Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
My favourite Chosen to farm for ability points is the Warlock. Get a bunch of Mind Shields and maybe a Spark and you can just kick that guy's rear end all the gently caress over the place.

Adbot
ADBOT LOVES YOU

Scrap Dragon
Oct 6, 2013

SECRET TECHNIQUE:
DARK SHADOW
BLACK FALLEN ANGEL!



This exact situation has happened to me twice, minus the Lost.

binge crotching
Apr 2, 2010

Started a new C/I Grim Horizon game today, and looks like I hit the jackpot on starting orders:




With Grim Horizon I'm guaranteed to at some point have to decide between something like Lost on every mission or Faceless on every mission, and it turns snipers into Lost murder machines.

Happy Noodle Boy
Jul 3, 2002


Does WOTC change anything regarding the Avatar project progress / management? I’m still planning on letting it ride out as I expand and only hit facilities once the actual final countdown starts. I’m doing surprisingly well now that I have magnetic weapons and I just flawlessly cleared an Avenger defense mission (with a gently caress ton of kills). Kinda lost on how to actually build my base but I think I have a good layout for power (bottom two middle rooms) and I’m planning on setting up resistance comm workshops on the 2nd layer. The rest will be whatever the game needs at the time.

I’m still pretty early in terms of what I’m doing (haven’t skulljacked, just spotted the 2nd chosen, researching plated armor) but so far I’m doing good on missions. My current primary focus is to develop my A team bit more until I can unlock the max squad size then fall back on rookies/lower ranked soldiers to even things out on the less critical missions. My snipers are being clutch right now but I’d like to jump on psionics eventually.

God drat this game is fun but all these faction heroes do give you a big leg up on the endgame. I don’t ever recall it feeling this… safe?

ninjahedgehog
Feb 17, 2011

It's time to kick the tires and light the fires, Big Bird.


juggalo baby coffin posted:

the way the pods work in these games really sucks rear end. it forces you to basically metagame all the time if you dont wanna be punished for getting too much line of sight on the map. in the classic xcoms it was always better to be able to see something than not, cause the aliens were always there and doing stuff, whether you could see them or not.

Yeah this more than anything is something I hope they fix in XCOM 3. The current system actively discourages doing recon, which is just insane in any type of strategy game whatsoever and I don't know if it's even fixable in the current engine. The stealth system helps a bit, I guess

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

Happy Noodle Boy posted:

Does WOTC change anything regarding the Avatar project progress / management? I’m still planning on letting it ride out as I expand and only hit facilities once the actual final countdown starts. I’m doing surprisingly well now that I have magnetic weapons and I just flawlessly cleared an Avenger defense mission (with a gently caress ton of kills). Kinda lost on how to actually build my base but I think I have a good layout for power (bottom two middle rooms) and I’m planning on setting up resistance comm workshops on the 2nd layer. The rest will be whatever the game needs at the time.

I’m still pretty early in terms of what I’m doing (haven’t skulljacked, just spotted the 2nd chosen, researching plated armor) but so far I’m doing good on missions. My current primary focus is to develop my A team bit more until I can unlock the max squad size then fall back on rookies/lower ranked soldiers to even things out on the less critical missions. My snipers are being clutch right now but I’d like to jump on psionics eventually.

God drat this game is fun but all these faction heroes do give you a big leg up on the endgame. I don’t ever recall it feeling this… safe?

Yeah, you can infinitely lower the Avatar Project progress using a recurring Resistance Ring mission so the strategic time limit is completely gone in WOTC.

X-Ray Pecs
May 11, 2008

New York
Ice Cream
TV
Travel
~Good Times~

Happy Noodle Boy posted:

Does WOTC change anything regarding the Avatar project progress / management? I’m still planning on letting it ride out as I expand and only hit facilities once the actual final countdown starts. I’m doing surprisingly well now that I have magnetic weapons and I just flawlessly cleared an Avenger defense mission (with a gently caress ton of kills). Kinda lost on how to actually build my base but I think I have a good layout for power (bottom two middle rooms) and I’m planning on setting up resistance comm workshops on the 2nd layer. The rest will be whatever the game needs at the time.

If you’ve unlocked the Resistance Ring, you’ll get operations to decrease the Avatar Project meter, but I don’t think there’s anything else.

