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Edmond Dantes posted:That Amazon offer is mighty tempting, does anybody know if it activates on steam? XCOM: EU is Steamworks, it activates on Steam anywhere you buy it. Thanks everybody for the further help!
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# ? Jan 28, 2013 05:28 |
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# ? May 19, 2024 14:52 |
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Edmond Dantes posted:That Amazon offer is mighty tempting, does anybody know if it activates on steam? Yes, I bought the game Friday through amazon and it activated through steam Edit- beaten
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# ? Jan 28, 2013 05:30 |
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A Violence Gang posted:XCOM: EU is Steamworks, it activates on Steam anywhere you buy it. Oh, awesome. Just hope it lasts until tomorrow, I'm on my phone and it won't let me buy it from here, only add it to my wishlist. /edit: thanks to both!
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# ? Jan 28, 2013 05:30 |
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Scirocco Griffon posted:I've always gone for at least carapace armor first, mainly because most times I can keep squad coverage good enough that defending from a lucky critical hit is more important than having stronger weapons early on. Beam weapons aren't too much of a rush since you get a research credit from capturing a Sectoid, which is a requirement to move the game along anyway, so the time investment isn't that big of a hit if you wait a little.
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# ? Jan 28, 2013 05:51 |
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Basically all early game aliens have +15% natural chance to crit in Impossible (with relation to Classic). Even in full cover a loving Sectoid has like a 25% chance to crit you. You do not want to be rolling with a few extra HP in a situation like that, it's a losing proposition. You want to have weapons that can KILL that motherfucker before he can ever fire. When you've got that, the armor you want isn't even Carapace. Don't bother with Carapace, it's pointless. Get Skeleton and let the natural Defense you get whittle away at their crit advantage.
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# ? Jan 28, 2013 07:05 |
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Does rank affect whether or not a soldier will have The Gift? That is to say, should I start testing all my squaddies now, or wait till they get promoted for best results?
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# ? Jan 28, 2013 07:14 |
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Muscle Tracer posted:Does rank affect whether or not a soldier will have The Gift? That is to say, should I start testing all my squaddies now, or wait till they get promoted for best results? Indirectly, yes. It tests their CURRENT will, so a Colonel will have a better chance than a Squaddie just due to the fact that they've probably got 30 or 40 more will.
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# ? Jan 28, 2013 07:16 |
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Muscle Tracer posted:Does rank affect whether or not a soldier will have The Gift? That is to say, should I start testing all my squaddies now, or wait till they get promoted for best results? Coolguye posted:Indirectly, yes. It tests their CURRENT will, so a Colonel will have a better chance than a Squaddie just due to the fact that they've probably got 30 or 40 more will. This is true, however when it comes down to it you save far more time by just testing everyone and phasing out the people who aren't psychic with people who are. Buy batches of recruits, test them, then ditch the ones who don't make the grade. Insert positives into your A-team one by one to be boosted up to a point where they can take care of themselves. You only need one psi-soldier to finish the game, but live is substantially more simple when half or more of your squad are rocking super high willpower and mindfray. There's no time pressure at the end of the game, you can spend as long as you care (ie. until you get bored) to get your squad just-so for the final mission.
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# ? Jan 28, 2013 09:40 |
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You can also cheat the system if you're happy to savescum it. The game decides if a soldier will be psychic when he or she is put into the psi lab, not when the results come out. They are however only locked out once the 10 days have run their course and they have been found not to have the Gift. So if you have a soldier who you really want to be psychic, put them in, save the game, fast forward ten days (ignore any events, you will probably reload anyway). If they have the Gift, huzzah, reload your game and play normally. If not, reload, pull them out and put them in again and repeat. Pulling them out and putting them in again rolls the dice a second time, and you can get different results from it. Doing this you can get every single one of your soldiers to have the gift in guaranteed batches of three. It requires a little patience though, and full squads of psychics can be a little gamebreaking - I got a bomb disposal mission after doing this, but with each mindfray being a guaranteed thinman kill it totally trivialised it.
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# ? Jan 28, 2013 09:56 |
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Does anyone try and get the Will powerup from the officer school? Seems to me its only doable getting it late in game and at that stage its kinda wasted.
