|
Operant posted:Xcom tip: gently caress suppression, take 2 heavies with HEAT ammo and shredder rocket, make it rain every battle. Heavies are MASSIVE damage dealers with bullet swarm, a heavy plasma and two rockets (like 20 damage a turn massive). necrobobsledder fucked around with this message at 20:38 on Jan 19, 2013 |
# ¿ Jan 19, 2013 20:32 |
|
|
# ¿ May 22, 2024 16:02 |
|
Wait, the funky smoke ability doesn't suck? Next thing you know they'll tell me that Flush gives a 20 aim bonus to anyone else targetting the guy and that Dense Smoke only gives you an extra 5 defense in practice. Also, the extra 20 aim will just make a muton elite seem like any other enemy instead of an extra hard to hit one. I think that's what annoys me about handling them really, not the HP. I think a 4 HP enemy with 80 defense would be worse than a muton berserker with 32 health. If you bump the difficulty up to Impossible I don't think more enemies spawn for some reason, nor would your game count as an Impossible run for the sake of achievements. Impossible is a triple whammy of harder geoscape, more enemies, and just plain more badass enemies than all other difficulties. And once you've played enough rounds to be able to basically predict most spawns, you do kinda need a challenge, which Impossible does hand out in spades.
|
# ¿ Jan 21, 2013 16:18 |
|
bobfather posted:Reason 1: Your Shredder rocket takes off 4 health, which is enough to kill...sectoids and drones. However, Shredding people is cool, so I usually keep 1 heavy with Shredder. My general preference for capturing aliens is to use overwatch instead of suppression. The biggest problem I have with any capturing tactic is in the moments of panic before getting to the final alien and someone able to move in and stun him (without exposing another squad of aliens - the harder part if you ask me), you somehow keep the one soldier that can actually see him in overwatch because on Impossible, you use concealment as default "cover" and you oftentimes can't afford to have more than one or two soldiers visible to aliens at the end of your turn meaning you tend to use heavies with Bullet Swarm and move away. Heavies are the only class in the middle of a fight that can fire and run away, so they're essential for my Impossible games. Keeping them far enough away from my squad to avoid the inevitable rocket miss makes tactics harder (and riskier as you tend to make your heavy the scout rather than your support). If Impossible difficulty AI is ever patched to be primarily defensive instead of offensive, all of us Impossible players will actually have to start taking terribly bad risks for once. The only reliable way to win at this point is to be as cautious as possible - for either side.
|
# ¿ Jan 23, 2013 02:28 |
|
From a statistical perspective, a heavy with Bulletstorm taking two 55% shots is a world of improvement over any other soldier with a single 60% chance. If you want to play the roulette and make life a little more fun, having heavies join the fray with fire never hurts (oh, and also as overwatch-pinning enemies). Also, the dire need to take out sectopods ASAP in the later game makes them important to carry around. With randomized stats, a heavy with awesome aim is going to chew through aliens like nobody's business removing basically the only legitimate weakness of the class. I think all of us heavy... heavy users would agree though that we'd take a talent that makes rocket accuracy 99% over either Holotargeting or Bullet Swarm. Nothing ruins your game faster than a rocket hitting your own squad. Aside from one incident so far though, all my rocket misses have been only so far off from the mark and didn't insta-fail my mission but there's enough stories of rocket surgery gone wrong that I'd rather keep my heavies far away from the rest of the squad or at least have a 140 degree arc in the direction of the shot open (which usually puts the Heavies close to the assaults).
|
# ¿ Jan 23, 2013 19:01 |
|
On Impossible, most of the shots you should be taking should be done in Overwatch, not ones you aim for yourself (Classic is possible to get away with a more direct advancement strategy because enemies are easier to kill as well as have less aim and crit chance - this was my hardest problem moving to Impossible). Finding waiting spots with both good cover out of line of sight as well as being able to see enemies come in from multiple angles is pretty essential for a successful mission until you're able to let soldiers withstand hits worth a drat.
|
# ¿ Jan 24, 2013 15:26 |
|
Klyith posted:The reason Firaxis did this, from a game making perspective, is that it's the easiest and best way to keep the aliens spaced out so that the player doesn't get mobbed.
