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Norns
Nov 21, 2011

Senior Shitposting Strategist

Did the texture shimmer on water textures with Nvidia cards ever get fixed? Last time I played I ended up uninstalling because it bothered me so much, could never find a fix.

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Brainamp
Sep 4, 2011

More Zen than Zenyatta

OptimusWang posted:

My snipers don't have squad sight, my only guy in ghost armor is a sniper (the other sniper is the volunteer wearing psionic armor), they both have the scanners, and assuming they don't get mind-controlled the two assaults can tank for quite awhile. Everyone else is in titan armor, the heavy doesn't have shredder rockets, and only 1 dude (an assault) is packing grenades.

Squadsight is next to god...sight, pick it up on your snipers because snapshot is poo poo in comparison. Give ghost armor to everyone, since invisible = never get shot at, plus the defense boost is better than a health boost.

necrobobsledder
Mar 21, 2005
Lay down your soul to the gods rock 'n roll
Nap Ghost
The more important part to me is that the snipers have double tap than (dear god, why?) lack of squadsight in this scenario because you need to take out the uber ethereal, stat. If this doesn't actually activate the aliens (never tried to just ghost in first but it shouldn't matter much as long as the uber ethereal doesn't move AWAY from you), ghost the sniper into visible firing range of the uber ethereal and park the other sniper just inside the final room. Everyone else should be able to move one tile into the room without triggering them directly. Next turn, move heavy into a position to holotarget the Uberethereal or rocket his rear end from where he's standing (hope you've got Danger Zone). Run and gun both assaults to try to hit the uberethereal with what you've got and hope at least one of them connects with at least 8 damage or so. Ghost sniper should reveal. Other sniper should move up mirroring the other sniper and fire at the uberethereal. So that should be 6 total shots against it (heavy, rapid fire on 2x assaults, volunteer sniper). Your backup sniper should make it a kill. If not, well uh send in your other soldier to sit in the open so that one of the mutons wastes his turn killing him or even the ethereal. Even if your assaults get MCed and you're in this horrible situation, you should be able to finish the uber ethereal off with your two snipers.

Ravenfood
Nov 4, 2011
Running in with ghost will activate the aliens. For whatever reason, aliens are activated when they're seen by human eyes, not when they see you. Its weird.


OptimusWang posted:

My snipers don't have squad sight, my only guy in ghost armor is a sniper (the other sniper is the volunteer wearing psionic armor), they both have the scanners, and assuming they don't get mind-controlled the two assaults can tank for quite awhile. Everyone else is in titan armor, the heavy doesn't have shredder rockets, and only 1 dude (an assault) is packing grenades.
Well, this just got a lot harder. Um. Next time, if you play again, pick squadsight. Do the assaults have rapid fire, and do the snipers, preferably the one in ghost armor, have double-tap? If so, run him cloaked to cover, fire from cloak for the 100% crit chance, then pop headshot for another good crit chance. If not, well...focus-fire everything on the Ethereal and hope he dies? Save the Volunteer to be the last one in, with all the mind-control enemies in the room, if you don't nail the ethereal on the first turn or so you're probably going to lose anyhow.

Oh, before you rush the room, have your psychics pop Psi Inspiration. If you're having problems taking out the Ethereal, remember that Combat Drug-boosted supports (if you have them) boost will, crit chance, and have a hidden bonus to hit rate. IIRC, you can throw smoke in, wait a turn, and THEN rush into the smoke. I hope. The will boosts might give you a tiny chance to survive all the Mind Controls you've got coming your way, too.

Raar_Im_A_Dinosaur
Mar 16, 2006

GOOD LUCK!!
they should probably take away the aim penalty from snapshot. You're already losing out on so much without squad sight, why make it that much more useless?

amanasleep
May 21, 2008

Ravenfood posted:

The will boosts might give you a tiny chance to survive all the Mind Controls you've got coming your way, too.

Drug Smoke and Stims Will boost does not protect your from Psi powers or boost your own. Only Psi Inspire, Psi Armor, and Mind Shield boost your Psi Power.

doomfunk
Feb 29, 2008

oh come on was that really necessary
all over my fine carpet!!

Raar_Im_A_Dinosaur posted:

they should probably take away the aim penalty from snapshot. You're already losing out on so much without squad sight, why make it that much more useless?

I think the rationale is that the Sniper's inherently very high Aim is due to them normally requiring the entire turn to line up a shot with the rifle, which has longer range and is punchier than a normal rifle of its kind. Penalizing aim for moving before firing is honestly not all that bad, it's just not as ridiculously good as squad sight.

