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Chryssalid terror missions, you say? Good!
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# ? Apr 29, 2019 18:52 |
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# ? May 30, 2024 14:14 |
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OG XCOM had realistic expectations of how many people you were going to save considering how many explosive munitions they gave you at the very start.
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# ? Apr 29, 2019 20:06 |
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I remember one time in OG X-COM, one of my guys was in the middle of a big open field and I had him set up for reaction fire. I was going to get the drop on that loving chrysalid. End turn Enemy Movement I hear something that sounds like chrysalid footsteps but nothing is reviled. My turn. Still don't see anything. Make my guy turn around to look behind him. Chrysalid is on the square right next to him. It had used all of it's TU to get with in striking range, but couldn't attack. My guy unloaded the full clip in that thing. I gave him the next mission off.
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# ? Apr 29, 2019 22:56 |
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Just noticed on the Steam store that The Bureau: XCOM Declassified is on sale for $3, if anyone wants to take them up.
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# ? Apr 29, 2019 23:40 |
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Nordick posted:Chryssalid terror missions, you say? Listen, that single surviving civilian is gonna give a tearful statement at a press conference and the media is gonna eat that poo poo up. It's fine. Let the shadowy government dudes take care of the rest. Condolences on your casualties, they will be remembered, et cetera. Replacement soldiers will be arriving shortly.
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# ? Apr 30, 2019 00:22 |
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Angry Diplomat posted:Listen, that single surviving civilian is gonna give a tearful statement at a press conference and the media is gonna eat that poo poo up. It's fine. Let the shadowy government dudes take care of the rest. Condolences on your casualties, they will be remembered, et cetera. Replacement soldiers will be arriving shortly. That civilian is going to go on to become a superhero. This mission was his origin story / tragic past.
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# ? Apr 30, 2019 13:09 |
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Icon Of Sin posted:Just noticed on the Steam store that The Bureau: XCOM Declassified is on sale for $3, if anyone wants to take them up. If you do make sure to try to convince the Outsider to help you peacefully instead of torture him The Bureau is a mishmash of five plots badly stitched together but in spite of that it's still pretty fun to play and it does some interesting things with its setting.
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# ? Apr 30, 2019 14:07 |
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I really wish Bureau had had less of a rough development because the core of a genuinely great game rather than a janky but fun one is definitely within it.
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# ? Apr 30, 2019 14:37 |
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The combat is Mass Effect 3 style and the powers are pretty fun. I think Bureau is mostly good for those great early trailers tho.
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# ? Apr 30, 2019 17:20 |
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Night10194 posted:I really wish Bureau had had less of a rough development because the core of a genuinely great game rather than a janky but fun one is definitely within it. correct evaluation imo all the people who cried about the purity of the xcom brand and what xcom is at the time clearly did not remember Enforcer
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# ? Apr 30, 2019 17:21 |
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The purity of Xcom games that were good
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# ? Apr 30, 2019 17:33 |
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Coolguye posted:correct evaluation imo Honestly if they announced it like now instead of when they did people would probably have been pretty excited about it as a cool looking spin off game. It was just a total clusterfuck to release it when they did. Especially when they decided to do all the extreme retooling at the 11th hour.
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# ? Apr 30, 2019 17:38 |
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I just got reminded this existed and it's all yall's fault https://www.youtube.com/watch?v=xhjxHQkkCxE
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# ? Apr 30, 2019 17:39 |
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My only major issue with The Bureau is that your squad mates will not loving stay put, and instead will do what you say followed by immediately loving off and leaving you exposed. Aside from that its a mediocre but serviceable TPS.
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# ? Apr 30, 2019 18:55 |
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Night10194 posted:I really wish Bureau had had less of a rough development because the core of a genuinely great game rather than a janky but fun one is definitely within it. The biggest gameplay flaw is that unlike in Mass Effect the AI does literally nothing without you handholding them except flail around. They don't fight back or anything.
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# ? Apr 30, 2019 19:21 |
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The other huge issue is that Carter only has his fantastic hat for one mission.
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# ? Apr 30, 2019 19:27 |
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Night10194 posted:The other huge issue is that Carter only has his fantastic hat for one mission. i legit thought that was because my hat got shot off in the last fight of that mission so i replayed that loving boss fight until i had my hat at the end of it then i didn't have it after the cutscene anyway
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# ? Apr 30, 2019 20:28 |
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My biggest gripe is that the writing is garbage. Just a cliche after a cliche (the big reveal is pretty neat though).
