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Jon Joe posted:I run a multiplayer squad of 3 basic assaults with alloy cannons and chitin plating. Thus they all have 11 HP, can run and gun, and deal 9 damage on a close range shot without a crit. They cost 2650 points each for a total of 7950, which leaves me 2050 points. Currently I have those points spent on a medic support with a medkit (duh), light plasma rifle, and laser pistol. Any recommendations for a better spending of those points? Medics are great, but I suggest dropping it for a Smokejumper with LPR and Scope and 2 Sectoids. And after that I think I would actually drop 1 sectoid and replace all the Chitin with Combat Stims. I might also replace at least 1 of the Alloy Cannons with a Plasma Rifle.
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# ? Mar 1, 2013 08:17 |
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# ? Apr 28, 2024 07:25 |
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I cannot loving deal with how long everything takes in Marathon...but I have to keep playing it till I beat it. The hardest part is how long it takes before you realize you're hosed and wasted your time. Oh, did one of your soldiers get shot once? 28 days in the infirmary. Oh you want to build an uplink? 28 days. Oh yeah, don't loving start in Asia in Marathon. gently caress. Edit: And oh yeah, don't loving play the DLC missions in Marathon, you have to keep delaying counsel missions because you're not ready to deal with mutons and thereby foregoing what would have otherwise been an awesome opportunity to get stuff from the regular counsel missions. Which you really loving need when it includes troops and engineers and scientists and...gently caress. Raar_Im_A_Dinosaur fucked around with this message at 08:20 on Mar 1, 2013 |
# ? Mar 1, 2013 08:18 |
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Acquire Currency! posted:Edit: Oh poo poo didn't Dues Ex predict gas prices and a terrorist attack on New York? It didn't predict as much as they removed the twin towers from the skybox because they otherwise couldn't mirror it. Then they wrote into the backstory that the twin towers were destroyed in a terrorist attack. Mind you, it isn't the first time a terrorist attack has been attempted on the twin towers, so it has a sort of history with this.
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# ? Mar 1, 2013 09:02 |
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I'm trying to play through my first game of classic and holy poo poo, I don't know how anyone can do it with all the bugs. The magic SUVs that block LOS you'd otherwise think should be fine, the teleporting enemies (I literally had a group of 3 sectoids appear right next to a soldier (was not hunkered down), and a magic muton that was somehow completely immune to explosives (granted, this only happened once). The funny thing is, I never had the teleporting enemies bug before the Second Wave patch which was supposed to fix it. My original run was also on normal, so there weren't as many enemies for it to possibly happen with. Another one I ran into which wasn't a gently caress-me-over bug, just annoying, was a missing enemy. Killed everything on the map (the mausoleum map) but it wouldn't end. Had all 6 soldiers spread out that they saw the entire map and still nothing was appearing. Reloaded my game and then, magically, the last sectoid was rendered. Luckily he was in the crossfire of 3 soldiers already, but I'm just glad the AI couldn't shoot while it was "hidden".
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# ? Mar 1, 2013 13:11 |
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Orgophlax posted:a magic muton that was somehow completely immune to explosives I had this happen to me in my Ironman Classic run, except it was an ethereal. RIP Victor "Vengeance" Dafoe, my Colonel Heavy and Resident Psychic. Your hatred of the alien bastards that killed your beloved daughter Renee "Lifesaver" Dafoe will live on forever. I've never been so angry at a game before.
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# ? Mar 1, 2013 13:20 |
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Are there any draw backs to not progressing the story until you have researched everything you can and building all the satilittes/buildings you want?
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# ? Mar 1, 2013 13:32 |
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Incoming Chinchilla posted:Are there any draw backs to not progressing the story until you have researched everything you can and building all the satilittes/buildings you want? The aliens progress independently, so you'd start facing some pretty rough aliens along with some very weirdly easy to kill aliens, I guess.
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# ? Mar 1, 2013 13:39 |
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Mordaedil posted:The aliens progress independently, so you'd start facing some pretty rough aliens along with some very weirdly easy to kill aliens, I guess. Do Muton Elites appear at all prior to the Overseer? Because those guys and Ethereals are a huge pain in the rear end. I'd almost consider it worth it to get an entire squad of psionics to trivialize all muton types even if it meant dealing with sectopods and heavy floaters more often.
