|
The stuff soldiers say depends on the personality given them in customization. Emi has the "Twitchy" personality so she has those kinda nervous sounding lines.
|
# ? Feb 14, 2019 02:25 |
|
|
# ? Jun 5, 2024 21:38 |
|
re: "how are we meant to counter that?" on the dark event: you can't get all of them. Every Guerilla Op mission set allows you to choose from multiple missions and determine which of the dark events to counter. Sometimes you can get most of them. Occasionally if everything lines up perfectly through sheer luck you might get all three in a set. But in the game, some are always going to get through. They're the world government, you're a ragtag bunch of
|
# ? Feb 14, 2019 02:52 |
|
Ignoring the mission for the moment: I really, really think it would be a good idea to use the new open space to get the "bring a 5th person along" room. Like, maximizing your action economy is strategy game 101, and having an extra person along sounds very, very helpful.
|
# ? Feb 14, 2019 03:05 |
|
Experimental grenades and ammo are kind of weird, or rather they make sense with how the game mechanics work but not so much as far as common sense. They're not permanently used up, so if you have 1 acid grenade you can equip it to a single soldier, throw the grenade once during the mission, and then still have it to give to a different soldier and use once on the next mission. Two acid grenades mean you can have two soldiers with them at once (more of a concern once you have larger squads) or one soldier with two uses. Similarly if you give a soldier a special ammo all of their bullet based attacks benefit from that ammo. There's a third type of experimental consumable later that works the same way.
|
# ? Feb 14, 2019 03:11 |
Doing the blacksite mission will push the Avatar project back slightly, IIRC. On the other hand, it's a slightly bigger mission and now that Mutons have started showing up you might really need some upgraded guns...
|
|
# ? Feb 14, 2019 09:14 |
anilEhilated posted:Doing the blacksite mission will push the Avatar project back slightly, IIRC. On the other hand, it's a slightly bigger mission and now that Mutons have started showing up you might really need some upgraded guns... Mutons are your friends! Especially when you try to melee them! Blast Hardcheese has almost discovered this the hard way
|
|
# ? Feb 14, 2019 11:21 |
|
Consider zooming in a bit when moving so the treetops disappear. Could be a video setting to make it easier to see too! Overwatch won’t trigger when you’re concealed :/ This spoiler beneath is just a slight comment on mutons. Lucky muton engagement that he got sad and ran away! Those fucks are dangerous!
|
# ? Feb 14, 2019 11:41 |
|
Bremen posted:Experimental grenades and ammo are kind of weird, or rather they make sense with how the game mechanics work but not so much as far as common sense. They're not permanently used up, so if you have 1 acid grenade you can equip it to a single soldier, throw the grenade once during the mission, and then still have it to give to a different soldier and use once on the next mission. Two acid grenades mean you can have two soldiers with them at once (more of a concern once you have larger squads) or one soldier with two uses. Similarly if you give a soldier a special ammo all of their bullet based attacks benefit from that ammo. There's a third type of experimental consumable later that works the same way. Personal reflection is that some are awesome (acid grenade) while some are borderline worthless fire grenades Re ammo its a trap if you don't have a mod with ammo slots. The ammo is great to mediocre but there isn't enough space on your dudes ——————— Also this blind lp is just insanely interesting because I’ve only ever watched pros attempt impossible Ironman runs with mods making the game harder. My first go I constantly savescummed because the game willlll gently caress with you and I’m just very much invested into you making it but I still can’t help you. It’s maddening. I really hope you enjoy playing and will continue with the lp for us ! I think the psychic research might make the game more interesting but it sure as hell won’t make it easier. Spending money and time on developing psykers versus developing weapons and armor. I’ve never really invested in psykers before gauss and plate... Affi fucked around with this message at 12:02 on Feb 14, 2019 |
# ? Feb 14, 2019 11:48 |
|
Affi posted:Re ammo its a trap if you don't have a mod with ammo slots. The ammo is great to mediocre but there isn't enough space on your dudes I like making just one to put on snipers. Since they're usually too far from the action to make any good use out of a grenade instead.
