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Veteran difficulty
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# ¿ Jan 12, 2019 00:22 |
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# ¿ May 15, 2024 07:27 |
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I do so wish that my other submitted character was the one to show up early, in the "Nat and Tea get everyone killed" missions Use the submission link in the OP to submit characters!
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# ¿ Jan 12, 2019 02:00 |
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sniper4625 posted:A rousing start for ol Keraf, a rousing start indeed! Hooray! Emi went forward too far, missed, got shot for her troubles, and retreated v true to life
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# ¿ Jan 15, 2019 07:50 |
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Welp
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# ¿ Jan 17, 2019 02:18 |
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Natural 20 posted:In our defence it is tremendously unclear that there's a active mission available from the UI, or at the very least when they are going to fail. I think one of the biggest failings I have with XCOM is how unfriendly it is to people just dipping in to do one mission and stopping after that. this game's utter refusal to have 20 seconds of popups highlighting different parts of the screen as needed outside of combat is utterly absurd. It's indefensibly terrible design to make your main gameplay mechanics more intuitive than your means of actually accessing said gameplay. I've never played an xcom and I'm right with you two on your confusion.
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# ¿ Jan 23, 2019 07:59 |
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Bremen posted:
That, however, is why well-designed games open up over time, instead of giving players a shitload of options (and importantly: dangers) asap. It is also why tutorials exist, something this game desperately needs for the out of mission stuff
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# ¿ Jan 26, 2019 02:50 |
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And here we see this week's edition of "Emi is likely to die because Nat made a positioning error"; I wonder if she'll slither out of this one , too
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# ¿ Jan 29, 2019 12:34 |
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Natural 20 posted:https://youtu.be/3tHlW5Ofp-o nice job no, seriously, that was very well played I'd suggest (maybe presuming a bit much) making Ella a medic specialist when she gets the chance, just to cover the widest range of possible situations (like, I dunno, say, an escort mission against sniper aliens), but I don't actually have any experience with this game, and I might just be flat-out wrong
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# ¿ Jan 31, 2019 02:07 |
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madmac posted:You're not wrong, the medic path is very good. the thing I was maybe presuming too much about was Ella surviving to promotion (), but also good to know my hunch was right!
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# ¿ Jan 31, 2019 04:02 |
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Affi posted:Very well played mission overall! You are way better then me when I played xcom for the first time. Yeah, there are certainly reasons to get other stuff, but "shoot more people/make ambushes stronger/save more people" seems like the most bluntly powerful thing to even possibly grab.
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# ¿ Jan 31, 2019 19:21 |
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Spoiling not because actual spoiler, but because it's possibly bad advice concerning stuff in this video: I feel like you were overeager, despite the lack of any mission timer, to put your back troops (Ella and Early) off to the side and/or in the line of fire. I think you're going to want to try to move in some kind of formation in the future instead of throwing people like halfway across the map and hoping their individual movements don't trigger a squad out of nowhere.
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# ¿ Feb 2, 2019 01:04 |
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Commander Keene posted:I feel like the Psionics research (and other long-term research projects like it) is probably supposed to be saved until you have more than one scientist and can either double down to save time, or have it running on the back-burner while you do other things. Yeah, but on the other hand, Nat wants psykers and he wants them now.
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# ¿ Feb 5, 2019 04:55 |
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Is there secretly a window there or did the snake actually spit poison through a wall the camera is so terrible that I can't tell
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# ¿ Feb 7, 2019 04:41 |
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Stop getting Emi horribly maimed At least she's well on her way to being combat hacker queen, should probably give her the skulljack once you upgrade it to the skullmine thing (so she has godlike hacking power, assuming it doesn't just mean "get a bonus when skulljacking", which would be boring) Also yes Demon Wheel Jen X fucked around with this message at 04:13 on Feb 9, 2019 |
# ¿ Feb 9, 2019 01:23 |
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Ignoring the mission for the moment: I really, really think it would be a good idea to use the new open space to get the "bring a 5th person along" room. Like, maximizing your action economy is strategy game 101, and having an extra person along sounds very, very helpful.
