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Aphex-
Jan 29, 2006

Dinosaur Gum

Taear posted:

I do hope that they expand the breach mechanic if they do down that route again. I feel like 90% of the bonuses were pointless and really only Lead By Example was good.

Yeah honestly i'm like 6 hours in and already bored of the breach mechanic.

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Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?
I’m enjoying wotc alot more than the base game,lots more mission variety,the balancing seems to be just right even if the chosen seem to be pushovers,and the fatigue system and covert ops mean everyone gets a chance to shine.

Dawgstar
Jul 15, 2017

gimme the GOD drat candy posted:

oddly enough, despite everything this game does wrong the basic tactical gameplay is quite good once you actually get more than two party members. there's a fun game here, covered in complete bullshit.

I gave up because the game wanted me to keep grinding while it felt they kept dangling I believe it was the third character just out of reach (the girl with fire powers, I think). It just got too frustrating. That said I genuinely think the devs are trying to work on stuff but it's probably best to just wait for them to, you know, finish the game.

Natural 20
Sep 17, 2007

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

WhiteHowler posted:

No. Improvised Explosives doesn't refresh the Motile Inducer, sadly. Just tested it in a two-encounter mission.

No, grenade man is starting with 2 charges of Motile Inducer in each mission. I think it's his final training that lets him walk in with 2 grenades to every mission.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Synthbuttrange posted:

You're playing XCOM 3 while trying to get some research done while producing some laser rifles.

Aliens burst in through the door and out of airvents. Its their breach turn. :getin:

Oh my god I love this. I think 3 should be mostly EU and WotC but add some breach mechanics - like clearing the area around a downed UFO and then breaching in. This would be an awesome one - aliens bust in and your soldiers have to scramble to save your scientists in an inverted breach.

The new mechanic has so many possibilities to be added to the base game. Adding a breach element to every third mission or making a few missions breach - focused would break up the objective based mission “monotony” (they already do a great job of making each mission feel unique so this would just improve it) really well.

dogstile
May 1, 2012

fucking clocks
how do they work?
Yeah, i think breach mechanics should be in xcom 3, i just think it needs a few tweaks. Let me decide where each squad member runs to on the breach and only have it happen in specific mission and i think you're mostly golden.

LLSix
Jan 20, 2010

The real power behind countless overlords

Just started WotC for the first time.

Wow, the Lost are a terrible mechanic. Who thought shooting a zillion ineffectual enemies was slowly overwatch crawling forward would be fun?

Every other mechanic they introduce is designed to encourage you not to overwatch crawl, and somehow a mechanic that does the exact opposite made it in.

dogstile
May 1, 2012

fucking clocks
how do they work?
In approximately 2 lost missions you go from slowly pushing forward to just really valuing autoloaders.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

LLSix posted:

Just started WotC for the first time.

Wow, the Lost are a terrible mechanic. Who thought shooting a zillion ineffectual enemies was slowly overwatch crawling forward would be fun?

Every other mechanic they introduce is designed to encourage you not to overwatch crawl, and somehow a mechanic that does the exact opposite made it in.

Taking out a ton of enemies in one turn is indeed fun. Why would they encourage you to overwatch crawl, you don't get the free action for an overwatch kill? The whole point is to run into a clump of em and push your luck to kill em all quickly, it's great.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

LLSix posted:

Just started WotC for the first time.

Wow, the Lost are a terrible mechanic. Who thought shooting a zillion ineffectual enemies was slowly overwatch crawling forward would be fun?

Every other mechanic they introduce is designed to encourage you not to overwatch crawl, and somehow a mechanic that does the exact opposite made it in.

Yea, you kinda missed the entire point of the lost mechanic if you're using overwatch. It's called headshot, and if you kill a zombie with a normal shot your action point gets refunded. It's basically a contest to see who in your squad can pop the most heads in one turn.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Yeah, overwatch is the worst possible way to handle the Lost.

gimme the GOD DAMN candy
Jul 1, 2007
the best way is gunslingers.

