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dyzzy posted:The AI broke shortly after knocking out the first chryssalid but I didn't catch on because the unburrow-melee behavior was still working. Throw a grenade at the unconscious 'lid. Maybe you'll kill it and win.
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# ? Feb 8, 2016 03:48 |
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# ? May 24, 2024 17:50 |
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Internet Kraken posted:Can someone explain how exactly killzone works too me because I'm afraid I don't quite understand it. So you only get shots off when the enemy moves inside of it, not when they do anything else? It gives you Overwatch against anything inside that zone, so movement only unless the AWC gives that sniper Covering Fire. It's best used to cover an unaware pod you're about to use an AoE attack on, since the sniper can finish them off or at least leave them easy pickings. FairGame posted:How do you get continent bonuses? You need to contact all of the regions. You also need between 1 and 2 towers in the region (the pips next to the bonus name is the amount).
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# ? Feb 8, 2016 03:48 |
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texasmed posted:Managed to win a round without taking a shot, I guess. All grenades, overwatch, and sword swings. You sent Snake Plissken in to get a man out, huh?
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# ? Feb 8, 2016 03:50 |
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Just finished my first campaign on Commander. No campaign fails, but a bunch of reloading due to bugs at times. Impressions:
Tips:
Final Thoughts: The game is leagues better than EU/EW and I want to kiss Solomon on the lips for that stinger in the ending.
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# ? Feb 8, 2016 03:51 |
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How do you use a phantom Ranger to trigger a second overwatch trap? You have to have your other guys back really far to not trigger the pod in advance. Do you overwatch them, open fire with the Ranger, and hope like hell that the pod runs forward as they dive for cover?
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# ? Feb 8, 2016 03:53 |
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texasmed posted:Managed to win a round without taking a shot, I guess. All grenades, overwatch, and sword swings. Good roster.
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# ? Feb 8, 2016 03:55 |
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Mimic beacon and a sharpshooter's Kill Zone perk is the absolute best thing. I was yelling at the bad guys to stop it.
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# ? Feb 8, 2016 03:56 |
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Kanos posted:Timed missions are super fun, and I say this as someone who normally gets antsy over hard time limits in games. There are no timed objectives that are unfair if you use the tools available to you. This is still a problem early on before you have access to said tools though.
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# ? Feb 8, 2016 03:57 |
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Ciaphas posted:How do you use a phantom Ranger to trigger a second overwatch trap? You have to have your other guys back really far to not trigger the pod in advance. Do you overwatch them, open fire with the Ranger, and hope like hell that the pod runs forward as they dive for cover? You don't, unless you have an entire team of Rangers. You use Rangers in concealment to scout ahead, and then use their "leaving concealment bonus" to get a near perfect shot on someone with a rather high crit chance. I found they worked especially well against mechanical enemies if you bring the bluescreen rounds for like 30 damage crits almost on demand.
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# ? Feb 8, 2016 03:58 |
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I'm on my third terror mission and only seen one PS drop this entire campaign LordNat posted:You get your current ammo worth of normal overwatch shots shots in the cone. Oh. Guess that's nice for ambushes but kind of underwhelming for my first bonus skill on a grenadier, if only because she is usually demolishing cover so the rest of the squads overwatches hit. Ciaphas posted:How do you use a phantom Ranger to trigger a second overwatch trap? You have to have your other guys back really far to not trigger the pod in advance. Do you overwatch them, open fire with the Ranger, and hope like hell that the pod runs forward as they dive for cover? I do this by scouting with a phantom ranger, but triggering the pod via a sniper shot. They run forward eager and then the ranger guts them after they get in cover.
