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SkySteak
Sep 9, 2010
I can understand if people are on ironman mode are complaining about timers and it may have cost the game but surely if you were not running ironman you could just reload from an earlier campaign point? I mean I appreciate that people enjoy dealing with loss or have self imposed ironmans but the way people are talking about turn timers makes it sound like they got screwed over by them,, failed and the game deleted any saves like a roguelike.

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Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

SniperWoreConverse posted:

Also, questions about engineers and workshops: you staff an actual guy there and that guy operates 2 drones who can go to whatever building you pick next door, right? Then maybe upgrade it so two engineers operate 4 gremlins altogether? How many engineers can be jammed into a com relay, two or one? It's correct to guess that psi lab only takes one soldier at a time and nothing else?

I've got a workshop coming online in the middle second row. Above is the hospital, to the right is skunkworks or whatever, left is alien machinery, bottom is alien power cores. If I put a relay to the left and a psi underneath I'm not going to be wasting a gremlin, right?

Most facilities can take an engineer, actually. The only ones that don't are, I think, Guerilla Training School, Shadow Chamber, and Laboratory.

Tenzarin
Jul 24, 2007
.
Taco Defender

SkySteak posted:

I can understand if people are on ironman mode are complaining about timers and it may have cost the game but surely if you were not running ironman you could just reload from an earlier campaign point? I mean I appreciate that people enjoy dealing with loss or have self imposed ironmans but the way people are talking about turn timers makes it sound like they got screwed over by them,, failed and the game deleted any saves like a roguelike.

If you are behind in tech, it gets really hard with turns because you can't push it. If you try to sneak to the objective you end up activating 3+ pods at once.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

SniperWoreConverse posted:

Also, questions about engineers and workshops: you staff an actual guy there and that guy operates 2 drones who can go to whatever building you pick next door, right? Then maybe upgrade it so two engineers operate 4 gremlins altogether? How many engineers can be jammed into a com relay, two or one? It's correct to guess that psi lab only takes one soldier at a time and nothing else?

I've got a workshop coming online in the middle second row. Above is the hospital, to the right is skunkworks or whatever, left is alien machinery, bottom is alien power cores. If I put a relay to the left and a psi underneath I'm not going to be wasting a gremlin, right?
Resistance Comms takes 1 Engineer, can and probably always will be upgraded to 2.

PSI Lab can take an Engineer, who will reduce training time by 50%. Upgraded PSI Lab can train two wizards at once.

Ravenfood
Nov 4, 2011

SkySteak posted:

I can understand if people are on ironman mode are complaining about timers and it may have cost the game but surely if you were not running ironman you could just reload from an earlier campaign point? I mean I appreciate that people enjoy dealing with loss or have self imposed ironmans but the way people are talking about turn timers makes it sound like they got screwed over by them,, failed and the game deleted any saves like a roguelike.
People really, really don't like losing a small thing even if its relatively inconsequential, apparently. I've never had an issue with timers though I have had to take risks because of them. Which I liked.

I need elerium cores like you wouldn't believe, though. Is there only one random item drop per mission (with multiple items in it sometimes?)

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

RBA Starblade posted:

Ok this retaliation mission is bullshit. The map is five sprints long, so that's five turns that civvies die. On top of that they're running from me, so they're running and killing so I can't loving catch up.

ProceduralMaps.txt right here.

I got 2 maps that I considered egregiously unfair. Out of about 34 missions. Not bad.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

My Gunslinger, Needle, moved up, revealed the last pack, lightning hands on an enemy, fired the pistol again to kill and earning herself a promotion, got shot by an officer, fired AGAIN at her, then got shot at by a trooper who missed, but destroyed the terrain, dropping her down and almost killing her. My Sniper meanwhile missed a 90% shot and a 95% shot. He has done this three missions in a row (though he has a superior stock now so it could be worse).

I honestly have no idea why you would ever use a sniper rifle dedicated unit in XCOM 2. Needle is a goddamn hero and saved all those civilians.

quote:

ProceduralMaps.txt right here.

I got 2 maps that I considered egregiously unfair. Out of about 34 missions. Not bad.

