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It looks exactly like another mobile game so I'm leaning towards it being fake
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# ? Aug 5, 2020 18:47 |
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# ? May 27, 2024 04:12 |
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Danaru posted:
So that's Solomon's big new project!
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# ? Aug 5, 2020 19:19 |
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JAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKE
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# ? Aug 5, 2020 19:42 |
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Time to try a more straightforward mod with less of xpiratez' tech spaghetti- Oh, alright then, hardmode expansion, i get it. (For those unaware, this is an alien base on day 17 of the game)
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# ? Aug 5, 2020 23:12 |
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Panzeh posted:
What does that translate into for someone who's never played old X-COM, but has played the newer X-COMs?
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# ? Aug 6, 2020 00:42 |
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W.T. Fits posted:What does that translate into for someone who's never played old X-COM, but has played the newer X-COMs? You are about to finish the tutorial and then two full sets of 3 terror missions all pop at once.
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# ? Aug 6, 2020 00:49 |
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W.T. Fits posted:What does that translate into for someone who's never played old X-COM, but has played the newer X-COMs? Depending on which aliens are inhabiting the base anywhere from a Barge to a Battleship in difficulty. Usually have a ton of enemies and the goal to destroy the command center (or kill all aliens). Ethereal Bases are Fun(TM) with infinite range mind controls and panic as they have full 'wallhacks' in original. Rynoto fucked around with this message at 00:54 on Aug 6, 2020 |
# ? Aug 6, 2020 00:51 |
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Rynoto posted:Depending on which aliens are inhabiting the base anywhere from a Barge to a Battleship in difficulty. Usually have a ton of enemies and the goal to destroy the command center (or kill all aliens). Yep. If you don't kill the base, it will cause increased alien activity which dings your score quite a bit, as well as the base itself hitting your score. The base itself in superhuman is basically a big battleship but your squad begins split in two parts which makes it significantly harder. So, in hardmode expansion, it's scripted to give you a base in the first month because you actually need loot from the base attack to get alien containment and lasers. Thankfully, it's guaranteed to give you a floater base(floaters are the easiest alien type in x-com '94) but still, doing a base with human weapons is not fun. In normal X-com you can research lasers from the start and plasma weapons basically as soon as you get them so you can be at the top tier of weapons in two months, but in hardmode expansion it's a long way to lasers, much less plasma weapons.
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# ? Aug 6, 2020 01:16 |
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Was there ever a mention of what happened to Floaters/Archons after the second alien war? Those guys got an unbelievably raw deal compared to sectoids and mutons.
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# ? Aug 6, 2020 16:21 |
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Danaru posted:Was there ever a mention of what happened to Floaters/Archons after the second alien war? Those guys got an unbelievably raw deal compared to sectoids and mutons. They have some blurbs in Chimera squad. They have specific sanctuaries like Andromedons. Their existence is hellish so they're all basically hooked up to a psi VR where they can live out their lives without being in pain. They're described as looking sort of like elephants in there and being very shy. Andromedons formed their own isolationist mini-commuities and have giant gunfights every thursday that they don't talk to outsiders about. Zore fucked around with this message at 16:31 on Aug 6, 2020 |
# ? Aug 6, 2020 16:28 |
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Danaru posted:Was there ever a mention of what happened to Floaters/Archons after the second alien war? Those guys got an unbelievably raw deal compared to sectoids and mutons. There are Archon sanctuaries (and Andromedon and Faceless ones too) where they keep to themselves. They're very peaceful and chill surprisingly except for the ones who left to get shot by Chimera Squad. Basically Mutons (and Berserkers I guess?), Vipers, Hybrids, Humans and Sectoids were all able to integrate with each other, the Andromedons, Faceless, and Archons stick to themselves in "sanctuaries" for varying reasons, packs of Chryssalids are roaming the Earth, some wayward Advent MECs are still shooting up the place, and the Ethereals are all dead rip. Skirmishers retired with the freed Advent troops, Templars and Reapers are still around as organizations, Reapers as hunters, Templars to help fledgling psionics and also help society deal with psionics being a thing people can do (there are dampeners to prevent mind reading but apparently they hurt to wear). XCOM itself is the peacekeeping force for the fledgling government of various cities joining up and also hunting down remnant Advent and threats. The Lost are never mentioned as far as I know. RBA Starblade fucked around with this message at 16:34 on Aug 6, 2020 |
# ? Aug 6, 2020 16:29 |
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Danaru posted:Started over in Long War again since every time I restart, I learn more went with Cheyenne Mountain this time which probably isnt a great long term one, but being able to get to the steam vents that invariably spawn at the bottom level was real nice. Replying a few days late, but yeah, AP grenades are a good solution to Chryssalids in LW: you have the mechanics exactly right re: cover, and they tend to bunch up. It can take a few, though, so don't be afraid to load people down with them. Shotguns are also good in the early game. And if you get far enough in to see these promotions, a scout to get the drop on them with a Javelin rocket is usually a pretty solid opener.