Megazver
Jan 13, 2006
The Lost missions were fine.

gimme the GOD DAMN candy
Jul 1, 2007

Dawgstar posted:

I gave up because the game wanted me to keep grinding while it felt they kept dangling I believe it was the third character just out of reach (the girl with fire powers, I think). It just got too frustrating. That said I genuinely think the devs are trying to work on stuff but it's probably best to just wait for them to, you know, finish the game.

it's really funny because her deep trauma is that she wants to be batman and is upset because no one likes vigilantes. that's it. that's what delays her joining the party for so long.

Ravenfood
Nov 4, 2011

LLSix posted:

Just started WotC for the first time.

Wow, the Lost are a terrible mechanic. Who thought shooting a zillion ineffectual enemies was slowly overwatch crawling forward would be fun?

Every other mechanic they introduce is designed to encourage you not to overwatch crawl, and somehow a mechanic that does the exact opposite made it in.

Don't overwatch crawl, that only lets you kill one enemy per shot at most when the Headshot mechanic lets you just mow tons of them down on your turn.

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

breaches would probably replace the installation/Chosen stronghold/battleship missions

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Megazver posted:

The Lost missions were fine.

The only thing that bugs me about the Lost is that they are presented as being a "third side" that is equally opposed to Advent and XCOM, but they silently have a 70% targeting preference for the player. It's never mentioned in-game, but time and again the Lost will run right past the Advent in order to get closer to XCOM. There's mods to make it more fair, though once you know to expect it the issue is largely tolerable without any modding.

babypolis
Nov 4, 2009

Kaal posted:

The only thing that bugs me about the Lost is that they are presented as being a "third side" that is equally opposed to Advent and XCOM, but they silently have a 70% targeting preference for the player. It's never mentioned in-game, but time and again the Lost will run right past the Advent in order to get closer to XCOM. There's mods to make it more fair, though once you know to expect it the issue is largely tolerable without any modding.

I still see them as generally helpful because the enemies will gladly waste their turn shooting them and occasionally the lost will really gently caress up a sectoid or whatnot

Nordick
Sep 3, 2011

Yes.
Really my only gripe with the Lost is how they bring the drat game to its knees for some reason. I just had one of those Supply Raid missions the other night where you have to grab supply crates before Advent yoinks them, in a Lost city. My approach was to huck Ultrasonic Lures at the two Advent groups, and just leisurely collect the crates while they were busy getting bumrushed by swarm after swarm. Between several MECs using their mini rockets, troopers hucking nades and the odd exploding Purifier all drawing in more Lost, I ended the mission with over 80 kills. Though a good chunk of those were really Advent's kills. :v:

Really, Ultrasonic Lures are hilarious.

LLSix
Jan 20, 2010

The real power behind countless overlords

Eschatos posted:

Taking out a ton of enemies in one turn is indeed fun.

No it isn't. It's just tedious.

They almost always stand out of cover and even starting guns one-shot most of them. It's just time-consuming to slowly walk fire over the whole group.

As slow moving melee enemies, the threat they pose is minimal. The main risk comes for getting :xcom:ed and missing a whole bunch of high probability shots.

Eschatos posted:

Why would they encourage you to overwatch crawl, you don't get the free action for an overwatch kill? The whole point is to run into a clump of em and push your luck to kill em all quickly, it's great.

Overwatch shots are always free. It lets you move an action from a turn where there are no enemies into a turn where there are enemies. Even though you don't get the headshot free actions, that doesn't make overwatch bad.

Nordick
Sep 3, 2011

Yes.

LLSix posted:

Overwatch shots are always free. It lets you move an action from a turn where there are no enemies into a turn where there are enemies. Even though you don't get the headshot free actions, that doesn't make overwatch bad.

Overwatching takes an action. It lets you kill one Lost with one action point, no more. Also overwatch shots have an aim penalty, so you're just more likely to waste your action AND the ammo by whiffing the shot. You are literally better off just not doing anything and shooting any lost that turn out on your next turn.

