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Flashbangs are beautiful against psionic enemies. Disorienting them breaks any spell they’ve got going on, so you can get your MC’d soldier back, knock off zombies while crushing their master’s aim/movement, etc. I always keep one or two on hand.
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# ¿ Jan 17, 2019 23:18 |
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# ¿ May 14, 2024 20:19 |
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The only con is that whoever carrying it goes on a killing spree and steals all the xp from everyone else. So...not really a con?
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# ¿ Jan 29, 2019 02:09 |
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Punching a thin man into a vehicle, then having that vehicle explode is still one of the most satisfying kill animations I’ve ever seen in a game.
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# ¿ Feb 1, 2019 18:46 |
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jng2058 posted:I'm aware it's fairly unlikely, but having won X-Com, XCOM, and XCOM2, what I've always wanted from the series was some kind of "kicked 'em off Earth, now let's hunt the fuckers down" game where humanity (with XCOM as the tip of the spear) heads out into space to chase down the Ethereals. Gimme some 4X, with tactical space combat, especially focused on boarding actions and raids on Ethereal held worlds. Let me see what the Ethereals are running from, gimme new aliens, some friendly, some neutral, some shootable. So, XCOM: Apocalypse, but updated/scaled up, and with the politics system fully fleshed out?
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# ¿ Feb 6, 2019 01:14 |
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So I fired up XCOM: Apocalypse in a wave of nostalgia, and it isn't nearly as fiddly as I remembered. Still, there's plenty of room to improve, but no Workshop on Steam. Are there any decent mods out there for Apocalypse, or am I just out of luck?
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# ¿ Feb 12, 2019 16:40 |
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Psion posted:you're not getting TFTD2 so long as jake is in control, he doesn't like the setting at all Cult of Sirius or bust!
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# ¿ Feb 17, 2019 05:29 |
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Danaru posted:I hope XCOM 3 ends with an ending similar to the original X-Com because it's one of my favourite endings ever. God I loved that ending. The alien brain was prattling on about how much we need them, yadda loving yadda, a very bored soldier pulls a Deadpool and blasts it mid-speech.
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# ¿ Feb 19, 2019 01:10 |
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Ravenfood posted:Its a nod to the relatively effective "stunbaton-wielding rookie swarm" strategy from X-Com. They're just going to club everything to death. Those always felt like a reverse decimation. 10 enter, 1 comes back (but with a promotion )
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# ¿ Feb 22, 2019 00:46 |
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I’m The Commander Here allows you to swap perks, for a small price (in AP). You still have the randomly generated ones, but it doesn’t cost much to swap those in if you roll something useless.
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# ¿ Feb 23, 2019 07:13 |
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Playing through Apocalypse (after a few restarts), I'm up to having personal shields and cloaking devices for my soldiers. I had forgotten that the aliens don't have to storm your base to destroy it, they can just send one of the gently caress-off big UFOs through their portal, and start bombing your building into oblivion that way instead. I had 15 soldiers on my transport (which I bailed out of the base mid-bombing to the building next door), but the 5 poor bastards left inside died when the building collapsed on their heads. I had just transferred all of the other staff over to my other base, but I lost a bunch of disruptors that I'd been making for sale and had to replace a few hoverbikes. I love rediscovering old mechanics in the most way possible
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# ¿ Feb 26, 2019 18:27 |
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I just send mine on covert ops until they’re at least a lieutenant, if not a captain. They need to learn, but I don’t have the time or patience to be a teacher
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# ¿ Mar 19, 2019 12:07 |
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Yea my skirmisher always got the best magazine upgrade available, along with a scope and a repeater. If you’ve got a 6-round mag and a superior repeater, your odds of outright executing an alien are close to once per full magazine, as long as you can land the shot. My last skirmisher had a fun habit of executing sectopods once I had his gun set up just right.
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# ¿ Mar 19, 2019 16:29 |
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According to an Instagram post I just saw. XCOM 2 will be free to play on Steam from March 21-25.
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# ¿ Mar 21, 2019 11:41 |
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But TFTD isn’t included in the free offer
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# ¿ Mar 22, 2019 12:13 |
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I always spec mine as healers first, and if I’ve got spare AP that gets dumped into the combat roles for them. Having 4-5 Specialist colonels with both their skills trees near-maxed is almost as much fun as taking 6 rangers into a mission
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# ¿ Apr 6, 2019 14:40 |
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Bogart posted:Please do not send me any more cryssalids THANK YOU Did you recently take a trip to Newfoundland?
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# ¿ Apr 17, 2019 22:57 |
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Serephina posted:I miss Tentaculuts. Words I never thought I'd see Every now and again, I think about trying to re-start TFTD and get all the way through it, but I never end up making it. The difficulty is too much, I can't deal with psionic tasoths, tentaculats, and lobstermen that are bigger dicks than they have any right to be.
