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I for one support development choices that encourage tactics other than long-range, never-leave-high-cover cautiousness. I think they've done a better job at forcing you to expose your soldiers to danger this time around, and yes, I'm talking about timers.
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# ? Feb 12, 2016 00:29 |
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# ? May 10, 2024 15:42 |
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Ferrinus posted:Yes, you learn where to move: not forward, because it would wake them up. You WANT to do that. Draw them into you. When I say charge I don't mean literally blindly! You have to fight them so do it on your terms. Mine just involve more explosives than yours probably.
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# ? Feb 12, 2016 00:30 |
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Seriously, aliens always being active is how UFO Defense worked, and look how that turns out. If you think pods activating in your sight is more bullshit than that I dunno what to say.
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# ? Feb 12, 2016 00:31 |
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RBA Starblade posted:You WANT to do that. Draw them into you. When I say charge I don't mean literally blindly! You have to fight them so do it on your terms. Mine just involve more explosives than yours probably. You want to do that when the pod you're currently fighting is dead and everyone else on your team is either in overwatch or still has a turn to take. You don't want to do that when you're already in combat with anything non-trivial.
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# ? Feb 12, 2016 00:32 |
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Moola posted:I desperately need a link to this Soothing Vapors posted:is this Unrestricted Customization or More Armor Customization? pls respond thread so i can start new game
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# ? Feb 12, 2016 00:32 |
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So there's a PrototypeSectopod mentioned in the game files; as far as I can tell the chief difference is that its Wrath Cannon deals 7 damage and not 10. Is that the one on the Forge mission?
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# ? Feb 12, 2016 00:32 |
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The dont waste time mod crashes my game 3 times now when it was 0 before.
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# ? Feb 12, 2016 00:34 |
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neonbregna posted:Give me a mod that removes the extract all/turn countdown timer and I will literally suck a mutons dick There's a mod called True Concealment which pauses the timer while you're concealed.
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# ? Feb 12, 2016 00:34 |
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Ferrinus posted:You want to do that when the pod you're currently fighting is dead and everyone else on your team is either in overwatch or still has a turn to take. You don't want to do that when you're already in combat with anything non-trivial. So kill them and move on. What are you having trouble with?
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# ? Feb 12, 2016 00:35 |
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RBA Starblade posted:So kill them and move on. What are you having trouble with? I'm not having trouble with anything; I just beat the game on commander ironman. I'm just disappointed that the game has the exact same design flaws as EU and EW, which is that the pod activation mechanic punishes exploration and aggressive movement. There was just too much lovely metagaming involved in not getting overwhelmed.
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# ? Feb 12, 2016 00:36 |
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RBA Starblade posted:So kill them and move on. What are you having trouble with? The trouble is that you're completely ignoring the problem. You say "kill them and move on", when the discussion was about aggressively flanking an enemy. "Kill them and move on" suggests no new pods are being activated. Moving forward to aggressively flank the current enemies is very likely to activate new pods before the current pod is dead and dealt with. Which is what we're trying to avoid in the first place.
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# ? Feb 12, 2016 00:38 |
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I seem to have a consistent crash? My game is rolling for me to have a VIP mission (kill the VIP) on the same day, though it's different every time in location/loot/etc. When I get the landing cutscene for the mission to start it just crashes. cool.
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# ? Feb 12, 2016 00:39 |
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If you're being detected by other pods while killing the current one, you're not using your tools effectively. Alternatively, live on the edge like I did and just murder two pods at once! If you're getting overwhelmed by your aggressive flanking, consider that maybe you're flanking badly.
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# ? Feb 12, 2016 00:40 |
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Ferrinus posted:I'm not having trouble with anything; I just beat the game on commander ironman. I'm just disappointed that the game has the exact same design flaws as EU and EW, which is that the pod activation mechanic punishes exploration and aggressive movement. There was just too much lovely metagaming involved in not getting overwhelmed. We must play very differently because I do all the "punished" actions with zero problems. Completely stopping for several turns no wonder you guys hit time limits.
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# ? Feb 12, 2016 00:40 |
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Man Chryssallids are some serious bullshit. Tier 3 weapons no longer one-shot them and they can unburrow, dash and attack in the same turn.