EDIT: Let's give a concrete example:

Scenario A: Rookie is standing on the street in overwatch. Three Lost charge at him from the shadows, Rookie shoots one of them dead with an overwatch shot. His turn begins, he is now facing two lost with full action points and one ammo missing.

Scenario B: Rookie is standing on the street WITHOUT overwatch. Three Lost charge at him from the shadows. Rookie waits until his turn begins, and shoots one of the lost dead. He is now facing two lost with full action points and one ammo missing.

The only functional difference between these two scenarios is that B is more likely to succeed because the normal shot has no overwatch aim penalty.

You could argue that overwatch lets you soften up the tougher ones between your turns, but this is dependent on which one of the Lost your dudes decide to shoot, and besides that there's still the question of ammo and potentially using the action to move closer to your objective instead. Seriously, overwatch is worthless against the Lost.

Nordick fucked around with this message at 17:27 on May 5, 2020

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



The card that turns all hits on lost into headshots is so good to get early. My run after that felt like such a slog that I almost cheated to give it to me since it never came back up. I wish it worked with stocks tho but that would be bonkers OP.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

TK-42-1 posted:

The card that turns all hits on lost into headshots is so good to get early. My run after that felt like such a slog that I almost cheated to give it to me since it never came back up. I wish it worked with stocks tho but that would be bonkers OP.

I have never gotten that stupid card. Lost levels on Legendary turn into a real slog.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

LLSix posted:


Overwatch shots are always free. It lets you move an action from a turn where there are no enemies into a turn where there are enemies. Even though you don't get the headshot free actions, that doesn't make overwatch bad.

Nah, overwatch is bad. P much the only time I use it is right before I break stealth and mass attack people. Otherwise max of one person goes on overwatch in any given turn, and even that is typically only if I got a specialist with the various overwatch buffs. Overwatch in general is both boring and not particularly powerful. As long as you're properly scouting ahead with a ranger or reaper it aint necessary, at least on commander difficulty.

Nordick
Sep 3, 2011

Yes.

TK-42-1 posted:

The card that turns all hits on lost into headshots is so good to get early. My run after that felt like such a slog that I almost cheated to give it to me since it never came back up. I wish it worked with stocks tho but that would be bonkers OP.

I have that card in my current run. Also, I dunno if one of the perks from all the mods I'm running is just bugged in itself or if there's some conflict fuckery or what, but; There's this perk called Trigger Happy. By the description, it makes the character fire off a pistol reaction shot whenever a new enemy pod is revealed. Thing is, for whatever reason, it's not making my dude fire just one reaction shot, he actually shoots at every enemy in that pod. I found that out in a Lost mission where a swarm appeared and this motherfucker immediately just unceremoniously gunned them all down.

Speedball
Apr 15, 2008

Hmm, taking out the Progeny first and then Grey Phoenix may have been a smarter move than I thought. Grey Phoenix has psionic units that inflict actual debuffs on my guys like stunning and mind control, defeating the Progeny let me build mind shields. (Progeny's psionic units tended more towards pure damage or buffing each other).

BobTheJanitor
Jun 28, 2003

CS has some crazy pathing going on with flying units. I'm sure everyone's seen gremlins that will take a lap around the whole map to get to a target on the other side of a waist high wall. Turns out that applies to archons too. I had an archon just around the corner from an agent, so I set her up on overwatch with the cone pointed ahead to cover any square he might cross if he came over to hit me. But on his turn he flew backwards, out a door into the unreachable part of the map, then came back around and through another door directly behind my people, and got a free shot off on me. :v:

I'm kind of ambivalent on the cone-verwatch. On the one hand, it's another interesting tactical decision to make rather than just slapping overwatch on everyone and automatically having full 360 coverage. It makes setting up for reinforcement waves require more planning than just 'press button for auto shoot'. But on the other hand, I think it only really works in this game due to those reinforcement waves. In more open field battles like regular xcom, you'd either know where everyone was already so it wouldn't matter, or you'd have enemies too spread out and it would just be frustrating. Also it leads to goofy things like moving blueblood out and back into cover just to trigger his full coverage overwatch. Probably should have just made that his default overwatch once you unlock it.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
I think the thing that bugs me the most about the Lost as a concept is the whole "blowing stuff up attracts more of them" thing. Like, the idea is that they hear a loud noise, so they start moving in that direction to find prey. So... why doesn't the sound of gunfire attract them? These cities are all but abandoned, there's no other noise to mask the sound of gunfire, but they somehow fail to notice a protracted gunfight between Resistance and ADVENT forces... unless someone tosses a grenade or accidentally blows up an old car, and then all of the sudden it turns into Black Friday weekend at Wal-Mart.

