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It does not.
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# ? Sep 17, 2016 04:12 |
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# ? May 10, 2024 16:54 |
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I just don't think it's worth anything, when you could spend your time and resources better elsewhere. Pros: some promotions, a very mild and niche panic reduction. Con: possible team wipe, no body rewards, a ghost shows up and eats you irl. vv: Very fair! I enjoyed playing it. Just not more than once. Bogart fucked around with this message at 04:42 on Sep 17, 2016 |
# ? Sep 17, 2016 04:31 |
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It's a really cool mission and you should do it at least once, though probably not in an Ironman or anything,
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# ? Sep 17, 2016 04:34 |
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Beagle is playing The Bureau tonight. EDIT: on hard monster on a stick fucked around with this message at 05:10 on Sep 17, 2016 |
# ? Sep 17, 2016 04:42 |
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monster on a stick posted:Beagle is playing The Bureau tonight. Poor sap.
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# ? Sep 17, 2016 04:46 |
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Bogart posted:That's a great way to get no MELD, though. From what I remember: use grenades to soften up Sectoids and other starting enemies, but don't finish them off with them or else risk losing Weapon Frags, expect every shot that you need to hit will miss and have contingencies to lock down baddies. Are you people serious? It's not that hard lol...
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# ? Sep 17, 2016 04:55 |
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monster on a stick posted:Beagle is playing The Bureau tonight. The Bureau is a solid 7/10 kind of game. It really amazes me how drat playable it is despite its very troubled production.
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# ? Sep 17, 2016 07:21 |
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Dongicus posted:Are you people serious? It's not that hard lol... I play on Impossible lol... It's a game of risk management. I choose not to take that risk.
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# ? Sep 17, 2016 08:02 |
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Bogart posted:I play on Impossible lol... Even then, as long as you can handle the pods up to the ship just send one dude up to sneak along the edge. Hit the transponder and have everyone run. A maximum of 3 'lids will ever get in range and you will literally always be able to handle 3 'lids by the time Newfoundland pops. Way too many people try to slug it out, or don't run. In X-COM EW 'lids don't have the movement to catch up to you if you're moving at least a full blue move each turn.
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# ? Sep 17, 2016 20:23 |
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What I usually do is just level the whole drat map with explosives. They can't spawn if all the spawning objects have been destroyed.
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# ? Sep 18, 2016 02:38 |
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Thanks game for starting me six full dashes away from the node I have to hack. Thanks game for not letting me target the turret I hacked, which attacked me the very turn I lost control. On the plus side all the videogame characters are banding together.
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# ? Sep 18, 2016 05:01 |
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Huszsersvn posted:The Bureau is a solid 7/10 kind of game. It really amazes me how drat playable it is despite its very troubled production. There was a goon LP of it, and it got beautiful when another goon who was on the QA team for it showed up with insider advice and "oh hey that launch things to orbit bug is still in " edit: here TheParadigm fucked around with this message at 10:20 on Sep 18, 2016 |
# ? Sep 18, 2016 10:15 |
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monster on a stick posted:Thanks game for not letting me target the turret I hacked, which attacked me the very turn I lost control. Did you try targeting the turret through the fire weapon command? That should work when the turret is still firendly and you can't just click its icon.
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# ? Sep 18, 2016 11:54 |
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Is it just me, or is this game less replayable than the first one? Maybe it's too similar and I played the living poo poo out of the first one so I'm burned out on xcom in general? Also, it seems harder than the first one too. Like in classic in #1 I'd maybe need to try once or twice before getting a game going, and in this one I have to try the first couple of missions a TON of times. Also what's the preferred easiest way to start: is the tutorial mission rescuing the commander, a good idea or not?
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# ? Sep 18, 2016 21:59 |
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i think this game has the illusion of being harder because you were basically invincible when you could creep up and overwatch your way across the map. the timer in this makes it seem like you have to play really reckless but its actually a pretty generous timer ~usually~ i had trouble starting in this game a bit before i realized that yet again getting as much money as soon as possible was ideal and started rushing satellite relays. the continent bonuses changing a lot somewhat deemphasizes this but its still the most steady opening i find
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# ? Sep 18, 2016 22:05 |
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The inclusion of Advent Officers and their ability to mark and the time limits make the early game harder than pre-thin-man EU.
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# ? Sep 18, 2016 22:08 |
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Newfoundland is like, one of the easiest missions out there in EW. The trick is not hitting the transponder right away while you set up with high ground against the whale, and then turkey shoot until they stop spawning. Then you get everyone into position to run, get your fastest dude to tag the button, and head on out. Cakewalk.