Yeah this is the hardest thing so far by far just because it was an expanse of nothing.

Coolguye
Jul 6, 2011

Required by his programming!

Ravenfood posted:

I need elerium cores like you wouldn't believe, though. Is there only one random item drop per mission (with multiple items in it sometimes?)
Yes, you can change it with an INI edit but I forget where exactly.

Rookersh
Aug 19, 2010

Fintilgin posted:

I could actually see them adding extra turns on the timer for the first two difficulty. I think they could even add a bunch of turns, like +50% or even double them, and not really make the game particularly easier.

If we're already not hitting the turn cap then it doesn't matter if you have 3 turns left or 8 turns left. A 12 or 15 turn limit is still going to force players to move instead of overwatch crawl they'll just feel less anxious... which is fine for easier difficulty levels.

Here's the problem.

And I'm going to use Dead Rising as an example here.

Dead Rising 1 was a shitshow of a game mechanically. You HAD to be at the right spots, at the right time, or else you wouldn't save everyone. You needed to have EXACT routes planned ahead of time for the quickest route, specifically to both get the most people out at once/save the most time so the next batch of survivors could spawn. And you had to do this with AI that barely functioned, leading them through hellzones often times where they would stand in fire/fail to defend themselves.

Some people loved this, and by proxy loved the game. The majority of people complained mightily that they couldn't save everyone, they couldn't gently caress around, etc etc etc.

Along comes Dead Rising 2, and it's super lenient. You can gently caress around easily for hours and still save everyone. Saving everyone on your first run is super easy, and something like 40% of the people that have finished the game finished with everyone saved. The windows for saving everyone are huuuuge, and it's almost impossible to actually lose a survivor in that game. And even if you do gently caress up the main quest/gently caress up on saving everyone, it barely matters, it turns into a sandbox for the next 8ish hours until the military shows up.

Some people still loved this system. The majority of people complained constantly that they couldn't save everyone, they couldn't gently caress around, etc etc etc.

So along comes Dead Rising 3, and it doesn't even have a timer in the base mode. Whatever, just loving do whatever you want it doesn't matter. The timer still exists in Nightmare Mode, which is a challenge mode, but even then it's super neutered compared to even Dead Rising 2. You can easily collect every single thing in the game, save everyone, fully complete the story, and gently caress around for 10+ hours and the timer will still say you've got about 2 days left on it. It can barely even be counted as having a counter.

Wanna know what the forums did at release? Bitch and moan for pages and pages about how it was impossible to get the Nightmare Mode achievement.....because of the timer!

Timers loving TERRIFY gamers for some reason. Making them longer doesn't stop them from getting scared of them, they still won't even dare try the missions. Hell, they won't even try them now, when they are fairly safe/fair overall.

To bring this back around to XCOM, for those who have beaten the game, in one of the earlier streams they mentioned the Earth governments make a return/become important again at some point in the story. Is that true? A simple y/n works for me.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

RBA Starblade posted:

Ok this retaliation mission is bullshit. The map is five sprints long, so that's five turns that civvies die. On top of that they're running from me, so they're running and killing so I can't loving catch up.

Not really? The AI randomly picks which civvie to attack, so the chances are they'll run out of unrevealed civvies in the area you can't get to and have to stop killing. Your scenario would only really happen if the AI kills the civvies closest to you first so you can't get to any.

Soothing Vapors
Mar 26, 2006

Associate Justice Lena "Kegels" Dunham: An uncool thought to have: 'is that guy walking in the dark behind me a rapist? Never mind, he's Asian.

Wizard Styles posted:

I love my Shredder Sharpshooter and Untouchable Specialist.

The Sharpshooter especially, she was easily MVP anyway and hit Colonel long before I even built the AWC. Then I sent her in there because I wondered if retraining could retroactively reveal hidden abilities and, yeah, Shredder.

Maybe this is the solution for that guy whose Jane Kelly never got an AWC skill

Harrow
Jun 30, 2012

RBA Starblade posted:

My Gunslinger, Needle, moved up, revealed the last pack, lightning hands on an enemy, fired the pistol again to kill and earning herself a promotion, got shot by an officer, fired AGAIN at her, then got shot at by a trooper who missed, but destroyed the terrain, dropping her down and almost killing her. My Sniper meanwhile missed a 90% shot and a 95% shot. He has done this three missions in a row (though he has a superior stock now so it could be worse).

