|
Wheany posted:The only thing you can trust in the game is the 100% hit* *100% hit does not take into account of Dodge. If you experience symptoms like Frustration, Nausea, Rage, Dispair, Suicidal thoughts please consult your Xcom Doctor. Side effects can include Death, injury, Infertility.
|
# ? May 8, 2016 15:04 |
|
|
# ? May 10, 2024 08:04 |
|
Refried Noodle posted:Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me. Is good game. The negative reviews are 20% complaints about periodic frame rate issues (which are annoying but don't really impact gameplay due to being turn-based), and 80% people whining about how the game is too hard.
|
# ? May 8, 2016 15:05 |
|
oohhboy posted:*100% hit does not take into account of Dodge. If you experience symptoms like Frustration, Nausea, Rage, Dispair, Suicidal thoughts please consult your Xcom Doctor. Side effects can include Death, injury, Infertility. Not since the patch. Now dodge is disabled on 100% shots.
|
# ? May 8, 2016 15:06 |
|
Refried Noodle posted:Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me. nope!
|
# ? May 8, 2016 15:09 |
|
DoctorTristan posted:Not since the patch. Now dodge is disabled on 100% shots. Doh! Haven't played much since the last patch, but the trauma of dodge lingers.
|
# ? May 8, 2016 15:14 |
|
Backhand posted:This coming after the specialist failed an 80% hack to disable it. Backhand posted:Especially not when the specialist really, really, really should have disabled it. That's literally a 1 in 5 chance that you buff the mech instead of disabling it. 1/5 odds of failure are not good odds when your entire squad is on the line should it fail. It's nowhere near a sure thing
|
# ? May 8, 2016 15:52 |
|
This just highlights my problem with hacking in the game. Since specialists don't gain hacking skill as they level but the thresholds for success just keep going up and up as you get further into the game.
|
# ? May 8, 2016 16:05 |
|
Kwyndig posted:This just highlights my problem with hacking in the game. Since specialists don't gain hacking skill as they level but the thresholds for success just keep going up and up as you get further into the game. You get two gremlin upgrades and your skulljacks can be upgraded to provide 20 hack as well. Hacking is never reliable, but it's often a doable option of you can keep your tech up.
|
# ? May 8, 2016 16:11 |
|
FoolyCharged posted:You get two gremlin upgrades and your skulljacks can be upgraded to provide 20 hack as well. Hacking is never reliable, but it's often a doable option of you can keep your tech up. Even with those upgrades you're still looking at 'rookie shooting' levels of success on a lot of hacks, it's frustrating.
|
# ? May 8, 2016 16:30 |
|
You guys sure are good at dogpiling a dude who had no possible way to predict the actual worst case scenario would jump out of the fog at exactly the wrong moment. Sorry you got hosed over by bullshit RNG, man.
|
# ? May 8, 2016 16:34 |
|
Hacking is loving garbage. I need to look at how the hacking deck and UI work because I'd love to rove the negative options from the game. Replace the Tower hack failures with small Intel gains and the haywire hacks failure with disorient.
|
# ? May 8, 2016 16:34 |
DoctorTristan posted:Is good game. I'm a filthy casual and play on normal. As long as a play patiently and prioritize season research, the game is pretty fun and only challenging hard, not break a controller hard Edit: kwyn there is a mod called hack plus that increases your hack skill on every hack, more points for successful ones than failed ones. It was still risky for me to control a sectopod in the end game with a level 3 gremlin, but I could do it. I could only do it with the guy I'd been using to hack everything since the beginning of the game, and should he have died, I'd be screwed, but it was possible. Soonmot fucked around with this message at 16:40 on May 8, 2016 |
|
# ? May 8, 2016 16:36 |
|
Kwyndig posted:Even with those upgrades you're still looking at 'rookie shooting' levels of success on a lot of hacks, it's frustrating. Well, the hacks are basically 1 shot kills since they remove the enemy from the battle for several turns or even reinforce your own team, if succesful
|
# ? May 8, 2016 16:36 |
|
MooCowlian posted:You guys sure are good at dogpiling a dude who had no possible way to predict the actual worst case scenario would jump out of the fog at exactly the wrong moment. I don't think you "get" XCOM.
