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toasterwarrior posted:Man but it's so good if you get an Experimental Grenade, though. I mean, if you luck out on a geoscape scan for the Ammo + Grenade pickup, that's great; but if you don't, it really feels like it's worth it to get the Proving Grounds up and running ASAP because any of the Experimental Grenades will clean house during an ambush. Troopers become guaranteed kills instead of a 50/50 death (that'll lose you loot on the GOOD roll), while the survivors get hit with DoTs and maybe a debuff too. You don't have to lead with a grenade and then hope your rookies can shoot a drat during clean-up because even an exposed enemy takes a 70% roll to kill for greenhorns. Gotta disagree. Wound timers are so long that without a staffed AWC there's a good chance you'll literally run out of troops, on the higher difficulties, at least. Once you get later on with more skills, better armor and weapons, etc, that'll stop happening and the AWC will be less useful and not need to be staffed 24/7--but experimental grenades will still be useful.
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# ? Feb 29, 2016 18:00 |
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# ? May 22, 2024 12:49 |
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BenRGamer posted:Gotta disagree. How many soldiers are people running usually? I buy ~10 new ones at the start of the game and then just grab mission rewards. For Commander+, how many is a good pool?
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# ? Feb 29, 2016 18:13 |
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If you lose a ground defence (from an enemy reaching the ramp) is it game over? I didn't get to do much in the one ground defence that occurred in my campaign. I ended up successfully hacking a sectopod so I literally marched it across the map and blew up the beacon on round 3, then evac'd. Maybe killed 3 aliens total. PoizenJam fucked around with this message at 23:48 on Feb 29, 2016 |
# ? Feb 29, 2016 18:15 |
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Also holy poo poo I will not put off psi trooper research on my next run. Domination is a game changer when gatekeepers start showing up.
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# ? Feb 29, 2016 18:16 |
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I went through the entire game without managing to luck into having domination as an option. Looking at the wiki page I apparently managed to see literally every other ability on my two Magus level psi-operatives.
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# ? Feb 29, 2016 18:19 |
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I just left two operatives in the psi op training Center until there was nothing left to train, then proceeded without them until they were done. Edit: I took all psi operatives with domination to the second to last mission, which turned it from a cute semi-stealth section into hilarious storming the gates with 2 Andromeddons and a Codex. Archons didn't stand a chance between that and Psi-lance/void rifts. PoizenJam fucked around with this message at 18:26 on Feb 29, 2016 |
# ? Feb 29, 2016 18:23 |
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My final battle team: two specialists with killzone, a sniper with chain shot, a psychic with vigilance, a grenadier with vigilance, and a ranger with... That move that gives you aim when you double move. So, set up my sniper, double move the rest, I had 4 overwatches and the ranger ready to unload. Next round: 3 killzones. Thank goodness for bigger enemy squads.
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# ? Feb 29, 2016 18:36 |
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I like that you can take your psiguys on missions even if they're in training, and it'll auto-resume their training the second they get back as long as you kept 'em healthy. In EU/EW, you had to manually interrupt their poo poo, and then they'd have to start training all over. Then again, it worked pretty differently back then (since you only needed psi training the once)
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# ? Feb 29, 2016 18:37 |
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many johnnys posted:I like that you can take your psiguys on missions even if they're in training, and it'll auto-resume their training the second they get back as long as you kept 'em healthy. In EU/EW, you had to manually interrupt their poo poo, and then they'd have to start training all over. Then again, it worked pretty differently back then (since you only needed psi training the once) Yeah, I wish the leadership training worked the same way. Especially since the leadership skills aren't anywhere close to being as OP as your average psi ability.
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# ? Feb 29, 2016 18:40 |
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Coolguye posted:Sykic is already working on one. Was. It's good to go for the most part, but someone already released a Torgue pack so I don't know if it's worth uploading anymore.
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# ? Feb 29, 2016 18:54 |
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LowellDND posted:How many soldiers are people running usually? I buy ~10 new ones at the start of the game and then just grab mission rewards. For Commander+, how many is a good pool? I've got 14 right now, but I got a few from a scanning event. I'll buy two or three more for use in the psi lab.
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# ? Feb 29, 2016 19:22 |
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Jetamo posted:Devs are working on fixes and desperately trying to find cosmetics that Capnbubs hasn't beaten them to for their first DLC from the season pass. they are destined to fail
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# ? Feb 29, 2016 19:24 |
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I tend to grab a shitload of rookies all the time. I've also been using the everyone earns mission XP mod. I tend to maintain multiple of different types of soldier, but im also playing legendary so a bad wound could retire a dude for a month so I need back ups of my soldier archetypes.
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# ? Feb 29, 2016 19:40 |
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SpookyLizard posted:I tend to grab a shitload of rookies all the time. I've also been using the everyone earns mission XP mod. I tend to maintain multiple of different types of soldier, but im also playing legendary so a bad wound could retire a dude for a month so I need back ups of my soldier archetypes. I could use a bit more honestly but Midnight Raids will not loving go away. With predator armor and the AWC though I don't think I have to worry about hitting a limit.