OptimusWang
Jul 9, 2007

Ravenfood posted:

Well, this just got a lot harder. Um. Next time, if you play again, pick squadsight. Do the assaults have rapid fire, and do the snipers, preferably the one in ghost armor, have double-tap? If so, run him cloaked to cover, fire from cloak for the 100% crit chance, then pop headshot for another good crit chance. If not, well...focus-fire everything on the Ethereal and hope he dies? Save the Volunteer to be the last one in, with all the mind-control enemies in the room, if you don't nail the ethereal on the first turn or so you're probably going to lose anyhow.

Oh, before you rush the room, have your psychics pop Psi Inspiration. If you're having problems taking out the Ethereal, remember that Combat Drug-boosted supports (if you have them) boost will, crit chance, and have a hidden bonus to hit rate. IIRC, you can throw smoke in, wait a turn, and THEN rush into the smoke. I hope. The will boosts might give you a tiny chance to survive all the Mind Controls you've got coming your way, too.

Both assaults have rapid fire and both snipers have double-tap, so I should be good there. I'll give it another shot in the morning.

I've been playing on normal and until now the game was basically a cakewalk. I had a few :xcom: moments, sure (ie thanks for teleporting the sectopod 3 squares behind me!), but I've only lost 3-4 soldiers the entire time. I guess I've just been playing conservatively up to this point and now it doesn't work :iiam:

Fergus Mac Roich
Nov 5, 2008

Soiled Meat

OptimusWang posted:

I've been playing on normal and until now the game was basically a cakewalk. I had a few :xcom: moments, sure (ie thanks for teleporting the sectopod 3 squares behind me!), but I've only lost 3-4 soldiers the entire time. I guess I've just been playing conservatively up to this point and now it doesn't work :iiam:

I just started on Classic for my first game and I've lost a soldier every mission except the very first :(

Mister Bates
Aug 4, 2010
gently caress this game, I am done.

I have been playing a Classic Ironman run, my eleventh attempt at this since the game's release. It was a shaky start, but things have been going excellent since. I have a good A-team with some backup guys to fill in wounded slots, I haven't had any deaths in about six months, I've researched everything, built everything, raided every possible type of UFO, done every story mission except the final assault, etc. I finally decide to finish off this run and assault the Temple Ship. I bring along my awesome A-team, including two people who have been with me since literally the first mission of the game and the heavy you get for the Slingshot DLC, as well as the Volunteer, a badass Heavy I kitted out in a mask with a skull painted on the front. :black101:

The mission is a cakewalk. I clear out the Sectoids, Floaters, Thin Men, and Mutons with ease, and am just working my way up to the Sectopod, which I expect to take down easily, when my console locks up. Okay, no big deal, the Xbox freezes occasionally, it's just something you get used to. I shut it down, wait a short period, and start it back up, loading the autosave made on that run...or trying to, anyway.

"This save cannot be loaded. It may be corrupt."


gently caress you, :xcom:. gently caress you so much. You are so dedicated to loving with me that you seem to have taken it to a meta-game level.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
Okay, I just do not get multiplayer at all. I just lost a match to a guy who had a single soldier, an assault specialist with psionic powers, an alloy cannon, and Titan armor. The first thing he did was mind control a guy, and everything went downhill from there. I still haven't won a single thing.

Death by Cranes
May 3, 2006

These Blockbuster bombs don't go off unless you hit them ju-u-u-u-st right.
Why is this game so horrible at adding simple numbers up?



I've seen this way too many times.

animatorZed
Jan 2, 2008
falling down

Death by Cranes posted:

Why is this game so horrible at adding simple numbers up?



I've seen this way too many times.

Might just be that the list of modifiers is too long and its not showing all of them.
Eg: in that case, you probably also have the upgraded scope from the foundry with an additional 10% to crit.

Then again, given everything else, a random display bug wouldn't be that surprising either :)

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer
I don't question a computer's ability to do percentage calculations, because it always seems to understand it better than me, given that percentages are never just about adding and subtracting.

Orgophlax
Aug 26, 2002


Ravenfood posted:

Running in with ghost will activate the aliens. For whatever reason, aliens are activated when they're seen by human eyes, not when they see you.
I've never had this happen. Even on my next turn when the soldier was revealed they wouldn't activate unless I moved him without ghosting again first.

AlleyViper
Sep 15, 2007

Oh, there's plenty of other balls in the sea. Plus, you're not very talented.

Death by Cranes posted:

Why is this game so horrible at adding simple numbers up?

Are you playing on a difficulty where the game may be fudging the numbers in your favor?

I don't know if the game actually displays any of the favorable numbers it gives you on Normal or Easy at any point but it would make some sense there.

Aureon
Jul 11, 2012

by Y Kant Ozma Post

Mister Bates posted:

gently caress this game, I am done.