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# ? Sep 18, 2016 22:28 |
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redreader posted:Is it just me, or is this game less replayable than the first one? Maybe it's too similar and I played the living poo poo out of the first one so I'm burned out on xcom in general? I think they wanted to make the game harder, because of the popularity of Long War among steamers and some players. (I think some of that popularity among streamers has to do with being able to get so many viewers into the character pool, and also because it's arguably more fun to watch someone good, or even bad, at LW play it than it is to play it yourself.) So we got timed missions instead of meld (optional "gotta not turtle" to mandatory "gotta not turtle"), infinite aliens on avenger defense and the final mission, alien rulers, and lots of other things like codices the game does to play around with traditional strategies. rabidsquid posted:i think this game has the illusion of being harder because you were basically invincible when you could creep up and overwatch your way across the map. the timer in this makes it seem like you have to play really reckless but its actually a pretty generous timer ~usually~ So here's an example: I mentioned this earlier but I had a mission that dropped me off probably six full dashes away from the McGuffin I was supposed to get. Even at maximum zoom out you'd see this which gives you an idea about the distance involved. The very bottom of the map, you can see where one of my soldiers could dash to, you still can't see the target. It gave me 12 turns to do so. Fantastic (six turns is plenty to kill ayys you find), except who knows where they are, and since I had to go diagonally, you still had to creep somewhat to avoid a bad activation on your flank. And this was with Sgts as my highest ranked troops, there's no room for error.
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# ? Sep 19, 2016 01:39 |
Dexanth posted:Newfoundland is like, one of the easiest missions out there in EW. The trick is not hitting the transponder right away while you set up with high ground against the whale, and then turkey shoot until they stop spawning. Newfoundland can kick your rear end the first time around, and that's fine. But it's perfectly manageable once you know what to expect. It's a great setpiece.
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# ? Sep 19, 2016 01:46 |
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Dexanth posted:Newfoundland is like, one of the easiest missions out there in EW. The trick is not hitting the transponder right away while you set up with high ground against the whale, and then turkey shoot until they stop spawning. Huh, I never knew they stopped spawning. That makes it better. But it doesn't change the fact that Canada doesn't reward us for stopping the runaway genocidal attack on their own soil
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# ? Sep 19, 2016 01:48 |
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Dr Christmas posted:Huh, I never knew they stopped spawning. That makes it better. Yeah, but they're Newfies. They're a Roll Up The Rim short of a double-double.
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# ? Sep 19, 2016 04:06 |
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monster on a stick posted:So here's an example: I mentioned this earlier but I had a mission that dropped me off probably six full dashes away from the McGuffin I was supposed to get. Even at maximum zoom out you'd see this which gives you an idea about the distance involved. The very bottom of the map, you can see where one of my soldiers could dash to, you still can't see the target. Are you running some mods? The default timer is 8 turns, and I don't think there's anything in the base game to increase the timers based on distance. In fact the distance alone is kinda baffling because six full dashes is around 90 tiles travelled, and the vanilla Guerilla Ops mission schedules are set to spawn you around 36 - 44 tiles away from the objective.
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# ? Sep 19, 2016 12:53 |
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Pretty sure a number of map mods are buggy as hell. Or maybe it's the vanilla map generator.
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# ? Sep 19, 2016 13:06 |
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Exposure posted:Are you running some mods? The default timer is 8 turns, and I don't think there's anything in the base game to increase the timers based on distance. Yeah, IIRC the only 12 turn missions are Dark VIPs?
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# ? Sep 19, 2016 13:49 |
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Is there a particular type of mod that would cause loss of FPS on the geoscape screen / slowdown transitions between facility screens / slow inventory switching, etc? Something is slowing me down but I'm not quite sure what. I do have a conflict between a certain class mod and ammo/vest slots but I doubt that alone could do it?
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# ? Sep 19, 2016 17:52 |
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Exposure posted:Are you running some mods? The default timer is 8 turns, and I don't think there's anything in the base game to increase the timers based on distance. Besides all the normal fun mods, I have one map pack but it shouldn't be doing this. I don't think I have the "extra mission type" mod either. Light Gun Man posted:Is there a particular type of mod that would cause loss of FPS on the geoscape screen / slowdown transitions between facility screens / slow inventory switching, etc? Something is slowing me down but I'm not quite sure what. The game is terribly optimized and they're not going to be fixing it now.
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# ? Sep 19, 2016 17:58 |
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monster on a stick posted:Besides all the normal fun mods, I have one map pack but it shouldn't be doing this. I don't think I have the "extra mission type" mod either. Well my first game didn't have this issue, second game I changed/added more mods. I suppose I could figure it out by turning them off but I just figured I'd ask first.
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# ? Sep 19, 2016 18:17 |
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Light Gun Man posted:Well my first game didn't have this issue, second game I changed/added more mods. I suppose I could figure it out by turning them off but I just figured I'd ask first. I had something similar happen to me. I solved it by deleting all my configuration files and then verifying the cache.
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# ? Sep 19, 2016 18:34 |
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monster on a stick posted:Besides all the normal fun mods, I have one map pack but it shouldn't be doing this. I don't think I have the "extra mission type" mod either. its more likely the map pack because i've never ever ever been that far from an objective. in the unmodded maps its rare that i can't get to an objective in two dashes with that bonus move speed from the gts.