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# ? Jan 28, 2013 11:16 |
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Jesus Christ, has anyone ever beaten the 3rd Slingshot mission on Classic Ironman in the 2nd Month? I managed to just beat the 2nd one with 2 of my best dead and 2 injured. I don't really see how I could have done it any better than that it was all but impossible, but then the next mission came up 2 days later and all I've got is one sniper and a team full of Rookies, I barely got to the 2nd power thingy before I got spat on by a million thin men, there's just no way it's beatable.
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# ? Jan 28, 2013 13:18 |
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The Neal! posted:Jesus Christ, has anyone ever beaten the 3rd Slingshot mission on Classic Ironman in the 2nd Month? I skip Slingshot now. It's just way too hard on Classic. Can do the rescue with no casualties. Can't do the 2nd mission without losing at least a couple people; fighting Mutons with ballistic weapons is a fool's errand. Also, holy crap elite weaponry is expensive. I don't think there are any enemies that use plasma snipers or alloy cannons so I had to build those myself. I've been capturing mutons left and right for their plasma weaponry, but I can't get a heavy plasma to save my life. I had 2 separate heavy floaters down to 1 HP. Failed the stun on one. On the second, running up next to it spawned 2 mutons and a berserker and I had to run for my life instead. On the plus side, I now have 3 continents with firestorms + EMP cannons. That's just hilariously overpowered.
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# ? Jan 28, 2013 16:17 |
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The Neal! posted:Jesus Christ, has anyone ever beaten the 3rd Slingshot mission on Classic Ironman in the 2nd Month? I don't play ironman as it keeps crashing and bugging the hell out on me but I don't savescum either. I did all the slingshot missions as they came up as I didn't realise you could stall them out after the first one, and don't really recall having much trouble with any of it. I did lose a rookie in the third mission because I didn't realise there were no walls near one of the doorways and he got muton flanked. Patience and luring the baddies out to positions better suited for fighting and liberal use of explosives is what it's all about. It was the only mission where I used what's-his-face so I could have two ranked up heavies.
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# ? Jan 28, 2013 16:37 |
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2 heavies, a squad sight sniper and an assault with lasers can trivialize Slingshot missions 2 and 3 on Classic. The same combo works on Impossible, but it's semi-random as to whether you'll have the resources to pull it off.
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# ? Jan 28, 2013 16:43 |
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The Neal! posted:Jesus Christ, has anyone ever beaten the 3rd Slingshot mission on Classic Ironman in the 2nd Month? If you're accelerating straight to at least laser rifles and pistols, you have a good chance. I managed to reach the very end of the battleship with 2 advanced classes and 4 rookies before I got hosed over by a 90% missing. On the other hand, you can just skip the DLC mission until you're ready. It will pop up again and again until you take the mission.
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# ? Jan 28, 2013 16:46 |
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FairGame posted:Also, holy crap elite weaponry is expensive. I don't think there are any enemies that use plasma snipers or alloy cannons so I had to build those myself. I've been capturing mutons left and right for their plasma weaponry, but I can't get a heavy plasma to save my life. I had 2 separate heavy floaters down to 1 HP. Failed the stun on one. On the second, running up next to it spawned 2 mutons and a berserker and I had to run for my life instead.
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# ? Jan 28, 2013 17:26 |
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After I beat Classic Ironman, my save file is just kinda sitting there right before the final encounter. I need to capture and interrogate a standard-issue Floater to get the "All Research Completed" achievement, but that late in the game, they've been completely replaced by Heavy Floaters. Since you do run into every possible alien in the final mission, if I were to capture one on the last mission and beat the game again, after all is said and done if I were to load that save file again, do you think there's a chance that captured floater will be sitting there waiting for me to interrogate him? Or does anyone have an idea of how else I could encounter a Floater?