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# ? Feb 8, 2016 04:00 |
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Broken Cog posted:This is still a problem early on before you have access to said tools though. You have flashbangs, hand grenades, and specialists from the word go. Those are basically the building blocks to successful missions. Almost everything you get later is simply improvements to these basic building blocks. I get the feeling that people see the time limit and either go into panic mode and start mad dashing like a crazy person and get in over their head by double moving into pods, or they take the opposite approach and spend 6 of their 8 turns setting up a sicknasty overwatch trap on a single pod and then go "oh, gently caress, the objective!!!!". Spend 2 or 3 turns moving up and then kill the first pod you see, even if it's not a super optimal ambush trap. Once you've engaged, if you move, make sure you're moving forward or at least not backward. Don't be afraid to blow the gently caress out of everything with explosives and flashbang any alien with an annoying ability, anyone trying to overwatch trap you, or any aliens you can't clean up but are still active. It's really not that punishing. Kanos fucked around with this message at 04:04 on Feb 8, 2016 |
# ? Feb 8, 2016 04:00 |
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Kanos posted:You have flashbangs, hand grenades, and specialists from the word go. Those are basically the building blocks to successful missions. Almost everything you get later is simply improvements to these basic building blocks. None of these are very good at making you beat a tight mission faster. If the map generation decides to screw you early on, there's not much to do but take it. Seriously, I've gotten maps that were more or less impossible. Maps that take 6 rounds of pure sprinting just to reach the objective, which then of course is guarded by 3 pods, 2 of which has sectoids. Later on you can get around that with increased movement skills and equipment, but early on there's not much you can do.
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# ? Feb 8, 2016 04:03 |
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Kanos posted:You have flashbangs, hand grenades, and specialists from the word go. Those are basically the building blocks to successful missions. Almost everything you get later is simply improvements to these basic building blocks. Yeah grenades of all variety are probably the best tools in the game and you start with three incredibly useful types. The basic hand grenades are incredibly powerful early in the game since they are a guaranteed kill on basic EXALT soldiers.
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# ? Feb 8, 2016 04:04 |
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Oh poo poo, a pack of Chrysalids is charging out of the fog towards my team and I have no overwatch left. Bladestorm -> dead Bladestorm -> 1 hp burning Untouchable blocks attack Bladestorm -> dead Whew, good things sword rangers are bad.
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# ? Feb 8, 2016 04:05 |
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I sure am glad my only trained Psi Op got killed from full HP by a Muton's crit. Full cover and the enemy being all the way across the room? Nope, gently caress you.
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# ? Feb 8, 2016 04:05 |
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Cnidaria posted:Yeah grenades of all variety are probably the best tools in the game and you start with three incredibly useful types. yeah, about that. Have you tried playing on Commander?
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# ? Feb 8, 2016 04:05 |
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Fighting Chryssalids is like the one area where sword rangers are best in class. Since I didn't have one I just scanned and set the map on fire
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# ? Feb 8, 2016 04:06 |
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texasmed posted:Managed to win a round without taking a shot, I guess. All grenades, overwatch, and sword swings. That's a nice Snake Plissken. I recognized him before even seeing the name.
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# ? Feb 8, 2016 04:06 |
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Broken Cog posted:None of these are very good at making you beat a tight mission faster. If the map generation decides to screw you early on, there's not much to do but take it. This is objectively wrong! Grenades let you blow through walls to take direct routes and flashbangs let you take more aggressive advances and rely on half cover instead of having to hold in place or fall back to avoid being overwhelmed. Specialists can hack from range, so any hack objective is as simple as blowing the wall in front of the objective open and having your specialist hack from 8 miles away before cleaning up the enemies. VIP missions never require you to kill everything so you only need to kill what's directly in the way. I played 44 missions and never got screwed into an unwinnable time limit by map generation. Any time the map was unfriendly to me I fixed the problem by exploding myself a better path.
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# ? Feb 8, 2016 04:07 |
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Ciaphas posted:How do you use a phantom Ranger to trigger a second overwatch trap? You have to have your other guys back really far to not trigger the pod in advance. Do you overwatch them, open fire with the Ranger, and hope like hell that the pod runs forward as they dive for cover? If it's an untimed mission, just move your guys right to the edge of their vision (since you can see the enemies, you can use the LOS indicators to make sure you're not going to trigger them) and overwatch everyone. If they moved toward you, you get a perfect overwatch ambush, and then you still get to take your turn afterwards before they can actually shoot you. And your spotter is still concealed for the next pod. I haven't tested this bit, but I'm pretty sure you should be able to use a Long Watch sniper to guarantee activating the pod on their turn if they move, rather than relying on them moving into range. If your on a timer, you don't really want to overwatch them (you're not in concealment so you're taking overwatch penalties anyway), so just use your vision to nail them with a perfect grenade or whatever to initiate.