I have been playing a Classic Ironman run, my eleventh attempt at this since the game's release. It was a shaky start, but things have been going excellent since. I have a good A-team with some backup guys to fill in wounded slots, I haven't had any deaths in about six months, I've researched everything, built everything, raided every possible type of UFO, done every story mission except the final assault, etc. I finally decide to finish off this run and assault the Temple Ship. I bring along my awesome A-team, including two people who have been with me since literally the first mission of the game and the heavy you get for the Slingshot DLC, as well as the Volunteer, a badass Heavy I kitted out in a mask with a skull painted on the front. :black101:

The mission is a cakewalk. I clear out the Sectoids, Floaters, Thin Men, and Mutons with ease, and am just working my way up to the Sectopod, which I expect to take down easily, when my console locks up. Okay, no big deal, the Xbox freezes occasionally, it's just something you get used to. I shut it down, wait a short period, and start it back up, loading the autosave made on that run...or trying to, anyway.

"This save cannot be loaded. It may be corrupt."


gently caress you, :xcom:. gently caress you so much. You are so dedicated to loving with me that you seem to have taken it to a meta-game level.

Backup the save folder, then empty it. It's a bug that appears when you've got too many saves.

Then move back the most recent save, which is an autosave anyway?
Atleast, so it should go.

amanasleep
May 21, 2008

Dr Christmas posted:

Okay, I just do not get multiplayer at all. I just lost a match to a guy who had a single soldier, an assault specialist with psionic powers, an alloy cannon, and Titan armor. The first thing he did was mind control a guy, and everything went downhill from there. I still haven't won a single thing.

What team were you using, and what map?

Also, unless his team only cost 8500 points he had more units.

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan
This is my first entry into the XCOM series and while it's fun, I suck terribly. Is there a solid newbie strategy guide buried somewhere in this thread that I can look at? The OP was helpful, but kinda low on the "here's how you don't get an entire squad massacred in 1 round". Like last night, I position my guys to assault a downed UFO, and then out of nowhere there's like 6 more aliens that are flanking two of my dudes. They both die, the rest panic, and now I'm hosed. Like I said, it's fun, but at this point I'm just banging on the controller like a chimp from the slow class and hoping for the best.

ComposerGuy
Jul 28, 2007

Conspicuous Absinthe

areyoucontagious posted:

This is my first entry into the XCOM series and while it's fun, I suck terribly. Is there a solid newbie strategy guide buried somewhere in this thread that I can look at? The OP was helpful, but kinda low on the "here's how you don't get an entire squad massacred in 1 round". Like last night, I position my guys to assault a downed UFO, and then out of nowhere there's like 6 more aliens that are flanking two of my dudes. They both die, the rest panic, and now I'm hosed. Like I said, it's fun, but at this point I'm just banging on the controller like a chimp from the slow class and hoping for the best.

What difficulty level are you playing on, for starters?

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan

ComposerGuy posted:

What difficulty level are you playing on, for starters?

Normal, I think? The next one up from the easiest. I didn't think jumping to impossible or whatever was a solid strategy. I'm tempted to drop to easy, but that's taking the path of least resistance for sure.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

areyoucontagious posted:

Normal, I think? The next one up from the easiest. I didn't think jumping to impossible or whatever was a solid strategy. I'm tempted to drop to easy, but that's taking the path of least resistance for sure.

I'd find and watch Beaglerush's Ironman Impossible videos on Youtube. He doesn't play ~perfectly~, but he's got a solid strategy and explains it (and how he occasionally fucks up) in great detail.

ComposerGuy
Jul 28, 2007

Conspicuous Absinthe
I know people beg off the easiest settings, but to me its there exactly for people like you who want to get the hang of the game. Yes, certain things get stacked in your favor, but it allows you to make mistakes without catastrophic results. It let's you go "Ah, OK, at the higher difficulty levels, what I just did there would have killed me" and learn from it. I think its a solid way to learn how to use cover and position your squadies, and it lets you experiment without the crushing fear of imminent super-death.

I mean, don't get me wrong, even Easy will kill you if you do something TOO insane, but its less likely to do so. I was an old hand at X-COM back in the day and I still started on easy just so I could get the hang of the way the new game played. I didn't finish the campaign on it, starting over on normal about halfway through, but I'm glad I did it because I was able to figure out exactly what I needed to do.

vvvvvv
Also this, this is good advice
vvvvvv

Ravenfood
Nov 4, 2011

areyoucontagious posted:

Normal, I think? The next one up from the easiest. I didn't think jumping to impossible or whatever was a solid strategy. I'm tempted to drop to easy, but that's taking the path of least resistance for sure.
First, never end your turn by opening up new visibility. If you see an alien, the little cutscene that plays puts them into cover. They get to move on their next turn. Aliens should never "activate" without oyu seeing them, but sometimes it bugs out. Basically, never, ever dash into the fog of war, and ideally, never dash at all. If you see something and it doesn't look survivable, you can always move right back to where you were and prepare to fight the new threat.

edit: vvvvv Nah, stay on normal. If you stop dashing, you'll live long enough to learn the rest. Did you do the tutorial? Because the tutorial kind of has terrible, terrible things to tell you, like "dash!". It really isn't a good move at all.