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# ? Jan 28, 2013 18:17 |
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I finally beat Ironman Classic. Once you get past the first 3 months without loving up too much it does not seem that much harder than normal difficulty. By the end I was just recklessly steamrolling everything. The first few months are key, and properly dealing with thin men is what seems to make or break those first few months. There were a few close calls thanks to teleporting and other bugs. Pictured: beginning of turn 2 I think ghost assaults may be my favorite class. I tried beefing them up with combat stims but I don't think it was worth it. Pistolier sniper was one idea that did not quite work out. Doing 7 damage a shot with a plasma pistol isn't bad but she just bring anything else to the table to make it work. I guess impossible difficulty is next. And the slingshot dlc. I tried it on a few failed games and the difficulty level seems kind of bullshit in what it throws at you in the first few months - especially the train level. And there seems to be no option to do the original council missions and activate slingshot later
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# ? Jan 28, 2013 19:30 |
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The Saddest Robot posted:There were a few close calls thanks to teleporting and other bugs. The good news was that after all those guys, I only needed to run to the control room and bag the last people.
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# ? Jan 28, 2013 19:45 |
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necrobobsledder posted:Looks like you also had problems with that specific map + UFO spawning every enemy when you're out in the open for no reason. After the fourth pack showed up in the activation animation, I just killed my game... only to get it again without moving anyone at all. So I had to take out whatever I could and pray that nobody died. I managed to survive that fuckery with a bit of balls and some strategic target picking, though I had 2 guys at 1 bar of health at the end of it. Thankfully the mutons only threw one grenade. And of course I can't just run all the way to the control room assuming that that they were the only enemy left that didn't get teleported to me (they were), too risky.
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# ? Jan 28, 2013 21:09 |
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Honest Thief posted:Does anyone try and get the Will powerup from the officer school? Seems to me its only doable getting it late in game and at that stage its kinda wasted. You should really be getting this pretty much once you get a Major, it is a stellar upgrade.
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# ? Jan 28, 2013 21:29 |
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Is there a way to quit the tutorial early? I feel like I have a decent handle of the game. I just interrogated my first sectoid. Also, I'm so drat broke in this game. I'm stuck in limbo where I need more engineers to build uplink facilities but don't know how to get more engineers aside from waiting for missions. Finally, do i focus on offensive upgrades or defensive upgrades to start? I'm playing on normal and have thus far focused on armor. EDIT: Thanks! I guess I'm through it then. \/\/\/\/\/\/\/ nohopeindope fucked around with this message at 21:47 on Jan 28, 2013 |
# ? Jan 28, 2013 21:43 |
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nohopeindope posted:Is there a way to quit the tutorial early? I feel like I have a decent handle of the game. I just interrogated my first sectoid. The tutorial only lasts until your first UFO, I think. Interrogating an alien is a story objective, you'll have to do that in every playthrough.
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# ? Jan 28, 2013 21:45 |
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The tutorial ends after the first level, I think. If you mean all the PRIORITY!!!, that stuff just drives the plot. You get 5 Engineers every time you build a Workshop. In harder difficulties, you'll want to get guns before armor because you don't really want to get hit in the first place and Carapace just gives you more HP.
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# ? Jan 28, 2013 21:47 |
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dongsbot 9000 posted:The tutorial ends after the first level, I think. If you mean all the PRIORITY!!!, that stuff just drives the plot. OK looks like I need to start building workshops next month. So far I have two laboratories (not sure why I did that), two power stations (working on a third), and the basic stuff that comes with the tutorial. How big a deal are adjacency bonuses? Should I leave a space blank while i save up to build another laboratory?
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# ? Jan 28, 2013 21:50 |
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nohopeindope posted:OK looks like I need to start building workshops next month. So far I have two laboratories (not sure why I did that), two power stations (working on a third), and the basic stuff that comes with the tutorial. How big a deal are adjacency bonuses? Should I leave a space blank while i save up to build another laboratory? Adjacency bonus is always helpful, but is super-crucial when building uplink stations. Also you should take that laboratory money and spend it on something better - labs aren't that useful, two of them is a bit overkill, and three is right out.
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# ? Jan 28, 2013 22:02 |
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Spiffo posted:Adjacency bonus is always helpful, but is super-crucial when building uplink stations. Also you should take that laboratory money and spend it on something better - labs aren't that useful, two of them is a bit overkill, and three is right out. OK I'll steer clear of Laboratories from now on. The adjacency bonuses got me thinking i should build at least two of everything.
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# ? Jan 28, 2013 22:05 |
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nohopeindope posted:OK I'll steer clear of Laboratories from now on. The adjacency bonuses got me thinking i should build at least two of everything. Unfortunately, there isn't actually much depth to the base building mechanic you don't really ever need more than one of anything other than uplinks or power stations if you play your abductions right. Though adjacency is crucial for increasing your power output and the number of satellites you can put in the air.
