
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Holy poo poo shut up and let me play Bradford, taking control away to tell me the same poo poo I've heard 100 times already is infuriating.
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# ? Feb 7, 2016 06:06 |
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K8.0 posted:I'm not talking about an AP system OR a system where you execute over a fixed chunk of time. I'm talking about a kind of system a bunch of smaller games have used, where actions take actual time, everything gets executed simultaneously, and you essentially get a "turn" whenever someone finishes what they're doing or something interesting happens. There have been some very fun games (most notably Brigade E5) that involved this system, but they've all had bad interfaces and really bad non-combat systems. An actual big budget game based on that kind of system would be a smash hit even bigger than EU was. So, I played Brigade E5, and that system is clunky as gently caress, especially when you're trying to have more than one or two people move and do things at once. It sounds really cool until you actually try to play it and do things other than set people up in a spot and have them shoot at what they see and it's an absolute clunky mess of tiny turns and things happening that make OG X-com's shots out of the blue seem utterly fair. APs at least give you a chance to do a bunch of things at once in some kind of manageable sequence, Brigade E5's and the other russian games of its ilk.. hahahaha. Wizard Styles posted:at people crying about time limits in Steam reviews, that poo poo is a gold mine. Yeah, I think the procedural development of the levels makes this game a lot buggier than it has to be, especially in some of the timed missions where you reaaaally have to hustle. Sometimes the game gives you some poo poo. The difficulty is a lot more erratic. Panzeh fucked around with this message at 06:09 on Feb 7, 2016 |
# ? Feb 7, 2016 06:06 |
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If I give my sharpshooter/gunslinger dragon rounds, does that affect his pistol damage as well?
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# ? Feb 7, 2016 06:07 |
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Away all Goats posted:If I give my sharpshooter/gunslinger dragon rounds, does that affect his pistol damage as well? Yep.
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# ? Feb 7, 2016 06:08 |
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Away all Goats posted:If I give my sharpshooter/gunslinger dragon rounds, does that affect his pistol damage as well? i think so. bluescreen rounds definitely make the pistol stronger against robots.
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# ? Feb 7, 2016 06:08 |
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Ammo mods affect both weapons for snipers, it seems.
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# ? Feb 7, 2016 06:09 |
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My Hot Take on Timers: They work for stopping the Overwatch Conga, but drat if the timers aren't too tight with the way some levels are generated Thank you for reading!
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# ? Feb 7, 2016 06:11 |
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K8.0 posted:You fix bad core mechanics by entirely replacing them, not with lovely bandaids. Dude, people were overwatch camping in the last game. Were I game developer and wanted to solve it in a way that
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# ? Feb 7, 2016 06:13 |
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Yeah, always get better bullets for your sharpshooters, gunslingers get some serious mileage out of them, especially venom and dragon rounds. A gunslinger with dragon rounds, lightning hands, quick draw and face off can set every enemy within sight on fire. AP rounds aren't quite as exciting for a gunslinger but they do shore up one of their major weaknesses (but then again, so does having a grenadier with shredder). Talon rounds are excellent on rangers for pushing up that crit rate, while tracer rounds are nice on whoever needs them, especially specialists with Guardian who want to chain overwatch fire.
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# ? Feb 7, 2016 06:14 |
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Anybody know what the different difficulties do exactly?
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# ? Feb 7, 2016 06:15 |
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Ciaphas posted:My Hot Take on Timers: The way the AI handles the procedural levels leaves a lot to be desired as well. I'm not gonna say the timers are perfectly calibrated, though.
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# ? Feb 7, 2016 06:16 |
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Turns playing out as simultaneous actions would reduce my ability to blow a hole in a wall, then have my sniper shoot through it. I could probably still do that but not without having to wait it out in real time and eat a lot of bullets in between.
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# ? Feb 7, 2016 06:17 |
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TastyLemonDrops posted:Anybody know what the different difficulties do exactly? Yeah could someone give us an outline of what the different difficulties do/affect?
