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Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!

Phenotype posted:

There's KIND of a story that gets told through your doing autopsies and interrogations and solving plot objectives, where you find out more about your enemy, and the optional Slingshot and Progeny expansions add series of missions that tell another sidestory of the war. The "story campaign" is taking your team from Rookies in Kevlar to warrior gods in power armor and going through all the plot objectives to eventually win the war. The reason people are still playing the 2012 game is because of all the randomization making replaying the campaign turn out differently every time.

Yeah, I can see the game has a lot of replay value. I like it and see it as a little addicting, but not quite as addicting as Civ V and I'm not wildly passionate about it yet. Building a team of bad-asses with nicknames you apply character development to in your head is great though! I genuinely get worried about keeping my soldiers alive and when they get gravely wounded. :ohdear:

It's also great when I think I've got all my corners checked and strategized for, only to not expect a Thin Man jumping through a hole in the roof I didn't account for and them bum-rushing my poor Support soldier. :ohdear:

The CIA-esque Memorial Wall with sad Taps music is a nice touch. I don't want any of my soldiers to add their names to it, though, drat it!

Teriyaki Koinku fucked around with this message at 21:08 on Feb 20, 2016

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Synthbuttrange
May 6, 2007

If you want narrative in your xcom game, that leads you down the dark path of writing a Lets Play.

Speedball
Apr 15, 2008

The UFO show definitely looks like it's a major inspiration for Original 1994 XCOM. Elite soldiers who shoot down UFOs, interceptors, ground troops deploying out of mini-tanks, multiethnic team (having just one black guy exist in a show's lineup is rare for the sixties).

One neat thing I like about that UFO intro is it shows a downed ufo...but its lasers still work and it's shooting at the tanks approaching it. Haha. If that existed in an XCOM game that'd be pretty intimidating.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

The hardest part of XCOM is letting go.

Also thin mints are the worst so this is actually on the less bullshit side of things for them to do.

Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!

SynthOrange posted:

If you want narrative in your xcom game, that leads you down the dark path of writing a Lets Play.

Haha, no, I'm not gonna do the :effort: for that thing, so no worries. Just saying that the more time you spend with your soldiers, the more you care about them and want to keep them around.

Another weird thing is that my PC is more than capable of running the game at max settings, but I keep getting texture and Level of Detail pop in for a few seconds with basically everything (eg moving to the globe scanning screen from central command, the opening jump from the ship to the ground when a mission starts, changing armor and face costumes for soldiers on the load out screen, etc) and it's really off-putting.

Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!

Brainamp posted:

The hardest part of XCOM is letting go.

Also thin mints are the worst so this is actually on the less bullshit side of things for them to do.

Yeah, their poison spitting is really loving annoying. I want to stun and capture them so Research lady won't bitch at me for destroying alien artifacts, but sometimes shooting a rocket launcher at a cluster of 3 aliens is more satisfying.

Speaking of which, I like how you can destroy the environment with explosives. Sometimes destroying cover is worth it. Getting my bad rear end sniper on a roof top for sick 360 no scopes is satisfying too.

Speedball
Apr 15, 2008

Your Dunkle Sans posted:

Yeah, their poison spitting is really loving annoying. I want to stun and capture them so Research lady won't bitch at me for destroying alien artifacts, but sometimes shooting a rocket launcher at a cluster of 3 aliens is satisfying.

Shoot a thin man once with a pistol. It'll take off 1 pip of health, putting them in the optimum stunning health range. And interrogations are great because they chop off a lot of research time on other things. If you've got South America's continent bonus it's even better because then interrogations are free.

Another benefit of capturing aliens is their weapons don't explode so you get to keep them afterwards. Stunning enemies so it's less expensive than making your own weapons is a viable tactic in Enemy Within.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

A) gently caress Vahlen, use explosives on everything. All it prevents you from getting is weapon fragments and you get plenty of those in the late game.

B) Thin Men actually have some absurd accuracy and mobility going on, to the point that they can move halfway across the map and then snipe your hunkered down trooper out of high cover. gently caress Thin Men.

Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!