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# ? Jan 28, 2013 22:15 |
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What things are crucial to get with the foundry?
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# ? Jan 28, 2013 22:19 |
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Yeah, for regular power stations you want to make them adjacent for the extra 2 power you get for each plus. Ditto with satellites because each plus is a whole extra sat (a 2x2 block of basic uplinks can cover almost the entire map). Otherwise you can pretty do whatever. Grab the bonuses if you plan to build more of that structure, otherwise don't sweat it too much.
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# ? Jan 28, 2013 22:21 |
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Research Experimental Warfare. e: can't read got some chores tonight fucked around with this message at 22:28 on Jan 28, 2013 |
# ? Jan 28, 2013 22:22 |
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Zylen posted:You've pulled back and are playing incredibly defensive? Hahaha gently caress you the enemy is going to camp for 10 turns in a row and the second you move your cautious lightning reflexes assault forward he gets hit by 2 or 3 overwatches and one of them crits and kills him. I know you're exaggerating a bit here, but I thought I'd point out that overwatch normally can't crit. The only exception is when you have a sniper with Opportunist. Can be a useful piece of information if you're trying to dig out heavily dug-in sectoids - I believe the Plasma Pistol only does 4 damage tops, so if you have a full-health squaddie you can guarantee surviving one overwatch hit.
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# ? Jan 28, 2013 22:22 |
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I see no harm in having 2 labs at least for the first few months. Eventually you'll get bottlenecked by fragments, though, and it won't matter how fast you can research. The people that have shitloads of workshops aren't kidding around, though. That's a superb option. I'm probably going to OCD-style re-organize my base so I can get nice 2x2 or 3x3 blocks of things. My steam layout (2 adjacent spots on the lowest level) basically forced me to build a bunch of power stations wherever I could just so I could drill to steam. What happens to your satellites if you forcibly remove an uplink that puts you under the max? Or will it not let me and I'll need to build an additional uplink/nexus in my new layout?
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# ? Jan 28, 2013 22:23 |
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Spiffo posted:Yeah, for regular power stations you want to make them adjacent for the extra 2 power you get for each plus. Ditto with satellites because each plus is a whole extra sat (a 2x2 block of basic uplinks can cover almost the entire map). Wait, adjacency bonuses are given to stuff above and below too! Ah crap, i feel like i should start over.
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# ? Jan 28, 2013 22:24 |
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Blast Fantasto posted:What things are crucial to get with the foundry? I found SHIVs extremely useful on classic ironman inbetween missions where half my team was dead or in sickbay, especially Alloy and Hover SHIVs, and once they get suppression. By the end of the game two of them replaced my human soldiers. Improved medkits and arc thrower are useful too.
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# ? Jan 28, 2013 22:25 |
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Improved medkits, improved arc thrower, and ammo conservation. At first I was like "ammo conservation why would I ever need that?", but then being caught in a heavy firefight where I had to kill aliens NOW or be wiped made me really glad I had double the shots I did before researching it. Ammo conservation is also a Rapid Fire Assault's (or a Suppression Heavy's) favorite upgrade.
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# ? Jan 28, 2013 22:27 |
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Ammo conservation is incredible. Though I'm tempted to use 0 heavies in my next game and just roll with a bunch of Supports that have Rifle Supression. Heavies really aren't good for anything other than blowing things up, and I figure I could just Deep Pockets my way to carrying a spare Alien Grenade or something.
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# ? Jan 28, 2013 22:52 |
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Quick question, do you lose five engineers when you demolish a workshop?
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# ? Jan 28, 2013 22:54 |
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nohopeindope posted:Wait, adjacency bonuses are given to stuff above and below too! Ah crap, i feel like i should start over. I should add this to the op when I get home. Second time this has come up.
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# ? Jan 28, 2013 22:55 |
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# ? May 19, 2024 14:52 |
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FairGame posted:Ammo conservation is incredible. HEAT ammo applies to every single way a Heavy can do damage, (except pistol?) which makes them fantastic anti-robot specialists. That's basically their only niche though.
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# ? Jan 28, 2013 22:57 |