|
# ¿ Jan 25, 2013 04:44 |
|
It's not a bug, it's an Ethereal mindfuck. The Ethereals are teleporting the monsters into your squad. And whenever you're supposed to be getting a flank and you don't, an Ethereal has turned the soldier's vision into a fishbowl. And sometimes when they feel like punishing their troops for failure and to make an example of them, they'll drop their asses directly into hell (happened to a Sectopod I saw before with a message saying the Sectopod's chest cannon was destroyed). Also, I didn't realize until now that if an Ethereal dies, it'll cause a small explosion around it.
|
# ¿ Jan 25, 2013 20:04 |
|
A Violence Gang posted:How loving terrible at this game am I? Next game I start will be #18. I've never completed the alien base; only attempted once. This is mostly on Normal after a few attempts at Classic, sometimes Ironman to curb my natural tendency toward savescumming. I feel like I've gotten a little better at the combat from watching a few videos, but still sometimes can't resist dashing a guy forward to end a turn and revealing a half-dozen Thin Men. I have no sense of the metagame at all. Build satellites, I know. 1. Unfair bugs that I can't handle reasonably well (the old teleport bugs were recoverable on many occasions). Even this is not possible to recover from sometimes though and I just have to carry on to the bitter end. 2. Just to recklessly run into an obvious kill zone just to see how many aliens run out at me at a time for the hell of it (gas stations are a good example). It's a relief to do stupid crap when you're used to planning every move carefully. When I do this though out of sportsmanship, I pseudo-reset the enemy locations by moving my squad another direction entirely (it was an obvious kill-zone after all) or by just waiting a few extra turns doing nothing. 3. Testing game mechanics basically. For example, I've found a number of rockets / blaster launcher shots that look like they have enemies in them don't seem to obey the y axis very well and nobody get hit. I consider this fair game for a re-do because if I had known the game wouldn't register certain kills that were shown in the UI to be valid, I wouldn't have fired at that spot. I accept the judgement of the Probability Gods of X-COM, that is sacrosanct for playing X-COM. Then again, it doesn't sound like you're really taking the game all that seriously and aren't putting as much effort into it that you should to be successful at this game. Doing well requires a bit of concentration and turn based play tends to mean you should be playing it more like chess than uh... basketball. I'm an original X-COM veteran so maybe a lot of the tactics are tough to absorb and being able to determine your play style and such is important. In terms of action games, X-COM should be played more in the style of Dark Souls or Witcher 2 than Halo or Call of Duty, although in both of those games perfect execution means you could take out the final X-COM boss with a pistol which I find pretty silly. But honestly, I think the real reason I just managed to have a 0-casualty Ironman Impossible run is because I've basically memorized all the maps and events now, which is a massive advantage over someone that's barely seen more than a handful of maps.
|
# ¿ Jan 26, 2013 20:43 |
|
I just remembered, has anyone else been getting alien weapon captures without using Arc Throwers? Finishing up my I/I run, the past 8+ missions before the final mission have had a number of recovered weapons even though I never brought Arc Throwers along. I only started noticing this when I discovered I had 12 heavy plasma sitting in storage while equipping my soldiers a while back and started paying attention to the loot after missions. In fact, on my last terror mission, I got 32 elerium and alien alloys. Screenshots kind of make it hard to prove it, but I swear on my genitals this is what's happened.ChronoReverse posted:*claps* http://steamcommunity.com/sharedfiles/filedetails/?id=123037091 I've got a number of screenshots showing bugs along with the other stats of the I/I game. The screenshots will explain a fair part of how I powered through this game early on leading to a pretty decisive victory mid-game and beyond. My previous I/I game that faltered was not as perfect in geoscape play losing 4 countries. http://steamcommunity.com/id/djk29a/screenshots I think I'm pretty tired of the game at this point though. When you've memorized most maps and the few surprises are "how many enemies will trigger due to bugs rather than my incompetence now?" the challenge is kinda gone. Iceshade posted:Bomb missions only seem to pop up once per game, though.
