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SniperWoreConverse
Mar 20, 2010



Gun Saliva
Something like shivs are Shen's last gift. Has to be. Unless its androids.

How do you recruit rooks? Does it cost intel or supplies or both or what?

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SniperWoreConverse
Mar 20, 2010



Gun Saliva
oh gently caress what happened did it come out already!?
I forgot to preorder poo poo should I just get this on steam? I'm guessing there's no way to get the game + dlc pack for less than $75?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Ziji posted:

Still not out in US region (if that's where you're from). You've got time! GMG should have a voucher in the VIP section

Sweet. I never bought poo poo thru them before, is there anything I should keep in mind? Like do they just send a steam key or what?

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So I stumbled thru buying it on GMG and got it downloading. I go to close the GMG terms and conditions tab and it popped up with this thing to get 20% extra off. OOPS I guess i'll have to save it for next time.

E: gently caress I accidentally closed the page for real and didn't copy the code. Oh fuckin well.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So how do you add guys to the character pool? How's that whole concept even work? Do you have to actually load up the game or is it some kind of separate util or what?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Anatharon posted:

Was there any kind of collector's edition for XCOM2 that includes the dlc? Google wasn't helpful.

from what I saw the "collectors edition" was just the game + dlc? I bought mine off greenman and it had the game + base. I never saw a version that had the usual bullshit like shiny box or some little trinket.

Although getting the cmdr's brain chip might have been kind of neat.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
1: i'm pissed fuckin power conduits are staffable and it never told me. I would have prob tried to put it next to a workshop (not that I can afford one)
2: what's the deal with advanced war center, it just increases healing rate or lets you change what perks you picked, that's it? kind of a rip off imo seeing as you don't get extra heals unless it's staffed

trying to max out my ability to use a workshop because I have no fuckin engeneers. I would have reversed the locations of the advanced war and power conduits if I knew

e: prob should have never built this stupid hospital

SniperWoreConverse
Mar 20, 2010



Gun Saliva

LordNat posted:

It can also make it so classes gain perks from other classes when leveling up. It is retro active (kind of, you need to clear a mission with the person for it to trigger) so it is not a must buy ASAP. It is nice later game so you can keep some of your key players on the field longer.

Also not sure if this was posted in here but the 25% bonus from kills thing from the GTS is also retro active so if you but it mid/late game you will likely get some free levels.


wait so how does the level up perks thing work? Next time a guy levels up they get extra perks from some rando other class?
good to know about wet work, i'm glad they're doing stuff like this retroactively because it'd otherwise pressure you into getting poo poo built in a specific way.

Still pissed about that fuckin power console thing, I would have def swapped positions.

Not as pissed as Bradford is re: alien burgers, he's gonna fuckin murder some rooks.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I think taking damage should give a little bit of exp. I had this ranger squaddie chop up a sectoid in the most extreme way possible. Hide her behind some wall, it gets blown up and set on fire, but the fire's not near her. Gotta leave her there on overwatch, reinforcements drop, misses the shot but blows up a dude with a grenade. Fire spreads but she's fine.

Well, now we're down to hosed. I gotta get this dirtbag advent vip to extraction and there's an officer in the way. Due to some weird quirk my ranger is the only one who can kill him, and it has to be with the sword, but moving her AT ALL would catch her on fire. So she runs through the flames, guts the dude, and escapes the next turn after losing like half her life. No promotion. This bitch went hard as a motherfucker the whole mission and just got a cot, that's bullshit.



Also, questions about engineers and workshops: you staff an actual guy there and that guy operates 2 drones who can go to whatever building you pick next door, right? Then maybe upgrade it so two engineers operate 4 gremlins altogether? How many engineers can be jammed into a com relay, two or one? It's correct to guess that psi lab only takes one soldier at a time and nothing else?

I've got a workshop coming online in the middle second row. Above is the hospital, to the right is skunkworks or whatever, left is alien machinery, bottom is alien power cores. If I put a relay to the left and a psi underneath I'm not going to be wasting a gremlin, right?

SniperWoreConverse
Mar 20, 2010



Gun Saliva
The only mod I've hosed with is one that was supposed to add flags, but instead made them white flags. After removing it and loading an old save now some guys have no flags on their uniforms at all. There's just a blank spot, like no space to even put a flag. That frame or whatever is missing. Got it on their bio view still.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

SkySteak posted:

I can understand if people are on ironman mode are complaining about timers and it may have cost the game but surely if you were not running ironman you could just reload from an earlier campaign point? I mean I appreciate that people enjoy dealing with loss or have self imposed ironmans but the way people are talking about turn timers makes it sound like they got screwed over by them,, failed and the game deleted any saves like a roguelike.