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# ? Feb 29, 2016 19:42 |
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Since I have yet to find a way to increase the starting number of rookies to fit with IESS+ I just cheat myself enough supplies to buy a bunch of rookies at the start. I think the pool has like 10 to begin with? So I usually add like 400 supplies and hire them all.
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# ? Feb 29, 2016 19:44 |
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I had To Serve Mankind (recruits cost 10 supplies instead of 25) as one of my early continent bonuses so I basically ran a skeleton crew until I could lock that down. Once you have that you can just recruit like crazy and even midnight raids don't hurt that much.
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# ? Feb 29, 2016 19:45 |
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A quick, slightly irrelevant to the thread question. Has anyone tried this one? http://openxcom.org/forum/index.php?topic=1814.0
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# ? Feb 29, 2016 19:47 |
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Okay, this run may be a wash. I'm succeeding and doing fine aside from one problem - I have literally not completed a mission yet that hasn't had at least one soldier being Shaken. And I can't manage to un-Shaken them, since the AI is more than happy to make suicidal moves specifically to lightly injure them. Rookies aside, I now have more people on my roster who are Shaken (8) than I do who aren't (5). This is ridiculous.
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# ? Feb 29, 2016 19:58 |
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I just realized my run is going almost identically to my Veteran run. Same starting continent, same facilities in same locations, same engineer/scientist situation (seriously nobody gives these as an award, which is fine except for the mandatory five you need). And they're generally too pricey to buy from the black market or hq.
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# ? Feb 29, 2016 20:01 |
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PantsBandit posted:I had To Serve Mankind (recruits cost 10 supplies instead of 25) as one of my early continent bonuses so I basically ran a skeleton crew until I could lock that down. Once you have that you can just recruit like crazy and even midnight raids don't hurt that much. Any idea how to make that a starting perk?
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# ? Feb 29, 2016 20:01 |
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BenRGamer posted:Gotta disagree. Speaking of... The aftermath of my last mission. It would have been a squad wipe if RNG had not smiled upon me with a clutch 48% action point refund hack. Luckily I'll have the AWC operational in ~3 days, but drat. e: Does anyone know of a mod that will cause soldier recovery to pause scanning at the holomap? I've got a guerrilla mission waiting but my fifth soldier has less than a day left in bed and I'm terrified the mission will expire half a second after the soldier is ready. Melanion fucked around with this message at 20:22 on Feb 29, 2016 |
# ? Feb 29, 2016 20:13 |
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On legendary, I went GTS, then workshop, then power on the 3rd level coil. I think I made a mistake there, but so far I've been OK. Barely. It's been rough, but I think I've reached a breakthrough (assuming I get through the blacksite). I've also been using one of the infantry class mods and LEM is probably overpowered, though I don't know how to fix it since it was basically role-defining on LW, which may have been responsible for my success.
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# ? Feb 29, 2016 20:21 |
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Has anyone gotten a bug where enemies do literally nothing? It's been sucking the fun out of stuff and I don't want to do the final mission where everyone and everything is just standing eating it.
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# ? Feb 29, 2016 20:21 |
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Got a bug just now where mods wont show up in the launcher, and the launcher takes an exceedingly long time to load. Any ideas? edit: Aha. I took a nap and when I got back the launcher was showing the mods. I guess it just takes time Loel fucked around with this message at 21:28 on Feb 29, 2016 |
# ? Feb 29, 2016 20:36 |
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Tempest_56 posted:Okay, this run may be a wash. I'm succeeding and doing fine aside from one problem - I have literally not completed a mission yet that hasn't had at least one soldier being Shaken. And I can't manage to un-Shaken them, since the AI is more than happy to make suicidal moves specifically to lightly injure them. Rookies aside, I now have more people on my roster who are Shaken (8) than I do who aren't (5). This is ridiculous. Anyone holding a mind shield should be prevented from panicking at least. Other than that, it's just move carefully, work the explosives, and watch out for the goddamn stun lancers
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# ? Feb 29, 2016 20:37 |
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InfinityComplex posted:Has anyone gotten a bug where enemies do literally nothing? It's been sucking the fun out of stuff and I don't want to do the final mission where everyone and everything is just standing eating it. I did. Here's what fixed it for me: Open your game while not in battle. If you have to, blaze through whatever fight you're in. Save in a NEW save file. Restart your computer, load that file. Delete your old save games, they're trash now. If you reload them, you'll have to go back to step one.
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# ? Feb 29, 2016 20:40 |
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many johnnys posted:Anyone holding a mind shield should be prevented from panicking at least. Other than that, it's just move carefully, work the explosives, and watch out for the goddamn stun lancers Mindshields are mostly useless I've found outside of shaken (unless you absolutely need someone not to get hit with mind control), but they're mandatory if you want to bring them. If the slightest thing goes wrong they flip out. I always build at least one.