|
# ¿ Jan 27, 2013 00:40 |
|
A random map generator would get you the original X-COM minus multi-level maps, that's what. I'm really curious about the specific technical issues they had with more complicated, layered maps. Maybe the loss of support beams not leading to dropping the structure like more advanced engines was problematic? Didn't X-COM Apocalypse have that mechanic already and you could level entire buildings to clear it? Or maybe they realized they had some pretty awful LOS bugs that were exacerbated by small corridors (don't see how, warehouses are pretty narrow already and that's pretty X-COM to me as a throwback). Large UFO missions in the original X-COM were pretty scary just from how you could go up a grav-lift and be in the middle of an alien welcome party. Instead, a battleship mission barely looks that different from the Alien Base or final mission that's sprawling across the Great Plains of Aliensville. The various pieces of alien architecture are pretty alien and all especially compared to the hospital-grade sterile alien ships from the original, but the map limitations really bugs me especially when I know how complicated Unreal maps can get.
|
# ¿ Jan 27, 2013 01:18 |
|
Muscle Tracer posted:Are you on a console, or a PC? I hear it's not possible on a console, but on the PC you can re-select the unit after it's sprinted and then click the node to have it deactivate. This won't work on the last move of a turn, though, because the game auto-ends your turn after your action points are all spent.
|
# ¿ Jan 27, 2013 02:56 |
|
Peewi posted:Hmmm, that's weird. I just had a sectopod blow up without me having touched it. I saw it in the fog of war, but wasn't in range to reveal it and two turns later there's and explosion and I get notifications about its weapons blowing up.
|
# ¿ Jan 27, 2013 17:01 |
|
Olive Branch posted:The cinematic shots always trigger when a kill is about to happen, right? I love seeing it happen when one of my men slings up their gun and frowns down the sights before an alien is mowed down. Zylen posted:Yes, this. I have zero clue how people complete ironman impossible whilst taking zero casualties without either spending an hour per battle or process killing when things go wrong. I/I players have probably played the original X-COM lots or at least finished or nearly finished a Classic game before choosing to stab themselves in their genitals with syphilis-infected needles for entertainment. Dr Christmas posted:How do you guys like to approach supply barge UFOs? It seems very easy to get flanked, and the narrow side walkways get everyone really spread out.
|
# ¿ Jan 28, 2013 05:14 |
|
FairGame posted:Also, holy crap elite weaponry is expensive. I don't think there are any enemies that use plasma snipers or alloy cannons so I had to build those myself. I've been capturing mutons left and right for their plasma weaponry, but I can't get a heavy plasma to save my life. I had 2 separate heavy floaters down to 1 HP. Failed the stun on one. On the second, running up next to it spawned 2 mutons and a berserker and I had to run for my life instead.
|
# ¿ Jan 28, 2013 17:26 |
|
The Saddest Robot posted:There were a few close calls thanks to teleporting and other bugs. The good news was that after all those guys, I only needed to run to the control room and bag the last people.
|
# ¿ Jan 28, 2013 19:45 |
|
I've found heavies hit stuff reliably enough (especially with a scope) that it's worth having them spray bullets instead of as just suppression ammo wasters (and suppression is mostly useful for capturing aliens until they start packing grenades every other time). Everyone considers snipers to be carries early on in the game, but heavies are the only way to reliably take out sectoids within the first month on Impossible difficulty given they're at least 4HP to start with. Beyond that, there's enough easy-to-hit stuff in practice that I'm fine letting heavies be more than rockets and aim bonuses. Aliens have peculiar habits upon discovery like leaving themselves flanked often enough they're good pickings for heavies. The again, I've revealed extra aliens too many times with a short-lived victory rocket after my squad has taken their shots and the heavy is all I have left.
|
# ¿ Jan 29, 2013 04:28 |
|
Yeah, that map reminds me way too much of the small construction yard map where you come in on the two tile wide open gate and just sit by the crane, forklift, and either of two dumpsters while aliens rain down death from across the map at you. It's a shame you can't even experience at least 40% of the map content itself in singleplayer because enemies run at you like it's the running of the bulls.
|
# ¿ Jan 31, 2013 15:12 |
|
You did it, you bastard. Now there's going to be Dr. Vahlen alien interrogation porn, dammit.
|
# ¿ Feb 2, 2013 03:57 |
|
ParliamentOfDogs posted:So was that a bug or do mutons eventually develop the ability to cloak? If so are explosions the only way to reveal them? I wish I could ghost during the middle of my opponent's turn like those guys did. Sometimes I wonder if sometimes the aliens do really dumb things because the AI is being afflicted by the same bugs that we do and they literally can't see us anymore.
