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Ah, understood then. Extra time to answer is just one of the benefits of active listening.
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# ? Feb 27, 2016 19:43 |
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# ? Jun 9, 2024 14:58 |
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a "poortmanteau" you might say. Also, another mission, another shiv on the scrapheap. By the numbers. Also also, that intermission was great, good times all round (except for those who had a less good time).
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# ? Feb 28, 2016 01:37 |
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Shady Amish Terror posted:
This doesn't even fit in the context first used, by I still like it.
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# ? Feb 28, 2016 02:12 |
You do definitely get a sectoid corpse out of a mechtoid. It's in the description of the autopsy, though usually by the time you get to the point where you're fighting mechtoids you don't really care about sectoid corpses except to sell them.
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# ? Feb 28, 2016 03:15 |
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seaborgium posted:You do definitely get a sectoid corpse out of a mechtoid. It's in the description of the autopsy, though usually by the time you get to the point where you're fighting mechtoids you don't really care about sectoid corpses except to sell them. I believe you only get the corpse if you didn't explode the mechtoid, but you always get the mechtoids wreck whether you blow it up or not? Not 100% sure though.
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# ? Feb 29, 2016 00:09 |
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ProfessorBooty posted:I don't know why but I find this hilarious. Thanks
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# ? Feb 29, 2016 06:17 |
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Tell me if this is a bad place but this is the one thread that is about xcom 2. I'm locked away with a few buds with tablets only and xcom 2 is available on them.. How's the multiplayer? Does it work?
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# ? Feb 29, 2016 13:48 |
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Affi posted:Tell me if this is a bad place but this is the one thread that is about xcom 2. It does work. Just not perfectly. It's functional in itself, but it has gigantic delays between actions. So you're basically forced to play with infinite turn timers. If you can stomach that, though, it works fine. Also, there IS a proper xcom EW/ XCOM 2 thread. http://forums.somethingawful.com/showthread.php?threadid=3762067
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# ? Feb 29, 2016 14:34 |
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Youtube Link New Stuff Psi Panic vs. Mind Merge Psi panic panics the selected unit for 1 + (caster's will/50) turns. If the caster's will is say, 75, then it is a guaranteed 2 turns of panic, and a 50% chance for a third turn (remainder/50 is the chance for an extra turn). The takeaway is that it's important to get the caster's will as high as possible to maximize how many turns the unit is panicked. Watch out for bad guys with Neural Dampening! According to the tool tip, a 100% chance to panic will always be displayed. This sucks, but it can be worked around. Effectively the chance to psi panic a given unit will always be 10% less than mind fray (for the same caster). Mind merge gives +25% chance to crit, 25+ (caster's will/10) will, and (caster's will/50) DR. The bonus will is integer division (rounded down), and the DR is floating division (remainder goes into %-chance for one more DR). Psi panic is arguably one of the most powerful abilities in the game, because it shuts down ethereals. A panicked ethereal cannot reflect. Unfortunately, ethereals have a lot of will. So how we apply bonuses is important, particularly with inspiration/mind merge. I don't know if the 'psionically active' status was intentionally added by long war, or if its some sort of strange hard-coded thing, but it is a huge pain in the rear end. In general, we want to cast mind merge on the intended unit before giving them other will buffs (such as psi inspiration). We'll see this pop up reasonably often even when I do my best to avoid it so it might not be worth spending a lot of time talking about it here. As powerful as psi panic is, its probably more important to have units with mind merge so we can get those really high %-chances of getting a successful psi panic to begin with. I intended on giving medics and assaults psi panic, and most other units mind merge. There will be exceptions of course.
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# ? Mar 1, 2016 14:46 |
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So theoretically, what are we looking at for a max buffed psi panic and what does that translate to vs an ethereal?
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# ? Mar 1, 2016 18:01 |
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Rusty Calderon?!
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# ? Mar 1, 2016 18:11 |
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At first Seekers made me really sad... but then I went "". Thanks Eggsaile!
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# ? Mar 1, 2016 19:50 |
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Rick_Hunter posted:So theoretically, what are we looking at for a max buffed psi panic and what does that translate to vs an ethereal? I did some envelope calculations and we're looking at 60 - 75% chance to panic an ethereal. That isn't great, but that translates to a 70 - 85% chance to mind fray an ethereal. A mind fray is a -25 will debuff, so a successful mindfray will become a >95% chance to panic an ethereal. This requires a lot of setup if we plan on fraying and panicking with two different soldiers, but by using command we can get the fray/panic off with one soldier. A hidden advantage to requiring so many will buffs to perform this is that we're looking at a will of around 170 on our soldier and the ethereal is shutdown for 4-5 turns. This all sounds kind of crazy but I try to go psi heavy on all of my squads, and back in the day I would make it my plan to handle a single ethereal with psi panic, and two ethereals with mind control.
