Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


...okay.

Anyway. How do you best deal with a cyberdisk?

Adbot
ADBOT LOVES YOU

chiasaur11
Oct 22, 2012



The Skeleton King posted:

...okay.

Anyway. How do you best deal with a cyberdisk?

In which game?

And what equipment do you have?

reignofevil
Nov 7, 2008

The Skeleton King posted:

...okay.

Anyway. How do you best deal with a cyberdisk?

Assuming you mean enemy unknown I'd suggest laser weapons and start the engagement with two holo targeting heavies so that you can land shots semi reliably.

Bogart
Apr 12, 2010

by VideoGames
Someone please add in a second wave option that lets you start with a Psi-Lab. Bundle it with the Templars if you want, that's fine, I just think PsiOps are the most fun character class and I hate gimping myself by pursuing Psi early at the expense of Predator armor or lasers.

Ugly In The Morning
Jul 1, 2010
Pillbug

Bogart posted:

Someone please add in a second wave option that lets you start with a Psi-Lab. Bundle it with the Templars if you want, that's fine, I just think PsiOps are the most fun character class and I hate gimping myself by pursuing Psi early at the expense of Predator armor or lasers.

Starting with Templars and Psi soldiers would be goddamn rad. Psi takes some time to get really powerful anyway so it’s not like it would break the game too hard.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Is there a mod that makes Psionics into normal classes? Standard leveling, rather than lab leveling? I'm sure there must be by now, right? Especially with the training center stuff in WotC.

dyzzy
Dec 22, 2009

argh
Start with an upgraded psi lab, but you can't research plasma weaponry :black101:

Ravenfood
Nov 4, 2011

Vib Rib posted:

Is there a mod that makes Psionics into normal classes? Standard leveling, rather than lab leveling? I'm sure there must be by now, right? Especially with the training center stuff in WotC.

I felt like converting them to the faction soldier format would be the better option, and would also make them a little more balanced to start with early.

Emberfox
Jan 15, 2005

~rero rero rero rero rero
That would be a very explosives/melee/psi-favoring run.

That actually sounds like it could be fun.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

A gimmick run where you never fire a bullet after like month 1(sorry gunslingers). Anything else goes! Kind of like HL2s One Free Bullet achievement. You could make an exception for reapers car bombing people.

I'm going to have to try this later

RBA Starblade fucked around with this message at 15:13 on Apr 14, 2018

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...

Vib Rib posted:

Is there a mod that makes Psionics into normal classes? Standard leveling, rather than lab leveling? I'm sure there must be by now, right? Especially with the training center stuff in WotC.

There is. I am not sure what it's called but ChristopherOdd is using it on his current let's play.

Seems a bit overpowered since soulfire will guaranteed kill advent troopers regardless of cover, but it does have a long cooldown I guess.

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."
Richard's Classes has a Mage class that trains like a regular troop, you can turn off all the other classes.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


on my current campaign i actually did start with a templar. I don't know why, all i did was disable the WOTC intro mission.

Hunt11
Jul 24, 2013

Grimey Drawer

The Skeleton King posted:

on my current campaign i actually did start with a templar. I don't know why, all i did was disable the WOTC intro mission.

When you disable the scripted WOTC stuff you can actually chose which faction to start with.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Turning off the WotC tutorial randomizes your first buddy, even though you still get the same intro cinematic w/ the reapers. There are second wave options that let you choose your starting buddy if you want to be sure.

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy
https://steamcommunity.com/sharedfiles/filedetails/?id=1313834895 Use this mod and you get PSI as an extra thing soldiers have sometimes in ADDITION to their normal class. That's some fun bullshit. Still have to use the chamber to train skills though.

Musashi's RPG mod + the various addons to it would be a good alternative to PSI, since you could take skills from necromancy or biotics or richard's mage class if they've gotten to that by now? Pretty sure you can also just use both of these and make yet more insane soldiers.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I didn't realize that gatekeepers would show up on their own. I never encountered any before the mission with the gate before.

This is the first time I've put off getting the skulljack and doing the blacksite because I plan on killing all the chosen first. I've already killed the warlock and plan to kill the hunter next.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I didn't realize that gatekeepers would show up on their own. I never encountered any before the mission with the gate before.

This is the first time I've put off getting the skulljack and doing the blacksite because I plan on killing all the chosen first. I've already killed the warlock and plan to kill the hunter next.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

The Skeleton King posted:

I didn't realize that gatekeepers would show up on their own. I never encountered any before the mission with the gate before.

Idk if it’s a change with WOTC but if you drag your heels enough both the codex and gatekeeper can start spawning without you hitting their plot triggers.

FuzzySlippers
Feb 6, 2009

Angry Diplomat posted:

One of my friends had a favourite strategy: he would rush psionics as soon as he reasonably could, test soldiers until he found one with really good psionic abilities, and then have his one psionic supersoldier and a handful of kitted-out bodyguards sit in the transport while a legion of grenade-toting rookies ran out to scout aliens for him to mind-control. He played it like a puzzle game and liked to use one alien to scout another, and so on and so forth, so that he knew where to focus his creeping barrage of hurled grenades and incendiary autocannon rounds.