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# ? Feb 8, 2016 04:07 |
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Broken Cog posted:yeah, about that. Have you tried playing on Commander? Nope, finishing up veteran to learn the new mechanics. Either way it's guaranteed damage which is very useful.
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# ? Feb 8, 2016 04:07 |
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Harrow posted:I sure am glad my only trained Psi Op got killed from full HP by a Muton's crit. Full cover and the enemy being all the way across the room? Nope, gently caress you.
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# ? Feb 8, 2016 04:07 |
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Clearly I was not ready for the Blacksite. Only Psi Ops? Dead in one crit, right at the end. Everyone else? Got hit once each, gravely wounded. I have three usable soldiers for the next month and the Avatar Project is happening in 20 days. I think I'm done.
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# ? Feb 8, 2016 04:10 |
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Is it just me, or does this game run really poorly? It lags and hangs on the most inexplicable things.
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# ? Feb 8, 2016 04:10 |
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Broken Cog posted:yeah, about that. Have you tried playing on Commander? I'm playing on Commander and I have had zero trouble with timed missions. Even with 4hp advent, it's straightforward to ace the first pod your come across, and then you have plenty of time to push towards the objective. You should have zero problems before stun lancers show up, and by the time they appear you have the tools to handle the timer better.
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# ? Feb 8, 2016 04:13 |
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Dr. Carwash posted:Is it just me, or does this game run really poorly? It lags and hangs on the most inexplicable things. Turn off antialiasing (yes, even FXAA, they somehow hosed that up and it's a 10+ fps hit), SSAO and most of the checkboxes down at the bottom. I also set view distance and shadows to medium and certain parts of maps (fire especially) will drop my Geforce 780 to 30 fps somehow.
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# ? Feb 8, 2016 04:13 |
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Dr. Carwash posted:Is it just me, or does this game run really poorly? It lags and hangs on the most inexplicable things. It's not just you. Try turning AA down.
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# ? Feb 8, 2016 04:13 |
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Kanos posted:This is objectively wrong! Grenades let you blow through walls to take direct routes and flashbangs let you take more aggressive advances and rely on half cover instead of having to hold in place or fall back to avoid being overwhelmed. Specialists can hack from range, so any hack objective is as simple as blowing the wall in front of the objective open and having your specialist hack from 8 miles away before cleaning up the enemies. VIP missions never require you to kill everything so you only need to kill what's directly in the way. That's RNG for you I guess. I ran into two that were essentially impossible. I started both over multiple times, and while I could manage to beat one of them on the third go by being extremely lucky with resisting the Sectoid mind spins, the other one just seemed unwinnable. For the record, it was an open street with the target on the top floor of the building on the far end. The street had 2 turrets (with 2 armor each, which is hard to break through that early, it was my second mission, so my specialist didn't have the combat procedure skill yet) overlooking the street, and there were 3 pods inside the house, all of which were basically guaranteed to trigger the moment I stepped near. Edit: I'm not saying every mission is like this, most of them are fine. But once in a while you get the perfect storm of start/goal and pod spawns that just fucks everything up. Which is why I think most could be fixed by just increasing the timer on "easy" missions by 2 across the board. Broken Cog fucked around with this message at 04:16 on Feb 8, 2016 |
# ? Feb 8, 2016 04:13 |
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It's way too easy for a soldier to be gravely wounded. It doesn't seem like the number of hits or severity of hits has any bearing on how severely wounded they are at the end of the operation. I've had soldiers take a single point of burning damage and be gravely wounded, and soldiers eat a muton grenade and be regular wounded. Given what an awful penalty gravely wounded is, that shouldn't be that way.