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# ? Feb 7, 2016 06:17 |
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Jabor posted:So you're asking for a real-time tactics game rather than a turn-based one? Discrete turns (i.e. I go, you go, repeat) are totally obsolete in this particular sort of game, because they have unfixable problems. The distinction between a real time and a turn based game is execution vs deliberate decision making. Under the sort of system I'm describing there's no execution burden, and thus it's still a turn based game. It just lets you improve the core game mechanics and get away from problems nobody has been able to solve in 20+ years. Panzeh posted:So, I played Brigade E5, and that system is clunky as gently caress, especially when you're trying to have more than one or two people move and do things at once. It sounds really cool until you actually try to play it and do things other than set people up in a spot and have them shoot at what they see and it's an absolute clunky mess of tiny turns and things happening that make OG X-com's shots out of the blue seem utterly fair. Like I said, they have extremely bad UI design. It's actually not hard at all to do that stuff in BE5 if you understand the UI, but it's really bad and makes things harder than they should be. All the system needs to fix the issue you're talking about is one button that puts you in a "planning" mode where you can give multiple soldiers different orders and they automatically delay to sync with the slowest action.
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# ? Feb 7, 2016 06:18 |
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I'm lolling pretty hard at all the negative reviews saying the game is too hard or 'not strategic' because of the timers. Like, I've completed the game once and now decently far into a Commander run, and I've left a grand total of 1 person behind - and it made the mission awesome and super-tense! Like, am I missing something, or what?
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# ? Feb 7, 2016 06:19 |
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It just did it again! Big Daddy looking motherfucker starts on the roof of the building with the transmitter he's suppose to wrecking, immediately falls through and hurts itself! Did like 9 damage and skipped it's turn, saw it through the fog of war.
Caidin fucked around with this message at 06:22 on Feb 7, 2016 |
# ? Feb 7, 2016 06:20 |
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TastyLemonDrops posted:Anybody know what the different difficulties do exactly? Reduces stats slightly on enemies and maps generally have fewer pods/spawns.
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# ? Feb 7, 2016 06:20 |
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Tygan is such a brown-nosing bitch
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# ? Feb 7, 2016 06:22 |
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Pomp posted:Turn Timers and why this game is not a strategy title. same
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# ? Feb 7, 2016 06:23 |
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Apparently you can change which tile you stop on when your ranger uses their sword? Can someone clue me in on how you do that?
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# ? Feb 7, 2016 06:25 |
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Exposure posted:So much so that XCOM 2's actually getting pretty close to getting a "Mixed" review tag from not recommended reviews on Steam. Like I wasn't expecting the user score to match the "critical" score, considering the performance issues, but man I'm surprised how many people utterly loath the timed missions considering how the noted group of hardcore difficulty lovers known as professionally-paid game reviewers were liking XCOM 2's usage of them. people were leaving negative user reviews about xcom 1 because aliens got a free move when you revealed them. some people just need something to blame when they lose. but if you consider the fanbase who kept playing for Long War and the playstyle they built that mod around, it kinda makes sense. People had figured out a strategy that pretty much made even Impossible into a cakewalk (once you got past the first 2 months anyways). If you were still playing the game you were probably playing that style. the Long War devs looked at that situation and said, "fine, we're gonna amp up the aliens so that you have to execute that strategy perfect to have clean wins, and punish you more for any mistake." Which is cool I guess but kinda one-note after a while. If you watched Beaglerush's videos there are 50 missions that are all pretty pretty much the exact same thing. the firaxis guys said "we're gonna make that strategy into a choice with downsides, just like everything else". Solomon moved their cheese.
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# ? Feb 7, 2016 06:25 |
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Coolguye posted:same Im sorry Coolguye but in all 3 of my restarts today you have died. Twice to friendly fire from a panic stricken goon, the other to snake tits.
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# ? Feb 7, 2016 06:25 |
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# ? May 21, 2024 12:59 |
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DreamShipWrecked posted:Not by default, no. They probably expect people to change things with mods this time around. Fuuuck...but why? All the work was already done for like 90% of the second-wave options already. Why be lazy? Ugh, I cannot wait until Not Created Equal and random stat growth mods are put back in at least.
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# ? Feb 7, 2016 06:26 |