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# ¿ Apr 28, 2019 01:44 |
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Dante80 posted:The only positive thing about tentaculats is that you don't find them on land missions. Imagine a cruise ship terror mission with these fuckers lurking in closets, nooks and crannies, getting out and zombifying the civilians. I especially liked his way of dealing with bio-drones in enclosed spaces, and luring out that lobsterman that is always hiding in a closet somewhere
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# ¿ Apr 28, 2019 13:34 |
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FoolyCharged posted:I've seen that video a million times and it's still funny and worth a click. I do like that WoTC never threw me into an unwinnable fight like that. For all the other bullshit it did, there weren’t enemies that were effectively immune to small-arms fire (while your magazine size was artificially deflated), and could fly around underwater while your team was steadily becoming a group of berserk alien puppets, or zombies waiting to spawn another tentacled nightmare that hungered for living flesh. Come to think of it, the first XCOM was a drive through UFO lore of the times, and the TFTD was a deep dive ( ) into some Lovecraftian terror (Deep Ones, The Ancient Dreamer, Tentaculats described as “Lovecraftian nightmares” in their UFOpedia entry, etc). Both were cool concepts, but neither really aged well (UFO lore kind of died out, and Lovecraft’s racism was almost a central theme of everything beyond the unknowable terror of the cosmos).
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# ¿ Apr 28, 2019 16:21 |
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Retaliarion missions in XCOM2 would be totally bullshit if all enemy pods were active and hunting civilians right at the start. Bonus comedy: 2 people from your squad got murdered from an unseen rear end in a top hat off-screen after their first step out of the deployment zone, and your only indication was that they were de-selected. No scream, no sound of gunfire, your dude just got ghosted by an aquatoid that remembers when they used to roam the stars and blames humanity for their downfall. I may try to fire up TFTD tonight
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# ¿ Apr 29, 2019 16:34 |
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Just noticed on the Steam store that The Bureau: XCOM Declassified is on sale for $3, if anyone wants to take them up.
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# ¿ Apr 29, 2019 23:40 |
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TFTD report: saw a Gillman standing atop some type of shipwreck, he had a good vantage point to start sniping off my squad (8 total). 3 of them are set up to storm a medium USO, and nobody has a clean shot to the Gillman, so I think that a grenade will solve all of my Gillman-related problems. Unfortunately for my team, I had completely forgotten what explosives look like in this game. The grenade landed on-target (3 tiles away from the green bastard, plenty close for a Sonic Pulser), and after it went off, there was a chain of ~10 more secondary explosions that ultimately destroyed about a quarter of the map and any associated terrain. There was absolutely nothing left in the bottom quarter of the Battlescape map. No terrain, no bodies, just smoky craters followed by panicked screams from my survivors. Blaster Bombs/the TFTD equivalent used to annihilate 144 squares on the map, and the resulting carnage from my foggy memory was easily beyond that level of devastation. 5/8 of my team was dead outright, without even a corpse to drag back home to bury. The remaining 3 (still stacked up at the medium USO door) spent turns alternating their panics, but ultimately got it back together long enough to storm the USO and kill the last Gillman. Mission status: resounding victory, new hires en route
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# ¿ May 1, 2019 01:09 |
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I picked up a mod pack that gives explosives a vertical height (OpenXcom) among other various tweaks. The other relevant tweak is if you sent a grenade timer to 0 turns, it goes off when it lands and not at the end of your turn. Serephina posted:Using pulsars on a gillman is glorious overkill. The best kind of kill
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# ¿ May 1, 2019 11:28 |
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TFTD update: Cargo ship missions aren't nearly as terrible as cruise ship missions. My main issue now is the deflated clip size for the Sonic Cannons, 10 rounds per clip doesn't get you terribly far when you've got 30+ aliens to kill at an Alien Artifact site. A few tweaks here and there from OpenXCom have made TFTD less stupid difficulty-wise than before. Aliens require LoS to use any psionic attacks, and they can only target the person they can see (they don't see everyone if they've got LoS to a single person, like before). Tentaculats waited until July to show up, right after I finished researching Sonic Cannons/clips. I've yet to have anyone zombified, but I've sent an aquanaut down an elevator to find a tentaculat in the spot directly next to them, so that was a good reminder of the terrors lurking in the darkness
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# ¿ May 5, 2019 16:17 |
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: had an aquanaut prime a grenade because he could see a tentaculat, but couldn’t shoot it; I retreated him back into the Triton so he wouldn’t get lit up next turn and die I had forgotten exactly how fast this game can loving annihilate you, but I’ve been re-educated
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# ¿ May 5, 2019 20:10 |
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I don’t know if it was always this way and I never noticed, or the OpenXCom mod made it so...but I just dropped someone down an elevator and they happened to land next to a tentaculat. The loving thing but my aquanaut and zombified her as a reaction. The mission was an artifact site (level 2), and I was dropping down the lift, taking a shot, then running back up to keep all 4 squares of the lift secured so nothing could come up. The tentaculat was waiting on one of the lift squares on the bottom floor. Not just waiting, but lurking. Hunting. gently caress a tentaculat (but not in the Hentai way )
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# ¿ May 6, 2019 23:54 |
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X-RAY DOWN to the receiving station
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# ¿ May 21, 2019 01:54 |
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Node posted:That's it. ADVENT is next. Mark my words. ADVanced Electronic Neutrino Tracker?