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# ? Feb 8, 2016 04:16 |
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Harrow posted:I sure am glad my only trained Psi Op got killed from full HP by a Muton's crit. Full cover and the enemy being all the way across the room? Nope, gently caress you. Are you expecting some kind of aim penalty that applies when you're in the same room?
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# ? Feb 8, 2016 04:16 |
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Kanos posted:Specialists can hack from range, so any hack objective is as simple as blowing the wall in front of the objective open and having your specialist hack from 8 miles away before cleaning up the enemies. Just for the record, un-upgraded specialists for me have failed hacking all of the time so far. The hacking is not very enticing when the success rate is so low. Also, on a mission where you had to get to a laptop and hit the hack button on it, my specialist wasn't able to select that from far away, only could select a couple tower thingies. Had to have a soldier go into the room manually and stand on the tile with the green star on it (which triggered respawns etc). Heavy Metal fucked around with this message at 04:23 on Feb 8, 2016 |
# ? Feb 8, 2016 04:16 |
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It is really amazing how this game managed to capture pretty much all of the good things about Long War and integrate them into the game without letting it turn into all the bad parts of Long War. A non-comprehensive list of things I love: - The larger health and damage pools, wider variation in weapon damage amounts, and corresponding variation in how situations can play out. - Soldiers are more likely to be wounded (thanks to being forced to play more aggressively) meaning you have to have more than just your single squad of super-guys. - You have to choose between options on the Geoscape and can't scan everything at once, and you have to pick between scanning for stuff and expanding the Resistance, etc. - Your ability toolbox expands wildly as the game progresses, letting you pull off some heinous bullshit in response to the equally heinous alien menace. - Concealment is a great addition to the game overall, and adds a different flavor of play to the other two (time-driven rescue/search and destroy as well as EU-paced missions that have no time limit, like the facility assaults or storyline missions.) - The first time I picked up an objective, phase shifted through 3 walls and sprinted to the evac point (this was the ADVENT Forge mission) was amazing as hell. Ditto the time I planted the C4 and the entire team boogied out of Dodge in a turn and a half. - Lots of little changes to the minutiae of the tactical game all feel great. Being able to reload and fire is great. All the weapon upgrades are great. Various abilities that let you take multiple actions are great. The zone fire abilities are great. The replacement for In The Zone (Serial) feels great. A ton of time was put into playtesting the tactical feel of every ability in the game and it really shows. (Or they got incredibly lucky.) - I got really far down the enemy/tech trees before doing most of the story and when I got to the Psi Gate I was exclaiming, "Oh, so that's why they are called Gatekeepers," when my ranger on overwatch executed the thing with a shotgun blast. I was like a proud father. - The GREMLIN and the entire Specialist class playstyle is amazing and a nice twist on the standard XCOM classes. Ditto the space wizard who solves problems -- lots of fun. - The final mission was the most intense piece of XCOM I have ever played and they should be commended for putting something properly climactic together. Nice work. Niggling complaints: - The Geoscape is annoying when you just want to scan X to completion and you're interrupted by a mission or some progress bullshit that you MUST TAKE CARE OF NOW OR ELSE. Things that would make it far better would be the ability to queue research jobs (a la Foundry projects...) and if various missions would stay available with a clearly defined timer rather than being immediate "do me now or welp." This is something Long War did extremely well with their Geoscape and Firaxis should have stolen it. All the objectives on the map should have a clearly labelled expiration timer: 7-9 days for resistance scanning objectives, 3-5 days for guerilla and council ops, and 1-2 days for retaliation missions. Then you can pick and choose with the proper amount of information and you can wrap up whatever you WERE doing first in most cases. - Some of the Dark Event penalties are pretty harsh, especially the half-supplies-next-month one. They could stand a bit of tuning and/or (a la Long War) the ability to counter more than one if you can cough up the manpower to do it. (Maybe make each mission cost Intel to perform too? Idk.) - The UX for the soldier screen is bad. It's too many clicks to get the loadout screen from the mission prep screen and stuff like weapon upgrades and PCS should be on the gear screen, with soldier customization elsewhere. It just needs a nice user experience pass and it would be fine. End of the game story spoiler stuff: I loved everything except the fact that we didn't get to rescue Vahlen somewhere. I was hoping it was her inside the suit from the ADVENT Forge. Oh well. Stoked for Fear and Loathing from the Deep or whatever the sequel is, as well as some clarity about whether the first game was all a simulation and who the Ethereals were trying to train/use the Commander to eventually beat. During the final mission one of the Ethereals says, "You will defeat them here again, as you did once before..." which is obviously referring to the first game sort of, but who are they? Really the Ethereals have been great villains in both games and I'm just sad that we fought Avatars instead of them in the final mission. They have just the right amount of creepy along with "you cannot kill us, you are part of us" which is a great homage to the original game. Loved it.