I've honestly never been completely hosed with timers.

There was a p cool mission where my start point, the vip, and the extraction zone were in the form of a triangle, with all these buildings in the way. The extraction had to have been on like the fifth floor. It could have been bullshit, but what actually happened was pretty sweet. I sent my sniper towards the extraction point, my phantom ranger & grenadier towards the midpoint of extraction and the vip, then two specialists to bust out the vip.

It worked perfectly. I relay raced the vip out and just had everyone else defensively fall back while covering each other. Phantoms did a hell of a job keeping the main team ok, and the sniper put heavy pressure across the whole board.

If I had tried to walk everyone up to the VIP, then walk everyone out the whole thing would have been an immediate shitshow and everyone would be dead/MIA


Fangz posted:

Most facilities can take an engineer, actually. The only ones that don't are, I think, Guerilla Training School, Shadow Chamber, and Laboratory.

Wizard Styles posted:

Resistance Comms takes 1 Engineer, can and probably always will be upgraded to 2.

PSI Lab can take an Engineer, who will reduce training time by 50%. Upgraded PSI Lab can train two wizards at once.

good, I was kinda worried I was loving myself over. I wish the building descriptions would say exactly who can staff what

SniperWoreConverse
Mar 20, 2010



Gun Saliva

RBA Starblade posted:

While I'm thinking about it I still haven't seen a single wound not be grave. Is it even possible still?

From my last mission where I had to abduct the dude, 1 damage was not grave. 3 damage was grave as gently caress. I don't know but I suspect it's also proportional to your max health.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Taratang posted:

There is some random element to it. I had a mission where three guys took 1, 2 and 3 damage respectively. All three were wearing the same armour with 10hp. 1 damage: gravely wounded, 2 damage: gravely wounded. 3 damage: lightly wounded.

I wonder if how you got the damage has anything to do with it? Is getting burned/poisoned worse than shot in the eye socket?

Also has anyone else noticed that after people get grave wounds or shaken sometimes they end up with scars on their faces and poo poo? I'm pretty sure that happened with the one dude I had who got hurt as gently caress on mission 1 and crawled out of bed the next month, or it could have been I forgot what he looked like going out at the start of the game. I think I would have remembered seeing him sitting there with an entirely hosed up side of his face though. But I'm also dumb as poo poo so it's a toss up.


Exposure posted:

Yes, it's just that by default, even "light" wounds can potentially roll to require gravely wounded time to heal because all the "soldier took ___ amount of damage, what's the time range I can roll in?" tiers have major overlap with each other. It's why a dude that eats a grenade and falls down a story can get the chance to heal faster than the gal who had armour blocking most of a Trooper's shots.

I think there's a mod that reduces the overlap on the workshop though.

Nah gently caress that, I kinda like the idea of them just duct taping your arm back on no problem but if you have mag shards imbedded next to your spine maybe don't go out till we're sure you'll actually be ok, even though you feel pretty much fine already.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
If I start a new campaign to add Jane to my pool, will she be able to show up when I reload my current actual campaign, or would I have to totally start over?

Coolguye posted:

jane died as a squaddie in my game rip

rip jane + everyone I added in from real life

It'd be a stupid waste but I kind of hope they didn't check to see what would happen if you sent a gremlin to man another workshop. One dude on level one is literally running the entire ship with his army of robot proxies.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Tenzarin posted:

The new hair cut for girls in the future is bald.

Also why is the captain wearing those big face sunglasses?

And someone soldiers get the guile haircut?

My leet hacker Daniel 'Rascal' Roberts. From the UK. Can only assume he's related to Christ Roberts of star citizen fame.

Anyone got good desktop wallpapers of the propaganda load screens? A lot of the time I have weird graphics glitches in the way.

ALSO, somebody posted some kind of thing to fix weird stuttering issues by changing some .INI, it looked pretty complex but I can't find the instructions now. You had to like change the .INI, save it as read-only, go into the game and hit default settings, then put your settings back on what you actually want.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

CapnAndy posted:

On that topic, what the gently caress is the skulljack/skullmine for after the mandated story use? The description is just "hey you can use this to skulljack guys!" and that's not actually helpful.