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# ? Feb 29, 2016 20:42 |
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Mindshields are clutch for unfucking the shaken, yes.
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# ? Feb 29, 2016 20:47 |
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JVNO posted:If you lose a ground defence (from an enemy reaching the ramp) is it game over?
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# ? Feb 29, 2016 20:48 |
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Taratang posted:Yes, but you don't get the alien victory cutscene. Instead you just get the option to retry the mission, even on Ironman. The EW Base Defense mission did the same thing, iirc, though there was a "you got hosed" cutscene for it.
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# ? Feb 29, 2016 20:51 |
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EvilSlug posted:~words~ Oh yeah that's a thing. Has anyone ever a) bought/made this b) actually done the beserker autopsy before other stuff or c) actually used it in a turn? Curious about that. On the proving grounds thing from earlier - I always struggle with this, because those cores are necessary for suits later on. Playing RNG with cores only to get lovely results and be low when suits show is... eh.
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# ? Feb 29, 2016 20:55 |
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MorsAnima posted:Oh yeah that's a thing. Has anyone ever a) bought/made this b) actually done the beserker autopsy before other stuff or c) actually used it in a turn? I only saw two berserkers outside the final mission. I made one but never took it anywhere. I never really used combat stims in EU either though.
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# ? Feb 29, 2016 20:57 |
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The wiki says that overdrive serum is removed permanently upon use? Is that right? Then you have to make more of them? Because that sounds way different from how every other item in the game works.
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# ? Feb 29, 2016 21:00 |
RBA Starblade posted:I only saw two berserkers outside the final mission. I made one but never took it anywhere. I never really used combat stims in EU either though. Combat stims would make more sense if they worked like medkits for the purposes of GREMLIN heal and the Medic perk. As it stands they just don't really seem to have any enticing use that justifies giving up ammo or a grenade.
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# ? Feb 29, 2016 21:01 |
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many johnnys posted:Anyone holding a mind shield should be prevented from panicking at least. Other than that, it's just move carefully, work the explosives, and watch out for the goddamn stun lancers I'm just getting drat frustrated - I'm not kidding when I say the AI is doing suicidal poo poo just to lightly injure Shaken troops. Last time around I had a single ADVENT trooper with 1hp left, Suppressed and only alive because the guy with the stock whiffed a 92% shot. Trooper left cover, dodged the reaction shot, and ran into the middle of the street just to throw a grenade at the Blast Padded (but Shaken) Grenadier to do 1 point of damage despite having three people without Blast Padding being in range. I just want to equip some of my drat ammo mods.
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# ? Feb 29, 2016 21:02 |
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many johnnys posted:The wiki says that overdrive serum is removed permanently upon use? Is that right? Then you have to make more of them? Because that sounds way different from how every other item in the game works. Yeah, it's a single shot item. Speaking of building items, is there a single thing in the game that's NOT "Instant Build"? Why does it note that specifically for everything?
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# ? Feb 29, 2016 21:04 |
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Tempest_56 posted:I'm just getting drat frustrated - I'm not kidding when I say the AI is doing suicidal poo poo just to lightly injure Shaken troops. Last time around I had a single ADVENT trooper with 1hp left, Suppressed and only alive because the guy with the stock whiffed a 92% shot. Trooper left cover, dodged the reaction shot, and ran into the middle of the street just to throw a grenade at the Blast Padded (but Shaken) Grenadier to do 1 point of damage despite having three people without Blast Padding being in range. Most of that is bizarre poo poo and I'm sorry to hear it, but was the trooper flanked? Apparently in EU/EW you could overwatch and flank and poo poo to pin them down. In this game they'll willingly run the overwatch if their current position is horrible. That said, middle of the street is also a lovely position and it sounds like the AI is making some frankly baffling decisions (especially if he could SEE the other units and grenaded your one guy). It makes some sense if the AI can tell which units are shaken though, since it shows up as a status at the bottom. It's also possible to see what statuses are on the enemy (so you can more visibly tell if they're panicking) so it stands to reason they can do the same to you.
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# ? Feb 29, 2016 21:08 |
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RBA Starblade posted:Yeah, it's a single shot item. Have you looked at proving ground stuff?
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# ? Feb 29, 2016 21:08 |
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RBA Starblade posted:Yeah, it's a single shot item. Well, you could argue it's to clarify the difference between creating something through engineering and creating something through the Proving Grounds.
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# ? Feb 29, 2016 21:08 |
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# ? May 22, 2024 12:49 |
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PantsBandit posted:Well, you could argue it's to clarify the difference between creating something through engineering and creating something through the Proving Grounds. I guess, it just seems odd to mark it as that when nothing in there is.
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# ? Feb 29, 2016 21:13 |