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# ? Aug 6, 2020 16:56 |
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Low Profile Sitrep on a guaranteed Warlock spawn Why is Low Profile even a thing in the late game, at least make the rank ceiling scale with time or something. I guess I technically could have tried to prepare for this since I got the Live Fire Training continent bonus, but this also just looks like a questionable bit of game design to me
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# ? Aug 7, 2020 20:32 |
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Low Profile would be kind of neat as a catch-up mechanism, if more thought had been put into it - just have the mission spawn fewer enemies, produce a repeating reinforcement timer when your squad is revealed, and award additional experience. The idea being that you have to sneak in with less notorious XCom personnel in order to plan a careful smash-and-grab or similar, and will need to make yourself scarce in a hurry before the bulk of the alien forces arrive... but once you pull it off, those relative newbies you sent in will gain a lot of valuable field experience due to the time they spent creeping through the cracks of ADVENT's security grid.
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# ? Aug 8, 2020 14:55 |
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My favourite XCOM2 bug is that Surgical is supposed to reduce the amount of pods by half and they just never fixed it gently caress you get dunked on turd E: also it was like two years ago now but last time I got Surgical, my three goons worked so well together that they managed to slaughter every pod with only light wounds, but since Advent camped out inside the church shooting at the Uplink that I couldnt get to in time, I failed the objective. I'm still bitter Danaru fucked around with this message at 15:20 on Aug 8, 2020 |
# ? Aug 8, 2020 15:08 |
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Angry Diplomat posted:Low Profile would be kind of neat as a catch-up mechanism, if more thought had been put into it - just have the mission spawn fewer enemies, produce a repeating reinforcement timer when your squad is revealed, and award additional experience. The idea being that you have to sneak in with less notorious XCom personnel in order to plan a careful smash-and-grab or similar, and will need to make yourself scarce in a hurry before the bulk of the alien forces arrive... but once you pull it off, those relative newbies you sent in will gain a lot of valuable field experience due to the time they spent creeping through the cracks of ADVENT's security grid. Or set it so the detection radius of a unit grows massively based on rank. So if you do bring a Colonel or similar, they basically can't move without being seen, but a rookie has Reaper levels of invisibility. And units below sergeant get a massive xp boost for completing the mission. Bonus points if there are multiple objectives spaced apart and a time limit so you can't just send a reaper to no sell the mission. marshmallow creep fucked around with this message at 22:02 on Aug 8, 2020 |
# ? Aug 8, 2020 21:53 |
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Or maybe just let you bring squad size +3 soldiers
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# ? Aug 9, 2020 01:29 |
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Considering the godlike power of a team of Colonels, they should really let you show up guns blazing against a truly unfair mission. And then kill 12 Sectopods and 21 Gatekeepers anyway.
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# ? Aug 9, 2020 01:41 |
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Yeah now that I have a good amount of Colonels the game kinda feels like just going through the motions now. Also the fact that Guerilla Ops can just straight up give you a Colonel is kinda nuts.
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# ? Aug 9, 2020 08:44 |
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love to shake things up https://i.imgur.com/RBgX6KL.gifv
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# ? Aug 9, 2020 16:09 |
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: missed a 94% shot (w/ high chance to crit) on a flanked enemy. Also , same mission: Warlock is weak to Reapers, and decided to stand next to a car that hadn’t been blown up yet. Remote Start ruined his day beautifully
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# ? Aug 9, 2020 16:32 |
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Last game I played, the Assassin was weak against both Reapers and explosives, and woah momma did she hate Outrider
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# ? Aug 9, 2020 17:51 |
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blizzardvizard posted:Yeah now that I have a good amount of Colonels the game kinda feels like just going through the motions now. This is the trajectory for both XCOM 1 and 2 really. 2 I think has a smoother curve but they are still very front-loaded with difficulty and once you get enough high rank troops you have essentially won. None of the new aliens they throw at you in the late game are really much of a threat to a team of colonels.