Speedball posted:

Shoot a thin man once with a pistol. It'll take off 1 pip of health, putting them in the optimum stunning health range. And interrogations are great because they chop off a lot of research time on other things. If you've got South America's continent bonus it's even better because then interrogations are free.

Another benefit of capturing aliens is their weapons don't explode so you get to keep them afterwards. Stunning enemies so it's less expensive than making your own weapons is a viable tactic in Enemy Within.

How do I make sure that other countries don't go into full panic mode? I can't build more satellites and choosing 1 country out of 3 to exterminate the alien menace means everyone's freaking out while my soldiers recover from their wounds.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Your Dunkle Sans posted:

Yeah, their poison spitting is really loving annoying. I want to stun and capture them so Research lady won't bitch at me for destroying alien artifacts, but sometimes shooting a rocket launcher at a cluster of 3 aliens is more satisfying.

Speaking of which, I like how you can destroy the environment with explosives. Sometimes destroying cover is worth it. Getting my bad rear end sniper on a roof top for sick 360 no scopes is satisfying too.

The reason she bitches is because when you kill something with bullets, their weapon explodes and you get to recover the fragments for research, but there aren't any fragments left when you kill something with explosives. It usually won't be a big deal, but I can imagine running short of them lategame if you're blowing up EVERYTHING with grenades. It's a small incentive not to just frag everything you see.

e: Send your satellites up at the end of the month over the countries with the highest panic to chill them out, and try to pick the highest panic country when you have a choice of missions, unless you're desperate for one of the other rewards. The other thing to watch is what countries neighbor a country with a mission offered -- I'm pretty sure the neighbors gain some panic too, so you could potentially lose Canada by ignoring a mission in the US.

Phenotype fucked around with this message at 21:29 on Feb 20, 2016

Famethrowa
Oct 5, 2012

Trained soldiers are a way more valuable resource then weapon fragments could ever be. If it means keeping a soldier alive, blow them the gently caress up. All my rookies would get frags for this reason.

Especially with the supply barges you get later on.

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost

monster on a stick posted:

What are people using as squad loadout for the final mission? One of the four main classes + two psi ops?
My load out for the last mission was far from optimal - it was actually kinda bad almost. One Specialist for hacking (fat good it did when the one Sectopod I tried it on failed on a 60% chance for control, the amount of times you'd need to use EMP bombs or bluescreen rounds on a Sectopod to make it hackable this late would kill it basically, so it's a time-wasting gimmick instead of just smacking it down with either AP or Bluescreen rounds), a Phantom Ranger, Sharpshooter (I should totally have gone with my Gunslinger in hindsight), Grenadier for Holo-Targeting + Rupture. The two Psi Ops are used to try to get Rupture on high priority targets as well as for MC and MC protection. The concern I had with a long mission was that Grenadiers would not be as useful due to their dependence upon consumables rather than cooldowns, and I was proven right unfortunately. Holo-targeting is handy but I wound up throwing guaranteed Psi-based damage to high priority targets because all the high priority targets have dodge.

In future runs I'll probably opt for 1 Psi, 1 Ranger, 1 Gunslinger Sharpshooter, 1 Specialist for Threat Assessment, Haywire (not for control) or Capacitor Discharge, 2 Grenadier. And everyone besides the Gunslinger will have WAR suits sporting blaster launchers or shredder cannons. This somewhat contradicts my last paragraph, but given I really hosed up yet still managed to win I can probably tackle it on Legend if I actually prepared right.

Of course, all of this is completely dependent upon nice AWS perks and such. Sadly, I retrained all my colonels for AWC perks and got nothing for hidden perks in my eventual squad. I thought that retraining would let you have access to them if you hadn't built the AWC before they ranked past the hidden perk level? Evidently not for me.

Speedball
Apr 15, 2008

Your Dunkle Sans posted:

How do I make sure that other countries don't go into full panic mode? I can't build more satellites and choosing 1 country out of 3 to exterminate the alien menace means everyone's freaking out while my soldiers recover from their wounds.

Okay, once a month, there will be a terror mission in the continent that has the most terror. Successfully destroying the aliens and saving as many people as feasibly possible will reduce all terror across the continent by at least 1, which helps continents. Some Council missions also reduce panic. Putting up a satellite reduces panic, too.