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# ¿ May 21, 2019 03:23 |
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Backhand posted:Yeah.... when rockets missed, they missed hard. I will always remember the time when I ordered my heavy to take out a sectoid in heavy cover on the second or third mission. He unpacked his rocket launcher, shouldered it, aimed directly at the sectoid.... then spun ninety degrees to his right and fired the rocket directly into a wall, not even remotely in the direction of the sectoid. You would've loved a blaster bomb backfire in the first XCOM Or reaction fire with a blaster bomb launcher (because that was somehow a thing, too). Full Avenger, 26 dudes. Guy on the ramp sees a group, shoulders his blaster launcher...and it backfires into the cockpit. Everyone dead, first shot of first turn.
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# ¿ May 27, 2019 14:26 |
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Sometimes, the game throws utter bullshit at you. Other times, the Assassin rolls Shell Shocked as their weakness, and camps next to something explosive...and you’ve got a Reaper with Remote Start in range. The Reaper dropped 20 damage on the Assassin’s head, and she went back home real quick
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# ¿ Jun 5, 2019 00:04 |
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Playing TFTD is a marker for masochism. I say they with an unfinished run, on an artifact site mission that I just can’t bring myself to go try to finish.
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# ¿ Jun 6, 2019 22:15 |
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Gulping Again posted:aggressively spiteful Best summary I’ve ever seen of TFTD.
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# ¿ Jun 7, 2019 11:33 |
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Danaru posted:Even without remote start, the spicy-rear end combo of whipping a claymore at someone's feet then hitting it with a rocket is always a favourite of mine, especially against our weak to explosions/weak to reapers Chosen Assassin I had a Chosen sitting next to an explosive hazard, and my reaper was in position to throw a claymore close enough to wound the Chosen and set off whatever the explodey bits were. Same setup as you, with the Assassin, Shell Shocked, and Weakness: Reapers This is the only time I’ve ever one-shotted a Chosen from completely full health.
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# ¿ Jun 20, 2019 18:21 |
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Best thing I’ve run into so far: if the Assassin is weak to Reapers, that also extends to explosions that are caused by Reapers, and it also picks up the bonus damage from Remote Start (a Reaper skill that you should get as soon as possible). I did ~20 damage to the Assassin one day with a well-placed claymore and a secondary explosion, via that combo
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# ¿ Jul 10, 2019 12:01 |
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raverrn posted:All of my runs are suicide runs. BRANNAGAN!!!
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# ¿ Jul 14, 2019 18:39 |
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6 grenadiers sounds like utter comedy. That map would be nothing but alien bodies sitting in smoking craters, and the mad laughter of the TF2 Heavy echoing in the background.
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# ¿ Jul 23, 2019 00:27 |
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silentsnack posted:Imagine two SPARKs fistbumping on a propaganda poster
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# ¿ Jul 24, 2019 00:12 |
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Be careful with The Hunter. Sure, most of the time he’s just loving around with his grappling hook and telegraphing his shot so hard you see it coming from a week away. But every now and again he remembers that he likes the skulls of XCOM operatives hanging in his fortress, and he. will. collect.
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# ¿ Jul 25, 2019 00:22 |
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I'm a huge fan of I'm the Commander Here, which lets you re-spec soldier's abilities (for a small AP cost). If they're going to go random-ish on the ability tree, I like being able to undo the RNG fuckery that leads to having soldiers with a less useful set of abilities. Its only available once you get the training center, and I think there's a scaling cost somehow? I remember seeing various costs across the same soldier to re-spec their abilities, but it has been a good while since I played so I may not be remembering right.
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# ¿ Aug 4, 2019 16:59 |
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# ¿ May 14, 2024 20:19 |
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Bill Curtis posted:Also here's Carl Watching that much ATHF to find that many lines for him had to have caused brain damage
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# ¿ Aug 4, 2019 18:11 |