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# ? Apr 30, 2019 22:11 |
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TFTD report: saw a Gillman standing atop some type of shipwreck, he had a good vantage point to start sniping off my squad (8 total). 3 of them are set up to storm a medium USO, and nobody has a clean shot to the Gillman, so I think that a grenade will solve all of my Gillman-related problems. Unfortunately for my team, I had completely forgotten what explosives look like in this game. The grenade landed on-target (3 tiles away from the green bastard, plenty close for a Sonic Pulser), and after it went off, there was a chain of ~10 more secondary explosions that ultimately destroyed about a quarter of the map and any associated terrain. There was absolutely nothing left in the bottom quarter of the Battlescape map. No terrain, no bodies, just smoky craters followed by panicked screams from my survivors. Blaster Bombs/the TFTD equivalent used to annihilate 144 squares on the map, and the resulting carnage from my foggy memory was easily beyond that level of devastation. 5/8 of my team was dead outright, without even a corpse to drag back home to bury. The remaining 3 (still stacked up at the medium USO door) spent turns alternating their panics, but ultimately got it back together long enough to storm the USO and kill the last Gillman. Mission status: resounding victory, new hires en route
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# ? May 1, 2019 01:09 |
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Using pulsars on a gillman is glorious overkill. What set off the chain? iirc grenades don't hit the level below them so the UFO should have been fine except for possibly the roof.
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# ? May 1, 2019 05:05 |
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Serephina posted:Using pulsars on a gillman is glorious overkill. What set off the chain? iirc grenades don't hit the level below them so the UFO should have been fine except for possibly the roof. In underwater maps, there are a lot of explosive map objects that can start violent chain reactions. Like gas pipelines for example. An alien standing close to an object like that is a prime target for a grenade attack (since even missing him by 4-5 tiles will set of the object), as long as you understand that you're not getting the corpse or equipment.
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# ? May 1, 2019 09:44 |
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I picked up a mod pack that gives explosives a vertical height (OpenXcom) among other various tweaks. The other relevant tweak is if you sent a grenade timer to 0 turns, it goes off when it lands and not at the end of your turn. Serephina posted:Using pulsars on a gillman is glorious overkill. The best kind of kill
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# ? May 1, 2019 11:28 |
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So I’m downloading the collection for PC now. Could you recommend some mods? I’ve already played vanilla and WotC on PS4 so I wouldn’t mind ones that impact the gameplay a bit either. Excited to try Ironman without the gamble of the system crashing and corrupting saves on Lost missions!
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# ? May 5, 2019 04:12 |
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Well, definitely browse the Workshop for some cosmetic mods you like. There are some wild ones, with people importing looks from other game series, notably a lot of Halo and Mass Effect appearances. But there's also a LOT out there that fit in nicely with the aesthetic of the regular game, or as simple as adding a bunch more hairstyles. Supposedly Kexx is coming out with a pack of male hairstyles and beards soon, but I've heard "This week" from him several times over the last few months, so... "EU Aim Rolls" is, I feel, drat near mandatory, because the way the vanilla game handles accuracy and crit chance is *DUMB*.
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# ? May 5, 2019 06:20 |
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I really enjoyed Interceptor and I'm resigned to never getting an Interceptor remake (though House of the Dying Sun is basically halfway there), but I would love for Firaxis to do a turn-based-tactics version for XCOM 3 where your soldiers are all in spaceships.
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# ? May 5, 2019 09:37 |
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oh boy that 'double the health of everyone to prolong combat' wotc mod sure fucks you over early on, sectoids just get to run a train over you with mind control when you can't one or even two shot them
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# ? May 5, 2019 09:43 |
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We really should put it in the OP, our reccomended list of mods. From memory: Mandatory: Gotcha Again Numeric Health Display (or a variant thereof) Nice: Instant avenger menus Stop wasting my time (note it has tiny voiceover changes) EU aim rolls I'm sure others will chime in. 'EU aim rolls' is a hard change to gameplay, even if it's a correct one; It definitely makes the game more player-favored. My favorite thing about it is once you're familiar with it, you can disable it and turn the bogus rolls against the aliens, doing comically cheezy stuff like long-range shotguns. And uh, why is there a mod to double everyone's hp? It's a base game option called beta strike, right? I really really enjoyed my beta strike game, you can't one-shot pods anymore, but that's ok since it's actually allowed to take return fire, thank god. Solid gameplay improvement imo, with one or two minor bugs regarding spark healing unfortunately.
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# ? May 5, 2019 10:36 |
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I've never used eu aim rolls, even though I probably should
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# ? May 5, 2019 16:07 |
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My understanding is in EU the RNG was based on what actions you had already taken that turn whereas in xcom 2 it was changed to be more properly random where taking the same action wouldn't always lead to the same results. Am I wrong about that and why would I possibly want that back?
