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Aw, it's still processing.
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# ¿ Jul 24, 2016 20:22 |
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# ¿ May 11, 2024 12:49 |
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Sillyman posted:If losing a retaliation mission means you lose contact with that region, what happens if you only have one region and lose a retaliation mission there? It just lowers your income. You can never lose your starting region.
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# ¿ Jul 25, 2016 02:22 |
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Hey, Jade Star: http://steamcommunity.com/sharedfiles/filedetails/?id=653926741 Paint your
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# ¿ Jul 25, 2016 19:10 |
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Yeah, you want to lure the ayys into the explosion zone, not use it as cover.
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# ¿ Jul 25, 2016 19:21 |
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Kasrkin posted:Anyone experience with the AllPodsActive mod? It actually depends on your difficulty, on the lowest difficulty you only see that mission once, no matter how many times the dark event shows up.
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# ¿ Jul 28, 2016 01:58 |
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As long as you do it before you go inside the facility proper, yeah.
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# ¿ Jul 30, 2016 00:20 |
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Akratic Method posted:After a couple trips through the game I have a sense that they use it when they can hit more than one soldier with it, and rarely otherwise. Perceptions of rarity might hinge on a maneuver style that involves staying together vs spreading out. It's actually this. MEC and grenade holding unit AI only use explosives when they'll hit multiple targets. If you keep your troops spread out just enough to avoid being hit that way, you'll never see it. Edit: The problem is keeping to cover and getting shots in doesn't always allow you to do that.
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# ¿ Jul 31, 2016 23:32 |
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Apparently ADVENT forces don't give a drat about friendly fire. I just had a MEC blast a stun lancer into oblivion with micro rockets so it could hit my SPARK and a nearby Grenadier.
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# ¿ Aug 1, 2016 06:28 |
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NGDBSS posted:At least we're not talking about Moxie. It's probably one of the weirdest drinks I've ever had*, and yet somehow it still manages to be a cultural icon of Maine. That sounds accurate to the experience, yes. Also somewhat surprised that Moxie is still being produced.
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# ¿ Aug 5, 2016 19:51 |
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Teledahn posted:Buy some birch beer. Doesn't that taste like licorice?
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# ¿ Aug 6, 2016 03:59 |
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Materant posted:For some reason I figured things like repeaters just wouldn't work on that enemy. Good to know that under all the bullshit they're just as vulnerable to it as any other alien! Yep, that's the third time I've heard of that happening. I can't wait for the next mission I'm this LP, it's the Shen DLC finally, right?
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# ¿ Aug 6, 2016 16:37 |
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It's really more "the stakes are so high we have to send our most experienced men" than anything else. At least this game doesn't use fill vacancy promotions like the original X-Com (UFO Defense), which was always hilarious when you send a bunch of rookies out on a mission and all of a sudden one of them is the Commander.
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# ¿ Aug 10, 2016 19:27 |
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I think part of it is that missions don't really take that much time. Even creeping around the maps wouldn't take more than a few minutes, real time. As for why vehicles don't move that's a design choice that also allows you to use them as cover. If vehicles were mobile they'd be hazards, and the game can be hard enough without having to worry about civvies running you over with their cars.
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# ¿ Aug 18, 2016 00:52 |
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Nope, just the one, some of the later story stuff removes more pips though. Even considering that, it's still easy enough to ride the progress bar once you know what you're doing. You just can't cut it as close as you used to be able to do.
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# ¿ Aug 18, 2016 17:36 |
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Hell, I've taken two Haywire Protocol specialists on missions tons of times, it really helps to be able to shut down multiple robotic enemies, like if you pop a pod with a Mech and there's the rare ground turret nearby... Not to mention the rear end in a top hat thing the game sometimes does on reinforcements of a double Mech squad.
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# ¿ Aug 18, 2016 19:13 |
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Slaan posted:Julian is totally a Butter Robot Agreed. Julian needs to pass the butter.
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# ¿ Aug 19, 2016 00:42 |
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Unfortunately without cosmetic mods you can't go shirtless in tier 2 or tier 3 armors.
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# ¿ Aug 19, 2016 14:59 |
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Highwang posted:So I've managed to get a colonel-level sniper for free on a game I've been playing for the past 2 weeks, and I've trained her to be a Pistoleer. I know Guava harps on about the Pistol Sniper, but I'm just not seeing the appeal outside of Fan Gun. She just seems to be a weird middle-ground between the Ranger and Sniper from the few missions I've fielded her on. Specialty ammo applies to pistols, which means a pistol spec can really spread the love on stuff like viper rounds or do insane damage with bluescreen rounds.
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# ¿ Aug 23, 2016 00:12 |
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This latest video update reminded me of something ridiculous. The sniper rifles have bipods, but since they ditched the crouch/prone system, they're completely cosmetic.
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# ¿ Aug 25, 2016 16:40 |
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White Coke posted:Does that mean Bulwark makes Intimidate more effective or is it just the equipment level that matters? That's something you'd have to check in the code, my gut reaction is no but I wouldn't be surprised if it actually did process off of current armor level.
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# ¿ Aug 25, 2016 21:46 |
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Blind Sally posted:
Nope, and I miss them, it was really cool having the dress uniforms and the shiny bits. I understand why (guerrilla organizations aren't known for handing out medals) but I still miss those.
