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I hope my character's death will be as glorious as her canon one.
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# ¿ Jan 3, 2019 14:24 |
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# ¿ May 15, 2024 03:10 |
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Prolly a bunch of Zero Escape fans here in the LP subforum, we only start to take notice after like five additional twists
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# ¿ Jan 3, 2019 22:06 |
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What a dramatic showdown at the end of the mission, wow And here comes Ma Ferguson!
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# ¿ Jan 12, 2019 04:36 |
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Akratic Method posted:Sectoids are weak to swords. I have no idea why, no other enemy in the game has anything like that. Everything is weak to swords!
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# ¿ Jan 12, 2019 08:16 |
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goddamn, Ma is kicking rear end on the front line! This is wonderful
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# ¿ Jan 15, 2019 10:29 |
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Eep how has no one mentioned this bit yet? Spoilered just in case Nat doesn't want to hear it, but if they keep doing it because of a rules misunderstanding, it might bite them HARD at a later point... "Cover doesn't matter because we're in concealment" is not entirely correct. Well, it's true that if you're concealed, enemies won't go automatically gunning straight for you like they would if you were revealed. But not staying in cover is an extremely easy way to lose concealment. If the enemies had walked towards you instead of continuing to wander off to the side, they could've spotted anyone they were flanking.
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# ¿ Jan 17, 2019 16:44 |
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Yeah, it's fairly easy to get ready to start a mission, realise it's gonna take a while to even equip everyone the right way, call it quits for the night, then load up the game the next day not remembering at all what you were doing. They will give you one warning the first time you go to scan something else, but after that you're screwed. I just make it a habit now to check the mission bar before doing anything when I first load up a game, but in the early game they should really explain the concept more.
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# ¿ Jan 23, 2019 08:14 |
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Nordick posted:3) Contact with Mexico, because even if you won't do the Blacksite mission just yet (up to you), it's good to have the option open beforehand. Ma is so ready to blow the poo poo out of everything in Mexico ...or Texas, but also Mexico.
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# ¿ Jan 26, 2019 08:30 |
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On mindshields: I always love keeping one around to pop on any shaken soldier going back into the field. Reduced will? What reduced will? e: lol just started watching the video, didn't need to spoiler that! See, Nat's got the right idea Bifauxnen fucked around with this message at 19:27 on Jan 29, 2019 |
# ¿ Jan 29, 2019 19:19 |
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Shotgun chat: I like avoiding the use of shotguns entirely. If I've got a ranger getting into close enough range for a shotgun to pay off, I'm probably just as likely to stab them anyway. And if not, well, it's still worth giving that up imo cause if I never use the shotguns, I never have to worry about paying to upgrade them separately from the standard rifles!
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# ¿ Feb 2, 2019 01:41 |
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Bolt Casters to the face are just so goddamn satisfying!
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# ¿ Feb 7, 2019 08:50 |
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Affi posted:Yeah something tells me you didn't look at the pricetag for that sniper. Well it is a blind playthrough
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# ¿ Feb 9, 2019 15:38 |
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Yeah gunslinger skills can be really fun. I tend to give them to Ma now just to mix things up. But long watch still seems pretty hard to give up... so maybe not 100% gunslinger.
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# ¿ Feb 12, 2019 10:53 |
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Affi posted:Re ammo its a trap if you don't have a mod with ammo slots. The ammo is great to mediocre but there isn't enough space on your dudes I like making just one to put on snipers. Since they're usually too far from the action to make any good use out of a grenade instead.
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# ¿ Feb 14, 2019 11:59 |
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No see they really only have one acid grenade, after it blows up they have to go pick up the pieces and stick it back together before they refill it
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# ¿ Feb 15, 2019 21:18 |
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Eh, I don't mind the "dick move" so much since it can only ever screw you over this bad once. Expecting to be able to manage everything fine on your first run through an XCOM game is, well... not a formula for enjoyment. Also firsts like these are precious memories! Your first skulljack, the first time you run into any new enemy, the first time you attempt any unique mission... those times when you're fearfully dealing with the truly unexpected are some of the best moments. I still wish I could erase my memory to re-experience a certain one-off mission in XCOM 1. the fishing village.... Getting through it blind and being all OH poo poo OH poo poo OH SHIIIIIT half the time was one of the single most intense gaming experiences of my life.
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# ¿ Feb 16, 2019 07:39 |
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Yeah, having the knowledge that XCOM can and will be an absolute dick to you is what makes facing new things for the first time so especially exhilarating. I still remember my first time invading the alien base in XCOM EU and feeling legitimately terrified, it was wonderful.
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# ¿ Feb 16, 2019 08:46 |
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GeneX posted:no one's irreplaceable yet, so more people dying early on, before they've had a lot of experience sunk into them, isn't that much of an issue beyond sentimentals Getting sentimental over your soldiers even when you know you shouldn't is one of the best things about XCOM. I once got attached to an NPC rookie from a special scenario in XCOM1, who never would have joined the party even if he'd lived. He was just one of a few throwaway NPCs the game gives you in that mission for a little extra firepower, but goddamn he was the Rookie of Steel. One turn, I expected him to die but he just stared down a charging chryssalid, and killed it with his overwatch shot. He managed to kill something else along the way too, and was the last of the NPC rookies standing, but he couldn't last to the end. I was very sad when he died.
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# ¿ Feb 16, 2019 23:27 |
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GeneX posted:ok, fair, losing funky kong would be almost worse than losing the game overall Yeah, Funky is wonderful and that would be a goddamn tragedy As for Ma though, she's had a good long life, and always bravely faces her death head on
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# ¿ Feb 16, 2019 23:52 |
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Bremen posted:There's a mod that lets you keep the NPCs from that mission if they get enough experience to promote :P ! I will look into this if I bother going back to playing XCOM1 again.