I honestly have no idea why you would ever use a sniper rifle dedicated unit in XCOM 2. Needle is a goddamn hero and saved all those civilians.

I don't think I can blame the class for really lovely luck.

You've all convinced me to respec my current highest-level Sharpshooter as a gunslinger to try it out, though. Sniper shines on facility assaults or other non-timed missions, and even on a lot of timed missions, but I definitely wish she was a gunslinger when it's an evac mission or there aren't any good rooftops or sniper lanes. I suspect that a Kill Zone/Serial sniper is probably better at killing large amounts of enemies, but a gunslinger's mobility and versatility might well make up for it.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Rookersh posted:

To bring this back around to XCOM, for those who have beaten the game, in one of the earlier streams they mentioned the Earth governments make a return/become important again at some point in the story. Is that true? A simple y/n works for me.

Not really.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Fangz posted:

Not really? The AI randomly picks which civvie to attack, so the chances are they'll run out of unrevealed civvies in the area you can't get to and have to stop killing. Your scenario would only really happen if the AI kills the civvies closest to you first so you can't get to any.

There were ten over there. They didn't run out. I saved two faceless though. :haw:

Also Needle has recovered from her panic in time to save a teammate who failed to save her due to a miss (but suppressed the trooper to save her).

quote:

I don't think I can blame the class for really lovely luck.

The other units had 100% to hit, so I think I can in this case. Also it's usually about 70 for the guy. And he gets one shot. They just seem strictly inferior with how XCOM2 operates, and with how fun Gunslingers are.

Orgophlax
Aug 26, 2002


Who better to fight the alien menace that G.I. Joe?



(ignore the bio; forgot to remove that before saving)

Coolguye
Jul 6, 2011

Required by his programming!

Orgophlax posted:

Who better to fight the alien menace that G.I. Joe?



(ignore the bio; forgot to remove that before saving)

When you finish those up, please PM me with a download link and a short description of what it is, that seems like OP material to me

SniperWoreConverse
Mar 20, 2010



Gun Saliva

SkySteak posted:

I can understand if people are on ironman mode are complaining about timers and it may have cost the game but surely if you were not running ironman you could just reload from an earlier campaign point? I mean I appreciate that people enjoy dealing with loss or have self imposed ironmans but the way people are talking about turn timers makes it sound like they got screwed over by them,, failed and the game deleted any saves like a roguelike.

I've honestly never been completely hosed with timers.

There was a p cool mission where my start point, the vip, and the extraction zone were in the form of a triangle, with all these buildings in the way. The extraction had to have been on like the fifth floor. It could have been bullshit, but what actually happened was pretty sweet. I sent my sniper towards the extraction point, my phantom ranger & grenadier towards the midpoint of extraction and the vip, then two specialists to bust out the vip.

It worked perfectly. I relay raced the vip out and just had everyone else defensively fall back while covering each other. Phantoms did a hell of a job keeping the main team ok, and the sniper put heavy pressure across the whole board.

If I had tried to walk everyone up to the VIP, then walk everyone out the whole thing would have been an immediate shitshow and everyone would be dead/MIA


Fangz posted:

Most facilities can take an engineer, actually. The only ones that don't are, I think, Guerilla Training School, Shadow Chamber, and Laboratory.

Wizard Styles posted:

Resistance Comms takes 1 Engineer, can and probably always will be upgraded to 2.

PSI Lab can take an Engineer, who will reduce training time by 50%. Upgraded PSI Lab can train two wizards at once.

good, I was kinda worried I was loving myself over. I wish the building descriptions would say exactly who can staff what

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

While I'm thinking about it I still haven't seen a single wound not be grave. Is it even possible still?

Harrow
Jun 30, 2012

Rookersh posted:

Timers loving TERRIFY gamers for some reason. Making them longer doesn't stop them from getting scared of them, they still won't even dare try the missions. Hell, they won't even try them now, when they are fairly safe/fair overall.