But the real thing that helps reduce global panic (and I find this most useful to do around mid-game) is to take out the single Alien Base, which you gain access to after stunning an Outsider and analyzing it. That makes everyone panic less.

Abductions stop happening in countries that have satellites over them (at least, starting next month) which means if you lock down continents at a time, it becomes easier to manage panic in remaining ones.

That said, don't expect to be able to lock down every country. SOME will leave, unless you get very lucky. Just make sure you don't lose more than half of all countries total and you'll be good.

dyzzy
Dec 22, 2009

argh
Also, be forward-thinking with your uplink/satellite construction and don't launch satellites until the end of the month. That way you're guaranteed to be able to keep a country from leaving.

SpookyLizard
Feb 17, 2009

Your Dunkle Sans posted:

How do I make sure that other countries don't go into full panic mode? I can't build more satellites and choosing 1 country out of 3 to exterminate the alien menace means everyone's freaking out while my soldiers recover from their wounds.

This is pretty much one of the main strategy blocks of the Geoscape. You have to balance panic across the world. Putting satellites up on dudes will lower their panic and keep them in the country. Each abduction puts three (maybe 2 on normal, def. 3 on classic) panic pips to a country and 1 to every other country on the continent. Stopping an abduction reduces panic and prevents any from being added to that continent.

You want to save your satellite deployments for the end of the month and launch them shortly before the council report. This way if anything happens at the last minute you won't get screwed. Although if a country goes into full panic at the end of the month they won't leave the next day on the council report. I'm not sure how long the grace period is, but if they max out panic shortly before the end of hte month you won't actually need to put a sat over it.

Also you can always build satellites. Even if you don't have room to deploy them. And make sure you start them early, since they take 20 days to make. Most people usually focus a lot of their resources early in the game on churning out a lot of satellites.

Don't worry too much about stuff. Losing is fun. You'll die. You'll learn. You'll try again. (also jadestar did a really good LP on the game if you need help. it's on the archive)

Jim DiGriz
Apr 28, 2008

Maybe there is no room for guys like us.
Grimey Drawer

CapnAndy posted:

Isn't Solace exactly that? I'm pretty sure I once countered mind control by just having my psi op run up next to the guy and the Solace bubble removed the mind control.

gently caress me sideways. I thought it's just against panic and disorientation.

Magni
Apr 29, 2009
So, I think I'm gonna have to start over the Ironman Legend campaign.

Third mission was a VIP extraction (IE the one where you start with the VIP and out of concealment).

I forgot to take pics, but long story short: Made it pretty far across the map before pulling a pod, then did a rolling firefight. Had the VIP out of LOS from the aliens in a room, within sprint range of the evac zone and 3 turns left on the timer. Perfect, right? Well, then Kingninja got shot. And panicked (again). And ran into the room with the VIP, breaking LOS with all enemies. And then turned around and blasted the VIP in the face from point blank range with his shotgun. :bravo: I was acually so completely shocked that I didn't even remember taking pictures.

:siren:Hey Coolguye, it seems I accidentally set your character pool entry on being a possible VIP while looking at it. Because that VIP up there, that was you. You just got fragged by kingtheninja, one turn away from freedom. :v::siren:

As for Kingninja: I should have done this after the second mission. You're either an ADVENT deep-cover agent or the worst Ranger ever.

And now the only way to salvage this whole clusterfuck is to ace the next mission. Which is the first ADVENT Retaliation. Yaaaaaaay. And all I have ready are Lowtax, three Rookies and a Flashbang. :suicide:

Speedball
Apr 15, 2008

Jim DiGriz posted:

gently caress me sideways. I thought it's just against panic and disorientation.

Solace works on ALL mental debuffs, it's great. Someone gets mindbombed, it doesnt' matter because I have Solace!

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

So I downloaded the increased squad size mod, but one slightly annoying thing is now I have to hand populate my squad for every mission instead of the most recent guys being auto-picked. Is there a way to fix it? Hand picking everyone is going to be a little tedious in the long run.

edit: Oh, it just moved auto-fill to a button instead of default behavior.

marshmallow creep fucked around with this message at 23:37 on Feb 20, 2016

malhavok
Jan 18, 2013
Is there a way to stop end of mission crashes? they kill my ironman saves.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

malhavok posted:

Is there a way to stop end of mission crashes? they kill my ironman saves.