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# ? Aug 9, 2020 21:23 |
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The Cheshire Cat posted:This is the trajectory for both XCOM 1 and 2 really. 2 I think has a smoother curve but they are still very front-loaded with difficulty and once you get enough high rank troops you have essentially won. None of the new aliens they throw at you in the late game are really much of a threat to a team of colonels. It's the same in UFO defense though if you don't want to do weapon-dropping protocol to nerf the effect of enemy psionics you have to pretty ruthlessly screen low psi strength soldiers because psionics in ufo defense is not a particularly well thought out mechanic and as soon as they get sight on any of your guys they will spam psionics on them from wherever they are. Basically the most arbitrary dynamics of gollop's original design are the only way the game has to get at a decent player with power suits, hover tanks, and blaster bombs.
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# ? Aug 9, 2020 21:50 |
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Going to swallow my pride and play Long War on normal mode I cant even get to beam weapons before every mission becomes a hellscape of floaters and thin men no scoping anyone who gets above corporal. AP grenades worked fantastically against Chryssalids at least, I also flashed them for good measure which neutered their running distance they still zammed up two civilians who were just hanging out two tiles away but those zombies got mopped up fairly easily.
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# ? Aug 10, 2020 14:54 |
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Proximity Mine breaks the Reaper's Shadow when triggered? ...Why?
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# ? Aug 12, 2020 17:03 |
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blizzardvizard posted:Proximity Mine breaks the Reaper's Shadow when triggered? ...Why?
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# ? Aug 12, 2020 23:56 |
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Danaru posted:Going to swallow my pride and play Long War on normal mode I cant even get to beam weapons before every mission becomes a hellscape of floaters and thin men no scoping anyone who gets above corporal. Honestly, my experience with Long War was that its Normal was considerably harder than Commander in the regular game, and even then I needed to mess with the configuration files to adjust the air game difficulty downward so I could focus on the more interesting tactical stuff. And whenever you come across a plot (and especially DLC plot) mission, know in advance that it's overtuned to hell and back because the target audience for the mod has it memorized. Edit: also, while a full LW playthrough is insanely long for an LP, I would totally watch a few highlight missions of you and Grace getting extremely Mad About Long War Bullshit.
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# ? Aug 13, 2020 02:27 |
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I decided to finally sit down and beat XCOM to clear it from my backlog. I made it though the mission where your base to attacked. Lost my sniper Major who had the highest kill count, a good assault Captain, and a Lt. At least my dude from the first mission came though alive.
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# ? Aug 13, 2020 04:52 |
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So what's the trick to taking on sacred coil first? I've managed two other Ironman legendary hardcore runs but the third sacred coil mission has gotten me like four times.
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# ? Aug 13, 2020 06:05 |
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The Cheshire Cat posted:This is the trajectory for both XCOM 1 and 2 really. 2 I think has a smoother curve but they are still very front-loaded with difficulty and once you get enough high rank troops you have essentially won. None of the new aliens they throw at you in the late game are really much of a threat to a team of colonels. I try to solve this problem with mods. The main ones would be the A Better Advent mod, which makes the enemy forces scale for longer without simply being 'higher numbers', and one called Finite Items, which makes it so that the higher tier weapons and armors are individual upgrades instead of permanent full squad upgrades. I also like Grim Horizon but I use a mod that removes the effect for a specific few events. Using these mods adds some granularity to the tactical difficulty without completely flattening the natural power spikes you get from fielding your first colonel or suit of power armor, but in the end there's no escaping the curve. The most you can do is try to sustain that period of attrition where you're somehow getting by despite your losses, which is the part of the game I love. Somewhat related, it's great how the series has evolved to be less binary in terms of failure states both on the strategic and tactical sides, which is probably due as much to deliberate design decisions as it is to simply being a consequence of adding more systems and 'stuff' to your game. With WotC you have many different types of missions, often with multiple objectives, and just to take one example you can see the inklings of a whole new mission system in the form of the Reaper's reduced detection range (and the prison break missions with enemy alert levels). But the core design of the tactical mission system where you wake up pods really limits the design space for such things. I hope they expand on this in XCOM3 with non-traditional mission types. Imagine a more fleshed-out hacking system from XCOM2 with a specialist class that can interact with a tactical map in multiple ways with actual hacking-based subgames. Maybe there's a mission type where there aren't even any aliens to fight, but rather Netrunner-style electronic defenses inside the network. Or you could have the same type of mission but allow your gun-toting squad members to be relevant by requiring your hacker to be escorted to a specific location or defended from waves of security after you trip the alarm too early. Chimera Squad gives me hope that at the very least they'll be able to tack bits onto the current pod-style tactical engine to freshen things up. And I also liked how knocking out enemies rewarded intel - tactical risk leading to strategic reward is one of the game's strengths. So, when can we expect an XCOM3 announcement? I feel like Firaxis has a track record of announcing games around March/April for a Sep/Oct release, but I think their last Civ game broke that cycle. Or maybe I just imagined it in the first place.