|
# ¿ Feb 10, 2013 23:17 |
|
You can get elerium for nation request awards. Rare, but I got 40 before.
necrobobsledder fucked around with this message at 00:08 on Feb 16, 2013 |
# ¿ Feb 15, 2013 23:47 |
|
Pretty sure that sectopods can aim mortars wherever they please on the map (except between inside and outside designations) and that other aliens can basically spot for them as a result, which gives the illusion of them having peculiar LOS.
|
# ¿ Feb 23, 2013 05:50 |
|
FairGame posted:Which kind of feels like cheating to me since I'm abusing scripted events. But whatever; it's difficult enough that I guess it's reasonable for me to abuse the game a bit. Ironman Impossible isn't impossible whatsoever if you get a good first month seed going with missions popping up at the right points and you crush the battlescape in your first month. That one zemalf guy on Youtube literally had a perfect month basically in his I/I playthrough and that probably propelled him through the rest of the game.
|
# ¿ Feb 25, 2013 21:29 |
|
For all you Macfags like yours truly, X-COM is invading your OS X environment. http://www.feralinteractive.com/en/news/360/ quote:Today, the awe-inspiring possibility that we are not alone in the Universe became an alarming certainty as our satellites picked up XCOM: Enemy Unknown - Elite Edition heading for the Mac. So it's not going to be on Steam unfortunately, so you'll have to pay for it again it seems. On the other hand, it'll get you all the updates and DLCs, so if you held back on buying them the value should be a bit better. (USER WAS PUT ON PROBATION FOR THIS POST)
|
# ¿ Feb 27, 2013 17:15 |
|
FairGame posted:I have no problem with THAT construction map, but the one where you start next to the forklift and there's that massive high rise on the left? 1. Squad sight snipers or rockets 2. Some good luck once the aliens do advance out Basically, I stay in a corner out of line of sight from the building on the left next to the bulldozer. Keep everyone close together for a turn or two maybe. Then move the closest soldier to the dumpster in the corner behind full cover, and hunker down to draw some fire (it's a bad angle for all of them in that corner). Retreat everyone that can't stay out of line of sight from the aliens during their turn back where you just started behind the fence. I left a sniper once on the right before and never moved her during the entire mission. Overwatch bait them basically. If you have a better time with aliens on the right than left, you'll want to stay with your backs against the fence while you advance to the dumpster to your right. However, I believe that's one of the worst places to go unless everyone is very closely packed because the game tends to pack in some aliens right behind that dumpster and on Impossible you're looking at 6 sectoids probably. So you'll need someone to pack some explosives to take out the pallet cover.
|
# ¿ Mar 2, 2013 21:00 |
|
Pocket Billiards posted:I'm hitting a major weapon fragment bottle neck this play through, got more money than I can use, full satellite coverage. Don't use explosives or capture all that much.
|
# ¿ Mar 3, 2013 12:54 |
|
Coolguye posted:Unit testing doesn't deal with interactions between multiple objects. That's the point of mocking. The teleport bug is definitely multiple objects interacting in a way they shouldn't. From what I could tell from the game credits and the various tidbits I've watched or heard, Firaxis doesn't do QA in the standard way at all like you've mentioned, but they also shipped X-COM with a number of bugs they knew about partly because they were working so hard to actually ship their final iteration and polish it somehow after spending years flailing about with various prototypes. In fact, this is vaguely reminiscent of the project I'm on now, and our "QA" truly is horrifyingly bad. But for getting a lot of stuff (perceptibly) right with minimal risks to the budget? Nothing beats iterations for delivering that. Except the project I'm on is like half a billion loving dollars and it's falling apart constantly with the goal being to support thousands of concurrent users while everyone's slaving away at more and more features being added because the longer a project runs, the more the world changes and you get crap like Duke Nukem Forever.
|
# ¿ Mar 5, 2013 18:41 |
|
Deuce posted:What new tactics? gently caress if I know. I can barely get past a mission or two before something catastrophic happens.
|
# ¿ Mar 9, 2013 05:32 |
|
Deuce posted:I've been trying to abuse that more but sometimes it just doesn't seem to work. Is there some detail I'm missing? Like the "flanker" and "watcher" have to be different squad members? The AI has to see more than one target?