The only time I got to use it was once in my last campaign, and it seemed to give fabulous prizes for the strategy layer. I think it guaranteed kills the target too? I dunno because it was a complete failure, everyone died, and then Bradford got drunk and wrecked the avenger into the ocean, dooming mankind.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Kenshin posted:

I'm not convinced it is. I've had a few Escort VIP missions where I've managed to fight only a single pod through intelligent use of a concealed scout, done in less than half the total turns.

I think with the right procedural map it would be possible, just very difficult.

The trick is that on city maps where you have a long alley near the edge of the mission, you can stay concealed moving the entire way up and due to XCOM's spawn algorithms they don't tend to spawn or patrol near the mission boundaries.

Yes, they will patrol toward you, but if you're careful you can keep from being spotted.

Don't be me wrong, I don't think it should be a Thing That Is Done Regularly, but it is possible on some maps.

On missions where you start with VIP, you also start with no concealment, right? Doesn't whatever action it takes to "release" the VIP on breakout missions also break conceal? I know busting the advent VIP in the face with your gun breaks conceal. I'd assume hacking your guy out of a van or jail cell also does it as well.

The other ones you start with conceal involve killing everything or doing something that I'm pretty sure breaks concealment. Am I wrong? I thought hacking in general alerts everyone unless you cancel the hack. The only situation I can think of that doesn't involve blowing up aliens or alien arrays is "download the data and beat it" and I wanna say downloading the data makes the aliens realize somebody is loving around out here.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Internet Kraken posted:

The funny thing about these procedural maps is that the only one I felt was really bad wasn't actually procedurally generated. It was a massive set piece that takes up almost the entire map, so it might as well be static. I found this out when I saw the set piece again.

If you're wondering its a slums map with a massive bridge crossing the middle. The covers awful, the sight lines make sneaking hard, and making it to the objective without tripping over every pod on the map is stupidly hard.

I love that map piece, or, at least the 3 times I got it the poo poo under the freeway was completely different every time and it was a pretty fun vertical element for those missions.


Elliotw2 posted:

You have to contact all regions and build a tower in the continent.

I never actually did it yet, because I have to get to the other side of the earth, but I think some of the bigger continents like Asia actually need two towers instead of just one like Europe.

Vengarr posted:

You need a certain number of radio relays (the round white dots) and all of the countries.

Resistance HQ counts as a radio relay by the way.

I have no loving idea what the pips next to the green bars do, then.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Kenshin posted:

You don't need your entire squad in concealment to avoid enemy pods, just your scout.

I thought the argument was you could theoretically beat a mission while your whole team is still in concealment.

Musluk posted:

Yeah, I had a self concealing ranger in a few of those datapad missions and every time I tried to play it clever the game just busted my ranger out of concealment.

I found this out in the blacksite and figured hacking worked the same way

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Grapplejack posted:

A better way to do it would be to have red armor-like pips that stand for 10 health that break into a normal bar once you hit them.


You need to have that many radio towers on that continent to get the bonus

Yeah but if HQ counts as a radio tower, and it's in Asia with my other two contacts, and India also has a tower, why does my status bar for Asia have three out of four green blocks and one out of two pips lit?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Vengarr posted:

You're missing a region, Asia has four territories in it. (Unless it's randomized? I thought the territories were hard-coded but the linkages were random)

Post a picture.

Went to go do it, I loaded up expecting to see Arctic (HQ), Central Asia, and India contacted, with one pip but also a tower on India, but it turns out I'm dumb and the Indian tower isn't actually built yet.

E: I expected 3/4 contacted and 2/2 towers, but I actually have 3/4 contacted and 1/2 towers (and one tower with like a day left in construction)

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So here's something that pisses me off: I have two computers I mostly play on, and I like it when Steam flips out when there's a cloud integrity mismatch with local files, because I can just pick the one I played last and I'll have my most recent save. Well, yesterday I played thru a brutally fuckin intense mission that was actually really cool to pull off, and the save is loving gone. I specifically saved it, so it's not like I'm looking for an autosave that got lost or something. Now I have to go back on like an hour of gameplay and who knows if I don't fuckin blow the mission. It's the same map but a much, much shittier starting point.