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# ? Mar 1, 2016 23:20 |
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Man the universe is conspiring to keep us away from the base assault!
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# ? Mar 1, 2016 23:31 |
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ProfessorBooty posted:I did some envelope calculations and we're looking at 60 - 75% chance to panic an ethereal. That isn't great, but that translates to a 70 - 85% chance to mind fray an ethereal. A mind fray is a -25 will debuff, so a successful mindfray will become a >95% chance to panic an ethereal. This requires a lot of setup if we plan on fraying and panicking with two different soldiers, but by using command we can get the fray/panic off with one soldier. A hidden advantage to requiring so many will buffs to perform this is that we're looking at a will of around 170 on our soldier and the ethereal is shutdown for 4-5 turns. This all sounds kind of crazy but I try to go psi heavy on all of my squads, and back in the day I would make it my plan to handle a single ethereal with psi panic, and two ethereals with mind control. So say an average psi trooper's will is 60 and their mind merger is 60 too. 60 (Psi Trooper) + 30 (Psi Inspiration) + 31 (Mind Merge) + 10 (Aurora Armor) + 25 (Mind Shield) + 25 (Mind Frayed Defender) = 181 But we're probably fighting Ethereals with 120 - 135 will and I thought psi success chance was linear. What am I overlooking? Edit: Nevermind, found it on the Xcom Long War reddit. Rick_Hunter fucked around with this message at 02:17 on Mar 2, 2016 |
# ? Mar 2, 2016 02:14 |
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It looked like there was some lag with the Line-of-Sight Indicator mod. Too bad, it's really helpful in XCOM 2, hopefully they get it working better.
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# ? Mar 2, 2016 04:09 |
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it looks like it has the same issue i had with the one in xcom 2 though, in that it doesn't do you any good if you can't see both the enemy and the position on the same screen
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# ? Mar 2, 2016 05:28 |
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Only if every mission worked like the last one.
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# ? Mar 2, 2016 06:39 |
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Those mechtoids melted beautifully. Here's hoping I don't fail to learn poo poo in the tank this time round...
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# ? Mar 2, 2016 07:29 |
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Now that you're getting started on retaking ground from the aliens, what's your strategy for expanding your air force? Are you going to fill out your air bases with pheonix cannon interceptors or are you going to wait for the next best thing in weaponry/chassis?
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# ? Mar 2, 2016 18:06 |
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Elth posted:Now that you're getting started on retaking ground from the aliens, what's your strategy for expanding your air force? Are you going to fill out your air bases with pheonix cannon interceptors or are you going to wait for the next best thing in weaponry/chassis? Depends on what happens with South America. If we still have South America at the start of January I'll consider purchasing more phoenix cannon interceptors, if we lose one of the countries I'll probably call that continent a wash and focus on Asia.
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# ? Mar 2, 2016 18:28 |
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That map is the worst map in the entire game for long war. I hate it. also booty are you going to do multiple base assaults in a month or just the one?
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# ? Mar 2, 2016 19:23 |
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Wouldn't multiple base assaults bring multiple base defenses? That would put quite a strain on the barracks.
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# ? Mar 2, 2016 19:31 |
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I would like to do two in December but realistically we will probably only be able to pull off one. Even if we get the 'XCOM threat level' to maximum the aliens need resources to pull off a base assault. Its not possible in a non-dynamic-war playthrough to have multiple XCOM HQ assaults in a month, and depending on alien resource levels its conceivable they won't have the money to do one anyway.
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# ? Mar 2, 2016 19:41 |
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ProfessorBooty posted:I would like to do two in December but realistically we will probably only be able to pull off one. Even if we get the 'XCOM threat level' to maximum the aliens need resources to pull off a base assault. Its not possible in a non-dynamic-war playthrough to have multiple XCOM HQ assaults in a month, and depending on alien resource levels its conceivable they won't have the money to do one anyway. So they're as broke as we are.
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# ? Mar 2, 2016 19:43 |
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SaffronKit is terrifying, holy crap. Just casually overkilling a Thin Man three times over, no big deal. indeed.