|
# ? Feb 14, 2019 11:59 |
|
GeneX posted:Ignoring the mission for the moment: I agree, get the GTS up as soon as your power plant is done. I'd also try to go for the extra resistance contact on the geoscape after you're done contacting the current region. Extra resistance contacts are a valuable resource that lasts the whole game, and random geoscape events disappear after a time. Dr Christmas fucked around with this message at 17:28 on Feb 14, 2019 |
# ? Feb 14, 2019 17:24 |
|
The game does advertise the GTS on the squad selection screen with the cryptic message 'Increase Squad Size through the G.T.S. facility'. Build that thing! Having one more soldier on the field isn't just a flat increase in firepower. The tactical game is all about using various powers in concert, and having more tricks to pull on your turn multiplies your options immensely.
|
# ? Feb 14, 2019 21:29 |
|
Yeah, definitely. Not only is it useful for having more actions, and being able to put more bullets down the field, but it also lets you level your guys more easily. And it means you'll be more comfortable to try out different builds, because hey, you'll have space for two snipers, so why not make one a pistol build and see how good that is?
|
# ? Feb 15, 2019 12:50 |
|
I thought we weren't telling them what to do?
|
# ? Feb 15, 2019 16:27 |
|
Affi posted:I thought we weren't telling them what to do? It was always our plan to do this anyway so it's not a big deal.
|
# ? Feb 15, 2019 16:43 |
|
Affi posted:I thought we weren't telling them what to do? The way I see based on how this thread is going is that if we give advice, we try to make sure it's based on things that have happened during the course of the LP.
|
# ? Feb 15, 2019 19:08 |
|
Yeah, I think pontificating on what has happened should be okay, it's half the fun!
|
# ? Feb 15, 2019 20:02 |
|
Bremen posted:Experimental grenades and ammo are kind of weird, or rather they make sense with how the game mechanics work but not so much as far as common sense. They're not permanently used up, so if you have 1 acid grenade you can equip it to a single soldier, throw the grenade once during the mission, and then still have it to give to a different soldier and use once on the next mission. Two acid grenades mean you can have two soldiers with them at once (more of a concern once you have larger squads) or one soldier with two uses. Similarly if you give a soldier a special ammo all of their bullet based attacks beneufit from that ammo. There's a third type of experimental consumable later that works the same way. Clearly there's a team of homunculi in the avenger who can perfectly replicate items but only under very specific circumstances and only within certain parameters. And if I was going to guess which LP would be the one where I make an Atelier game it wouldn't be XCOM2.
|
# ? Feb 15, 2019 21:10 |
|
No see they really only have one acid grenade, after it blows up they have to go pick up the pieces and stick it back together before they refill it
|
# ? Feb 15, 2019 21:18 |
|
They didn't make an acid grenade with the supplies, they made an acid grenade synthesizer but the process is so slow it can only supply one person per mission.
|
# ? Feb 15, 2019 21:38 |
Bruceski posted:They didn't make an acid grenade with the supplies, they made an acid grenade synthesizer but the process is so slow it can only supply one person per mission. Also if you don't throw it, Shen sacrifices it to the appease the Machine Spirit or something.
|
|
# ? Feb 15, 2019 21:41 |
|
That Italian Guy posted:Also if you don't throw it, Shen sacrifices it to the appease the Machine Spirit or something. The chemical compounds go inert. Once you throw it that thing barely lasts three turns, it's pretty volatile stuff.
|
# ? Feb 15, 2019 21:58 |
|
Affi posted:Personal reflection is that some are awesome (acid grenade) while some are borderline worthless fire grenades I like the latter a lot for shutting down enemies with melee attacks. And even though they’re immune to the DoT effect, the initial explosion still damages and shreds robots. Though I’ve never though of a situation where I’d want to bring poison grenades to a mission.