Next thing is: to skulljack a dude that guy has to be a certain amount of softened up, right? It wouldn't let me run up to a stun lancer and jack him even though he was like 3/4" away.
Also, what's the most power-hungry room you can put in the base?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Eimi posted:

This is my biggest problem with using multiple squads. I could get more people in on the action but some of my troops have been here from the start and I want to finish the fight with them, you know?

Now that I got high ranked enough to do squad size, I like to rotate in a loser every time. Baby them squaddies so they don't have to dive into the deep end.

It's weird, the only mission I lost somebody so far was one where I had a major and 4 squaddies. Those fuckers were completely outclassed, but it worked. The only reason she died was because when I put everyone into overwatch and then decided to start off with a poison gas grenade onto two advanced troops and an advanced captain. For some reason none of the guys ran, they all stood completely out in the open, captain marked my squaddie, and then they all shot at her till she died. They all got killed on the next turn because they were standing out in the open with no cover, and were already down by like 5 life each from the grenade popping + poison.

The major carried the rest of the mission but those squads did a p good job keeping their poo poo together. I think my south African sniper would have lived if those first troops had behaved normally.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
What building requires the most power once it's fully upgraded?

SniperWoreConverse
Mar 20, 2010



Gun Saliva
iron man sucks and I learned not to play it on the first one. Real cool when the screen vibrates just enough so that instead of going to the objective in one turn my sniper jumps off the other side of the roof.

so the skulljack doesn't do poo poo until it's plot related or upgraded to skullmine? I could have sworn on my last campaign I had a ranger sulljack a regular 3 health trooper, but on that one I actually never jacked an officer at all

also where the gently caress do you get elerium pods? I have absolutely none and want the fuckin skullmine to at least try and get into hacking poo poo. Are they ONLY drops because I get <1 drop per mission. I usually get one every couple or so. Is that normal? Would it tell me if I blew up the drop by nuking all life?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

lilspooky posted:

My sharpshooter gets shot and "killed" by a sectopod........is then revived and healed by my medic.

My psi-agent gets tickled by a snakeman and loses two pips of health.

After the mission my sharpshooter is perfectly fine while my psi-agent is "Gravely Wounded".



Come again?

obviously it was a minor arterial break that could easily be patched together with med gel for your sharpshooter.

blood clots formed in psi guy's brainstem on the ride back that require extensive multiple surgeries

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Bolow posted:

So do the Faceless ever show up in non-Retaliation missions? I beat the game and never saw a single one outside of them.

Also the groups that have Sectopods in them seem to be bugged and don't actually seek out the player?

p sure there is a dark event that will put faceless in every mission that has civvies

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Lunethex posted:

Just had the most bullshit bug yet. Got the hack on a lamp post that gives you control of a random enemy for two turns.

The very next turn when I should have been able to take an action with my new meatbag, I lose the control and he flanks two people and shoots them both, killing them. With crits, of course.

Fix your game Jake.

Way back but I got control of the other lamp post. It didn't let me do anything and didn't let me tab to it. I didn't even get the area under its red beams revealed, but as a plus it became unhackable so I didn't get a second chance!

Also had a time where I ended up controlling an advent guy but I didn't actually get control till like three turns later.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Alright, so this last mission is loving bullshit, how am I supposed to deal with these fuckers when a pod of codexes come in every single turn and jam all the loving guns every turn? I can reliably get to the very end but by that point there's just too many goddamn codexes.

Apparently once you start a shadow project you can't back out into regular research? So my only geoscape save I'm most of the way thru with the last shadow project and apparently locked into the endgame. If you avoid doing the last mission while trying to build and research stuff, does it cause any actual problems? From the cut scenes it seemed like I really should get on that poo poo instantly.

I've got all tier three everything except psi amps (and maybe grendade launcher? I only got a andromedon corpse from the second to last mission and don't know what it gives) because I couldn't roll a mission with recoverable bodies. I also have barely any kind of anything from the proving grounds because for the majority of the game I didn't have even one elerium core.

Any advice? I've got two specialists, and one of everybody else on this team and it's just frustrating as gently caress. I almost got it but this last loving step was just a little bit too far to make it.

PS I was very pissed to find out that if you have a guy bleeding out you can't use the ultra medical protocol to get him back in the game, you've got to actually revive him first. Also kind of pissed that I made it all the way to this point and only one squaddie died because a pod of troopers decided to stand still in a poison cloud and all of them shot at her instead of taking cover during an ambush

SniperWoreConverse fucked around with this message at 01:19 on Feb 26, 2016

SniperWoreConverse
Mar 20, 2010



Gun Saliva

canepazzo posted:

How do you deal with Ronins, especially in the Sacred Coil finale? Lightning reflexes so no overwatch, Tempo whatever so they act twice, and you get two per wave. I had basically done the first stage perfectly till the waves, then they practically wiped the entire team out in 2 turns.

