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Sectopods but with giant dangling testicles like Truck Nuts
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# ? Sep 15, 2021 00:27 |
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# ? Jun 2, 2024 13:46 |
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https://twitter.com/m_nauta/status/1433299955058450433?s=21 Combine this with the leak and you get one heck of a
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# ? Sep 15, 2021 04:53 |
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The probability of XCOM 3 increased a few percentages.
Attack on Princess fucked around with this message at 07:19 on Sep 15, 2021 |
# ? Sep 15, 2021 07:12 |
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Serephina posted:*Balls. They'd be a very big pair of balls. My God, they took the Covid vaccine?!
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# ? Sep 15, 2021 10:54 |
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Donnerberg posted:The probability of XCOM 3 increased a few percentages.
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# ? Sep 15, 2021 13:33 |
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Midnight suns looks fun I like the idea of X-COM style turn-based combat with deck / card abilities. Honestly I love deckbuilding games and I love X-COM and I don't hate Marvel so this seems like a home run for me. I still wonder about Chimaera Squad - I was convinced at the time it was based on an internal development where they were testing concepts for an X-COM 3 or X-COM-like such as a smaller scale / initiative system / breach system and then it worked well enough they said screw it and slapped a theme on it and launched it with zero fanfare. I'm wondering if this game will have some of those elements to it or if I was just completely wrong and Chimaera Squad (which is great) did start as a true labor of love and not as a soft-launch of new mechanisms for a new game.
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# ? Sep 15, 2021 15:43 |
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Tom Tucker posted:I still wonder about Chimaera Squad - I was convinced at the time it was based on an internal development where they were testing concepts for an X-COM 3 or X-COM-like such as a smaller scale / initiative system / breach system and then it worked well enough they said screw it and slapped a theme on it and launched it with zero fanfare. I'm wondering if this game will have some of those elements to it or if I was just completely wrong and Chimaera Squad (which is great) did start as a true labor of love and not as a soft-launch of new mechanisms for a new game. Coolguye posted:yeah, jake has been on something that is expressly not chimera squad for quite a while, and when CS came out, it was widely noted that it felt like they were trialing new techniques for a larger project. can't wait 2 be super wrong
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# ? Sep 15, 2021 15:52 |
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Coolguye posted:CS is very clearly a testbed for seeing how the community reacted to some of the concepts they were batting around for the next flagship game. i made an ~official prediction~ about it a while ago: I probably got the idea in my head reading your post I claim the idea as my own
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# ? Sep 15, 2021 15:55 |
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Looking at CS and the MS it feels like Firaxis are trying hard to feel their way out of the design straightjacket that is 'first and foremost everyone must be in high cover'. CS objectives emphasise momentum and aggressively killing/disabling enemies as they come up in the turn order, MS looks like it does away with cover entirely and invites the player to play freely and experiment with the interactions between their characters and the battle environment.
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# ? Sep 15, 2021 16:09 |
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Tom Tucker posted:I probably got the idea in my head reading your post I claim the idea as my own it's fine we'll be super wrong together friend
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# ? Sep 15, 2021 17:24 |
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Alchenar posted:Looking at CS and the MS it feels like Firaxis are trying hard to feel their way out of the design straightjacket that is 'first and foremost everyone must be in high cover'. Jake has confirmed that heroes in Midnight Suns cannot take cover.
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# ? Sep 16, 2021 01:30 |
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Things I learned on my last mission: 1. Sometimes, when panicked, soldiers will decide to throw a grenade at a friend. 2. This can happen twice in the same turn. 3. An ally getting mind controlled can cause soldiers to go berserk. 4. If the only thing a berserk soldier can see is a mind controlled ally, they'll gladly light them up. 5. The only time a berserk soldier is ever effective is when their gun has a really good stock.
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# ? Sep 16, 2021 01:56 |
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Alchenar posted:Looking at CS and the MS it feels like Firaxis are trying hard to feel their way out of the design straightjacket that is 'first and foremost everyone must be in high cover'. I did really enjoy the way that the turn ordered worked in CS - you had to put a lot more thinking into exactly what you were doing each turn than in X2/EW. Things like seeing you can't actually do the optimal moves, because you really, really need to take out that enemy before it gets its turn even if that means massively overkilling it with a unit you'd much rather use to send a rocket into someone else in a pure DPS way.
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# ? Sep 16, 2021 10:50 |
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So I'm replaying through XCOM2, and I've decided to finally rescue Mox. Except... It feels impossible. Compound is surrounded by turrets that seem to spot me before I can make it inside the base itself. Then I get rushed while the alert cranks up. Before I know it it's impossible to even get to the cell, let alone breakout. I know I'm not an amazing player, but I've beat this game a few times in the past. I don't remember this being so drat hard
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# ? Sep 18, 2021 05:08 |
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Endymion FRS MK1 posted:So I'm replaying through XCOM2, and I've decided to finally rescue Mox. Except... It feels impossible. Compound is surrounded by turrets that seem to spot me before I can make it inside the base itself. Then I get rushed while the alert cranks up. Before I know it it's impossible to even get to the cell, let alone breakout. I know I'm not an amazing player, but I've beat this game a few times in the past. I don't remember this being so drat hard If you're rescuing Mox then you should have a reaper on staff. They'll be able to range ahead and scout ADVENT sightlines for you without much fear of being spotted.