super fart shooter
Feb 11, 2003

-quacka fat-
game may be buggy as gently caress but at least some of them are the funny kind of bugs

Hwurmp
May 20, 2005

W.T. Fits posted:

I think the thing that bugs me the most about the Lost as a concept is the whole "blowing stuff up attracts more of them" thing. Like, the idea is that they hear a loud noise, so they start moving in that direction to find prey. So... why doesn't the sound of gunfire attract them? These cities are all but abandoned, there's no other noise to mask the sound of gunfire, but they somehow fail to notice a protracted gunfight between Resistance and ADVENT forces... unless someone tosses a grenade or accidentally blows up an old car, and then all of the sudden it turns into Black Friday weekend at Wal-Mart.

They're actually just really sensitive about further property damage.

super fart shooter
Feb 11, 2003

-quacka fat-

W.T. Fits posted:

I think the thing that bugs me the most about the Lost as a concept is the whole "blowing stuff up attracts more of them" thing. Like, the idea is that they hear a loud noise, so they start moving in that direction to find prey. So... why doesn't the sound of gunfire attract them? These cities are all but abandoned, there's no other noise to mask the sound of gunfire, but they somehow fail to notice a protracted gunfight between Resistance and ADVENT forces... unless someone tosses a grenade or accidentally blows up an old car, and then all of the sudden it turns into Black Friday weekend at Wal-Mart.

True, but it's secretly a balance decision hidden behind the flimsy reasoning -- if you could just blow up all those tightly grouped, low hp targets using guaranteed AoE damage, without any consequence, the lost would be so, so much easier to deal with. You're probably supposed to feel very tempted to blow them up, even though it's usually a bad idea, I know I often do

Skippy McPants
Mar 19, 2009

On the topic of Muton dimorphism:

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

IN THIS HOUSE
we do berserker rages
we spam psionic bomb
we crit from across the map

Strong Sauce
Jul 2, 2003

You know I am not really your father.





anyone who says battle madness makes the enemy team only go after enemies and not your team.. i decided to beserk a beserker last night that had run into my side thinking he would go back to attack his teammates.. nope, claymore eats a smash and the beserker loses the disorient he had on him.

Bruceski
Aug 21, 2007

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

Natural 20 posted:

No, grenade man is starting with 2 charges of Motile Inducer in each mission. I think it's his final training that lets him walk in with 2 grenades to every mission.

Yup, there's confusion because he gets two similar skills one of which doesn't work on motile and one does. So people think they're talking about the same thing when they say "Claymore's skill does/doesn't work with that."

grate deceiver
Jul 10, 2009

Just a funny av. Not a redtext or an own ok.

Strong Sauce posted:

anyone who says battle madness makes the enemy team only go after enemies and not your team.. i decided to beserk a beserker last night that had run into my side thinking he would go back to attack his teammates.. nope, claymore eats a smash and the beserker loses the disorient he had on him.

I've never had a ranged enemy target my team, but the chryssalids seem to always go for either a civilian or me, and I've eaten a few berserker fists as well. Maybe it's something to do with melee range and pathing?

super fart shooter
Feb 11, 2003

-quacka fat-

grate deceiver posted:

I've never had a ranged enemy target my team, but the chryssalids seem to always go for either a civilian or me, and I've eaten a few berserker fists as well. Maybe it's something to do with melee range and pathing?