|
# ? Feb 16, 2019 00:49 |
|
You actually have an entire storeroom of acid grenades, but Chen made you sign an EULA that only gave you permission to have them installed on 1 soldier at a time. You have to pay for the expanded license for every additional soldier.
|
# ? Feb 16, 2019 01:50 |
|
Spoiler for the vote at the end of the video! What skill should Ma Get? https://www.strawpoll.me/17438500 Natural 20 fucked around with this message at 03:33 on Feb 16, 2019 |
# ? Feb 16, 2019 03:16 |
|
If you click on the yellow '?'s on the ability tree, you'll get more info on the skill.
|
# ? Feb 16, 2019 03:31 |
Bad luck really screwed you over this time. The bullshit you were so upset about IS bullshit, but it wouldn't have been nearly as bad if the bullshit hadn't brought friends.
|
|
# ? Feb 16, 2019 04:04 |
|
It was a bit of a pileup of things going wrong, to be honest. When you kill the last enemy on the map, faceless reveal themselves (so you don't have the tedious job of hunting them down), and in this case skulljacking the last enemy did that *and* spawned a codex. Then, as you found out, the Codex clones itself when damaged - normally if you spawned it with your last soldier, you'd only have to deal with one (which would normally use the weapons disabling ability), and if you spawned it with multiple soldiers left, you could probably kill at least one clone before they acted. So basically spawning the codex with one action left was the worst of all possibilities. The end result was that instead of facing a single codex like most players would, you ended up against two codex and two faceless due to bad luck. As far as difficulty, I will note that despite being fairly behind due to some early mistakes, and that whole pileup of bad luck, it still only cost you one soldier (with the second being due to what amounts to a misclick). So it's not quite as bullshit impossible as it probably felt at the time.
|
# ? Feb 16, 2019 05:17 |
|
Gnoman posted:Bad luck really screwed you over this time. The bullshit you were so upset about IS bullshit, but it wouldn't have been nearly as bad if the bullshit hadn't brought friends. There's a reason exists.
|
# ? Feb 16, 2019 05:26 |
|
Yeah, turns out Codexes loving kill people. You still got a win here, and that means you don't need to do that skulljack move again!
|
# ? Feb 16, 2019 05:44 |
StoryTime posted:Yeah, turns out Codexes loving kill people. You still got a win here, and that means you don't need to do that skulljack move again! But he's gonna want to. Skullmining not only lets you execute one Advent Trooper-type guy per battle, but it also gives a bonus to Hacking to whomever's carrying a Skulljack such that you'll want a Skulljack on any Specialist who goes into a mission once you get advanced aror and can carry more than one object.
|
|
# ? Feb 16, 2019 05:51 |
|
that was stupid, and no manner of "that's xcom!" cackling can compensate for that kind of actively bad game design like, nice recovery, but there was exactly 0 indication that this could even occur, much less that it would it's a dick move that as far as I can see exists for the sole purpose of screwing over new players once, getting them to restart the mission, and never running into the "trick" again
|
# ? Feb 16, 2019 06:09 |
|
Blast, noooo!
|
# ? Feb 16, 2019 06:12 |
|
Now that was a fun mission to watch, will be interesting to see what unusual new characters come aboard to replace the fallen
|
# ? Feb 16, 2019 06:21 |
|
GeneX posted:that was stupid, and no manner of "that's xcom!" cackling can compensate for that kind of actively bad game design To be fair, even our blind LPers were pretty sure something was going to happen. The Codex's clone trick, now that's a nasty surprise for new players.
