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...okay. Anyway. How do you best deal with a cyberdisk?
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# ? Apr 14, 2018 07:34 |
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# ? Jun 12, 2024 17:34 |
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The Skeleton King posted:...okay. In which game? And what equipment do you have?
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# ? Apr 14, 2018 07:44 |
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The Skeleton King posted:...okay. 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.
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# ? Apr 14, 2018 09:44 |
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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.
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# ? Apr 14, 2018 12:23 |
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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.
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# ? Apr 14, 2018 14:35 |
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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.
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# ? Apr 14, 2018 14:42 |
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Start with an upgraded psi lab, but you can't research plasma weaponry
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# ? Apr 14, 2018 14:44 |
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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.
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# ? Apr 14, 2018 14:53 |
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That would be a very explosives/melee/psi-favoring run. That actually sounds like it could be fun.
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# ? Apr 14, 2018 14:54 |
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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 |
# ? Apr 14, 2018 15:11 |
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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.
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# ? Apr 14, 2018 17:24 |
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Richard's Classes has a Mage class that trains like a regular troop, you can turn off all the other classes.
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# ? Apr 14, 2018 18:02 |
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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.
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# ? Apr 14, 2018 18:03 |
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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.
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# ? Apr 14, 2018 18:07 |
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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.
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# ? Apr 14, 2018 18:07 |
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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.
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# ? Apr 15, 2018 00:05 |
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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.
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# ? Apr 15, 2018 01:03 |
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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.
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# ? Apr 15, 2018 01:52 |
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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.
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# ? Apr 15, 2018 02:38 |
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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. 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.
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# ? Apr 15, 2018 03:34 |
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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.
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# ? Apr 15, 2018 07:16 |
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Did anyone else take the skulljack purely for killing purposes?
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# ? Apr 15, 2018 13:51 |
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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).
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# ? Apr 15, 2018 14:01 |
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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.
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# ? Apr 15, 2018 15:58 |
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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.
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# ? Apr 15, 2018 16:07 |
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Frankly, I just want to see the Gremlins get a little bayonet they can use to jab into an advent skull.
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# ? Apr 15, 2018 17:57 |
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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
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# ? Apr 15, 2018 18:10 |
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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.
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# ? Apr 15, 2018 18:14 |
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Also, why are Advent generals always chillin in the sewers
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# ? Apr 15, 2018 18:40 |
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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.
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# ? Apr 15, 2018 19:12 |
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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 |
# ? Apr 15, 2018 19:46 |
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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.
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# ? Apr 15, 2018 19:48 |
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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.
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# ? Apr 15, 2018 20:25 |
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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.
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# ? Apr 15, 2018 21:34 |
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Exposure posted:Removing pod mechanics wouldn't do anything to change how devastating revealing additional enemies with little actions remaining are. 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 |
# ? Apr 15, 2018 21:37 |
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Thats the issue. So much of the game is this weird unreal game of finagling line of sight
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# ? Apr 15, 2018 21:38 |
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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
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# ? Apr 16, 2018 00:24 |
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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
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# ? Apr 16, 2018 00:48 |
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hes probably still cool just wasnt fond of his personality switch when he started doing the facecam stuff
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# ? Apr 16, 2018 00:58 |
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# ? Jun 12, 2024 17:34 |
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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 |
# ? Apr 16, 2018 01:12 |