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# ? Mar 2, 2016 20:41 |
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Rick_Hunter posted:Wouldn't multiple base assaults bring multiple base defenses? That would put quite a strain on the barracks. LW base defense has nothing to do with base assaults; it has to do with alien resources, XCOM's "threat level", and probably RNG. You can have a base defense before you've even launched your first assault. I know one is guaranteed by March of year 2 if one hasn't happened yet.
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# ? Mar 3, 2016 03:20 |
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I'm putting together the streams. I have the first video uploaded and ready. Please note that I didn't take this playthrough seriously at all. I have my beefs and gripes with XCOM 2 but in general its a fun game. I finished a campaign on Veteran and I plan on starting a new campaign on Commander/Ironman. Any game that warrants a replay is good. https://www.youtube.com/watch?v=Q0s4KtyAo-I
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# ? Mar 3, 2016 03:41 |
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ProfessorBooty posted:I'm putting together the streams. I have the first video uploaded and ready. But Booty, YOU NEVER LEAVE A MAN BEHIND!!
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# ? Mar 3, 2016 03:42 |
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maybe YOU never do Long War question - was the rest of Africa just not worth taking back at this time or?
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# ? Mar 3, 2016 05:22 |
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Veloxyll posted:maybe YOU never do The Asia bonus is much better for us (discount on foundry projects). We may retake Africa, but its bonus isn't nearly as neat (discount on workshops/labs). edit: And only one Africa country bonus is remotely attractive. ProfessorBooty fucked around with this message at 05:58 on Mar 3, 2016 |
# ? Mar 3, 2016 05:45 |
I'm trying, honest I'm trying. Eventually I'll get promoted.
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# ? Mar 3, 2016 07:07 |
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ProfessorBooty posted:edit: And only one Africa country bonus is remotely attractive.
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# ? Mar 3, 2016 15:48 |
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Endomorphic posted:To you right now, or in any game ever? Is there a playstyle that makes the Africa bonuses viable, or does it just suck to be that continent in this game? Most of the country starting bonuses in Africa are absolutely amazing, there's a great reason to start on any one of the three countries. I would argue that the satellite bonuses aren't that great, and the continent bonus is nice, but not a game changer.
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# ? Mar 3, 2016 16:05 |
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ProfessorBooty posted:Most of the country starting bonuses in Africa are absolutely amazing, there's a great reason to start on any one of the three countries. I consistently start in South Africa when I play; one of the available start bonuses there is a straight +1HP for all soldiers. Every time I have someone get shot down to 1HP (constantly, since I'm not really good at this) I feel like my start choice is vindicated all over again.
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# ? Mar 3, 2016 23:12 |
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Youtube Link Perk Talk Lock N' Load vs. Bombard vs. Sprinter (Gunnery Sergeant Medic). The only new perk here is Bombard. We've seen enemies with bombard but we haven't seen it appear on our trees yet. Bombard gives +50% throwing distance. For Medics this is a 15 tile throw, and for Engineers (who start with Grenadier) this is a 17 tile throw. This is a ridiculously powerful perk, and it's very frightening in the hands of the enemy. It's so powerful that I wish it wasn't even in the game so aliens wouldn't get it. Also: This perk is why we typically choose indestructible half-cover over destructible full cover. Kind of simple: For the dedicated overwatch medic (rapid reaction, opportunist), take lock n' load. For the support medic (takes support grenades), go for bombard, for any other build choose sprinter. It is tempting to take lock 'n load for a paramedic medic because of the potential action economy, but using a medkit will end the turn if a reload is performed with lock n' load. For the paramedic sprinter is really nice because you can run in from far away, heal, then run away again, keeping the medic out of danger and the front-liner in the fray. ProfessorBooty fucked around with this message at 19:46 on Mar 4, 2016 |
# ? Mar 4, 2016 15:01 |
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Just finished the mission before this one. Those two abductors are annoying, I wanted to see a base assault
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# ? Mar 4, 2016 15:32 |
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The mission splash image makes it look like you're fighting a loving cyber demon.
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# ? Mar 4, 2016 18:12 |
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that is quite the party
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# ? Mar 4, 2016 19:25 |
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# ? Jun 9, 2024 14:58 |
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Rick_Hunter posted:The mission splash image makes it look like you're fighting a loving cyber demon. Maybe they are
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# ? Mar 4, 2016 20:05 |