BlazetheInferno
Jun 6, 2015

X-Ray Pecs posted:

If you’ve unlocked the Resistance Ring, you’ll get operations to decrease the Avatar Project meter, but I don’t think there’s anything else.

Take note, these are not guaranteed to show up every month. But they're not that rare, either.

There's also an "advanced option" to double the length of the Avatar Project Meter, allowing twice as many pips before the Doom Clock starts counting.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

BlazetheInferno posted:

Take note, these are not guaranteed to show up every month. But they're not that rare, either.

There's also an "advanced option" to double the length of the Avatar Project Meter, allowing twice as many pips before the Doom Clock starts counting.

They do show up often enough that it isn't difficult in the slightest to keep it where avatar progress comes explicitly from facilities because the main bar is empty.

Happy Noodle Boy
Jul 3, 2002


So how do I get more templars/reapers/skirmishers? Because my templar (and 2 others) just got crit hit killed in the same mission because gently caress me, I guess. They weren't even in bad positions! Thankfully my reaper survived and she's my absolute MVP but I lost my best ranger and grenadier in that gently caress up of a failed mission.

(my actual fuckup is that in my rush to sell poo poo to upgrade to plated armor I accidentally sold the corpses needed for plated armor. 2 of those deaths would have probably survived with actual armor).

Ravenfood
Nov 4, 2011

Happy Noodle Boy posted:

So how do I get more templars/reapers/skirmishers? Because my templar (and 2 others) just got crit hit killed in the same mission because gently caress me, I guess. They weren't even in bad positions! Thankfully my reaper survived and she's my absolute MVP but I lost my best ranger and grenadier in that gently caress up of a failed mission.

(my actual fuckup is that in my rush to sell poo poo to upgrade to plated armor I accidentally sold the corpses needed for plated armor. 2 of those deaths would have probably survived with actual armor).

You will very rapidly get another resistance ring mission to recruit another Templar. The game tries really hard to give you access to one of each hero class at all times. IIRC by default you can also get a second of the faction you started with/encountered first, also through resistance ring missions.

Danaru
Jun 5, 2012

何 ??
You can also rig the system a bit, I had the Assassin send Mox back to gay baby jail for a few months, and in the mean time I was able to hire a second Reaper and a replacement Skirmisher. When we broke Mox back out, we had two of each :toot:

It's not insanely useful and not worth the effort, but if someone goes to jail, you might as well

Happy Noodle Boy
Jul 3, 2002


Ok so I replenished my faction crew, have done plenty of research towards the hunter locations and I now have the project countdown under control.

I also met my first Sectopod! On the same mission I met an Andromedon. The sectopod insta-killed my top specialist before I had a shot at disabling it. The mission would have been a failure had it not been for my templar who just DECIMATED everything. Maxed out rend hits, moving away, reflecting poo poo back. Holy gently caress they’re fun to use.

EDIT: assassin found the avenger lol 25 enemies including sectopod but I get two full squads?

Let’s loving go!

Happy Noodle Boy fucked around with this message at 01:19 on Jun 27, 2021

Happy Noodle Boy
Jul 3, 2002




Jesus loving Christ.

What a god damned nightmare that was.

I triggered a sectopod with my LAST movement one turn. I moved one extra step further than exposed for full cover on one of my troops. This was while CURRENTLY DEALING WITH A SECTOPOD. Extra sectopod almost killed my templar (had sustain) then killed one of my only two psionics (this was their first mission). I managed to disable/stasis them as crowd control and slowly knock them out. Had this not happened then dealing with the chosen, 3 codex , and an andromedon would have definitely been the focus of my story.

I'm just about loving done with these assholes. I think it's time to kill them.

Shoenin
May 29, 2013

Everynight I wake up Screaming.
(and beating the dragon)

juggalo baby coffin posted:

the way the pods work in these games really sucks rear end. it forces you to basically metagame all the time if you dont wanna be punished for getting too much line of sight on the map. in the classic xcoms it was always better to be able to see something than not, cause the aliens were always there and doing stuff, whether you could see them or not.

I do miss Free Firing, just shooting walls to make new paths was neat.
The pods do make it feel formulaic, and if your unlucky enough to trigger a second (or more) pod then it just sucks/becomes a shitshow so your ymmv.