|
# ? May 8, 2016 16:38 |
|
Ugh what the gently caress, these enemies that can use explosives used explosives against my troops that were in a perfect position to use explosives against! There's no way I could have predicted this. loving RNG.
|
# ? May 8, 2016 16:43 |
|
MooCowlian posted:You guys sure are good at dogpiling a dude who had no possible way to predict the actual worst case scenario would jump out of the fog at exactly the wrong moment. Okay, so it's a bit unlucky that he got jumped by two pods on two different flanks when he was already engaged. poo poo happens. The "mistake" was choosing to stand and fight all three groups from a rooftop that they could all shoot at, and relying on an 80% diceroll to not have a mec ready to grenade the lot of you. There are other options - for example, you could aggressively crush one of the flanking pods while breaking contact with the other ones, then fight the other pods as they come to you, or just circle around to the evac if it all goes tits up.
|
# ? May 8, 2016 16:51 |
|
This is a public reminder to not procrastinate during the final doom timer if you have Additional Dark Events installed. The next month is going to be fun.
|
# ? May 8, 2016 17:47 |
|
If I understand the post correctly, he didn't know he would have to rely on the hack, and got ambushed by two more pods on top on the one being fought totally unexpectedly. There's not always good cover, even if you're not using grenades, and if you've been ambushed by two pods at once from behind while already fighting one, there's not going to be a whole lot of repositioning options and you're going to have to take some dodgy rolls. Maybe the resident xcom gods with their ten thousand unique weapon mods and tools and twice that many hours in the game have a solution, but it's totally reasonable to be unprepared for something so unlikely and impossible to tell. The RNG is almost by definition capable of creating nigh unwinnable situations you really can't expect, and this sounds like one of them. What I'm saying is that as I understand that post and XCOM, it's possible or even likely that he was dropped into a situation which sounds almost impossible to prepare for anyway, and that just because it's intended doesn't make it good or fun. This game is very much capable of some intensely unfun poo poo and it's fine to complain about it.
|
# ? May 8, 2016 18:21 |
|
MooCowlian posted:If I understand the post correctly, he didn't know he would have to rely on the hack, and got ambushed by two more pods on top on the one being fought totally unexpectedly. There's not always good cover, even if you're not using grenades, and if you've been ambushed by two pods at once from behind while already fighting one, there's not going to be a whole lot of repositioning options and you're going to have to take some dodgy rolls. Maybe the resident xcom gods with their ten thousand unique weapon mods and tools and twice that many hours in the game have a solution, but it's totally reasonable to be unprepared for something so unlikely and impossible to tell. The RNG is almost by definition capable of creating nigh unwinnable situations you really can't expect, and this sounds like one of them. The issue is what you take away from your failure. If you just say "ugh the RNG hosed me, there's no way I could have predicted that" then you're never going to improve, you're never going to learn how to deal with the RNG dealing you a lovely hand. What you should be saying is "how could I have handled this better?" And big surprise, all of the "dogpiling" was people offering advice on how he could have handled it better.
|
# ? May 8, 2016 18:27 |
|
In order for the chain of events the guy described to have occurred, the enemy pod had to have entered his line of sight on the enemy's turn, and then he kept all of his guys clustered on the roof, shot with them first, and then tried to use a hack to keep the MEC from killing them all. When it failed, the MEC killed them all. There were a lot of things he could have done to not get all his guys killed. The thread is pointing them out. This doesn't require the "resident XCOM gods" to get through.