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# ? Mar 1, 2013 14:02 |
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Mordaedil posted:The aliens progress independently, so you'd start facing some pretty rough aliens along with some very weirdly easy to kill aliens, I guess. No, the story aliens ramp-up too. I had Archangel armor and plasma rifles at alien base, and there were Heavy Floaters etc inside.
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# ? Mar 1, 2013 14:03 |
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Ok, quick question: The Officer Training that gives everyone more will as they level up, does that apply retroactively?
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# ? Mar 1, 2013 14:06 |
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Orgophlax posted:magic muton that was somehow completely immune to explosives This has happened to me frequently. AS far as I can tell, the problem is that, while a grenade or missile shows a spherical hitbox when you fire it, they will, in fact, only hit targets on the same z-level as your cursor. So. if your heavy is up a level (or even a half-step sometimes), and the enemy is on ground level, your rocket will explode right in their face and do no damage if you don't move the cursor down to their z-level. I'm assuming this is so that they don't have to worry about hitting enemies separated from the explosion by a floor, since floors aren't destructible, but it's still incredibly annoying. Not only is it completely unintuitive, but the game makes it look like it works otherwise.
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# ? Mar 1, 2013 14:07 |
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Splicer posted:Ok, quick question: The Officer Training that gives everyone more will as they level up, does that apply retroactively? It does not, unfortunately. I wish they gave you the possibility of retiring your soldiers from active duty once they take too many Will hits or something and keep them on as "advisors" or some poo poo in an expansion.
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# ? Mar 1, 2013 14:11 |
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Muscle Tracer posted:This has happened to me frequently. AS far as I can tell, the problem is that, while a grenade or missile shows a spherical hitbox when you fire it, they will, in fact, only hit targets on the same z-level as your cursor. So. if your heavy is up a level (or even a half-step sometimes), and the enemy is on ground level, your rocket will explode right in their face and do no damage if you don't move the cursor down to their z-level. The ethereal I was shooting at was on the same level as my two heavies and support who were on the doors to the bridge of a ufo. Everything was flat and he took two blaster bombs and an alien grenade to the face before having his go and killing my guy (explosives were my plan B... looks like I needed a C) and then took a double tap sniper and heavy plasma shot from my remaining heavy to take out. He was just flat up immune to explosives despite dropping them right on his character model on flat terrain.
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# ? Mar 1, 2013 14:13 |
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Muscle Tracer posted:This has happened to me frequently. AS far as I can tell, the problem is that, while a grenade or missile shows a spherical hitbox when you fire it, they will, in fact, only hit targets on the same z-level as your cursor. So. if your heavy is up a level (or even a half-step sometimes), and the enemy is on ground level, your rocket will explode right in their face and do no damage if you don't move the cursor down to their z-level. Except all the destructible environment around the explosion-proof enemy blows up just fine, so I don't think it's a Z-axis issue.
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# ? Mar 1, 2013 14:16 |
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Orgophlax posted:Except all the destructible environment around the explosion-proof enemy blows up just fine, so I don't think it's a Z-axis issue. I wouldn't be surprised if there was another bug as well, I'm absolutely certain that there is a z-axis issue. I did a lot of savescumming in my first Classic run in the final temple mission to see just why exactly that blaster bomb wasn't hitting everyone it should have been. I could hit the etherial and two muton elites up the stairs, or I could hit the etherial and boss-etherial down the stairs, but not both groups, despite them being clearly within the bounding sphere of the explosion.
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# ? Mar 1, 2013 14:23 |
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Muscle Tracer posted:I wouldn't be surprised if there was another bug as well, I'm absolutely certain that there is a z-axis issue. I did a lot of savescumming in my first Classic run in the final temple mission to see just why exactly that blaster bomb wasn't hitting everyone it should have been. I could hit the etherial and two muton elites up the stairs, or I could hit the etherial and boss-etherial down the stairs, but not both groups, despite them being clearly within the bounding sphere of the explosion. Well yeah, the explosion doesn't go through floors, so in that instance you'd only hit one or the other. I'm talking about the grenade landing at the feet of the muton, blowing up all his cover, and him not taking a lick of damage.
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# ? Mar 1, 2013 14:28 |
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Aureon posted:No, the story aliens ramp-up too. I had Archangel armor and plasma rifles at alien base, and there were Heavy Floaters etc inside. I just meant he wouldn't encounter Sectoid Commanders or Ethereals until the story actually unlocks them.