Course thats why Reapers are kinda busted. Just being able to scout out pod patrols and delete them before they get a turn.
Hell just being able to scout in general is kinda busted.

Shoenin fucked around with this message at 03:43 on Jun 27, 2021

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I appreciate the pod mechanic, you could really see what they where going for when EU came out, with those really big cinematic reveals, dramatic zoom-ins when lining up a shot, abstraction of TU's into two actions, so on so forth. It streamlines everything dramatically with more game-like flow and less crunching of numbers. X2 dialed this up a few notches with overproducing everything behind the scenes so that the 'game experience' is super polished, even if it meant adding in more hack-y stuff the support the already hacked-in stuff.

Playing Xenonauts was fun, with all the kooky stuff you can do (no mister rookie, you carry 8 rockets and nothing else), but it was really weird and jarring to have guys fanned out in the middle of nowhere just to keep flanks covered, and other oddities of the TU/LOS/no-real-cover system.

They're different games, and I'm glad they both exist.

Happy Noodle Boy
Jul 3, 2002


Oh cool just realized that my psionic in training that died during the avenger chosen defense mission is now permanently using a spot on my psi labs with no way of removing her. is there any way/mod to clear her or do I need to delete the psi labs and burn resources on another one?

Cpt_Obvious
Jun 18, 2007

Happy Noodle Boy posted:

Oh cool just realized that my psionic in training that died during the avenger chosen defense mission is now permanently using a spot on my psi labs with no way of removing her. is there any way/mod to clear her or do I need to delete the psi labs and burn resources on another one?

Dumb Question: Are you sure she isn't injured?

Edit: Cuz I've made that mistake before.

Happy Noodle Boy
Jul 3, 2002


Cpt_Obvious posted:

Dumb Question: Are you sure she isn't injured?

Edit: Cuz I've made that mistake before.

She was very much dead (and on my memorial list).

EDIT: Assassin is loving D E A D. Lost my only colonel during it because who the gently caress comes up with this poo poo. Oh cool I kill them. Oh poo poo better wreck the thing in 3 turns or they come back also here’s their reinforcements to make you split damage. Ok so let’s just focus on the thing, try not to die, and maybe the mission ends?

jk gently caress you here she is again.

Rip Rascal, you were the MVP medic that’s been carrying me since the start.

Happy Noodle Boy fucked around with this message at 06:09 on Jun 27, 2021

Coolguye
Jul 6, 2011

Required by his programming!
SPARKs are very much fantastic for chosen assaults because of that wrecking mechanic. an overdriven SPARK is pretty much exactly what the doctor orders there.

Shoenin
May 29, 2013

Everynight I wake up Screaming.
(and beating the dragon)
yeah the very first time fighting one of the chosen you'd have no real idea of the gimmick, so it can be a nice swift kick where the sun dont shine.

Happy Noodle Boy
Jul 3, 2002


I keep making poo poo harder on myself. Tried to get cocky and skulljack a codex while in a timed mission that also had a sectopod while conveniently forgetting what happens when you did that. Ended up failing the mission and losing 2 grenadiers from that gently caress up. But that’s done now so whatever. I’m now suddenly facing some real shortages in my rank so it’s time to let the world fend for itself while I build up my forces again and research more weapons.

Time to find out just how much poo poo I can ignore without is causing me to lose the campaign! Also I’m just not going to take anymore sectopod missions if I can avoid it. Not until I can get a dedicated killer for them.

binge crotching
Apr 2, 2010

Happy Noodle Boy posted:

Also I’m just not going to take anymore sectopod missions if I can avoid it. Not until I can get a dedicated killer for them.


Gunslinger with Bluescreen Rounds can just about solo them, especially if you have a Repeater in your rifle.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Research bluescreen protocol if you haven't. Give bluescreen rounds to a Skirmisher or pistol Sharpshooter. Shoot the sectopods many times in one turn to hurt them a lot and tank their hack defence.

e: yellow moved into an unrevealed area

Rohan Kishibe
Oct 29, 2011

Frankly, I don't like you
and I never have.
Depending on difficultly a normal sharpshooter with bluescreen can one shot them too. Rupture, chain shot and shredder are all useful. Bluescreen rounds combined with a high level hack turns a sectopod into an asset to your squad.