I had torque, blue, terminal, and cherub. Basically for that part I bound one and cherub carried pretty well with the shield. When fighting melee only enemies cover no longer matters so just do whatever. Focus em down, lance when they first come out if you can, apply heals and teamwork.

The next part is fun, better be sure you have as much consumables as you can and use that poo poo smartly. If you come out hard as hell in the breach and intelligently combo things it'll be fine. Remember xcops is not move & shoot of the older xcoms and you wanna abuse specials and play aggressive. But if you play aggressively stupidly you get trounced

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I think xcom3 could probably figure out a way to roll a breach encounter into a normal mission. Like hmm obviously the bads are holed up in this bunker / apartment / downed ufo. Options are to fight in normally / do some kind of hack / blow a hole in the wall and breach.

This could work out and still let you have your book depository guy covering you.

If they go full apoc style they could add back in a lot of the stuff that was cut from that game. Seriously they cut a ton of cool ideas like having agents out essentially doing the spec ops missions, or tag and shadow specific vips as they move around. You were supposed to be able to abduct and interrogate people for intel, have guys patrol, give them different vehicles and poo poo.

Apoc is a million times more granular than xcops, even the released version tracked every individual alien and relevant npc, and there were multiple kinds of scanners and support gear that wasn't just guns, even vehicle mounted scanners and jammers. Fbi van with a satellite dish type stuff. There were also pilot stats and iirc like 3 kinds of diplomatic social stats in addition to the nerd and fighting stats. The only difference between scientists and agents is the ui, under the hood they all have these stats still & the gutted version they just left them hidden and irrelevant.

Most of it got cut and replaced with a graph that shows infiltration, but there are a few relics like the art for gang bosses and orgs raiding each other every once in a while. There's a useless but cool motorcycle that will never scoot lone beat cops and useless cars that will never be used to black bag earth traitors, and the blade runner style hover cars are quickly outclassed. Most of the orgs are essentially inert and have no serious gameplay impact, but there's more than twenty I think. It was supposed to be pretty political but the only parties that matter to you are criminals, the mutants, android liberation front, and the cops and gov. And the cult but you can't really be friends with them. And after a point none really matter unless you need to recruit mutants or androids.

If they leaned into it you could have some crazy poo poo like "the 69th floor of the sectoid arms building has bad hombres, good thing field squad 5 picked up on this. You can have them on the 70th ready to drop in or they have snipers and gremlins, you can put them in a nearby building, or whatever, here's the setup screen and available assets, arrange them and hit launch mission"

And what happened is the field teams from xcops are actual recruits that you assemble into b or c teams and give orders and inventory stuff like sensors or whatever weapons and gear. You could have vehicle sized gear do stuff to the whole map like suppress or enhance certain kinds of weapons or psi or hacking. Provide fire support, really crazy interesting options.

Then if your investigators are good they warn you ahead of time and will backup the main squad, and if they suck it's gonna be a shittier time with a lot of civvies in the way and you need to scramble your teams and whoever happens to be nearby.

Iirc they had a bunch of early prototype ideas for xcom 2 that leaned harder into the tftd style, and I think they could really mix it up pretty well and do a ton of cool poo poo for 3 if they wanna include that stuff, but it's not really related to xcops. It would be great to have an xcops style side game that went extremely left hand turn into that stuff.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Every xcom playthru forms a story on its own, and when some of those guys die it sucks. Deff agree with the posters who brought soldiers all the way thru those old games too.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Cuntellectual posted:

Honest question, how many squad members did people go through in xcom 1 and 2? Even Long War for Xcom 1 it was less than a quarter of what I went through playing Terror From The Deep, "press on even if you lose an important guy" isn't really a big thing, idk. I have about as much attachment to my squad members as I do individual marines in Starcraft. But to each their own.

I'd be fine with more named characters. I also don't really care about customizing people.


I think the devs said they were tired of people saying that because they specifically stated that wasn't the case.

a couple really, maybe a handful. I always lost more guys in the originals, but even in those ones it wasn't a hellwar 90% chance to get evaporated by plasma or become an alien killing god. I feel like it's not impossible to go through even tftd without losing anyone if you set up your whole campaign around that goal and you go insanely slow and lame with it. Wouldn't be particularly fun but I think it can be done.


