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Vengarr
Jun 17, 2010

Smashed before noon

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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Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Also, drat good ground is too situational for my tastes when Gunslinger always has utility (even just powerful no penalty shooting and overwatch when you need accuracy as a snapshot). And honestly, I'd rather just take one sniper per mission and build up the other as backup for when the primary one goes down rather than saddle myself with an awesome sniper and on that tries to be an Assault/Heavy (and is worse at the job).

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.

Think about how terrible the Heavy class is considered when using guns. The Heavy is -15% compared to the Support and Assault.

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon
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.

Vengarr
Jun 17, 2010

Smashed before noon
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

Vengarr
Jun 17, 2010

Smashed before noon
I just realized that EXALT doesn't have its own latin motto. This evil organization is clearly half-assing it.

Vengarr
Jun 17, 2010

Smashed before noon
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

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

...

Capturing one of the invaders' infiltration specialists has proven both illuminating and disturbing. Although at first glance they resemble the human form, and are trained to communicate in a range of terrestrial languages, this specimen is far from human. We had assumed its role as an infiltration unit would preclude us from gaining anything of value during our interrogation. However, as it turns out, the captive was surprisingly...pliable once we began the procedure.


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

Vengarr
Jun 17, 2010

Smashed before noon

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

Vengarr
Jun 17, 2010

Smashed before noon
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! :argh:

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Having an early Psionic on your squad would certainly be interesting, but at least the Blaster Launcher returns to your armory if its wielder bites it in the field, the sorts of missions where things are serious enough to warrant fielding an early Psionic are the sorts of missions where I wouldn't want to risk losing a unique and powerful field asset. I'd probably end up ranking her up on easy UFO missions and then take her along for the base assault; worst case, if she gets killed then I can roll my own psionics at that point.


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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

UberJumper posted:


Also i concur gently caress the construction site. Long War mod gave 17 aliens in the construction site :smithicide:

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.

Vengarr
Jun 17, 2010

Smashed before noon

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? :ohdear:

TBH, it's hard for me to imagine something that Dr. Vahlen thinks is going too far. Lobster claws for hands?

EXALT LOBSTERMEN :gonk:

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon
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?

Vengarr
Jun 17, 2010

Smashed before noon

nnnotime posted:

Here is the setting in the DefaultGameCore.ini file that lets you detect those ufos:

ShowUFOsOnMission=0 ; Detect the UFOs that are carrying out abductions and terror missions

Set that to =1 and you can detect the ufos and try to shoot them down. You would need a resource editor to make that change.

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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. :effort:

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon
^^^
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.

Vengarr
Jun 17, 2010

Smashed before noon

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...

I'd like an XCOM sequel to take place in some sort of guerrilla setting. The basic premise of stealing tech from aliens would remain, but you're on some sort of planet being run by the creatures and most people are kept ignorant and toothless, and you need to topple the oppressive alien government by having commandos grabbing whatever stuff they can steal to keep your troops keyed up and powerful.

Alternately-alternately, no continuity at all, just another "aliens are invading and we don't know why" premise.

Still, I am vastly intrigued by EW's idea of having to contend with a second human invasion on top of the first. Who knows...

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.

Vengarr
Jun 17, 2010

Smashed before noon

TalonDemonKing posted:

Can we reverse-engineer their magic and make a 'mage' pseduo-class like psionics?

I feel that the aliens would just throw up their hands and say gently caress it if we came at them hurling fire-ball grenades or creating our own cover with ice.

Alternatively, I'd pay for an x-com version of this, despite how bad it was.

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!

Vengarr
Jun 17, 2010

Smashed before noon
No midnight release, no preload. drat you Valve! :argh:

Vengarr
Jun 17, 2010

Smashed before noon

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.

Yet it just lays there doing nothing. Sure we occasionally get a space strat game but nothing like SMAC where you're down on the ground.

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.

Vengarr
Jun 17, 2010

Smashed before noon

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 really hate how a non-retroactive iron will splits my squad into "B team has-beens" and "rookies".

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.

Vengarr
Jun 17, 2010

Smashed before noon
ITS HAPPENING

Vengarr
Jun 17, 2010

Smashed before noon

nnnotime posted:

Maybe it's just me, but I do not see anything happening, yet.

Restart your Steams.

Vengarr
Jun 17, 2010

Smashed before noon

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.

Vengarr
Jun 17, 2010

Smashed before noon
BRB killing aliens

Vengarr
Jun 17, 2010

Smashed before noon
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! :toot:

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?

Vengarr
Jun 17, 2010

Smashed before noon
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.

Vengarr
Jun 17, 2010

Smashed before noon

poptart_fairy posted:

Wait, don't we have to autospy Mechtoids before we can field MECs?

And is Shen still grumpy about doing it.

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

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Vengarr
Jun 17, 2010

Smashed before noon
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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