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# ? Mar 1, 2013 14:40 |
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Orgophlax posted:Well yeah, the explosion doesn't go through floors, so in that instance you'd only hit one or the other. I'm talking about the grenade landing at the feet of the muton, blowing up all his cover, and him not taking a lick of damage. Yes, so am I.
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# ? Mar 1, 2013 14:57 |
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FairGame posted:
Actually it's only if you ignore it entirely. Attempting and failing just impacts your month-end report.
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# ? Mar 1, 2013 18:00 |
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Numbnuts posted:Actually it's only if you ignore it entirely. Attempting and failing just impacts your month-end report. Wait, really? drat, that'll help me a lot because when I don't have Phoenix Cannons or when the contact isn't directly over wherever the hangar is on a continent, I don't even bother chasing the Abductor in month 3.
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# ? Mar 1, 2013 18:06 |
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I tried ironman classic today. It did not go well... I got to month four but I suffered a pyrrhic victory at the begining of the 2nd month where I lost all of my elites and only a squaddy got out alive. I think my macro game was pretty tight but loosing them I couldn't win any battles. I think I also prioritised satellites too much and didn't even manage to get an officer training school up. How many countries is generally acceptable to lose in the 1st few months?
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# ? Mar 1, 2013 21:21 |
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Incoming Chinchilla posted:I tried ironman classic today. It did not go well... If you've lost 5 countries by the end of month 3 you're still in ok shape. Hopefully they were both SA countries, both of the Africa ones (with your base there), and then one of the low cash Asia/NA/Europe countries. By month 3 you should be assaulting the base (if not done in month 2), which gives you a nice bit of breathing room panic wise.
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# ? Mar 1, 2013 22:50 |
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Any battlescape suggestions for the intro mission to Impossible Ironman? My goal is no rookie death, but all conventional strategies fail me, such as circling around the map before hitting the center, activating only one alien group at a time (although I'm not always perfect at that one), using explosives a lot, not firing from half cover unless I know I can kill the alien and another alien won't show up to kill me, not taking shots less than 45%, breaking line of site as the best cover, not sprinting unless I think the aliens might be on overwatch, killing the mindmelder, and using overwatch to lock down the alien's position to prevent my own units from being flanked. I've must have played at least 20 games today, restarting each time somebody died.
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# ? Mar 2, 2013 06:23 |
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Jon Joe posted:Any battlescape suggestions for the intro mission to Impossible Ironman? My goal is no rookie death, but all conventional strategies fail me, such as circling around the map before hitting the center, activating only one alien group at a time (although I'm not always perfect at that one), using explosives a lot, not firing from half cover unless I know I can kill the alien and another alien won't show up to kill me, not taking shots less than 45%, breaking line of site as the best cover, not sprinting unless I think the aliens might be on overwatch, killing the mindmelder, and using overwatch to lock down the alien's position to prevent my own units from being flanked. I've must have played at least 20 games today, restarting each time somebody died. All that is good tactics, but your ability to exit mission 1 on I/I with zero casualties is also map dependent. If you get Rooftop Construction Site you might as well restart. I just started a zero casualty I/I run on Museum. I had to start over 2 times before I got there due to squad wipes. Can you give details on where some of your attempts went wrong?
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# ? Mar 2, 2013 08:09 |
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A "+" appears next to a soldier's rank insignia when they gain a promotion during a mission. What does the yellow star that sometimes appears mean?
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# ? Mar 2, 2013 09:34 |
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Dr Christmas posted:A "+" appears next to a soldier's rank insignia when they gain a promotion during a mission. What does the yellow star that sometimes appears mean?
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# ? Mar 2, 2013 10:01 |
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Olive Branch posted:It would suck to have your "leader's" death cause extra panic because the aliens just gunned down the most experienced soldier in the squad. Well, what do y'know... this is the case.
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# ? Mar 2, 2013 10:14 |
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amanasleep posted:your ability to exit mission 1 on I/I with zero casualties is also map dependent. If you get Rooftop Construction Site you might as well restart. I wouldn't consider that map to be one of the worse ones, personally. There's usually the lone pod in the upper right that you can set up on ahead of time and kill safely, there's lots of full cover on the ground for breaking LOS and baiting aggressive sectoids into flank/overwatch traps, and there's also a lot of opportunities to peek around edges to spot aliens, then use soldiers on the higher levels to grenade them from out of their sight. I don't claim to be good at XCOM but I've completed this map as the first mission of I/I without any of my soldiers being hit, and with the aliens only having fired two shots.