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# ? Feb 12, 2016 00:41 |
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First pod of the mission: 1 Viper and 1 Lancer. I spend nearly five minutes agonizing on who to shoot first with my Sniper to trigger the ambush, pick the Lancer and everyone gets a hit in during the ambush and neither enemy makes it to cover. Good so far. Second pod: 1 Viper and...2 Lancers. I've only got one Sargent so far this campaign so you can guess how this goes. Viper dodges Soldier 1's overwatch shot and all three get into high cover. Soldiers 2 and 3 grenade the lancers, neither grenade rolls a four so they're both at 1/7 HP (Commander difficulty) but out of high cover. Sniper then misses his 77% chance to hit. One Lancer runs forward and one-shots a rookie, Viper misses the tongue grab and then hits 2 of my soldiers with an acid cloud. Sniper kills one Lancer, both other remaining soldiers are poisoned and can't hit for poo poo and the remaining Lancer is in an awkward location that can't be grenaded by the grenadier without causing friendly fire. Viper then grab-coils one soldier and remaining Lancer KO's my sniper so he'll have to be carried out. All that's left is my poisoned Grenadier who can't hit the broad side of a barn right now as the Viper chokes out my poisoned specialist. For fucks sake game. I realize that's totally but I'm pretty sure my first successful campaign (also on Commander) at least waited until past the fourth mission to start dropping endless Stun Lancers on me.
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# ? Feb 12, 2016 00:44 |
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so apparently the bleedout chances? 50 Will and below: 0% chance to bleed out. +1% Bleedout chance per Will above 50. Stay With Me upgrade doubles Bleedout chance. jesus no wonder you never see anyone survive getting shot to 0
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# ? Feb 12, 2016 00:45 |
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I was sneaking around 3 pods when they marched up and pinned my specialist in sight of all of them while he was behind cover. They couldnt see him, but they wouldnt move so he could run away. The only option I had was to take on 3 pods all at once.
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# ? Feb 12, 2016 00:46 |
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Gridlocked posted:The mod I need now is a language pack mod. It's weird my Chinese troops don't speak Chinese or even accented English. Basically this. I miss Russian voices. And I'd love accented English for everyone just because I find I prefer everyone to speak the same language generally for ~reason~ but I'd love to have it more than just either boring American, British, Australian and the tag along Irish/Scottish voices. I'm sad they went for unaccented American too. Why no Surfer, Southern drawl, or Bostonian accents?
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# ? Feb 12, 2016 00:46 |
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Pretty sure the armor mod Moola is using is this one. It's the only one that allows mix and match with Civ outfits. http://steamcommunity.com/sharedfiles/filedetails/?id=619230980&searchtext=custom
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# ? Feb 12, 2016 00:47 |
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RBA Starblade posted:We must play very differently because I do all the "punished" actions with zero problems. Completely stopping for several turns no wonder you guys hit time limits. I don't know who these "you guys" are. I don't have any problem with turn limits and I never waste time between fights on timed missions. I just have to, you know, metagame - place my units where they'll have minimal view of the map, stay in the cover I had when I started a fight rather than moving to new cover that's particularly far afield, etc. The time-limited missions prevent you from doing the classic EU overwatch crawl but they don't make it any less painful, or any less undesirable, to uncover new terrain in the middle of a fight.
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# ? Feb 12, 2016 00:47 |
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Away all Goats posted:Man Chryssallids are some serious bullshit. Tier 3 weapons no longer one-shot them and they can unburrow, dash and attack in the same turn. Yeah, it's great isn't it? I love the changes to melee enemies so that they're actually a threat now.
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# ? Feb 12, 2016 00:48 |
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What's a good time to do the first blacksite mission? I tried to rush it and keep getting my rear end kicked, but I also don't want to let it just hang either. Researching either magnetic weapons or armor always takes forever due to alloys.
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# ? Feb 12, 2016 00:49 |
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Lunethex posted:Pretty sure the armor mod Moola is using is this one. It's the only one that allows mix and match with Civ outfits. Thank you friend
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# ? Feb 12, 2016 00:50 |
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Away all Goats posted:Man Chryssallids are some serious bullshit. Tier 3 weapons no longer one-shot them and they can unburrow, dash and attack in the same turn. The rules for their unburrow-and-pounce attack are really weird. I once psychically panicked an ADVENT trooper, who turned and shot at something I couldn't see in the fog of war. Then three chryssalids came running out of the fog of war, covering something like two or three times their move speed in distance, and each got a free attack on my soldiers, not necessarily even the soldier that I cast Insanity with.