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# ¿ Aug 27, 2016 20:59 |
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Cythereal posted:The idea of a species predominately female with a very few males is indeed an idea that's cropped up repeatedly in science fiction and fantasy. In the case of the vipers here, given how quickly they reproduced with one male, I'd imagine Vahlen's theory was right - the Ethereals were only cloning one gender to keep the species from unintended reproduction as a way to keep the vipers firmly under control. I like Threat Assessment because it lets me give Covering Fire to soldiers with higher damage weapons/the Shredder ability. Basically, I use it to give Overwatch shots to my Rangers when they've moved ahead from the rest of the squad due to slashing up ayyys or Grenadiers when they have a good position to just rain hell on an enemy but they've already used their actions for the turn. Which reminds me, in my current game, I got a Marksman with Shredder. Sadly it doesn't activate on pistol shots.
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# ¿ Sep 15, 2016 16:35 |
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Well yeah, anything OW related is pretty situational, ideally you don't want the enemy to take a turn.
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# ¿ Sep 15, 2016 16:38 |
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Kurieg posted:Tachikomas are AI Controlled combat tanks. In the TV series, one of them got repurposed for construction work and got a very Julian-like paintjob The big tank-like thing on the back is to hold a human pilot/rider, but they're normally completely self-controlled, yes. Also they had the most adorable short animations. https://www.youtube.com/watch?v=KGTXNQmJAkw
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# ¿ Sep 15, 2016 17:32 |
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There's nothing wrong with 1UPT, especially as the alternative is the 'stack of doom' from previous games, where you could spend centuries whittling down an opponent's army or watch a dozen turns of worth of full empire production go down in a turn with a single goddamn fortified phalanx.
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# ¿ Sep 19, 2016 21:27 |
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CJacobs posted:Oh, it might only affect defense against psi attacks then. Yeah, Will only modifies your defense against psi attacks and morale checks (panic) from when other soldiers die. A Mindshield stops both of those.
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# ¿ Sep 25, 2016 23:36 |
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A better use of quickdraw is shooting twice, ya dingus.
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# ¿ Sep 26, 2016 00:45 |
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Yeah if there's one weapon mod i consider essential for any class, it's autoloaders for Marksman. Being able to reload then shoot a set number of times a mission regardless of conditions is great, especially for lower ranking guys.
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# ¿ Sep 26, 2016 17:40 |
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Lunethex posted:Yeah, 7 days is a very small amount of time in XCOM days, not something I'd recommend doing now. 7 days is enough time to just barely unlock one territory and assault a base. If you have to fly around the world or do more than one territory though, you're screwed, yes.
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# ¿ Sep 27, 2016 01:24 |
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AradoBalanga posted:All three Alien Rulers appearing on a retaliation mission that also features multiple Sectopods. Can't happen unless there's a mod involved. Rulers only show up one at a time because the trigger to activate the next one is in the Geoscape code, not the battle code.
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# ¿ Sep 30, 2016 19:55 |
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It should be noted that multi sectopod missions can and do happen though. I call those missions extra fun if my hackers aren't in sickbay yet again.
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# ¿ Sep 30, 2016 22:56 |
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McKilligan posted:How is it that we haven't had a rootbeer themed soldier yet? Like Andy 'Sasparilla' Weinhard or something with a pleasant soft brown bubbly color scheme? Because nobody submitted one would be my guess.
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# ¿ Oct 14, 2016 00:52 |
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ousire posted:Had a wonderful moment last night: I don't remember if it was this thread or the general XCOM thread, but it was discussed why this is a bad idea. Basically the game's AI is programmed to initially set up the pods along the Line of Play, which is a line running from your deployment point to the objective, and then the pods patrol along and around this line. Now, the Line of Play updates as you get closer to the objective, and the pods follow suit. So once you get to the objective without triggering any pods, the pods are all clustered around the objective, maintaining their preferred minimum spacing.
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# ¿ Oct 17, 2016 01:16 |
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It's the same reason the game is constantly dropping codex bits on you. You can't progress in the game without one, so they made extra sure that you would always get one next time you kill a Codex if the game bugs out and erases your inventory or something.
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# ¿ Oct 18, 2016 20:03 |
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Talow posted:Yeah, that was done by the skin of your teeth. Nicely done Jade. I'll say, getting the extraction in on the last possible turn is some crazy work. Edit: Guava was right though, your giant robotic crab syndrome is hampering your missions sometimes.
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# ¿ Oct 19, 2016 01:28 |
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Your WADS issues can be laid directly at the feet of the console versions, Jade. It's part of the update they pushed in for (non-Steam) controller support. I agree, that part sucks. But you can tour the avenger now.
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# ¿ Dec 6, 2016 20:02 |
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zyxophoj posted:... Another is that it rolled low for damage. Usually on this difficulty setting that lift can straight up murder your guys without WAR suits.
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# ¿ Dec 13, 2016 18:34 |
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Twelve Elves posted:My first encounter with the Flying oval office happened during a base defence mission. So many casualties. Hey, at least they patched it so that he can't force a game over in turn one on those any more.
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# ¿ Dec 14, 2016 00:27 |
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One thing Jade isn't going to get to demonstrate now is how Rulers interact with Psionics. The only thing that I can remember about them is that Stasis freezes the ruler until your next turn, so you can use that to set up your guys without having to worry about Ruler Reactions. I think they're also immune to mind control effects, but don't quote me on that one.
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# ¿ Dec 16, 2016 17:43 |
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# ¿ May 11, 2024 12:49 |
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Mind controlled members of X-Com count as aliens, mind controlled aliens count as X-Com.
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# ¿ Dec 16, 2016 21:31 |