This is very, very true.

I think the best approach for Firaxis to take in response to the "timers ruin the game!" mob is to just add a "no turn limits" mode that you can pick independent of difficulty setting (like how Ironman is independent of difficulty).

Then again, I'm willing to bet a good portion of the complainers will still find that unacceptable because they don't want to have to pick the "easier mode" to play the game how they want to. Gamers like to complain. And I like the timers, so I don't really care what Firaxis does so long as they don't patch them out.

RBA Starblade posted:

The other units had 100% to hit, so I think I can in this case. Also it's usually about 70 for the guy. And he gets one shot. They just seem strictly inferior with how XCOM2 operates, and with how fun Gunslingers are.

Snipers really need you to stack as many aim bonuses as you can. Once you do, they're absolute death machines. But gunslingers don't require that and are much more mobile. I'd still be willing to bet that a sniper with the right mods will be a better overall death-machine than a gunslinger, but the gunslinger's versatility and ability to shine on every mission type (where a sniper needs the right map and enough time to work with) might make them a better unit overall. I'm looking forward to experimenting, though.

Harrow fucked around with this message at 23:17 on Feb 9, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Soothing Vapors posted:

Maybe this is the solution for that guy whose Jane Kelly never got an AWC skill
Mine didn't either, even with retraining.

Kind of sad about that, actually, but I've gotten enough good stuff out of the AWC. I mean, even if it was just the Shredder sniper I couldn't really complain.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

RBA Starblade posted:

While I'm thinking about it I still haven't seen a single wound not be grave. Is it even possible still?

From my last mission where I had to abduct the dude, 1 damage was not grave. 3 damage was grave as gently caress. I don't know but I suspect it's also proportional to your max health.

sighnoceros
Mar 11, 2007
:qq: GOONS ARE MEAN :qq:

Soothing Vapors posted:

Maybe this is the solution for that guy whose Jane Kelly never got an AWC skill

Yeah I saw this. I've restarted on a new campaign but I may load up the old save just to throw her in for a few days and see if a skill pops out.

Edit: Also yeah, apparently how the wound system works is based on the lowest amount of health you had during the mission as a percent of your total health. Based on that percent, a randomly determined amount of "wound points" are rolled and that's how many you need to recover. Then based on your difficulty that amount is converted to hours of time recovering. The amount of hours to recover is what classifies it as a gravely wounded, wounded, or lightly wounded. I don't remember the exact percentages or days but you can probably look them up.

Unfortunately, there seems to be a huge range and a ton of overlap in the amount of wound points generated for the different percentages of health remaining. Which means you can end up with people with the same amount of health taking 1 damage and like 5 damage, and the 1 damage soldier could be gravely wounded and the 5 damage guy might not be.

sighnoceros fucked around with this message at 23:22 on Feb 9, 2016

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

RBA Starblade posted:

While I'm thinking about it I still haven't seen a single wound not be grave. Is it even possible still?

Yep, but you'll most likely get Grave ones a lot easier. Even with great cover or armor going on, unless you're rocking the warsuits or whatever. I think they designed it that way to force you to switch out and buy new soldiers instead of mostly sticking with the same ones if you were a good enough player last time around.

Tenzarin
Jul 24, 2007
.
Taco Defender

Rookersh posted:

Here's the problem.

And I'm going to use Dead Rising as an example here.

Dead Rising 1 was a shitshow of a game mechanically. You HAD to be at the right spots, at the right time, or else you wouldn't save everyone. You needed to have EXACT routes planned ahead of time for the quickest route, specifically to both get the most people out at once/save the most time so the next batch of survivors could spawn. And you had to do this with AI that barely functioned, leading them through hellzones often times where they would stand in fire/fail to defend themselves.

Some people loved this, and by proxy loved the game. The majority of people complained mightily that they couldn't save everyone, they couldn't gently caress around, etc etc etc.