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# ? Mar 2, 2013 10:16 |
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Dr Christmas posted:A "+" appears next to a soldier's rank insignia when they gain a promotion during a mission. What does the yellow star that sometimes appears mean? I think that's signifying they earned a nickname isn't it?
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# ? Mar 2, 2013 12:19 |
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I believe yellow star means 'squad leader', it's usually the highest ranking soldier on that mission. If there are multiple guys with the same rank I don't know how it's decided, might be random? Or based on some other algorithm with number of missions deploy or number of aliens killed or something.
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# ? Mar 2, 2013 12:28 |
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Boing posted:I believe yellow star means 'squad leader', it's usually the highest ranking soldier on that mission. If there are multiple guys with the same rank I don't know how it's decided, might be random? Or based on some other algorithm with number of missions deploy or number of aliens killed or something. It's the soldier with the most experience, which is a hidden number (unless you turn it on with Toolboks).
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# ? Mar 2, 2013 12:56 |
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the glow posted:I wouldn't consider that map to be one of the worse ones, personally. There's usually the lone pod in the upper right that you can set up on ahead of time and kill safely, there's lots of full cover on the ground for breaking LOS and baiting aggressive sectoids into flank/overwatch traps, and there's also a lot of opportunities to peek around edges to spot aliens, then use soldiers on the higher levels to grenade them from out of their sight. I don't claim to be good at XCOM but I've completed this map as the first mission of I/I without any of my soldiers being hit, and with the aliens only having fired two shots. I always have trouble getting out of the starting corner where there is no good cover.
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# ? Mar 2, 2013 15:43 |
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I have no problem with THAT construction map, but the one where you start next to the forklift and there's that massive high rise on the left? That place is a loving deathtrap. I have no idea how to not get both groups coming after you at once. The group on the right is easy to deal with.
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# ? Mar 2, 2013 15:53 |
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Orgophlax posted:It's the soldier with the most experience, which is a hidden number (unless you turn it on with Toolboks).
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# ? Mar 2, 2013 15:55 |
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So I've watched through all of Beagle's episodes. Are there any other good I/I runs to watch?
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# ? Mar 2, 2013 15:56 |
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FairGame posted:I have no problem with THAT construction map, but the one where you start next to the forklift and there's that massive high rise on the left? This map is difficult without rockets. First mission I agree it can be deadly, but at least you are at close range in full cover. I can often get good grenades off on this map and then retreat for pistol overwatches if necessary.
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# ? Mar 2, 2013 16:46 |
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I finally beat the first mission on I/I with no losses and now it keeps crashing every time the skyranger back home video plays. How do I fix this problem? Edit: Nevermind, verifying the game cache not only fixed it, but desposited $10000 into my account, brought back to life my dog that aliens killed, and made a food drop to eastern Africa. Thank you verify game cache! Emmideer fucked around with this message at 17:20 on Mar 2, 2013 |
# ? Mar 2, 2013 17:08 |
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Jon Joe posted:I finally beat the first mission on I/I with no losses and now it keeps crashing every time the skyranger back home video plays. Last time my game was acting weird, I used verify game cache and Jake Solomon came to my house and mowed my lawn, made me breakfast, and then gave me the latest secret patch that fixed all remaining bugs. However the patch was stored on a zip Disk and when I told him I didn't have a zip disk reader because it's 2013, he screamed "That's Xcom, Baby!" and jumped out the Window.
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# ? Mar 2, 2013 17:34 |
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Orgophlax posted:It's the soldier with the most experience, which is a hidden number (unless you turn it on with Toolboks). How exactly do you show it? There's no option for it in Toolboks that I can see, and the "ShowXP" console command doesn't seem to do anything.
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# ? Mar 2, 2013 17:47 |
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# ? Apr 28, 2024 07:25 |
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Hot Lead Allergy posted:Well, what do y'know... this is the case. This is exactly what happened in the original as well. If you had the XCOM Commander rolling on a mission with a dozen squaddies and the Commander got it, the squaddies would completely lose their poo poo. Alternately, if one of the squaddies got it, the presence of the officer would help stabilize the survivors.
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# ? Mar 2, 2013 17:47 |