You could just... not play ironman?

malhavok
Jan 18, 2013

BenRGamer posted:

You could just... not play ironman?

They are also terribly annoying during regular games though.

MikeC
Jul 19, 2004
BITCH ASS NARC
are you doing the caps lock thing? 2K has come out and said that screws things up. I have never had this game crash on me before.

monster on a stick
Apr 29, 2013

necrobobsledder posted:

In future runs I'll probably opt for 1 Psi, 1 Ranger, 1 Gunslinger Sharpshooter, 1 Specialist for Threat Assessment, Haywire (not for control) or Capacitor Discharge, 2 Grenadier. And everyone besides the Gunslinger will have WAR suits sporting blaster launchers or shredder cannons. This somewhat contradicts my last paragraph, but given I really hosed up yet still managed to win I can probably tackle it on Legend if I actually prepared right.

Of course, all of this is completely dependent upon nice AWS perks and such. Sadly, I retrained all my colonels for AWC perks and got nothing for hidden perks in my eventual squad. I thought that retraining would let you have access to them if you hadn't built the AWC before they ranked past the hidden perk level? Evidently not for me.

This is mostly what I ended up doing, the two Grendiers both had Blaster Launchers and I had some other fun shredder toys on the other soldiers. Last Avatar brought down with Soulfire after it moved in front of my psi op.

Pipski
Apr 18, 2004

I wish you didn't have to re-select paint jobs every time your weapons get upgraded!

Unrelated: I just had a hacked lamp post randomly give me control of an enemy Gatekeeper, which I put to good use. Only had control of him for two turns, but even after I lost it he carried on slaughtering mutons on the other side of the map. I guess they must have attacked him while he was on my side, and after reverting he just kept fighting them. Not complaining! Made a tough mission a whole lot easier!

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Pipski posted:

I wish you didn't have to re-select paint jobs every time your weapons get upgraded!

That Uniform Manager mod keeps Weapon Paint jobs as part of the uniform--and you can make it where weapon paint job is the only thing that transfers.

Harrow
Jun 30, 2012

Is there a bug in the True Retroactive AWC mod? I installed it and suddenly five of my troops got Blast Padding. It seems unlikely that many of them would roll that as their AWC perk but who knows.

Harrow fucked around with this message at 23:41 on Feb 20, 2016

Pipski
Apr 18, 2004

BenRGamer posted:

That Uniform Manager mod keeps Weapon Paint jobs as part of the uniform--and you can make it where weapon paint job is the only thing that transfers.

Ah, good knowledge, thanks.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Pipski posted:

I wish you didn't have to re-select paint jobs every time your weapons get upgraded!

Unrelated: I just had a hacked lamp post randomly give me control of an enemy Gatekeeper, which I put to good use. Only had control of him for two turns, but even after I lost it he carried on slaughtering mutons on the other side of the map. I guess they must have attacked him while he was on my side, and after reverting he just kept fighting them. Not complaining! Made a tough mission a whole lot easier!

Hacking gives you some of the best stories from this game. I hacked a lamppost and got control of an ADVENT officer halfway across the map, then I moved closer and took over the Sectopod in the nearby pod with Haywire Protocol, and somehow the sheer force of my hacking power gave me control of the MEC next to the Sectopod. (???) What should have been a seriously difficult mission turned into a hilarious stomp as my possessed pod of enemies killed two more full pods, and then the surviving Sectopod and MEC obligingly let me shoot them in the face.

Anyone ever seen that before, by the way? I have no idea how I ended up with control of that MEC.

dyzzy
Dec 22, 2009

argh
I just did a mission where hacking a MEC gave me control of his buddy too. First time I've seen that happen, was a pleasant surprise. Ended that mission prematurely with control of two advanced MECs and two andromedons.