One of his all-time favourite dirty tricks was priming any explosives carried by a mind-controlled alien, who would then breach the door of a UFO and sprint as far inside as it could.

His Psi Overlord's honour guard was always made up of the former sacrificial rookies that somehow survived three or more missions.

These kind of stories are why OG Xcom is always first in my heart. Even when you abuse mechanics it felt rather organic and grounded in the fiction. I like the Firaxis games (and WOTC is the best yet) but Firaxis also loves board game mechanics and that makes for a rather different feeling game. The pod system in particular is just so game-y I never get as immersed in my Xcom runs as the old one. How flanking can actually gently caress you over because you might stumble into a pod makes you manage sight lines in a really weird way.

reignofevil
Nov 7, 2008

FuzzySlippers posted:

These kind of stories are why OG Xcom is always first in my heart. Even when you abuse mechanics it felt rather organic and grounded in the fiction. I like the Firaxis games (and WOTC is the best yet) but Firaxis also loves board game mechanics and that makes for a rather different feeling game. The pod system in particular is just so game-y I never get as immersed in my Xcom runs as the old one. How flanking can actually gently caress you over because you might stumble into a pod makes you manage sight lines in a really weird way.

I say this as someone who really loves the newer XCOM games the decision to have the mechanics for sucessfully killing enemies also be incredibly likely to screw you over immediately is just mind boggling. At times trying not to have a pod walk in on you until the moment AFTER everyone shoots so that somehow the new enemies all forget they can use their guns is more like solving a rubik's cube than I'm playing a videogame.

punishedkissinger
Sep 20, 2017

Did anyone else take the skulljack purely for killing purposes?

bpACH
Apr 5, 2009

Basic Chunnel posted:

Idk if it’s a change with WOTC but if you drag your heels enough both the codex and gatekeeper can start spawning without you hitting their plot triggers.

It was that way in vanilla too. For the gatekeepers, that's how they tend to show up for me because I keep saving the post shadow chamber missions for when I'm ready to go into the end game (or if I need the avatar reduction).

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

kidkissinger posted:

Did anyone else take the skulljack purely for killing purposes?

I usually put it on my Specialist for the hacking boost, but I really like having the possibility of a melee one-hit-kill on hand if I need it.

Ugly In The Morning
Jul 1, 2010
Pillbug

Angry Diplomat posted:

I usually put it on my Specialist for the hacking boost, but I really like having the possibility of a melee one-hit-kill on hand if I need it.

Yeah, for me it’s basically there to up the odds of shutting down a robot enemy, but it’s a nice “ah, gently caress” option when I need it.

Bogart
Apr 12, 2010

by VideoGames
Frankly, I just want to see the Gremlins get a little bayonet they can use to jab into an advent skull.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Basic Chunnel posted:

Idk if it’s a change with WOTC but if you drag your heels enough both the codex and gatekeeper can start spawning without you hitting their plot triggers.

Nah, it was the same in the base game. It kinda spoiled my first game because suddenly I am fighting Gatekeepers: Why are they called that? What Gate??? Then a bit later I got the mission and everyone's all "What is THAT?!?!" and I'm saying "We've killed like 20 of these fuckos and autopsied them already, guys" at my screen. Replayable, emergent gameplay and cinematic plot-focused storytelling really don't mesh well, but Firaxis keeps mashing them together in their XCOMs :sigh:

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
My latest campaign has officially failed. This time I played too fast and loose with the avatar clock, which forced my hand and left me vulnerable to a few bad RNG's in tandem. I was pressed to assault a facility, which would have been fine if the Warlock hadn't showed up, which probably also would've been manageable if the Warlock hadn't gained the ability to summon priests. A hacked turret flipped back to the enemy at a really inopportune time, killing two of my units, while the warlock and priest each mind controlled another unit. I almost escaped this one with a clock rollback and two surviving units, but the priest decided to stasis one unit, putting them in range of enemy reinforcements instead of escaping, and the last surviving unit was mind controlled and killed themselves with their own gremlin. Nice. I'd already planted the charges, but that gets weird: command says the aliens disabled the charges, but when you go back to the geoscape everyone has dialogue about how you lost everyone but managed to force back the avatar clock. However, the avatar clock does not actually roll back.

I lost contact with the region, and all other facilities were in uncontacted regions. I attempted to stop the tailspin by doing a guerilla op for intel so that I could contact a new region, but it didn't save me.