Along comes Dead Rising 2, and it's super lenient. You can gently caress around easily for hours and still save everyone. Saving everyone on your first run is super easy, and something like 40% of the people that have finished the game finished with everyone saved. The windows for saving everyone are huuuuge, and it's almost impossible to actually lose a survivor in that game. And even if you do gently caress up the main quest/gently caress up on saving everyone, it barely matters, it turns into a sandbox for the next 8ish hours until the military shows up.

Some people still loved this system. The majority of people complained constantly that they couldn't save everyone, they couldn't gently caress around, etc etc etc.

So along comes Dead Rising 3, and it doesn't even have a timer in the base mode. Whatever, just loving do whatever you want it doesn't matter. The timer still exists in Nightmare Mode, which is a challenge mode, but even then it's super neutered compared to even Dead Rising 2. You can easily collect every single thing in the game, save everyone, fully complete the story, and gently caress around for 10+ hours and the timer will still say you've got about 2 days left on it. It can barely even be counted as having a counter.

Wanna know what the forums did at release? Bitch and moan for pages and pages about how it was impossible to get the Nightmare Mode achievement.....because of the timer!

Timers loving TERRIFY gamers for some reason. Making them longer doesn't stop them from getting scared of them, they still won't even dare try the missions. Hell, they won't even try them now, when they are fairly safe/fair overall.

To bring this back around to XCOM, for those who have beaten the game, in one of the earlier streams they mentioned the Earth governments make a return/become important again at some point in the story. Is that true? A simple y/n works for me.

Well in dead rising you could miss out on some of the best boss fights and items though.

Dead rising 2 was a joke at saving people , you didnt even have to help them they would always make it to the zone line.

Ash1138
Sep 29, 2001

Get up, chief. We're just gettin' started.

I don't get the hate for timers. In EU they sucked because it was a short number of turns that had to be extended by clicking on the things so I felt forced to move in certain directions because the clicky things were in set locations. In this game it's a set number of turns and I'm free to tackle it however I like. There are multiple skills, items, upgrades, etc. that make it easier to scout ahead or make a new path if need be so it's not like I have to blindly rush ahead or anything. I also like that it means that most missions don't take much time so it's easier to knock a few out in a sitting.

[edit] Also there are objectives like "destroy the thing" or "hack the thing" that can be done from far away, especially the former.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

RBA Starblade posted:

The other units had 100% to hit, so I think I can in this case. Also it's usually about 70 for the guy. And he gets one shot. They just seem strictly inferior with how XCOM2 operates, and with how fun Gunslingers are.

I would say that they are really useful in the final mission, though.

Harrow
Jun 30, 2012

I kind of regret skipping the tutorial on this campaign because it means I don't have a Jane Kelly. :smith:

Taratang
Sep 4, 2002

Grand Master

SniperWoreConverse posted:

From my last mission where I had to abduct the dude, 1 damage was not grave. 3 damage was grave as gently caress. I don't know but I suspect it's also proportional to your max health.
There is some random element to it. I had a mission where three guys took 1, 2 and 3 damage respectively. All three were wearing the same armour with 10hp. 1 damage: gravely wounded, 2 damage: gravely wounded. 3 damage: lightly wounded.

Kenshin
Jan 10, 2007

Ash1138 posted:

[edit] Also there are objectives like "destroy the thing" or "hack the thing" that can be done from far away, especially the former.
I actually made it nearly to the end of the campaign on veteran before I was consistently remembering to do hacking from a distance. I never failed a mission from the timer running out and I got my specialists to hack at the objective the entire time.

The timer is totally not a big deal the vast majority of the time. Yes, sometimes it's going to be really, really tight, but :xcom:

Blinn
Mar 24, 2005

Harrow posted:

I kind of regret skipping the tutorial on this campaign because it means I don't have a Jane Kelly. :smith:

Save her to your pool and she'll live on in your campaigns!

Exposure
Apr 4, 2014

RBA Starblade posted:

While I'm thinking about it I still haven't seen a single wound not be grave. Is it even possible still?

Yes, it's just that by default, even "light" wounds can potentially roll to require gravely wounded time to heal because all the "soldier took ___ amount of damage, what's the time range I can roll in?" tiers have major overlap with each other. It's why a dude that eats a grenade and falls down a story can get the chance to heal faster than the gal who had armour blocking most of a Trooper's shots.