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# ? Aug 13, 2020 07:45 |
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Hats Wouldnt Fly posted:So what's the trick to taking on sacred coil first? I've managed two other Ironman legendary hardcore runs but the third sacred coil mission has gotten me like four times. If you're not starting with patchwork that's a good start. Being able to 1 shot androids with no dice involved is super handy as is taking control of bigger robots and turning them into meatshields. With all their armor having a couple shotgun guys for the +1 damage is nice and by that token blue blood is a lot weaker against them
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# ? Aug 13, 2020 11:55 |
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I went with sacred coil on my first playthrough and gently caress me it was brutal with the default starting team Verge had a TERRIBLE time. Also Zephyr is so loving good, she's basically a Templar without the psi swords, but because of the smaller scale of the levels she hits like the Assassin. Plus it's great to see a hail of gunfire on the breach followed by Zephyr sprinting out and beating the piss out of someone
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# ? Aug 13, 2020 12:25 |
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Sacred coil first I ended up taking Patchwork, Terminal, Claymore and Zephyr. I then relegated zephyr to the bench for the rest of the campaign because she falls off pretty hard.
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# ? Aug 13, 2020 13:30 |
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Which skill options did you take on Zephyr?
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# ? Aug 13, 2020 13:50 |
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It's done I'm glad I managed to keep my 4 OG soldiers to the end and bring them to the final mission (plus a Reaper and a Templar), it was a nice bookend to the run. I've got to say the final battle was a little disappointing though, the Chosen or the Alien Rulers felt more like a proper boss fight than fighting three slightly durable enemies who aren't even immune to CC, but I suppose it was more meant to be a victory lap than anything. Also I'm sure this has been said already but like. Reapers are way, way too strong; the fact that they're perfect scout units already kinda break the game's difficulty imo, but they also have the Claymore, Remote Start, and Banish. I felt like missions where I got to bring a Reaper were nearly unloseable. The only limiting factor was that I couldn't use the one free Reaper continuously, but then you could recruit another one, so... e: Oh also, Bluescreen Rounds are kinda wack Still, I enjoyed the game a lot, even if the challenge tapered off by the end. Looking forward to XCOM 3, whenever that comes. Maybe I'll check out Chimera Squad too in the meantime. blizzardvizard fucked around with this message at 12:49 on Aug 14, 2020 |
# ? Aug 14, 2020 12:45 |
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Argh just played my first xcom2 game in a while, commander ironman, I had a bad mission or two, and was starting the death spiral, went on a mission that I was doing well on and would have turned it around. Had a semi-bad turn, but it would have been fine, the last pod activated a little early and had the archon ruler which completely blew things away. Probably could have still salvaged it but the next mission went horribly and ugh gently caress it I'll just start a new game.
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# ? Aug 15, 2020 07:20 |
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Holy poo poo I can't believe I slept on sawed off shotguns before my medics take an SMG and a tac vest to go fast as gently caress, and for one mobility point I can ensure I can straight up delete a unit that comes too close. I also realize now I can put them on my scoots and freely hand out marksman rifles without worrying about jerks getting up in their face
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# ? Aug 15, 2020 11:47 |
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dogstile posted:Sacred coil first I ended up taking Patchwork, Terminal, Claymore and Zephyr. I then relegated zephyr to the bench for the rest of the campaign because she falls off pretty hard. I liked the idea behind Zephyr but the fact that breaching would leave you standing outside of cover half the time was pretty dumb.
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# ? Aug 15, 2020 12:33 |
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# ? May 27, 2024 04:12 |
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I finally figured out how to make Shelter not a massive dissappointment early on. I've been having him always move after Zephyr, and using Zephyr's free move after punching to find a nice juicy high cover flank to swap into.Tangents posted:I liked the idea behind Zephyr but the fact that breaching would leave you standing outside of cover half the time was pretty dumb. You really need to have Zephyr go first in the breach, or at the very least have someone like Cherub up first to pop a shield on her.
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# ? Aug 15, 2020 16:47 |