Once you get the stats down, I honestly think Gatekeepers and Andromedons are far more of a pain to deal with than Sectopods. Archons and Heavy Mechs last longer in the "gently caress not one of these" zone, too.

Danaru
Jun 5, 2012

何 ??
I had a grenadier with blue screens rapid fire a sectopod to death from full health on the same turn it was revealed. It was glorious

Happy Noodle Boy
Jul 3, 2002


Yeah I had to rebuild the proving ground but I went ahead and built the blue screen rounds. I also finished most plasma weapons and a couple of WAR suits. I'm back to not dying every turn and taking down sectopods in a single turn. My first psionic is almost fully trained with the 2nd close behind so I'll keep on training them. I've also gotten some new colonel recruits so I now have various squads available. poo poo feels managable with how many reduce avatar countdowns covert ops I'm getting. Advent is getting nowhere.

I think it's time to actually progress the story a bit and check the blacksite facility.

George Sex - REAL
Dec 1, 2005

Bisssssssexual
Is there much Spark love in this thread? I only play on commander difficulty, but every campaign I build one and take it on every mission I can. I think even in WoTC they're amazing.

Coolguye
Jul 6, 2011

Required by his programming!

Dorkopotamis posted:

Is there much Spark love in this thread? I only play on commander difficulty, but every campaign I build one and take it on every mission I can. I think even in WoTC they're amazing.

they're super good, and only get better on Legend when will losses go up and wound recovery times skyrocket. sparks care not for your weak flesh-fatigue and will happily go back into battle with plasma scoring still on their right shoulder.

Happy Noodle Boy
Jul 3, 2002


I should buy that DLC sparks sound fun. Maybe for the next one once I finish this ironman run.

StratGoatCom
Aug 6, 2019

Our security is guaranteed by being able to melt the eyeballs of any other forum's denizens at 15 minutes notice


Bogart posted:

Everyone who was doomposting about the marvel xcom game that was not shown at e3 now has to say “sorry bogart”

The original source specifically said it might not be unveiled then.

Rohan Kishibe
Oct 29, 2011

Frankly, I don't like you
and I never have.

Happy Noodle Boy posted:

Yeah I had to rebuild the proving ground but I went ahead and built the blue screen rounds. I also finished most plasma weapons and a couple of WAR suits. I'm back to not dying every turn and taking down sectopods in a single turn. My first psionic is almost fully trained with the 2nd close behind so I'll keep on training them. I've also gotten some new colonel recruits so I now have various squads available. poo poo feels managable with how many reduce avatar countdowns covert ops I'm getting. Advent is getting nowhere.

I think it's time to actually progress the story a bit and check the blacksite facility.

Did you manage to fix that bug with the dead Psionic still using a slot? I've never heard of that before.

Happy Noodle Boy
Jul 3, 2002


Rohan Kishibe posted:

Did you manage to fix that bug with the dead Psionic still using a slot? I've never heard of that before.

Had to rebuild the psi lab. I believe the issue stemmed from some unlucky timing as the soldier had JUST trained to be psionic so I threw her on the 2nd squad of the avenger defense which happened at the same time. So she died during a random forced mission where she wasn’t even in the primary team just as the game cleared her for combat.

Took me a few weeks in-game to realize why my dead psychic was still listed in training.



Still under 15!

Happy Noodle Boy fucked around with this message at 22:35 on Jun 27, 2021

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Happy Noodle Boy posted:

I should buy that DLC sparks sound fun. Maybe for the next one once I finish this ironman run.

Sparks are loving awesome as hell. It's worth playing the associated mission through once, as it's actually pretty great - but be aware that it wasn't designed with WOTC's willpower mechanics in mind, so any soldiers you send on it might have nervous breakdowns due to fatigue.

Still worth it, though; you get a free SPARK and you get to recruit another member of the Shen family! :haw:

binge crotching
Apr 2, 2010

Happy Noodle Boy posted:

I should buy that DLC sparks sound fun. Maybe for the next one once I finish this ironman run.