I think there's a mod that reduces the overlap on the workshop though.

SkySteak
Sep 9, 2010
Going to move down to Veteran from Commander and start again, would it be a good idea to do the tutorial again or is there not much point if you've seen the tutorial cutscenes? Also is it a good idea to hold back from doing any mission objectives until you're settled and have some ranked soldiers going for you?

Harrow
Jun 30, 2012

Has anyone played with this mod yet? http://steamcommunity.com/sharedfiles/filedetails/?id=619141883

It looks like what it does it let you load your saves even if you're removed a mod. The description says to obviously not try that with content mods, but it should work with UI mods. Has anyone here tried it?

Ziji
Oct 20, 2010
Yossarian lives!
Is there a consensus on what's safe to sell on the black market and what isn't? Hurting for supplies and need to take drastic measures

quiggy
Aug 7, 2010

[in Russian] Oof.


Blinn posted:

Save her to your pool and she'll live on in your campaigns!

How do you save an active character to your pool? I have a few MVPs I'd love to play with again in the future.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Taratang posted:

There is some random element to it. I had a mission where three guys took 1, 2 and 3 damage respectively. All three were wearing the same armour with 10hp. 1 damage: gravely wounded, 2 damage: gravely wounded. 3 damage: lightly wounded.

I wonder if how you got the damage has anything to do with it? Is getting burned/poisoned worse than shot in the eye socket?

Also has anyone else noticed that after people get grave wounds or shaken sometimes they end up with scars on their faces and poo poo? I'm pretty sure that happened with the one dude I had who got hurt as gently caress on mission 1 and crawled out of bed the next month, or it could have been I forgot what he looked like going out at the start of the game. I think I would have remembered seeing him sitting there with an entirely hosed up side of his face though. But I'm also dumb as poo poo so it's a toss up.


Exposure posted:

Yes, it's just that by default, even "light" wounds can potentially roll to require gravely wounded time to heal because all the "soldier took ___ amount of damage, what's the time range I can roll in?" tiers have major overlap with each other. It's why a dude that eats a grenade and falls down a story can get the chance to heal faster than the gal who had armour blocking most of a Trooper's shots.

I think there's a mod that reduces the overlap on the workshop though.

Nah gently caress that, I kinda like the idea of them just duct taping your arm back on no problem but if you have mag shards imbedded next to your spine maybe don't go out till we're sure you'll actually be ok, even though you feel pretty much fine already.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Exposure posted:

Yes, it's just that by default, even "light" wounds can potentially roll to require gravely wounded time to heal because all the "soldier took ___ amount of damage, what's the time range I can roll in?" tiers have major overlap with each other. It's why a dude that eats a grenade and falls down a story can get the chance to heal faster than the gal who had armour blocking most of a Trooper's shots.

I think there's a mod that reduces the overlap on the workshop though.

Probably bad luck on my end then, though the AWS is helping counter it.

Also I'm out of intel so I can't make contact further. How do I get more? I sold two datapads a couple months ago but no other missions or events have offered any since. My only current way of getting it is scanning at Resistance HQ and that's slow as gently caress. I need a little more to get to the Avatar Facility in the US, though I still haven't done the blacksite. I'm at 8 pips so I'm going to soon.

Also also I now get to choose between UFO Hunt or "2 more pips to the Avatar Project"! Good thing I just got plated armor the Avenger's going down. :shepicide:

the moose
Nov 7, 2009

Type: Electric Swing

Harrow posted:

I kind of regret skipping the tutorial on this campaign because it means I don't have a Jane Kelly. :smith:

You should feel bad. Jane Kelly is a God. I lost all my people on my first black site except Jane Kelly. Se killed 5 troopers and 2 sectoids before running past 3 more troopers and evacuating with the objective item. Note this was early game when those things were still a major threat that killed all my other people.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
Honestly my one criticism that I feel absolutely legit about voicing is that for a game that focuses on customization they don't have nearly enough faces.

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Coolguye
Jul 6, 2011

Required by his programming!
jane died as a squaddie in my game rip

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