Vincent
Nov 25, 2005



This got lost in the last few pages:

"I'm about to do the last mission and wanted to know what mods won't gently caress up my saves for the next play through, and what mods would you guys recommend, besides the long war team ones"

I already finished the campaign in veteran (I'm not man enough for commander yet).

Edit: Better yet, what mods WON'T gently caress my saves and game up?

Vincent fucked around with this message at 00:23 on Feb 21, 2016

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Vincent posted:

This got lost in the last few pages:

"I'm about to do the last mission and wanted to know what mods won't gently caress up my saves for the next play through, and what mods would you guys recommend, besides the long war team ones"

I already finished the campaign in veteran (I'm not man enough for commander yet).

For general play, Stop Wasting My Time, Uniform Manager seems pretty good, Capnbub's Accessories is a definite yes, Mission Time Remaining--mod that lets you know when scannables and missions on the world map expires is a must. Also True Retroactive AWC. Get alla those.

Outside of those, personally, I really like the Homer Simpson voice pack.

Harrow
Jun 30, 2012

Vincent posted:

This got lost in the last few pages:

"I'm about to do the last mission and wanted to know what mods won't gently caress up my saves for the next play through, and what mods would you guys recommend, besides the long war team ones"

I already finished the campaign in veteran (I'm not man enough for commander yet).

What kind of mods are you looking for?

It's worth noting that every single mod in XCOM 2 can gently caress up your saves if you uninstall it or disable it mid-campaign. You can get around that with UI mods (like health display mods) using this: http://steamcommunity.com/sharedfiles/filedetails/?id=619141883&searchtext=ignore

Don't try to load your save after uninstalling a visual or gameplay mod, though. In general, most mods aren't going to mess up your saves so long as you don't disable them mid-campaign.

EDIT: Other than the above, I also recommend Evac All--it's both convenient and cool-looking. Maybe also one of the health display mods. Either Numeric Health Display (replaces the health meters with numbers, pretty nice aesthetic, too) or Show Health Values (adds a little health number over the cover icon).

Harrow fucked around with this message at 00:42 on Feb 21, 2016

Gato
Feb 1, 2012

Hellweave will set Vipers on fire if they attempt to tongue grab the wearer.

GOTY 2016

Synthbuttrange
May 6, 2007


The effects interact with new models without any additional work! Awesome. :3:

Dongattack
Dec 20, 2006

by Cyrano4747
Has anyone found a variable that disables the Faceless ability to attack the turn it changed?

Kinetica
Aug 16, 2011
Just finished the game yesterday. Only thing I really wanted was to have more avatars to pop up here and there, but past that well worth the money.


Edit: and to not have autosaves bug so I could try ironman

Away all Goats
Jul 5, 2005

Goose's rebellion

I'd really like to see reinforcements changed so that more than just ADVENT respond on the situation. The most dangerous ADVENT reinforcement pod I've seen is two HEAVY mecs and a trooper.

How much more threatening would it be if the dropship unloaded an Andromedon and two Vipers? Or even change the manner of reinforcement so you can have a bunch of codexs teleport in, or Archons and Gatekeepers fly in to the reinforcement zone.

If dropships could transport Beserkers and Chryssalids too it would also solve the problem of only ever seeing those enemies once or twice in a campaign.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Away all Goats posted:

I'd really like to see reinforcements changed so that more than just ADVENT respond on the situation. The most dangerous ADVENT reinforcement pod I've seen is two HEAVY mecs and a trooper.

How much more threatening would it be if the dropship unloaded an Andromedon and two Vipers? Or even change the manner of reinforcement so you can have a bunch of codexs teleport in, or Archons and Gatekeepers fly in to the reinforcement zone.

If dropships could transport Beserkers and Chryssalids too it would also solve the problem of only ever seeing those enemies once or twice in a campaign.

Eh, I don't think it matters. As it stands the only thing truly threatening about about reinforcements is if they come while you already have your hands full.

Double down on that--don't give the next turn flare warning, just make them pop up.

Edit: Also



Advent Armor is pretty cool.

DMW45 fucked around with this message at 01:30 on Feb 21, 2016

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Kinetica
Aug 16, 2011
Maybe a larger dropship with 5 or 6 troops? Or an increasing amount of dropships per turn?

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