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# ? Feb 8, 2016 04:16 |
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Harrow posted:It's way too easy for a soldier to be gravely wounded. It doesn't seem like the number of hits or severity of hits has any bearing on how severely wounded they are at the end of the operation. I've had soldiers take a single point of burning damage and be gravely wounded, and soldiers eat a muton grenade and be regular wounded. Given what an awful penalty gravely wounded is, that shouldn't be that way. Gravely wounded is probably based on the base health, so at tier 1 most hits will be grave wounds.
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# ? Feb 8, 2016 04:16 |
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I'm not a fan of the way burrowed chrysalids interacts with the new injury system. Having guys that can guaranteed put one of your people away on injury no matter how well you play is kind of a bummer.
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# ? Feb 8, 2016 04:16 |
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Dr. Carwash posted:Is it just me, or does this game run really poorly? It lags and hangs on the most inexplicable things. I found I could max out my settings and play borderless window on the new Tomb Raider game with almost no noticeable framerate issues, where this game hangs on the 2nd to highest settings.
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# ? Feb 8, 2016 04:17 |
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LibbyM posted:I'm not a fan of the way burrowed chrysalids interacts with the new injury system. Having guys that can guaranteed put one of your people away on injury no matter how well you play is kind of a bummer. Use a scanner procedure or pack a field scanner grenade whenever you think you might run into Chrysalids. If you detect them with a scan they're forced above ground, even if they're in the fog of war.
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# ? Feb 8, 2016 04:18 |
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Also somehow none of the Advent Trooper corpses that dropped in that mission counted so I still can't get Predator Armor.Deuce posted:Are you expecting some kind of aim penalty that applies when you're in the same room? No, but I thought maybe the full cover would help. It was also a very large room in which my dudes were definitely taking a distance penalty to their shots. I mean, I know it's just RNG and the muton got lucky and I didn't, but god drat, I just didn't need that in this already-failing campaign.
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# ? Feb 8, 2016 04:19 |
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Commander is very balance in terms of difficulty. If you're a good player, you'll shine through by managing your RNG. Legendary Ironman, however, is completely loving insane. It is completely depends on RNG. There is no more guarantee kills that you can rely on in the early game with grenades. If you get a timed mission for the second mission, you're pretty much hosed. You can no longer rely on those turtling tactics since there are timed missions everywhere. In XCOM 1 Impossible Ironman, if you make it through the first month, you're looking good. If you pass the 3rd month, you pretty much won the game. As someone who beat EU/EW I/I don't think Legendary Ironman at its current stage is even possible.
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# ? Feb 8, 2016 04:19 |
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Broken Cog posted:Use a scanner procedure or pack a field scanner grenade whenever you think you might run into Chrysalids. If you detect them with a scan they're forced above ground, even if they're in the fog of war. This is a good tip.
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# ? Feb 8, 2016 04:19 |
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# ? May 24, 2024 17:50 |
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Just finished the game on commander, what a crazy boss fight. One turn my sword ranger kills 5 guys, next turn my Sniper kills 5 more. THEY DONT STOP COMING. My favourite soldier was a shooting oriented granadier who got rapidfire as a bonus skill on her second level up and became a monster damage dealer and armor shredder. Modded her weapon to have a scope extra ammo and free reloads and always packed tracer rounds.
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# ? Feb 8, 2016 04:21 |