The Mechatronic Warfare mod makes them more interesting, but even unmodded it's worth keeping one around as a more durable rookie for when you need bodies.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
"As a more durable rookie" is really underselling them imo. Between Overdrive, inherent shred, the skill that lets them reflexively shoot revealed enemies, and the skill that makes attackers panic, they're really solid (and fun) units. Add in their complete immunity to stun/panic/mind control/etc and you've got a reliable heavy brawler that fits in great with a well-rounded squad.

e: also it's funny as hell when the panic triggers, because the AI behaves exactly like a panicking XCom troop - right down to randomly shooting at viable enemy units. It's always great when an ADVENT mook shoots at a SPARK, then promptly freaks the gently caress out, turns around, and shoots his own squadmate in the face

Angry Diplomat fucked around with this message at 07:00 on Jun 28, 2021

Panzeh
Nov 27, 2006

"..The high ground"

Serephina posted:

I appreciate the pod mechanic, you could really see what they where going for when EU came out, with those really big cinematic reveals, dramatic zoom-ins when lining up a shot, abstraction of TU's into two actions, so on so forth. It streamlines everything dramatically with more game-like flow and less crunching of numbers. X2 dialed this up a few notches with overproducing everything behind the scenes so that the 'game experience' is super polished, even if it meant adding in more hack-y stuff the support the already hacked-in stuff.

Playing Xenonauts was fun, with all the kooky stuff you can do (no mister rookie, you carry 8 rockets and nothing else), but it was really weird and jarring to have guys fanned out in the middle of nowhere just to keep flanks covered, and other oddities of the TU/LOS/no-real-cover system.

They're different games, and I'm glad they both exist.

Yeah, playing the original is somewhat methodical to me in its own way(for example, i know how aliens spawn in the original and know where their movement nodes are and can very often clean out most of a map with hand grenades this way), and I respect a lot of what Firaxis did to actually create a game that features firefights where having a firefight isn't a failure state(in the original, letting any kind of alien shoot at you is an absolute failure as a player and will be punished heavily, no matter how far from).

Xenonauts is kinda weird to me, though it's probably for the best that they made grenade throwing a lot less accurate.

Icon Of Sin
Dec 26, 2008



Panzeh posted:

in the original, letting any kind of alien shoot at you is an absolute failure as a player and will be punished heavily, no matter how far from).

This, the aliens having perfect night vision (yours was reduced to like 6 tiles, I think), and rookies just disappearing if you walked them into the fog of war sometimes (you heard the death scream, but I think they had to be in LoS of someone else for you to actually see it?) punished ever allowing the aliens to shoot at you.

It’s a wonder anyone ever made it through that game, with as much bullshit as could randomly go wrong.

Happy Noodle Boy
Jul 3, 2002


Reaper actually just clicked for me once I gave it a superior ammo mag, the ability to equip a utility, and blue screen round. Turns out banish is preeeeety loving good when you unload 7 hits in a row. :rip:

Also the assassin weapons are pretty fun but I’m worried I will end up losing them if I take them out often. I’ve had a good streak of missions so I know I’m due one colossal gently caress up. Then again I also have a third squad fully leveled up so I can afford some gently caress ups now. My next goal is to knock out these facilities with a lone trooper in what’s either going to be a suicide run or some metal gear solid poo poo.

Adbot
ADBOT LOVES YOU

Panzeh
Nov 27, 2006

"..The high ground"

Icon Of Sin posted:

This, the aliens having perfect night vision (yours was reduced to like 6 tiles, I think), and rookies just disappearing if you walked them into the fog of war sometimes (you heard the death scream, but I think they had to be in LoS of someone else for you to actually see it?) punished ever allowing the aliens to shoot at you.

It’s a wonder anyone ever made it through that game, with as much bullshit as could randomly go wrong.

Oh, definitely, it just kinda ends up forcing you to use huge smoke clouds every time to even the odds. The need to use enormous amounts of smoke really made the game painful if you were trying not to get killed. Even at night, if you understand how enemies spawn, and you have grenades and/or blaster bombs you can knock out a town of aliens by just slamming the farm houses.

It's interesting to play mods where you sometimes get to be on the other side of this, but just puts you on the more ludicrous side of broken- for example, in X-piratez it's actually preferable to fight night missions early on because the mutant gals you start with have superior night vision to almost all enemies and you'd prefer melee with them anyway since early guns arent very good.

X-com files encourages the use of dogs and robots by giving them improved night vision and for AI units, IR-vision(can see through smoke).

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply