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Nordick
Sep 3, 2011

Yes.
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.

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Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

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 blind LPers heroes.

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
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.

Bremen
Jul 20, 2006

Our God..... is an awesome God
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.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
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...

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

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 :black101:

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
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!

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA

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

Bifauxnen
Aug 12, 2010

Curses! Foiled again!


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.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻

GeneX posted:

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.

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

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja
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.

Gothsheep
Apr 22, 2010
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?

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
I thought we weren't telling them what to do?

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.

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.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻

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.

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja
Yeah, I think pontificating on what has happened should be okay, it's half the fun!

Omnicrom
Aug 3, 2007
Snorlax Afficionado


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.

Bifauxnen
Aug 12, 2010

Curses! Foiled again!


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

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

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.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

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.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

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.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻

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.

Gothsheep
Apr 22, 2010
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.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.


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

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
If you click on the yellow '?'s on the ability tree, you'll get more info on the skill.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




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.

Bremen
Jul 20, 2006

Our God..... is an awesome God
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.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

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 :xcom: exists.

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja
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!

jng2058
Jul 17, 2010

We have the tools, we have the talent!





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.

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
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

Mordja
Apr 26, 2014

Hell Gem
Blast, noooo!

Thunderclan
Dec 24, 2013
Now that was a fun mission to watch, will be interesting to see what unusual new characters come aboard to replace the fallen

Bremen
Jul 20, 2006

Our God..... is an awesome God

GeneX posted:

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

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.

Bifauxnen
Aug 12, 2010

Curses! Foiled again!


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.

Nordick
Sep 3, 2011

Yes.

GeneX posted:

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

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.

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
"kinda dickish" is bad game design in a game like this

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

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

Bremen
Jul 20, 2006

Our God..... is an awesome God

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.

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Nordick
Sep 3, 2011

Yes.

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

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