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# ? Feb 12, 2016 00:51 |
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Brainamp posted:Yeah, it's great isn't it? Berserkers are a complete joke now though Not that it matters since I saw two of them in the entire campaign.
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# ? Feb 12, 2016 00:51 |
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Did you know: berserkers are female? Mind control one and the description for the melee attack is like "destroys anything within reach of her fist".
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# ? Feb 12, 2016 00:53 |
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Yeah it's something Solomon threw around in the pre-release discussion of the unit. Also, the disorient effect that comes with her attack is great (if you mind control her)
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# ? Feb 12, 2016 00:57 |
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First psi operative killed when his Rift caused all three enemies to panic, run off and toss grenades at the other enemy packs activating them all. This was not a particularly convincing test run!
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# ? Feb 12, 2016 01:07 |
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Internet Kraken posted:Berserkers are a complete joke now though They mostly popped up in retaliation missions and the final one for me. Just like in the first game, they are more of a threat in that they are a wall of hp that gets incredibly fast if you damage it but fail to kill it.
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# ? Feb 12, 2016 01:13 |
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Internet Kraken posted:Berserkers are a complete joke now though Instead it's archons that are the incredibly infuriating largely immune to bullets melee threat (that also has other bullshit options) they aren't as bad as long war heavy/floaters but they're close enough
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# ? Feb 12, 2016 01:15 |
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poptart_fairy posted:First psi operative killed when his Rift caused all three enemies to panic, run off and toss grenades at the other enemy packs activating them all. That sounds great actually. I love that panicked enemies will go shoot their buddies.
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# ? Feb 12, 2016 01:16 |
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What's the best time to start doing the black site missions? I have a feeling that I'm majorly over-estimating their difficulty. My Avatar Project tracker is 3 pips away from completion, and I've just obtained predator armour and the full suite of Magnetic weapons. Have I left it way too late?
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# ? Feb 12, 2016 01:16 |
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Gunder posted:What's the best time to start doing the black site missions? I have a feeling that I'm majorly over-estimating their difficulty. My Avatar Project tracker is 3 pips away from completion, and I've just obtained predator armour and the full suite of Magnetic weapons. Have I left it way too late? Nah, you're fine. Story stuff is best to do when you want to lower Avatar progress.
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# ? Feb 12, 2016 01:17 |
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Gunder posted:What's the best time to start doing the black site missions? I have a feeling that I'm majorly over-estimating their difficulty. My Avatar Project tracker is 3 pips away from completion, and I've just obtained predator armour and the full suite of Magnetic weapons. Have I left it way too late? You have 20 days once the avatar timer goes off to do whatever to bring the pip down. You have more than enough time. This 20 days reset EVERY TIME you get a new timer. This is "cheesing" the avatar project.
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# ? Feb 12, 2016 01:18 |
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I would recommend doing the blacksite mission earlyish. It's very much an early game mission, I'd get mag weapons but do it quickly after that.
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# ? Feb 12, 2016 01:19 |
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Something has to be bugged with the sword hit chance, I'm missing maybe half of the 90% + sword attacks, shooting is not this bad. I've been pretty consistently missing 1-3 sword attacks per mission throughout my entire campaign. As a side note, I lost an operative on an evac mission because he chain-panicked twice from a poison debuff. Every time his panic wore off, he took one poison damage, and immediately panicked again. Ended up having to leave him behind, gently caress him.
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# ? Feb 12, 2016 01:25 |
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I'm pretty sure that, as with most (all?) other missions, the enemy composition of the black site is based purely on elapsed game time. I hit it as early as I could and the strongest enemy featured was a single MEC at the very end. And it was worth like 200 supplies!
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# ? Feb 12, 2016 01:26 |
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Think I hit another fail state in legend. I did the officer skull jack too early when I should of waited till the counter and having a dark event to move the avatar up two blocks that was unstoppable. Now I am at the end of the counter doing a 1 block base and the next one is 3 areas away and I have 10 days to clear wreckage to start building a shadow chamber. Should I reload to before I skulljacked the officer(about 4-5 deployments)?
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# ? Feb 12, 2016 01:28 |
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# ? May 10, 2024 15:42 |
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sighnoceros posted:My starting continent bonus this campaign is Rookies cost 10 supplies instead of 25. oh wow, i thought it was set. mine was "black market stuff is 33% cheaper" i think. means i had a huge surplus of intel by the end of it
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# ? Feb 12, 2016 01:28 |