|
# ¿ Mar 9, 2013 19:39 |
|
The more important part to me is that the snipers have double tap than (dear god, why?) lack of squadsight in this scenario because you need to take out the uber ethereal, stat. If this doesn't actually activate the aliens (never tried to just ghost in first but it shouldn't matter much as long as the uber ethereal doesn't move AWAY from you), ghost the sniper into visible firing range of the uber ethereal and park the other sniper just inside the final room. Everyone else should be able to move one tile into the room without triggering them directly. Next turn, move heavy into a position to holotarget the Uberethereal or rocket his rear end from where he's standing (hope you've got Danger Zone). Run and gun both assaults to try to hit the uberethereal with what you've got and hope at least one of them connects with at least 8 damage or so. Ghost sniper should reveal. Other sniper should move up mirroring the other sniper and fire at the uberethereal. So that should be 6 total shots against it (heavy, rapid fire on 2x assaults, volunteer sniper). Your backup sniper should make it a kill. If not, well uh send in your other soldier to sit in the open so that one of the mutons wastes his turn killing him or even the ethereal. Even if your assaults get MCed and you're in this horrible situation, you should be able to finish the uber ethereal off with your two snipers.
|
# ¿ Mar 12, 2013 04:55 |
|
Well if anything, I almost wish some of the people asking for strategy help posted videos of them playing so we could understand if it's a style thing, lack of understanding of mechanics, or really bad syndrome. Also, I was a weirdo on my last I/I playthrough and went for armor first. Why? Because being able to survive an inevitable hit was critical for me in the early game because even if your damage is improved with lasers a dead soldier does no damage and I need every man doing something even if to just distract the enemy. No dead soldiers in the beginning is extremely helpful and rushing the alien base before you've got some resources built up. Even with lasers it'll require two hits oftentimes to take out a thin man, so having to double up per alien is really what makes Impossible so hard in the early game to me in terms of offensive capability, which only exacerbates the other factors of increased enemy count, better alien aim, and weaker soldiers.
|
# ¿ Mar 13, 2013 21:29 |
|
I'd normally say "that's Impossible!" but then realized that was on Classic. This is why the Impossible players stress concealment >>> hunkering down. Because even in full cover when the AI has fairly good cover and you can't hope for a good shot, you need to force the enemy to move up and chase you. Using hunker down to draw fire while the rest of your squad flanks or gets in better position is a somewhat viable strategy as well. Regardless, that's a pretty serious anyway. nnnotime posted:What's the preferred way to deal with ironman glitches these days: kill the game, or can you load from a savegame file of some sorts? I may try ironman myself since the teleport bug appears to be mostly contained with the latest patch, though I know some LOS/alien activation bug still exists. necrobobsledder fucked around with this message at 22:02 on Mar 23, 2013 |
# ¿ Mar 23, 2013 21:53 |
|
Andre Banzai posted:Holy crap, why is Julian Gollop not working with Jake on the XCOM franchise?
|
# ¿ Apr 2, 2013 20:10 |
|
Alchenar posted:e: in fact his whole attitude was wonderful. It wasn't some protective designer irritated that his baby was taken away from him, it was 'you fixed all the problems I ran into because I didn't have enough RAM to play with!' Pickled Kittens posted:Shotguns are always awesome, therefore the alloy cannon is awesome. Really though, building a rifle-based assault and using defensive tactics + aggressive build instead of defensive build + aggressive tactics is a style argument. I've changed builds for soldiers depending upon what the game's thrown at me for random squad composition. If I get plenty of assaults, then I could afford to send them into meat grinders and build aggressively, but otherwise I go with rifles + defensive build until I hit mid-game or so and can breathe a bit. amanasleep posted:Combat Stims does what Resilience does only better. In any case, I don't really see much point arguing over stims, ghost, titan, etc. for PvE because in practice if you get those items it means you're almost certainly going to win and it's all about personal style and aesthetics than mathematical rigor. And shotguns win over rifles on style
|
# ¿ Apr 3, 2013 18:12 |
|
Panic situations were different from berserk situations in the original X-COM is the thing. The XCOM:EU panic system is about as devastating as the original partly because most of us used auto cannons and rockets for a lot of the game and so it'd be like heavies launching rockets at everyone every other mission. So that mechanic may have been a bit more tolerable with the first X-COM due to loadout sizes, but I don't think the way it's done now is quite inline with realism nor even moments. It's bad enough missing a series of 90%+ shots in this game, we don't need even more variables to gently caress us up.Porndwarf posted:Hey buddy, don't make blanket statements because you don't know how to handle Lobstermen on Cruise Ship Terror missions.