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# ¿ Feb 14, 2019 03:05 |
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that was stupid, and no manner of "that's xcom!" cackling can compensate for that kind of actively bad game design like, nice recovery, but there was exactly 0 indication that this could even occur, much less that it would it's a dick move that as far as I can see exists for the sole purpose of screwing over new players once, getting them to restart the mission, and never running into the "trick" again
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# ¿ Feb 16, 2019 06:09 |
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"kinda dickish" is bad game design in a game like this
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# ¿ Feb 16, 2019 08:15 |
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Nordick posted:No it is not. Don't be a dick just because I don't rim the game after it takes a dump. The problem isn't the capabilities of the codices, it's that they're triggered by player action with, as far as I can tell, no foreshadowing nor reason to expect anything remotely similar. The game has pulled a broadsword out of a 3 inch pocket and is berating you for not expecting it, even after all previous weaponry has fit physically in the multi-pocket allegorical coat. It's kaizo difficulty. It's the invisible block's strategy game equivalent. It's trial-and-error gameplay except you don't get to try again. (I mean, you can literally restart the mission, sure, but at that point the problem shifts to wasting 30 minutes of the player's time.) That's bad design. It can certainly be funny design. It can even be fun and enjoyable to play — god knows it's satisfying as hell to thumb your nose at the devs. But it's still bad. Here's Ron Gilbert explaining it much better than me, though he's speaking more specifically about adventure games: https://web.archive.org/web/20100227183317/http://grumpygamer.com/2152210 E: I will say that if the intent is actually to teach the player that the game will do this in the future, then scrap all of my words because it's a drat good lesson. Jen X fucked around with this message at 09:39 on Feb 16, 2019 |
# ¿ Feb 16, 2019 09:22 |
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Bremen posted:I believe the Codex is hard coded to use the weapon disabling ability as its first action, which does no immediate damage (note that it didn't fire despite having an easy flank shot to take), so pretty much a way to teach the player, yeah. Even if you activate it as your last action it normally wouldn't do anything but leave you in a more difficult spot on the next turn. Okay I guess I, uh, gave the devs less credit than they deserved. Oops. My bad.
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# ¿ Feb 16, 2019 09:47 |
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Bremen posted:Well, I mean, if you hate surprises ruining your day there's plenty more ahead of us that would meet your criteria. Some enemy types have pretty nasty tricks that you'll generally only find out about from getting burned by them (or reading a guide). This last mission just ended up going much worse than it (usually) does. Nah, it was more the inability to approach the situation tactically that I found an issue, not the idea of the game punishing you for not adapting quickly enough or not playing cautiously/intelligently. I fully expect Nat and Tea's aversion to using any kind of formation or overwatch-backed scouting to bite them in the butt, for instance, even if the exact nature thereof isn't something I can really guess.
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# ¿ Feb 16, 2019 10:01 |
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Y'all not grabbing "get an extra dude" immediately, then getting burned for not having 2 more moves each turn, is very much not the game's fault but I would agree that "get better at X or Y" when you have no possible way to know what X or Y even are is poorly handled and probably another instance of the game expecting you to have played the previous one without, y'know, giving you the option to actually confirm that that said I doubt research is vital in the way that extra healing/killing/vision/overwatch/sacrificial bait is, if only because you're very good at mitigating risk already I'm sure a) psionics will give you fun options and b) 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 Jen X fucked around with this message at 22:03 on Feb 16, 2019 |
# ¿ Feb 16, 2019 21:59 |
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Bifauxnen posted:Getting sentimental over your soldiers even when you know you shouldn't is one of the best things about XCOM. ok, fair, losing funky kong would be almost worse than losing the game overall but still my point is that casualties have been very limited and no one vital has died
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# ¿ Feb 16, 2019 23:42 |
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Znorelag posted:Lightning Hands all the way. You never know when you have to enter a building, get a sewer map or get snuck up on by enemies. A free shot is too good to pass. rip u
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# ¿ Feb 18, 2019 09:07 |
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MonsterEnvy posted:Should you give the skulljack to Shanty. He seems like he would be able to use it better. With what hacking ability?