|
# ? Feb 16, 2019 07:09 |
|
Eh, I don't mind the "dick move" so much since it can only ever screw you over this bad once. Expecting to be able to manage everything fine on your first run through an XCOM game is, well... not a formula for enjoyment. Also firsts like these are precious memories! Your first skulljack, the first time you run into any new enemy, the first time you attempt any unique mission... those times when you're fearfully dealing with the truly unexpected are some of the best moments. I still wish I could erase my memory to re-experience a certain one-off mission in XCOM 1. the fishing village.... Getting through it blind and being all OH poo poo OH poo poo OH SHIIIIIT half the time was one of the single most intense gaming experiences of my life.
|
# ? Feb 16, 2019 07:39 |
|
GeneX posted:that was stupid, and no manner of "that's xcom!" cackling can compensate for that kind of actively bad game design It is not bad game design, it's just kinda dickish game design. Depends on the player if they find it funny dickishness or if they throw a tantrum. The baseline assumption in XCOM is that you will lose soldiers during the campaign, because sometimes poo poo just happens. The idea is to bounce back up from these setbacks, not to avoid them by having the game telegraph all its wily tricks to the player beforehand. Also, as Bremen explained, this whole thing happened in some real unfortunate circumstances. Bifauxnen posted:Also firsts like these are precious memories! Your first skulljack, the first time you run into any new enemy, the first time you attempt any unique mission... those times when you're fearfully dealing with the truly unexpected are some of the best moments. I have over 700 hours in this game and I still remember my first Codex fight. It involved Mutons in addition to the codex and two faceless. It was not pretty.
|
# ? Feb 16, 2019 08:12 |
|
"kinda dickish" is bad game design in a game like this
|
# ? Feb 16, 2019 08:15 |
|
Bremen posted:To be fair, even our blind LPers were pretty sure something was going to happen. The Codex's clone trick, now that's a nasty surprise for new players. Yeah, I'm not going to completely defend the surprise (you're right that people that play and like XCOM expect a bit of unfairness from time to time as part of the masochistic fun). But it's also true that they were very sure something was going to happen, and started that something with two troops totally out of cover. Blast wouldn't have avoided the Faceless but he very well could have avoided dying to a plasma shot (which might have kept Znorelax safe since he wouldn't panic). Plus, they had already seen the "Faceless appear after the enemies are gone in a Retaliation" and took the risk that it wouldn't severely complicate the surprise they saw coming. It did, though. Anyway, all things considered you played it pretty well after the sudden turn for the worse (minus the misclick, and we've all done that once or twice). I hope you remember this for future plot objectives and are exceedingly careful about when and where you do them. Click the spoiler for codex info that you could deduce from what you saw in the episode but may not have picked up Clone does not create any more HP. It splits the remaining HP among the divided Codexes, and that's why there wasn't a second one after the Clone from Ma's pistol shot: it had 1 HP, so basically it created a clone and then the original had 0HP and disappeared. And an actual spoiler that the LPers definitely shouldn't read until later: these things are why I love Lightning Hands! It's an action-free cleanup on some little jerk that has 2 HP left. GeneX posted:"kinda dickish" is bad game design in a game like this "Dickish" is pretty much the XCOM genre, to be honest. But there's still idiots like me who do poo poo like play the hardest difficult, and/or download Long War because we think "hm, this game doesn't hate me enough yet". Akratic Method fucked around with this message at 08:26 on Feb 16, 2019 |
# ? Feb 16, 2019 08:24 |
|
GeneX posted:"kinda dickish" is bad game design in a game like this Eh, it's not really any different than a new kind of enemy having abilities that surprise you, and that will happen a lot in this sort of game.
|
# ? Feb 16, 2019 08:24 |
|
|
# ? Jun 5, 2024 21:38 |
|
GeneX posted:"kinda dickish" is bad game design in a game like this No it is not. EDIT: I mean obviously it isn't everyone's cup of tea. You don't have to try and validate your own preference by claiming the thing you don't like is objectively bad. Nordick fucked around with this message at 08:29 on Feb 16, 2019 |
# ? Feb 16, 2019 08:27 |