Lessons learned:
-Don't gently caress around with the avatar clock.
-Manufacture mindshields and carry them in the warlock's area of control.
-Don't bother with reapers or stealth-spec rangers. This one is personal taste; I just don't like the stealth mechanic and am not good at exploiting it, so my resources are better put elsewhere.
-Gunslinger spec snipers find far more utility than sniper spec. I'm on the fence about this one but the fact is that I always liked when I had a gunslinger at my disposal and found snipers pretty situational.
-Manufacture extra medkits early; the cost doubles when they get upgraded.
-Special ammo kicks rear end.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Also, why are Advent generals always chillin in the sewers

malhavok
Jan 18, 2013

reignofevil posted:

I say this as someone who really loves the newer XCOM games the decision to have the mechanics for sucessfully killing enemies also be incredibly likely to screw you over immediately is just mind boggling. At times trying not to have a pod walk in on you until the moment AFTER everyone shoots so that somehow the new enemies all forget they can use their guns is more like solving a rubik's cube than I'm playing a videogame.

Yeah, I love the new x-com games but the idea that the enemy discovering you in their turn is better than you discovering them in yours is pretty silly.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

malhavok posted:

Yeah, I love the new x-com games but the idea that the enemy discovering you in their turn is better than you discovering them in yours is pretty silly.

I very strongly agree with this. The one thing I outright, unequivocally dislike about the newer generation of XComs is the way enemies effectively get a double move upon spotting you on your turn. IMO the "pod awoken" movement should consume an action point in advance, so that they only have one action the following turn (possibly even zero if they need to sprint to get to cover). Having a dude run towards you on your turn, then run around and take a flanking shot immediately afterwards never stops being frustrating bullshit.

Reaction fire was always a risk in OG XCom, but it didn't feel like unfair nonsense because it was a recognized and expected mechanic that worked both ways. Also, there weren't mission timers forcing you to keep advancing; you could afford to play that tense game of leapfrogging sentries and peering around corners. I actually like the timers in XCom 2 - they're good design, imo - but they really strongly highlight how janky the pod mechanics are.

Angry Diplomat fucked around with this message at 19:49 on Apr 15, 2018

upgunned shitpost
Jan 21, 2015

I like the pod system, though usually up the number count so fighting more than one in a go is pretty common. they're just an awesome series of discrete puzzles, made from geometry and explosions that you don't so much put together, but rather pull apart. it's not as free-wheeling as ja2, which is probably the best iteration of og-xcom's style, but the limitations the new system has in place really gives the game a fast, kinetic style that I'm happy to trade for. run ten squares and light some muthafuck up in xcom2, it looks loving rad, feels rad. makes things more exciting than more current takes.

Dylan McKay
Oct 20, 2011

I will not shut up about the Mighty Morphin Power Rangers. I talk about them all the time and work them into every conversation. I refuse to see Black Panther because they didn't ask the Black Ranger to be in it.
The pod activation thing is tricky.

Taking away some enemy action points for their turn seems somewhat acceptable, but there is that faction ability in Xcom 2 that does just that and it's really really strong, so I don't know if that's it.

Exposure
Apr 4, 2014
Removing pod mechanics wouldn't do anything to change how devastating revealing additional enemies with little actions remaining are.

That issue comes from the fact that you just can't afford to take sudden losses in soldiers due to how important they are in the FiraxCOM design: unless you change that, no amount of shuffling around you do with other mechanics will fix the problem.

Ravenfood
Nov 4, 2011

Exposure posted:

Removing pod mechanics wouldn't do anything to change how devastating revealing additional enemies with little actions remaining are.

That issue comes from the fact that you just can't afford to take sudden losses in soldiers due to how important they are in the FiraxCOM design: unless you change that, no amount of shuffling around you do with other mechanics will fix the problem.
Not really. Its the issue where enemies will happily sit 2 feet away and watch their friends get blown up but because they can't see XCOM, they just twiddle their thumbs. XCOM is really the only game I can think of where you actively want to limit your LoS as much as possible.

e: In any other game, those enemies would still be there, and still be trying to kill you, but you wouldn't know it. Its only in XCOM where they only exist when you see them.

Ravenfood fucked around with this message at 21:43 on Apr 15, 2018

punishedkissinger
Sep 20, 2017

Thats the issue. So much of the game is this weird unreal game of finagling line of sight

Dongicus
Jun 12, 2015

The Skeleton King posted:

What's the name of the steamer who was really good at long war?

joinrbs unless you mean the Austrailian beagle guy who kinda sucks now

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."

Dongicus posted:

joinrbs unless you mean the Austrailian beagle guy who kinda sucks now

I've had enough of Beagle's bait-and-switch streams of 10% XCOM and 90% Slay the Spire

Dongicus
Jun 12, 2015

hes probably still cool just wasnt fond of his personality switch when he started doing the facecam stuff

Adbot
ADBOT LOVES YOU

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Sounds like people want them to just let the enemies attack you when they discover you in their turn like in the original XCOM.

Also to have a chance to shoot you immediately when you discover them because they were on overwatch.


They tried solving the activation issue by letting you have concealed scouts, I don't think there is any way to change up the design without it feeling unfair, or changing the design entirely.

Fangz fucked around with this message at 01:15 on Apr 16, 2018

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply