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Edmond Dantes posted:Bloody hell, I hate that map. I found out today that there's actually another variation of that same map that's used for Alien Terror missions, where everything is on fire. It is--unbelievably--even worse than the Flooded version.
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# ¿ Apr 17, 2013 08:11 |
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# ¿ May 19, 2024 20:51 |
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ChronoReverse posted:While that remark about Beagle is true that has little to do with the point being made in that taking 50% shots is a bad idea unless you have no other choice. You don't get to reroll after all. The thing is, taking marginal shots is unavoidable in the early game. Anytime you get placed on a narrow map like that, you don't really have a choice. All you can really do is get into a shootout and hope that the RNG falls more on your side than the aliens. And if it doesn't, well, the Skyranger is right there.
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# ¿ Apr 18, 2013 03:31 |
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Zore posted:Its worthlesss even without that. Gunslinger alone makes moving and shooting or overwatch after moving with the sniper rifle hilariously worthless, and missing out on Squadsight is like missing out on the whole point of the class. I actually like snapshot for a second Sniper (I almost always take just one if I'm playing seriously). Squad Sight is great, but two Squad Sight snipers is almost always overkill. A Snapshot/drat Good Ground/In The Zone sniper can grapple up to a rooftime, flank an entire alien force, and gun them all down in a single turn. They're also way more useful in crowded spaces without great sightlines, AKA inside the larger alien ships and some abduction missions. A Gunslinger can still be effective in those areas, but a Snap Shot Sniper retains access to Headshot and Disabling Shot while doing higher amounts of damage.
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# ¿ Apr 29, 2013 00:52 |
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Zore posted:They do have a fairly crippling penalty to accuracy early on though (-15) which means they're never going to be hitting anything in overwatch until they can remove the accuracy penalty they get just for that. Then they become as good as a rookie trying to nail things in overwatch. It's only -5 if you use a Scope (and why would you use anything else?), and if you have the high ground, that particular minus goes away altogether. Anyway, moving and overwatching happens very infrequently on the higher difficulties. You're either setting up an Overwatch trap, in which case you aren't moving; or you're overwatching just to keep the aliens in your sight from moving (and they will practically never move if they see you have overwatch, no matter the odds). Any other situation either has you taking a second move, shooting, or hunkering down. ChronoReverse posted:Yeah, -15% is huge. First, Snipers have better aim growth than heavies. Taking a little off the top doesn't bother them nearly as much. Second, the Snap Shot sniper is a flanking machine. They will constantly get shots unfettered by cover penalties--shots they tend not to miss. They don't have the incredible game-changing versatility of Squad Sight Snipers, but Snap Shot Snipers are a great tool to have in the kit. Their abilities aren't a good fit for every mission, but when they're in their element, they shine.
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# ¿ Apr 29, 2013 02:00 |
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WarpedNaba posted:I'm still hoping for an X-COM sequel. The return of 'they' and poo poo sounds like a gas, and I'm anxious to see underwater slaughter without the subsequent research bugs. I'd like to see aliens burrowing out of the ground, instead of coming from the sea. Something more like a demonic invasion, rather than being inspired by Shadow over Innsmouth. The final mission would take place in an alien base hidden inside the Earth's core--a Hell-like analog. Unrelated, but I really, really wish there was a mod that added in the classic Geoscape/Interception music.
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# ¿ May 4, 2013 01:28 |
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Oh my god, I am hype. Base defense, new enemy types, a new evil organization for X-COM to fight, new missions, new maps, new upgrades, new hats?? If I hadn't already pre-ordered the moment I saw it on steam, I would be doing it right now. Hail Solomon.
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# ¿ Oct 10, 2013 00:35 |
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I'm wondering if the "no XCOM/EXALT/Aliens battle royale" decision is due to gameplay constraints or has something to do with the story. EXALT and XCOM fighting to loot a downed UFO would make for a great mission. e: Speaking of running off a script: I know they're still non-committal about an SDK, but even just map-making tools for XCOM would be really rad. User-made maps would extend replayability massively, maybe even moreso than procedurally-generated maps did for the original. I'd still be playing if I wasn't sick to death of that goddamn rainy street level. You know the one. Vengarr fucked around with this message at 04:51 on Oct 10, 2013 |
# ¿ Oct 10, 2013 04:43 |
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I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it.
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# ¿ Oct 11, 2013 10:15 |
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Is it my imagination, or is that the Uber Ethereal in the Alien Containment chamber in the Security Breach trailer? :50 seconds. http://youtu.be/fd9CmpLZVMI?t=50s
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# ¿ Oct 12, 2013 22:38 |
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Alchenar posted:Nah that's just a regular one. The Uber Ethereal has a really distinctive helmet. Darn. I thought there had to be a special reason why they included that shot, since we've always been able to bag regular ethereals. Ah well.
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# ¿ Oct 12, 2013 22:57 |
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Veyrall posted:Has this just gone memetic at this point? Sure, the "interrogation" process is invasive, but it's basically Simon Says with neurons and brain mapping. The point of the procedure isn't discomfort, that's just an irrelevant byproduct. Think of it as surgically assisted mind-reading. And, especially in the case of Mutons or better, there's no reason to think they even feel pain the same way humans do, since injury only seems to piss them off as opposed to the ingrained flight response in humans. It is heavily implied that they use traditional "enhanced interrogation" techniques on the Thin Men and others. Dr Vahlen posted:It seems unlikely that this particular species will break under interrogation as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more agressive techniques, we can...coax...it into revealling additional information about how the aliens arrived here. e: Dammit, I hadn't realized they're adding gun customization on top of new armor styles and tints. I think it might be time for a new thread with this stuff in the OP. Vengarr fucked around with this message at 02:11 on Oct 14, 2013 |
# ¿ Oct 14, 2013 01:45 |
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UberJumper posted:Can anyone enlighten me as to why does the game consider this alien to be in high cover? I think it's just an evil fluke with how the game calculates line of sight. Let me show you true bullshit: http://steamcommunity.com/sharedfiles/filedetails/?id=106908736
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# ¿ Oct 14, 2013 03:12 |
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I'm surprised no one has posted this IGN playthrough of the Exalt demo, with Ananda Gupta. The info on Exalt is pretty much a rehash, although it's nice to see someone actually win the mission. However, they talk quite a bit (starting at 1:06:00) about the new Council missions. There's a new Slingshot-esque series of linked Council missions called "Progeny" centered around Annette, a young woman with "unique" psionic ability. It appears she'll end up in a tug-of-war between EXALT and XCOM as both groups try to bring her into the fold. She can end up joining XCOM "if you play your cards right". These missions were apparently the second planned piece of DLC for Enemy Unknown, but got folded into Enemy Within after the negative response to Slingshot. This change means that the side-story could be more fully integrated into the main plot, although you can apparently still choose whether or not to activate Progeny the same way you can Slingshot. It first becomes available in April. They also all-but-confirm Base Defense in some form. Gupta said he couldn't wait to talk about it. Later. The tease! Other tidbits if you don't care to sit through the hour-long video: --They apparently did a lot of work with the ragdoll animations. --You can customize gun skins and gun tints. The AWP-looking sniper rifle appeals to me. --The encoder and transmitter are both vulnerable to explosives and accidental environmental damage. Letting guys into the capture area and treating it like a kill zone could backfire spectacularly. --You get bonus cash at the end of a Covert Ops mission if you protect the encoder and the transmitter. Bit of an incentive to play loose. --There are 20 Covert Ops maps, 10 for each mission type.
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# ¿ Oct 14, 2013 09:40 |
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Mr Dog posted:I'm guessing that means "If you can get an Arc Thrower shot off", since I'm gonna go out on a limb here and assume they didn't add a dialog tree system to this game. Sounds like we can expect the equivalent of an early-game Ethereal battle to go with the early-game Battleship raid from Slingshot, granting a unique early Psionic soldier to go with your early Blaster Launcher. It'll probably a stage-wise battle where she'll periodically retreat and a wave of EXALT will need to be fought off. From what they described of the scenario, It seems that Annette was on the run from the aliens and sought asylum in France. France immediately contacts XCOM, but EXALT learns about this and launches a raid. XCOM arrives to see bits and pieces of EXALT scattered across the French countryside and Annette gone. So it becomes a race to see who can get to her first. Presumably, either you recruit her or EXALT does, and then she becomes an enemy. I'm guessing it'll play like an Anna Sing mission where both sides want to evacuate the VIP.
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# ¿ Oct 14, 2013 19:50 |
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Andre Banzai posted:Does that mean that she was experimented upon, displayed the Gift and somehow escaped? Gupta says she was a prisoner who escaped, so yeah, probably. Unless she was a prisoner of EXALT who were running their own experiments...? Benagain posted:So can someone tell me what the hell the uberetheral was expecting to happen in the end mission? "HEY new warrior race just came onto the temple ship! And they're killing all our earlier failures! Oh wait they're killing us HOW COULD I HAVE SEEN THIS COMING." Arrogance? The same reason why they didn't just conquer Earth militarily before running their experiments. As becomes clear in the final mission, no one else has ever fought back against the Ethereals, let alone do it successfully. The idea that someone could defeat them in spite of their superior technology and psionic abilities just doesn't register at all.
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# ¿ Oct 14, 2013 20:30 |
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UberJumper posted:
First mission in my Impossible Ironman game was the construction site. I probably lost that mission 15 times in a row before finally beating it (you're allowed to restart the first mission as many times as you want if you fail, and I was too stubborn to quit). The rest of that run was a breeze by comparison.
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# ¿ Oct 15, 2013 06:15 |
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animatorZed posted:Dr. Vahlen isn't waiting for the expansion, it seems. Also, Ananda is saying that exalt is willing to take gene modding even further than this? TBH, it's hard for me to imagine something that Dr. Vahlen thinks is going too far. Lobster claws for hands? EXALT LOBSTERMEN
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# ¿ Oct 17, 2013 01:01 |
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S.J. posted:Can't speak for everyone but I just genuinely do not give a poo poo about achievements like this, and can't be hosed to start up another run just for getting them. They're a good way to keep replays interesting. I needed a fix after seeing the XPAC news, so I started a new game to try and get Continental Fellow. Not sure I ever would have started a game in South America if it wasn't for the achievement, but it wasn't as difficult as I expected (on Classic). Didn't have a single country leave, despite not rushing satellites. Even got Ain't No Cavalry for my trouble--got a ridiculous-even-by-sniper-standards Sniper through every mission. Even so, I'm not looking forward to trying to beat the game with only 4 dudes.
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# ¿ Oct 17, 2013 10:37 |
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I have XCOM fever something bad, and replaying EU and UFO Defense isn't cutting it. Should I pick up Xenonauts? I was holding off buying it until it was in a more playable state. Is it fun yet?
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# ¿ Oct 19, 2013 00:26 |
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nnnotime posted:Here is the setting in the DefaultGameCore.ini file that lets you detect those ufos: Are they difficult to shoot down? If they were tougher than your average UFO, it would create an incentive to invest in early-game aircraft upgrades. As it is, I just stick with avalanche missiles until I get plasma, then stick one on every ship and forget about it.
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# ¿ Oct 19, 2013 06:56 |
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FedoraDefender420 posted:I really like Shivs in the midgame. They're incredibly useful for UFO attacks due to not caring about the poo poo cover or psychics, but they get overshadowed when you get the super armor. They just can't keep up with your soldiers, and the new MEC stuff will probably replace it entirely. I like Alloy SHIVs quite a bit, but I can never justify the expense needed to acquire them. Plus, you know, every SHIV kill is just stealing XP from the mouths of your soldiers. Either SHIV's should level up, or half of its xp gain should be split among your troops, or something.
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# ¿ Oct 21, 2013 06:57 |
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poptart_fairy posted:Speaking of assaults, can someone sell me on shotguns? At least during the early game. I'm struggling to think of how the extra point of damage would help on Classic+ when you need to get so close to the enemy in order to make use of the things. They turn Chryssalids into mulch, especially if you have Close-Quarters Specialist. Taking Aggression is a good choice for offensive-oriented Assaults, since you can Run-and-Gun up to high-priority targets and take two 100% hit, 100% crit shotgun shots. That'll kill pretty much anything in the game in one shot. Generally I'll take shotguns to abduction/terror/alien base missions, and rifles to the UFO missions.
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# ¿ Oct 22, 2013 02:50 |
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poptart_fairy posted:Thin Man poisons soldier for a single point of damage. Entire squad freaks out and hunkers down beside a burning car, also inside the gas cloud. I feel like they must have changed something in a patch, because I had a VIP get poisoned the other day and it wore off a turn later. I definitely had a VIP get poisoned soon after release, and he lost 3 HP and died a turn away from the Skyranger (after panicking at 1 HP). One of the few times I ever rage-reloaded in X-Com. I hate Thin Men. Real glad that they're the only race that doesn't get an Elite version.
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# ¿ Oct 26, 2013 04:20 |
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animatorZed posted:I've had all the camera angles turned off for triple digit hours now anyways, just because I don't like them and I think its faster / better looking to have everything play out from the overhead view I like the action cam, but I really dislike how it only ever highlights hits/kills. It'd be better if they had dodge animations for shots that "missed", so they could use the action cam and still preserve some drama.
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# ¿ Oct 31, 2013 20:44 |
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jng2058 posted:You know, the original X-Com had a particularly anime-esque vibe, particularly the opening cinema. For someone to make an actual XCom anime would be a very "and now the circle is complete" moment. The anime-style was actually listed as a feature on the box-art, assuming I didn't just hallucinate it. And--this might just be the product of a fever dream, BUT--I swear there was a short comic that came with one version of the game or another. It featured an X-Com squad getting horribly eaten.
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# ¿ Oct 31, 2013 21:22 |
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Ernie Muppari posted:It was thought of as a "comic" style, like that of popular 90s badartist Rob Liefeld. The fact that his style was heavily influenced by Japanese media wasn't very well known at the time. It's actually listed in the readme file for the original demo as a feature. quote:--Popular "Manga" look and feel to graphics. So I guess they knew what they were aiming for, even if it wasn't really that pronounced. Knew I wasn't crazy. Well, not THAT crazy, anyway. Still can't find that comic anywhere. Maybe I did dream it.
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# ¿ Oct 31, 2013 22:57 |
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^^^ Mind you, no reviewer ever plays a game above normal difficulty, and most don't go above easy. Section Z posted:I'm still convinced that all your Rookies are really soldiers who couldn't make the cut for GI Joe, lured by the promise of laser battles and silly nicknames. Playing OpenXcom really makes you appreciate your soldiers in EU. Nothing like having to sack half your troops because they have a bravery rating of 10. Or a firing accuracy of 40. I had a soldier with a laser rifle miss the side of a barn in my last game. Literally could not hit the broad side of a barn. I pretty much have the same attitude towards rookies in Xcom as Richie Incognito.
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# ¿ Nov 7, 2013 07:57 |
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Speedball posted:Assuming we didn't get an XCOM game that got us the weird biological aliens of Apocalypse…who I loved the concept of, by the way... We've had an alien invasion and a Lovecraftian invasion. How about a demonic invasion? An alien base located at the center of the planet, belching out horrific creatures from holes in the Earth. You could have all kinds of caves, caverns, and tunnels replete with alien ecology as battlefields a la the alien bases in X-Com '93.
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# ¿ Nov 9, 2013 05:51 |
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TalonDemonKing posted:Can we reverse-engineer their magic and make a 'mage' pseduo-class like psionics? Of course. Call it "Molecular Control" and we're set. Mostly though, I just have a vision of the Skyranger being replaced by a version of the Montauk from Command and Conquer: Tiberian Sun. Drill, baby, drill!
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# ¿ Nov 9, 2013 06:44 |
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No midnight release, no preload. drat you Valve!