|
# ? May 8, 2016 18:30 |
|
Getting patrolled by multiple pods sucks. Hacking failure sucks. Fine, out of your control, it might have been mitigated, you might get lucky, but that wasn't what killed the team. Getting AOEd is completely avoidable outside of the biggest attacks. The AI will always AOE multiple targets given half a chance. You AOE entire pods given the chance. Take half cover or reduce the number of guns on target than to take a frag. Roof was bonus points as the AI does not destroy roofs intentionally to do extra damage. If they did you could never use roofs outside of snipers outside of LOS. Avoiding the AOE would have incidentally reduced the risks from everything else. Today's lesson is don't get bombed.
|
# ? May 8, 2016 18:52 |
|
I wish they gave you more opportunities to play with stealth in this game. I mean I know it's X-COM and all, and I can't argue against the pure joy that is blasting aliens in the face harder than a Trump supporter, but it'd be sweet to hack into that Advent laptop and extract your elite wet-works team without the sentries even knowing anything was up until they get up the next morning and see the headline on their holo-paper 'NEW NEW JERSEY NETWORK HACKED BY TERRORISTS! IS YOUR ADVENT GAMES ACCOUNT SAFE?'.
|
# ? May 8, 2016 19:31 |
|
That would be cool, and it's disappointing that for most missions you have to kill everyone on the map anyway, and you fail the mission if you evac despite achieving your primary objective. Fortunately there are some mods that change this. It would also be cool if the enemy had different levels of alertness rather than your squad just being concealed or not.
|
# ? May 8, 2016 19:40 |
|
Refried Noodle posted:Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me. it's like hearthstone except instead of rolling dice to win a children's card game you roll dice to save humanity from domination by aliens.
|
# ? May 8, 2016 20:09 |
|
There's a great little mod that gives you a little bit of hacking score every time you make a successful hack, it's a good start for fixing hacking.
|
# ? May 8, 2016 20:32 |
|
Refried Noodle posted:Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me. It's a very hard game but I enjoy it muchly
|
# ? May 9, 2016 15:04 |
|
Fister Roboto posted:That would be cool, and it's disappointing that for most missions you have to kill everyone on the map anyway, and you fail the mission if you evac despite achieving your primary objective. You don't get all the mission rewards which sucks, but at least the Dark Event still gets stopped. I had a mission go totally upside down after hacking the objective, lost a man, almost lost two but got a lucky un-panic roll*. Mission failed, but Dark Event countered anyway. Before then I didn't know un-panic rolls were a thing. I had a soldier freaking out, so I put an evac zone on top of him in hopes I could evac him anyway. No dice. Moved my other units into the evac, anyone with an action point takes a shot before grabbing the rope. My grenadier was the last to go, so I fired a grenade at a couple weakened aliens, killing them both. My panicked troop calms down, and I am able to get them both out.
|
# ? May 9, 2016 15:16 |
|
Yeah if you kill an alien or two a panicked unit will usually snap out of it.
|
# ? May 9, 2016 15:21 |
|
Wheany posted:The only thing you can trust in the game is the 100% hit I'm glad they patched it so that dodge chances don't apply if you have a 100 to hit, because boy did that lead to a scary time against the avatars when the shotgun missed.
|
# ? May 9, 2016 15:25 |
|
About the discussion of unwinnable situations, that's something that should be addressed more clearly for XCOM players in general, but especially newbies: calling the Skyranger and aborting the mission is a VERY IMPORTANT OPTION and one that should be considered SERIOUSLY whenever the game unleashes the gates of hell upon you. Playing Ironman Commander for the 9th time now and it's the first time my game is going somewhat smoothly. Only lost one soldier so far (a good sniper) and preparing for my 2nd retaliation mission which is scheduled to happen in about 2-3 weeks. 5-soldier squad and some magnetic weapons. Getting my mind ready for abandoning the mission in case it goes south.
|
# ? May 9, 2016 21:34 |
|
Andre Banzai posted:About the discussion of unwinnable situations, that's something that should be addressed more clearly for XCOM players in general, but especially newbies: calling the Skyranger and aborting the mission is a VERY IMPORTANT OPTION and one that should be considered SERIOUSLY whenever the game unleashes the gates of hell upon you. Sometimes you can survive the loss of a mission more than you can survive the loss of a soldier, yeah.