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# ? Sep 18, 2021 05:30 |
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Ripper Swarm posted:If you're rescuing Mox then you should have a reaper on staff. They'll be able to range ahead and scout ADVENT sightlines for you without much fear of being spotted. I thought about it but was trying with a grenadier, specialist, and templar. Might do the reaper
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# ? Sep 18, 2021 06:40 |
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Yeah, seconding replacing the grenadier or templar with the reaper. That's like their ideal mission: there should be minimal to no fighting, and sneaking is paramount with no time limit while you let the patrols go by. For the last person, pick whoever you think can take the place of the most fighters if things go extremely wrong or the specialist fails their door hack to avoid alarms. A templar with Parry is a great option, or a ranger with Untouchable.
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# ? Sep 18, 2021 07:05 |
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Wait do people just not always blow up the wall to the cell with a claymore or grenade and then put down the extraction point within one move of picking up the prisoner? People actually go inside and hack the door?
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# ? Sep 18, 2021 13:10 |
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Even with hacking the door, you should have at most one turn of combat. Treat that mission like one of those Splinter Cell ones where being spotted at ALL meant game over.
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# ? Sep 18, 2021 13:38 |
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marshmallow creep posted:Wait do people just not always blow up the wall to the cell with a claymore or grenade and then put down the extraction point within one move of picking up the prisoner? People actually go inside and hack the door? That reminds me of the first time I assaulted an ADVENT facility. I didn't realize I had to make mt own extraction point, so everyone ended up dead because I was waiting for Firebrand to give me one
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# ? Sep 18, 2021 16:16 |
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It's Jagged Alliance 3: XCOM https://www.youtube.com/watch?v=342p57iEXtc
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# ? Sep 18, 2021 16:19 |
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Alchenar posted:It's Jagged Alliance 3: XCOM Hope it goes better than Flashback, which I still haven't played because I heard it was extremely bad. EDIT: Also, although reading the YouTube comments is usually bad, on this occasion they told me that Jagged Alliance (the first one) is currently free on Steam. Chairchucker fucked around with this message at 16:29 on Sep 18, 2021 |
# ? Sep 18, 2021 16:24 |
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Alchenar posted:It's Jagged Alliance 3: XCOM I hope it works out. Loved jagged alliance 2
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# ? Sep 18, 2021 19:32 |
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I have completed my run of unmodded WotC. Actually beating video games at this point in my life is really, really rare, so it's pretty amazing that I played all the way through XCOM 2 and then WotC back to back, however long it actually took me (more than a year). About halfway through WotC I was ready to call it one of my top ten or maybe even five games ever, but as with everyone else the late game power curve made the last ten hours of my run more or less... I don't know that "tedious" is the right word because I was still having fun, but it was a different kind of fun: seeing how much I could absolutely demolish every tactical encounter instead of trying to win challenging missions. The Darklance on a Sharpshooter with Death from Above and a grappling hook is just too much. I feel like the only way you might be able to slightly shift the balance toward the end is to not be able to outright kill the Chosen--you should still have a good reason to and reward for their assault missions, but my favorite missions were the ones where they invaded and I had to think on the fly. If I eventually go for another run, maybe I'll add the alien rulers, that might help. Either way, great game. So of course now I started up Chimera Squad. I'm still really early, just a few tactical missions in, but I like it so far. Two related questions: I think I might have accidentally clicked through a tutorial message that talked about character experience: do they gain XP the same way as the main games? Or is it just by taking them on missions? And the related question: how quickly does the game dole out new characters? I've been able to pick two new ones so far, but I'm not sure if getting the second was something I did or if it happens on some regular schedule. I'm trying to figure out if I should keep people rotating to keep them all leveled or if I should be working on A and B teams.
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# ? Sep 27, 2021 18:05 |
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OzFactor posted:
You eventually get up to 8/11 total agents in any given playthrough and its definitely worthwhile to rotate just because you will eventually need to handle all 3 enemy factions and some agents are better against some of the factions than others. Agents gain XP same as in the regular games, both by going on missions and by kills.
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# ? Sep 27, 2021 18:15 |
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It's been long time but if I remember right they tend to max rank at ~20-25 missions?
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# ? Sep 27, 2021 19:21 |
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All right, thanks friends. I'll keep people rotating. New question: if a breach ability (like Verge's Levitation) doesn't explicitly say "once per mission" does that mean I can use it every breach?