FrickenMoron posted:

I've also been playing a mod for Terror from the Deep which expands the game massively in content. In my third year and if anyone is curious what classic Xcom death rates are like:



:stonk:

SniperWoreConverse
Mar 20, 2010



Gun Saliva

The Lone Badger posted:

I think that's a shed skin.

drat bitch you live like this?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Synthbuttrange posted:

The cat beds! The hot rock! The babies in the incubator! :3:

the uh... discarded underwear?

post your best alien baby pics

aww

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Brazilianpeanutwar posted:

I’ve really tried to get into Xcom apocalypse but it’s just too dense and vague.
I did have a cool moment in the slums that i’ll never forget though,on the top floor of an apartment building i accidentally shot a fire round at one of those slug things and ended up setting fire to the entire place,pretty sure the entire thing collapsed.(can that happen?)

yeah it's actually super fuckin weird, and yeah you can just blow everything up if you're willing to take the diplomacy hit.

the first time I shot a heavy launcher I had incendiary rounds, & I didn't expect the blast radius to be as big as it is. I caught literally the entire squad on fire in a slum motel parking lot, but I got that slug good. gently caress those slugs. My go to is to electrocute them repeatedly or burn them. Anything else is a little risky.

I think apoc's fire graphics are better than xcops' actually. It really feels like a goddamn inferno compared to the couple little baby flames that come out of dragon rounds, especially if you end up spreading it. I've had a couple missions vs the cult or in the alien dimension where like 80% of the map is a total hellstorm and sometimes you have to march your own guys through it even though they could freak out and panic.

One thing that was cool in apoc is that the different kinds of maps had different monetary value, so accidentally burning down a slum isn't going to hurt you diplomatically as much as rolling in hard and demolishing the senate building. Likewise if you are actively raiding someone and it turns out they only own slums, it's not really worth trying to ramp up a shitload of property damage, you should focus on mugging their actual agents and robbing and killing them.

Zzulu posted:

Yes

I think destructible environments should be a priority in further installments tbh.

Let me blow everything up. Let me demolish entire floors of a building like in Apocalypse. Let me blow out the foundation to something and have it topple over ontop of an lien :allears:

when I started my first gbs lp of it the third mission was a farm tower and I had a sniper running across the roof and jump down to another level to get a bead on some spitters and the second he hit the deck it crunched and caved in literally the entire level. RIP never scored a kill, fell 7 stories to death. After that nutrivend hated us for the entire game and would take pot shots at our guys.

Really distructable maps would drastically change the new xcoms, they should tool around with it. Do you wanna risk this breach into a slum or just burn the place down and get a diplo penalty? Or half blow it up and get a half penalty? Altho really it would be super bugged out and I suspect the way they have their games set up it might not be an easy addition.

I miss the verticality of apoc, but firaxis is going to need to change how they handle the camera if they want their system to work well with weirder stuff like farm towers or those crazy rear end factory maps. poo poo that one UFO was 9 stories tall

SniperWoreConverse
Mar 20, 2010



Gun Saliva

FrickenMoron posted:



Apoc will always be the only xcom game that lets you do this.

yeah hate to say it but agreed

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Last base invasion I had all the engineers were hanging out in the security station shooting craps or some poo poo and psyke shot a missile right at them.

The workshop was literally the furthest from the access lift. All the agents were sleeping in the living quarters next to it.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Bot squad only 100% android run is for the truly hardcore

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SniperWoreConverse
Mar 20, 2010



Gun Saliva

Bobcats posted:

Hey I have the same issue. Xcom was always crashy enough that I ran “ironman” runs as “honest man” regular runs because of wacky things.

Yeah all it takes is one gently caress up or even a simple ui glitch to gently caress the whole run.

There were a couple times I somehow accidentally had somebody run out into no cover because of a weird camera angle or a grenade not doing what it looked like it was gonna do or accidentally hitting 1 twice in a row and shooting at the wrong guy.

Not even counting actual crashes and reinforcement glitches and whatever. Honorman / honest man beats iron man every time. Actually getting killed by bad plays is fine, accidental unfair bullshit is not.

Also I totally thought the full heal / half heal / no heal meant in between missions, not in between encounters and was really confused about it.

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