Maybe they only attack you if there's no other option? They only get one action, so a berserker or chrysalid could easily be out of the attack range of any of their allies

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

super fart shooter posted:

Maybe they only attack you if there's no other option? They only get one action, so a berserker or chrysalid could easily be out of the attack range of any of their allies

Nah, melee enemies get weird with the berserk status. 'lids preferentially target civilians under it for instance, and I'm pretty sure Berserkers just target the closest thing to them.

Infinite Karma
Oct 23, 2004
Good as dead





Riatsala posted:

Going back and replaying WotC after Chimera Squad and I'm going to hate on it for a minute.

The first thing that strikes me about WotC and XCOM 2 in general is how the strategy layer is completely incapable of leaving you alone for twenty seconds, constantly shoving alerts and prompts and alarms and dramatic stings in your face over and over and over. The tactical layer has it's own problems, in that creeping around the map looking for pods is fine for the first 20 missions and agonizing after that, and you're still going to accidentally spot an alien's elbow reflected off a mirror three blocks away and get owned anyway.

Chimera Squad respects my goddamn time, no mind controlling fuckwads kiting me through an excruciating hour long chase sequence across a map three times the size it needs to be. There's got to be a balance to strike for XCOM 3.

I also want to compare it to XCOM 1 because the tone of 2 is completely wrong and boring. XCOM 1 is a 50s science horror b-movie set in the near future and populated entirely by 90s action figures; there's a chunky, grainy, tongue-in-cheek quality to it that's both silly and tense. The tone makes it easier to brush off sudden, gruesome death, even if it's self-inflicted. I also like that the enemies in the first game are incredibly diverse both in appearance and in mechanical function, even in the early game.

XCOM 2, on the other hand, takes itself just a bit too seriously for me, and the darker, grittier tone doesn't work. I can't have a game about high-speed black ops guerrilla operators who regularly fail to hit objects 5 feet away. The enemy types are also a bit boring for at least the first half or so, mostly just variations on "guy with gun in armor", or sectoid that's now hot. I will say though that this is where WotC repairs some of the damage; having the chosen show up mid mission to ham it up and chew scenery is great, and the three resistance factions have some real flavor to them that was lacking in vanilla.
This is a good post. I just started playing WotC for the first time after skipping from EW to Chimera Squad, and so many good critiques. Always feeling interrupted and having to juggle six different things in the strategy layer feels like added stress with no payoff, because you're basically never able to get ahead of all the fires you need to put out. Plus the extra resource of Intel added into the mix. It's too much. Chimera Squad pulling back the curtain and making it turn based is much better.

Flying around and scanning feels horrible, all the extra phobias and longer wound recovery and fatigue recovery goes beyond variety and into drudgery. I haven't upgrade my armor yet, but apparently it doesn't give you an HP buffer against injuries like in EW? Just a weird choice.

Adding in sudden reinforcements and Chosen ambushes is kind of cool, but it also makes the early missions loving frustrating. A bunch of rookies with no gear and who can't hit poo poo had trouble fighting Thin Men before, now you have the same rookies fighting ADVENT soldiers with 7hp and armor, plus special abilities AND sudden extra pods even when you're careful. Just way too steep of a difficulty curve.

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Exposure
Apr 4, 2014

W.T. Fits posted:

I think the thing that bugs me the most about the Lost as a concept is the whole "blowing stuff up attracts more of them" thing. Like, the idea is that they hear a loud noise, so they start moving in that direction to find prey. So... why doesn't the sound of gunfire attract them? These cities are all but abandoned, there's no other noise to mask the sound of gunfire, but they somehow fail to notice a protracted gunfight between Resistance and ADVENT forces... unless someone tosses a grenade or accidentally blows up an old car, and then all of the sudden it turns into Black Friday weekend at Wal-Mart.

There's an entire disabled system allowing for gunfire and other normal actions to slowly trigger the Lost.

Nearly nobody has done anything with this despite it being something modders found in the first week of WotC's release because it's pretty easy to come to the same conclusion as Firaxis re: why it got disabled in the first place, and that's just not a joke about system performance tanking once a bajillion Lost has entered the tactical map.

(If you're wondering why nearly: Long War of the Chosen does this and expands it to stuff like evac flares. :v: )

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