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# ¿ Feb 16, 2019 23:53 |
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Doobie Keebler posted:I voted lightning hands because free actions are one of the most valuable things you can have available. Doubly so if it does damage.
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# ¿ Feb 17, 2019 06:08 |
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I do like that there are timers most of the time to keep you pressing forward, but it's also real nice to get a break once in a while. So personally I'm a fan of how they've balanced it that way... except for that scenario already mentioned where you got timers + fixed evac zone/ forced retreat, those are the ABSOLUTE WORST
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# ¿ Feb 21, 2019 11:23 |
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TheKirbs posted:I got one of those following a dark event which reduced the timer.
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# ¿ Feb 21, 2019 12:48 |
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Natural 20 posted:Ma missed a 98% shot It's even more fun when it's the last shot of your turn and you're really counting on that 90-something% shot to kill a thing before the thing murders you
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# ¿ Feb 26, 2019 10:50 |
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Natural 20 posted:God Ma why can't you aim straight? must be all the magic booze
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# ¿ Feb 26, 2019 12:01 |
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I like to go with covering fire myself, just because I do really love using aid protocol a lot and hate having extra cooldown. But that's a good point that Nat and Tea haven't been using it as often.
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# ¿ Mar 2, 2019 05:43 |
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I started off already wishing the episodes were longer, but was just getting used to them being short! But yeah, even though I agree now that keeping them more bite-size at first was a good idea, anyone who's watched this far is prolly invested enough now that you can start rolling out the longer episodes.
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# ¿ Mar 4, 2019 09:13 |
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AAAAAAAAAAAAAAAAAAAH
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# ¿ Mar 7, 2019 08:41 |
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Nat is broadly correct to prioritise offense over defense, especially when it comes to those measly nanovests taking up a whole item slot. But man, mimic beacons are loving amazing how does he not see it? Prolly cause he's spoiled on frost bombsGeneX posted:I feel like the strict limit on soldier inventory slots means that you can’t afford to not bring these kill-confirm items, since leaving an enemy alive with 1 hp vs them being dead can cause a soldier to be injured for, like, a month I like the way the limited inventories make each item such a meaningful decision. When you get an extra item slot later it feels like such a huge deal. The injury system is cruel but hardly arbitrary, you get hit, you go on the bench, you get hit harder, you're benched longer! If you heal someone up in the field, getting their hp back up will help protect them from getting picked off now at low hp in the short term. But in the long term, the damage has still been done and it doesn't actually undo the recovery time required after the mission.
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# ¿ Mar 7, 2019 21:59 |
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Fwoderwick posted:On the subject of kill-confirm items: Oh yeah one other nice thing about the flashbang is it has a bigger range. When a grenadier launches one instead of just throwing it by hand, it has an even bigger range. So if you got yourself facing a whole bunch of enemies, or just two who are pretty far apart, you can launch one of those puppies and often debuff the whole map.
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# ¿ Mar 7, 2019 22:16 |
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That Italian Guy posted:I can't really point it out without being super obvious, but I'll repeat there is one item that you have not built yet that is so broken a lot of people self limit themselves to 1-per mission to avoid spoiling the fun at normal difficulty level. I'm playing on commander right now and gently caress that idea haha
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# ¿ Mar 7, 2019 23:13 |
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Bremen posted:For any other ranger I'd say shadowstep, but if you're planning on keeping Severa concealed I favor shadowstrike; she won't trigger overwatch while concealed anyways, and if something does go wrong having her be able to open up with a greatly boosted shot from concealment while the rest of the team is fighting can be really nice. Oh btw about the 100% of shots hitting, that obviously doesn't count overwatch shots. But yeah, the team did great on this mission!
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# ¿ Mar 9, 2019 01:58 |
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# ¿ Mar 9, 2019 14:35 |
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vorebane posted:Hey was the pool for this ever made public? ooh yeah that would be great so everyone can read the bios for Ma and the peraMyst peeps
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# ¿ Mar 22, 2019 03:39 |
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I wish I could get a mission like this. Cause even if you lose the bonus for bringing them in alive, it would be so drat hilarious to have everyone sit in the evac zone, snipe the VIP and just immediately leave Notty posted:Nat A Month Ago: I don’t see how (this game) is fun. ...granted, this combined with sneaking the VIP out in concealment turned out to be equally hilarious.
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# ¿ Mar 23, 2019 08:46 |
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Qrr posted:I appreciated the Lehrer reference. man, look out if Pete ever gets an expanded magazine on that gun or free reloads or both
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# ¿ Mar 26, 2019 08:29 |
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...although I guess there can only be so many enemies on one map
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# ¿ Mar 26, 2019 08:30 |
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I like a lot of GX's names, but they won't all fit the character limit. Which is... *checks notes* 11 characters. Unless it's more after you get DLC! Ma's main weapon is of course, Grandpappy's Elephant Gun. But since that won't fit let's just call it the Grandpappy Gun!
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# ¿ Mar 31, 2019 00:46 |
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SatansOnion posted:Ella uses her rifle to send aliens to the Ever After. +1 for this one. Also +1 for just "Und'niable" as Keraf's weapon, that one will fit just fine. Could Pete's weapon fit if you take out some spaces? "YoHoHOLYSH-"
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# ¿ Mar 31, 2019 00:52 |
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# ¿ May 15, 2024 03:10 |
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goddammit somebody please tell me the DLC gives you longer gun names cause I just came up with "Tsunderringer" for Severa
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# ¿ Mar 31, 2019 00:58 |