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# ? Sep 27, 2021 21:09 |
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Oof, I just encountered one of those classic XCOM game-killing bugs: My unmodded Chimera Squad game crashed while loading the end mission screen, and when I loaded up the save it only had enemy soldiers and my last exfiltrating squaddie who had no available actions. There was nothing to be done, and since it was Ironman there were no other saves. Fortunately it was a fairly new game, so I only lost an hour of play.OzFactor posted:All right, thanks friends. I'll keep people rotating. New question: if a breach ability (like Verge's Levitation) doesn't explicitly say "once per mission" does that mean I can use it every breach? Yeah as long as there's a valid target. As far as Levitation goes, it's good for disrupting aggressive enemies while putting others down. I generally toss a flash bomb during every breach, and reserve Levitation for dealing with baddies that don't get touched by it. Kaal fucked around with this message at 15:18 on Sep 28, 2021 |
# ? Sep 27, 2021 21:33 |
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Doing my first legend playthrough, talk to me friends. How to not die 101
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# ? Oct 1, 2021 23:48 |
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TheWeedNumber posted:Doing my first legend playthrough, talk to me friends. How to not die 101 just go die a few dozen times you'll figure it out (no but seriously we'd need a little more context on your current play level and playstyle to give real advice)
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# ? Oct 2, 2021 00:00 |
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Coolguye posted:just go die a few dozen times you'll figure it out I feel this. Just beat it again on commander, tend to favor running dual psi ops as soon as possible because of their whole bag of tricks. I normally try to get mag weapons as soon as possible.
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# ? Oct 2, 2021 00:03 |
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I would suggest shooting the aliens and not getting shot by the aliens. When I can pull that strategy off things always go swimmingly
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# ? Oct 2, 2021 00:03 |
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neutralize field commander ok time to reroll
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# ? Oct 2, 2021 00:09 |
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TheWeedNumber posted:Doing my first legend playthrough, talk to me friends. How to not die 101 A lot of XCOM 2 comes down to pod management, so get good at that. Build a Guerilla Tactics School to boost your squad size and then a Proving Ground, constructing a pair of SPARKs as soon as possible. Identify bonded pairs and ensure that they can work together. Use Intel to gain access to Alien Facility missions.
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# ? Oct 2, 2021 04:07 |
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Kaal posted:A lot of XCOM 2 comes down to pod management, so get good at that. Build a Guerilla Tactics School to boost your squad size and then a Proving Ground, constructing a pair of SPARKs as soon as possible. Identify bonded pairs and ensure that they can work together. Use Intel to gain access to Alien Facility missions. Did I gently caress up by doing a resistance ring first?
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# ? Oct 2, 2021 15:49 |
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TheWeedNumber posted:Did I gently caress up by doing a resistance ring first? Lots of folks like Resistance Ring first, so you're in good company. It's more of a strategic investment, whereas the GTS is more of a tactical investment. If one doesn't work for you, try the other one next time.
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# ? Oct 2, 2021 16:03 |
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TheWeedNumber posted:Did I gently caress up by doing a resistance ring first? No I think the resistance ring is absolutely the way to go first. The biggest benefit you get from a GTS is the bigger squad size upgrade, but it requires a moderately ranked soldier to get there. Building a GTS first hasn't ever let me get the squad size faster because by the time I get a soldier to that rank, I've already gotten a GTS as a later building. On the other hand, RRs let you use extra soldiers as resource-gatherers while giving them experience. I used to stick my first sharpshooter in the RR full time running missions and power-level them past the few levels where they are basically a rookie with a worse gun until I got the squad size upgrade and a useful gunslinger out of them. I've seen people build a GTS first no problem, I just like the RR first. Either way the other one is probably your next priority.
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# ? Oct 2, 2021 16:52 |
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Ravenfood posted:No I think the resistance ring is absolutely the way to go first. The biggest benefit you get from a GTS is the bigger squad size upgrade, but it requires a moderately ranked soldier to get there. Building a GTS first hasn't ever let me get the squad size faster because by the time I get a soldier to that rank, I've already gotten a GTS as a later building. On the other hand, RRs let you use extra soldiers as resource-gatherers while giving them experience. I used to stick my first sharpshooter in the RR full time running missions and power-level them past the few levels where they are basically a rookie with a worse gun until I got the squad size upgrade and a useful gunslinger out of them. I think the resistance ring was the right choice: templar on the way in 10 days. Just made it through the first month ok on legend. Maybe this playthrough will be doable lol.
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# ? Oct 2, 2021 18:45 |
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Honestly if I make it past the first terror mission on a legendary run I'm fine. That difficulty just really really exaggerates the standard XCOM difficulty curve of start hard, catch up. If you've passed the whole first month you're probably past the worst of it.
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# ? Oct 2, 2021 19:10 |
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# ? Jun 2, 2024 13:46 |
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TheWeedNumber posted:Did I gently caress up by doing a resistance ring first? The biggest reason to do GTS first is to get the fifth soldier in time for the terror mission. If you can handle the terror mission with just 4 soldiers you're better off long term with the Ring.
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# ? Oct 2, 2021 20:22 |