|
# ? May 9, 2016 21:44 |
|
Andre Banzai posted:About the discussion of unwinnable situations, that's something that should be addressed more clearly for XCOM players in general, but especially newbies: calling the Skyranger and aborting the mission is a VERY IMPORTANT OPTION and one that should be considered SERIOUSLY whenever the game unleashes the gates of hell upon you. It's true, sometimes I make some bad calls and things go south or maybe even the RNG gave me something I couldn't handle, and victory is no longer off the table. At that point, I have a choice to make: lose the soldiers who died so far, fail the mission, and get everyone else out. Alternately, lose the soldiers who died, fail the mission, and also lose everyone else too. Evac let me limp on and eventually bounce back.
|
# ? May 9, 2016 21:57 |
|
many johnnys posted:It's true, sometimes I make some bad calls and things go south or maybe even the RNG gave me something I couldn't handle, and victory is no longer off the table. At that point, I have a choice to make: lose the soldiers who died so far, fail the mission, and get everyone else out. Alternately, lose the soldiers who died, fail the mission, and also lose everyone else too. Exactly that. When the poo poo hits the fan, sometimes you just don't have the means to turn the tables with the remaining soldiers. If you face the game like it's a puzzle that has a "solution", then you're much more likely to get frustrated. Because it isn't a puzzle: everything is random and it's about maximizing your odds in the long run. And that long game sometimes means you'll have to evac to minimize your losses.
|
# ? May 9, 2016 22:06 |
|
any news yet on second wave options like in Xcom one?
|
# ? May 10, 2016 00:02 |
|
Jake Solomon revealed the next suit of Hunter armor: what you get for killing the Ruler Berserker. Looks like an alien muscle suit, comes with a free grapple, and has a once-per-mission super ground-pound attack that also lets you move and counts as a free action.
|
# ? May 10, 2016 00:05 |
|
Out of curiosity, does anybody know if they ever fixed smoke grenades? Last I checked they were still bugged. Of course, it hardly matters since the way they are coded, flashbangs are flat-out better (at least against organics...)
|
# ? May 10, 2016 02:16 |
|
Kwyndig posted:Yeah if you kill an alien or two a panicked unit will usually snap out of it. So I'd been under the impression that this works like Mind Control, where if you kill the alien responsible for panicking a soldier they calm down, but now that I've thought about it I actually only have a surface impression to support this. So I guess my question is: does this thread's tribal knowledge encompass whatever mechanic causes soldiers to calm down early?
|
# ? May 10, 2016 04:15 |
|
Kill dudes. Team calms down.
|
# ? May 10, 2016 04:39 |
|
LonsomeSon posted:So I'd been under the impression that this works like Mind Control, where if you kill the alien responsible for panicking a soldier they calm down, but now that I've thought about it I actually only have a surface impression to support this. So I guess my question is: does this thread's tribal knowledge encompass whatever mechanic causes soldiers to calm down early? I think that only works if you kill the alien who's causing the panic via a psychic power. So if a Bufftoid uses psi-roulette to make a dude panic and you snipe him, then the psi-roulette is cancelled and the panic status is removed. When I last played I would carry a flashbang or two specifically because removing a Bufftoid's psi-abilities would regularly remove panic (or mind control or kill any of his zombies) was such a powerful tool.
|
# ? May 10, 2016 04:44 |
|
|
# ? May 10, 2024 08:04 |
|
Speedball posted:Jake Solomon revealed the next suit of Hunter armor: what you get for killing the Ruler Berserker. Looks like an alien muscle suit, comes with a free grapple, and has a once-per-mission super ground-pound attack that also lets you move and counts as a free action. My dudes can finally bullrush? That's amazing. Beagle will be so thrilled.
|
# ? May 10, 2016 04:59 |