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# ¿ Feb 21, 2019 00:23 |
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Give Keraf suppression, btw I feel like him always doing 2 damage means that a damaging debuff is better than a setup move
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# ¿ Feb 23, 2019 04:19 |
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sniper4625 posted:Yes also change my nickname to Kerath please I have many regrets. make emi's nickname "archer" if you're doing editing, ty
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# ¿ Feb 23, 2019 05:48 |
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threat assessment seems much, much better on a unit that will ideally be hacking and kill confirming much more than overwatch-ing E: wait can you aid protocol yourself? If so, does going into overwatch too give you multiple shots?
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# ¿ Mar 2, 2019 01:18 |
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Oh, one other observation: I'd say that using the scouting power Emi has as soon as wave 1 is clear is definitely a good idea now, given the evident potential for alien ruler bullshit while I wouldn't be averse to treating said enemies as an exception to your informal ironman run, I doubt you're willing to justify it to yourselves, so
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# ¿ Mar 2, 2019 19:16 |
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Natural 20 posted:
I hope your waifu dies on her first mission, nat also post the bios because "fred bacon" might be good or he might be another luisao lopez, and I don't know whether to be mad at the poster before me or not
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# ¿ Mar 3, 2019 19:35 |
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I'm personally happy with the longer episodes I enjoy watching you two screw around in the avenger, too
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# ¿ Mar 4, 2019 00:55 |
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I was going to say, rupture takes 3 ammo, iirc but you noticed pretty quickly
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# ¿ Mar 5, 2019 04:57 |
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Given the general experience of the DLC thus far, yeah, I’d avoid anything from the people who made the alien rulers and called it good
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# ¿ Mar 5, 2019 21:28 |
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I expect something to go horribly wrong on this coming mission, I just don't know what.
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# ¿ Mar 7, 2019 01:23 |
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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 Which is incidentally really stupid and the injury system in this game seems utterly arbitrary, not even in a fun way
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# ¿ Mar 7, 2019 21:03 |
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Affi posted:Mimic tricks every activated enemy to shoot at it for one turn. It saves your life if you activate the wrong pod or you need to run away or if you just want to not take damage for a round. And it has enough health to take at least 2-3 shots no matter the enemy type. Wait, mimic baits multiple shots? That’s ridiculously good, goddamn.
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# ¿ Mar 7, 2019 21:23 |
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Bifauxnen posted:
I meant more that the actual time spent out seems pretty arbitrary, and in a game where you're so pressed to get things done at the same time, 2 extra days out can probably make a big difference. Also that it makes the only strategy that's really viable killing or disabling everything in one turn, since getting hit at all is such a problem.
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# ¿ Mar 7, 2019 22:48 |
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Oh crap right please treat one vote for shadowstep as being for shadowstrike, I clicked the wrong one
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# ¿ Mar 9, 2019 01:59 |
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Use scouting protocol when running forward with no scout in concealment! I mean, not now, since you really need Emi just murdering aliens while you grab the objective but in general!
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# ¿ Mar 12, 2019 02:57 |
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Qrr posted:(though I think its description actually does say that it doesn't go through cover, and the guy and cover weren't highlighted in red). I attribute this entirely to the camera also yeah Nat completely glossing over the item in question, not even looking at it again and trying to think "well maybe this is the broken thing, why might they say that?", is hilarious. Like, use your sense of logic, dude!
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# ¿ Mar 13, 2019 17:54 |
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# ¿ May 15, 2024 07:27 |
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jng2058 posted:I gotta admit, it's pretty amusing to watch you guys logic out some of these things. ...even if you end up making the wrong choice because of a lack of relevant data. In this case Bladestorm is by far the better choice, because it lets you use forward placed Rangers to massacre Chryssalids, who are too fast and too dodgy to reliably take out with overwatch. But they don't know that since the death bugs haven't deigned to show themselves yet! Watching Pete die to those things when Nat runs up and tries to stab it to death is going to be really sad. Also I feel like Guardian is an amazing ability, given that it appears it can trigger on itself and create a chain of overwatches until you run out of ammo, but given that Emi is wedded to the Bolt Caster, giving her a "take a potshot if you run the hell away" power isn't a bad idea. Very well played mission, by the way, the game just giving you a billion soldiers to use at once made it a very nice farming run.
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# ¿ Mar 14, 2019 01:14 |