|
# ¿ Apr 5, 2013 01:31 |
|
FoolyCharged posted:What I really, really miss is that brief period where we got both manuals and intuitive game play and tutorials, making the manual a useful supplement but not a necessity. I miss manuals, useless 'notes' pages in the back and all. I don't miss the time of X-Com UFO when you had those god awfully complex interfaces thrown at you all at once. When I picked up X-Com UFO a couple years back, it made me realize just how big the barriers to entry were for games back then. To really get into X-Com you had to read the manual thoroughly and more likely than not learn through repeated failure.
|
# ¿ Apr 5, 2013 17:24 |
|
immortal flow posted:Entering a landed Storage Barge UFO, in the first room I encounter: https://www.youtube.com/watch?v=XV5m1QJ4F4w
|
# ¿ Apr 12, 2013 21:04 |
|
Yeah, I think that map and the rooftop cafe terror map are the worst maps to have early on (the rooftop construction yard may be about as bad though). This is where you must have some good ranged engagement options like a squadsight sniper or heavy available, and so his previous injuries came back to hurt him on this map. To win on that map, I've used the first bus stop and the fire hydrant to get myself control of the middle of the map. The left side of the map is a no man's land, which means that if you trigger anything on that side and force them to come after you in overwatch traps and put them next to the cars rather than you, you can get the upper hand by feigning a retreat (which is what's done on the other side if you try to advance forward). From there, you can grenade from the safety of the bus stop with or without overwatch concerns. If you're lucky the mind melder will be next to a car (the one on the left is usually taken). So basically I disagree with his notion of you must advance on that map or die, especially when it comes to the first pack. The tricky part to that tactic is to get the AI to see you, pull your bait out safely (this is risky admittedly but this is where I hunker down by the fire hydrant to draw fire first), and then observe them moving next to the car rather than the fire hydrant. I hunker down in partial cover intentionally with someone to the side and use dash for overwatch-breaking - this should make it the closest to lightning reflexes for non-assaults. Half cover can be used strategically in this way, not just as a stop-gap piece of cover. Also, I think he was screwed by the hidden activation bug with the first death and that's where things went wrong mostly.
|
# ¿ Apr 17, 2013 04:09 |
|
Here's the flank / overwatch bug from the AI in rough approximation that I've observed: 1. If you have a flank / exposed target available, take the shot 2. If you are on overwatch, do not move. Fire if you are not being suppressed and certain conditions make it a safe bet. You may use abilities if available. 3. If you are being flanked, move away. Withhold actions until not being flanked (this may be implemented similar to "reserved" TUs from the first X-COM and would explain nothing happening at all despite actions being available). 2 and 3 conflict when you flank and overwatch the unit because movement choice is higher weight but not high enough to override 1. 1 is a higher priority and will override the others. Whether you take a shot is pretty crude and not a full picture from that logic though - this is the biggest mystery for me at present (grenades happen with multiple targets in range and such). 3 also explains aliens that will move out and then move back in certain situations (to avoid ending the turn flanked). There is evidence that Sectoids and Mutons hunker down but it's so rare I think it hardly matters. I do not think the AI has conditions for weighing some of the rock and hard place calculations that we make like sacrificing one soldier for another or sprinting when under overwatch. I don't think it understands damage calculations really either - it'll take a shot at a soldier even though there's no way it'll do the job. It clearly understands cornering tactics though, that's for sure.
|
# ¿ Apr 17, 2013 17:30 |
|
"Oh great, wasted a reaction shot on a loving dog again"
|
# ¿ Apr 23, 2013 16:45 |
|
|
# ¿ May 22, 2024 16:02 |
|
Iterative / agile development is oftentimes an excuse at the management level for "I have no loving idea what the hell we want to build, so we'll build 20 things and hope one of them works well enough to polish into a shiny turd." To be fair, that's the default for most software projects in general because most people jump into software projects going "MONEY! MAKE STUFF! BUZZZZWOORDDSS! GO GO GO." I wish I was exaggerating.
|
# ¿ Apr 24, 2013 17:00 |