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# ? Sep 19, 2016 20:23 |
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Parenthesis posted:I had something similar happen to me. I solved it by deleting all my configuration files and then verifying the cache. Thanks. Did this and it didn't seem to change much, but I'm sure it's a good idea anyway. Went ahead and figured it out the manual way and turns out it was indeed the ammo and vest slots conflict causing the problem, drat. Well at least my game runs better now. edit: Installing an alternate utility slots mod causes a different conflict, with a different mod, with the same slowdown results. How strange. rabidsquid posted:its more likely the map pack because i've never ever ever been that far from an objective. in the unmodded maps its rare that i can't get to an objective in two dashes with that bonus move speed from the gts. I'm playing with several map packs this time and have had some pretty far away objectives but the countdowns have been fine thus far. Not playing on a hard mode though. Also alternate answer: grapple more Light Gun Man fucked around with this message at 22:56 on Sep 19, 2016 |
# ? Sep 19, 2016 21:15 |
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I know about the way you can force a mission complete in XCOM 2, but can you in EW? I made it to the battleship mission in Slingshot in Long War, have trudged through like twenty-five+ aliens with lots of Mutons and a few Cyberdiscs, and the last room is filled with... two more Cyberdiscs, four Mutons, three Floaters, probably more. It would be manageable if they didn't all activate at the same time or I wasn't still on ballistics. I know that it's The Long War Experience (tm) but there's a certain point where I want to go back to cursing at bullshit Thin Men crits than the armada of Cyberdiscs and Mutons.
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# ? Sep 19, 2016 23:38 |
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You know. gently caress the cheating AI in this garbage game. Just lost my Ironman A-squad because I forgot that all enemy squads will zoom in on your position if you get close enough to the objective, regardless of whether or not you've broken stealth, and ended up getting ambushed by 5 packs.
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# ? Sep 20, 2016 12:28 |
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SweetBro posted:You know. gently caress the cheating AI in this garbage game. Just lost my Ironman A-squad because I forgot that all enemy squads will zoom in on your position if you get close enough to the objective, regardless of whether or not you've broken stealth, and ended up getting ambushed by 5 packs. Staying in stealth as long as possible is a terrible idea, it just opens you up to horrible cover geometry.
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# ? Sep 20, 2016 12:52 |
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Yeah, stealth is to get you a good first engagement. Ghosting is not a thing you can, or really should, be able to do.
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# ? Sep 20, 2016 13:38 |
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SweetBro posted:You know. gently caress the cheating AI in this garbage game. Just lost my Ironman A-squad because I forgot that all enemy squads will zoom in on your position if you get close enough to the objective, regardless of whether or not you've broken stealth, and ended up getting ambushed by 5 packs. That's not exactly right, but close enough. Explicitly, the AI draws a strait line between the median of your squad and the objective. They will then attempt to patrol across this line, like notches on a single-beam ladder. So, by getting close to the objective with concealment on, the pods will have to choice but to converge on the tiny area you've given them left on the map. Other than being totally unstated on how the AI works (which is fine, yes?), this is a good mechanic. It explicitly forces the AI to not be stuck afk in a corner of the map to be hunted down, but rather plant themselves between you and the objective, effectively committing suicide by forcing you to ambush them. Win-win. This isn't metal gear solid, use concealment to ambush a pod and then move on.
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# ? Sep 20, 2016 13:53 |
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Serephina posted:
If you absolutely must use concealment to reach your objective point for some reason, it's better to park your squad as far from the objective as you can manage and then use one guy to reach the objective. This way the AI has more room to patrol because your median point is somewhere in the middle of the map and you can then avoid the enemy. The only problem with this plan is that usually once you break concealment that one trooper is toast.
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# ? Sep 20, 2016 14:37 |
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Kwyndig posted:If you absolutely must use concealment to reach your objective point for some reason, it's better to park your squad as far from the objective as you can manage and then use one guy to reach the objective. This way the AI has more room to patrol because your median point is somewhere in the middle of the map and you can then avoid the enemy. UNLESS that one trooper can re-enter concealment and then stay hidden forever while the rest of the crew endures shenanigans. Which is probably still a bad idea but hilarious
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# ? Sep 20, 2016 15:44 |
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Yeah scouts designed on survival and concealment are insanely good at rush to objective missions. Though if he gets found in the middle of enemy area then he is pretty much dead. Scouts are annoying to train so they rarely join in on the fights unless you really need one alien dead right now and he is hiding next to him.
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# ? Sep 20, 2016 16:09 |
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Serephina posted:this is a good mechanic. No it's not. If the purpose of it to avoid wasting time hunting the AI down then it should only affect units that have left concealment (which would actually loving make sense).
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# ? Sep 21, 2016 03:36 |
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# ? May 10, 2024 16:54 |
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The way I see it, ADVENT knows where the objective is in the mission and no matter how stealthy you are they just saw the Skyranger blast overhead. They know the general area where you are and the game reflects that.
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# ? Sep 21, 2016 04:02 |