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# ? May 5, 2019 16:11 |
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reignofevil posted:My understanding is in EU the RNG was based on what actions you had already taken that turn whereas in xcom 2 it was changed to be more properly random where taking the same action wouldn't always lead to the same results. You're misunderstanding what they're talking about. If I remember right, in XCOM 2, there's some funkiness with hit and crit chance, where if you have a 10% chance to both hit and crit, then every hit will count as a crit. The mod changes the mechanic so that in that situation, you'd have a 9% chance to non-crit, and a 1% chance to crit.
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# ? May 5, 2019 16:17 |
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TFTD update: Cargo ship missions aren't nearly as terrible as cruise ship missions. My main issue now is the deflated clip size for the Sonic Cannons, 10 rounds per clip doesn't get you terribly far when you've got 30+ aliens to kill at an Alien Artifact site. A few tweaks here and there from OpenXCom have made TFTD less stupid difficulty-wise than before. Aliens require LoS to use any psionic attacks, and they can only target the person they can see (they don't see everyone if they've got LoS to a single person, like before). Tentaculats waited until July to show up, right after I finished researching Sonic Cannons/clips. I've yet to have anyone zombified, but I've sent an aquanaut down an elevator to find a tentaculat in the spot directly next to them, so that was a good reminder of the terrors lurking in the darkness
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# ? May 5, 2019 16:17 |
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reignofevil posted:My understanding is in EU the RNG was based on what actions you had already taken that turn whereas in xcom 2 it was changed to be more properly random where taking the same action wouldn't always lead to the same results. quote:in XCOM 2, hits, crits and dodges shares a single roll, so if the crit chance is higher than hit chance, it always crits as long as the target can't dodge, dodge is less affected because the dodge roll is calculated based on dodge stat * hit chance.
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# ? May 5, 2019 16:18 |
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As I understand it, critical "chance" in XCom 2 is actually better thought of as a threshold than as a probability. Accuracy is simple enough: the game rolls a 100-sided die, and if the roll falls within the percentage of a hit, it's a hit; otherwise, it misses. HOWEVER, the game then compares that same roll to your crit threshold, and if it's within your crit range, it's a successful critical hit, full stop, accuracy value notwithstanding. So your crit value is also kind of a "minimum accuracy" in some weird edge cases.
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# ? May 5, 2019 18:04 |
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Angry Diplomat posted:As I understand it, critical "chance" in XCom 2 is actually better thought of as a threshold than as a probability. Accuracy is simple enough: the game rolls a 100-sided die, and if the roll falls within the percentage of a hit, it's a hit; otherwise, it misses. HOWEVER, the game then compares that same roll to your crit threshold, and if it's within your crit range, it's a successful critical hit, full stop, accuracy value notwithstanding. So your crit value is also kind of a "minimum accuracy" in some weird edge cases. it's just very literal, i.e if you pull the trigger, e.g you have a 60 percent chance to hit, and a 10 percent chance to crit
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# ? May 5, 2019 18:08 |
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Does the game actually roll a second time for crit chance? I was given to understand that it didn't.
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# ? May 5, 2019 18:39 |
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Angry Diplomat posted:Does the game actually roll a second time for crit chance? I was given to understand that it didn't. It doesn't. It does when you have the mod EU aim rolls
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# ? May 5, 2019 18:42 |
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EU aim rolls makes far less of an impact than people seem to think and the implementation in XCOM2 is really a small stealth buff for the player. (Because you will be taking far more shots with a crit possiblity than the enemy does, and making the combat more lethal and crits more reliable helps you wipe pods before they can fire a shot.)
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# ? May 5, 2019 18:45 |
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Fangz posted:EU aim rolls makes far less of an impact than people seem to think and the implementation in XCOM2 is really a small stealth buff for the player. (Because you will be taking far more shots with a crit possiblity than the enemy does, and making the combat more lethal and crits more reliable helps you wipe pods before they can fire a shot.) the XCOM2 roll system has never bothered me
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# ? May 5, 2019 18:50 |
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Icon Of Sin posted:TFTD update: That is a good balancing option, together with forcing craft launch (makes sense) or adding 1 or 2 levels of explosion height to your grenades etc. There are also a couple of cool options for making the game fair for the aliens too. Ufo extender accuracy and aliens picking up weapons from the floor both make sense as a balancing point. Two things I personally don't do. Sneaky AI makes some missions a pain in the butt, ESPECIALLY if you are running them in the night. Also, instant grenade explosions seems too big of a buff for me, it alters the way you play the game a lot imo.
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# ? May 5, 2019 19:03 |
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# ? May 30, 2024 14:14 |
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Zore posted:It doesn't. It does when you have the mod EU aim rolls Ok yeah. So if you have 60% accuracy and 30% crit, a roll of 1-30 is a crit, 31-60 is a regular hit, and 61+ misses. But if you somehow have 30% crit and 10% accuracy, a roll of 1-30 is a successful crit regardless.
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# ? May 5, 2019 19:34 |