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# ¿ Nov 11, 2013 09:15 |
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Darkhold posted:SMAC is such a weird oversight. I'm sure it doesn't do Civilization numbers but it seemed to at least be a cult hit. There's so much more interesting things to do with terraforming and colonizing new planets and new interesting tech. This comes up frequently in the Civ 5 thread. SMAC is apparently stuck in patent limbo, which is why it probably isn't getting a reboot any time soon. Speedball posted:Re-read Guava's X-Com LP in preparation for Enemy Within man, that thing cracks me up every time. Especially SynthOrange's entry about being trapped alive inside a Reaper's stomach. I did this too. I'm extremely partial to SLO-MO BULLSHIT CAM and Ivy Takakumi's movie hour, myself.
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# ¿ Nov 11, 2013 17:07 |
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TroubledWaters posted:Does anybody know of any mods that make iron will retroactive? If not, could I go into the game files and change it so I just start with it? I don't see why this should happen. Will is almost entirely meaningless for high-ranking non-PSI soldiers. Sectoid Commanders and Ethereals ought to die the turn they are activated, so you shouldn't have to worry about mind control. And once they get a few ranks under their belt, they probably won't do much panicking.
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# ¿ Nov 11, 2013 22:58 |
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ITS HAPPENING
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# ¿ Nov 12, 2013 06:01 |
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nnnotime posted:Maybe it's just me, but I do not see anything happening, yet. Restart your Steams.
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# ¿ Nov 12, 2013 06:04 |
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WYA posted:Haha why the gently caress is this game 20 GB. I wonder if that's because it includes all the different voice packs automatically. I was under the impression you had to download it seperately. ...Man, if it's 20 gigs plus the different voice packs, this game is going to be humungous big.
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# ¿ Nov 12, 2013 06:30 |
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BRB killing aliens
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# ¿ Nov 12, 2013 06:41 |
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Been playing since the expansion hit. Some thoughts: 1. The new maps own. The urban UFO crash sites especially. 2. MEC troopers are just as awesome as you might have thought from watching the previews. 3. Meld. Generally, one canister seems to be fairly easy to grab and one seems to be a lot harder. The easy one is either close to your spawn or has a generous timer, the hard one is the opposite. You can grab the first one even playing conservatively, but you need to really play loose if you want the second. 4. Always play loose. Meld is great. Gene mods are great. MEC Troopers are proof of a kind and generous God. 5. My usual strategy is fuuuucked. Researching beam weapons would have taken !38! days to complete without a live sectoid, so I said "gently caress it" and went into the Terror Mission with ballistics. And saved 15 civilians. God bless MEC Troopers! 6. I have a new favorite bug: This is just a bug, the game still doesn't actually let you spend negative credits. I went to gene mod some soldiers and when I came back to the base menu, I had 0 credits instead of the 100 or so I expected. I went to the situation room, and when I exited out, I had negative credits. Entering and leaving the situation room further decreases my money into the red. Maybe they're charging me admission or something?
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# ¿ Nov 12, 2013 10:23 |
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That fishing village Council Mission is a portal to suffering. If you lose a guy early, forget about winning. Just bug out or get bugged out.
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# ¿ Nov 12, 2013 11:16 |
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poptart_fairy posted:Wait, don't we have to autospy Mechtoids before we can field MECs? Apparently not. All you have to do is research Meld Recombination and build a Cybernetics Lab. Then you can augment a soldier using meld, and once you have a MEC Trooper handy, you can build a MEC suit using cash and meld. The MEC suit even gets built instantly. e: And no, Shen is big on MECs. I got a bit of a chill when I sent my first guy to the Cybernetics Lab and heard Shen "Cool, we'll send him to Vahlen for the necessary amputations." Vahlen is strictly to be used on the enemy, man! Vengarr fucked around with this message at 12:43 on Nov 12, 2013 |
# ¿ Nov 12, 2013 12:37 |
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# ¿ May 19, 2024 20:51 |
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For the guy who asked: no, you can't delay the second Slingshot mission anymore. If you pass it up, the Council won't give you a second shot. I've discovered EXALT's base in my current Classic run. loving England. First to wimp out of XCOM, now they're harboring traitors. I'll learn em good. Took me about 10 or so Covert Ops to narrow it down. Having a dedicated secret agent is key. Particularly, Operatives can gently caress with EXALT relays even while cloaked, so give them Mimetic Skin and have them dash from relay to relay.
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# ¿ Nov 13, 2013 15:18 |