Ravenfood fucked around with this message at 16:10 on Mar 12, 2013

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan

Ravenfood posted:

First, never end your turn by opening up new visibility. If you see an alien, the little cutscene that plays puts them into cover. They get to move on their next turn. Aliens should never "activate" without oyu seeing them, but sometimes it bugs out. Basically, never, ever dash into the fog of war, and ideally, never dash at all. If you see something and it doesn't look survivable, you can always move right back to where you were and prepare to fight the new threat.

I think this is what kills me. I dash all the time. I'll definitely check out that guy's videos, and maybe I'll bump back to easy. And this is just the fighting, btw, let alone how to manage all the macro poo poo.

Edgecase
Dec 7, 2009

animatorZed posted:

Might just be that the list of modifiers is too long and its not showing all of them.
Eg: in that case, you probably also have the upgraded scope from the foundry with an additional 10% to crit.

Then again, given everything else, a random display bug wouldn't be that surprising either :)

Sometimes it's an actual bug too:

https://www.youtube.com/watch?v=3tVjkaOx4xo

Spiffo
Nov 24, 2005

areyoucontagious posted:

I think this is what kills me. I dash all the time. I'll definitely check out that guy's videos, and maybe I'll bump back to easy. And this is just the fighting, btw, let alone how to manage all the macro poo poo.

If your guys are spread around, you can dash if you know exactly what you're going to see (like, dashing to catch up to other units). But never dash if it will reveal anything. Only dash when you already know what you're going to see.

If you're catching up to existing units who are engaged, I believe dashing has an extra +10 defense against enemy overwatch shots. Or better yet, your engaged unit could be dashing away to where the rest of your squad is waiting in ambush.

FairGame
Jul 24, 2001

Der Kommander

areyoucontagious posted:

I think this is what kills me. I dash all the time. I'll definitely check out that guy's videos, and maybe I'll bump back to easy. And this is just the fighting, btw, let alone how to manage all the macro poo poo.

Another useful thing: the mission difficulty on abduction missions has nothing to do with the alien types you're going to fight, and everything to do with the alien numbers.

That differs from difficulty to difficulty (on impossible, moderate = 8, difficult = 10, very difficult = 12; this may only apply to abductions and not terror missions which I think are always "very difficult).

Point being, if you know how many enemies you've dealt with, you know how many enemies are left on the map to screw up your dashes to flanking shots.

Also, the Assault's "Tactical Sense" skill is pretty bad and is vastly outclassed by the ability that gives increased critical chance. In most situations, defense is king, but when your assault is hunkered down, he can't see any aliens to get the tactical sense bonus.

Supression and Rifle Supression are amazing skills, moreso when the heavy gets Danger Zone.

Use explosives liberally through the first couple of months and don't worry about Dr. Vahlen bitching at you. On a related note, when you develop your first heavy, take shredder rocket. It won't be that useful later in the game and you'll probably want a heavy with supression (and higher will due to the Iron Will bonus).

On normal, a team of 3 heavies, 2 snipers (at least 1 with In The Zone), and 1 Assault can trivialize basically anything once they hit officer rank.

Spiffo
Nov 24, 2005

FairGame posted:

Use explosives liberally through the first couple of months and don't worry about Dr. Vahlen bitching at you.

Except on the opening mission - you want to shoot dead at least three aliens for the six weapon fragments. This gives you the option of developing weapon or armor tech right out of the gate.

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan
And from what I understand armor is a better choice because there is less escalation on the alien side of things?

Slashrat
Jun 6, 2011

YOSPOS
you want to be absolutely sure of getting laser weapons before the first terror mission. 'lids will be nightmare incarnate if you only have ballistics, no matter how good your armor is.

(And on impossible, the key to keeping the troops alive is to make sure that aliens die on the same turn they activate. Armor doesn't help with that.)

Alchenar
Apr 9, 2008

Slashrat posted:

you want to be absolutely sure of getting laser weapons before the first terror mission. 'lids will be nightmare incarnate if you only have ballistics, no matter how good your armor is.

(And on impossible, the key to keeping the troops alive is to make sure that aliens die on the same turn they activate. Armor doesn't help with that.)

That's very very difficult. My first terror mission is generally with ballistics and consists of me just accepting the fact that most of the civvies will die and very cautiously setting up long range kill zones.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

You should at least have laser rifles by the first terror mission. Bee-lining straight to them gives you a lot of breathing room.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

I always aim for beam weapons first thing, before anything else. Being able to one-shot anything with a rookie's regular shot (assuming it hits) is a far, far better perk than being able to tank a single additional shot. The best defense is running the gently caress away, but the second-best one is a good offense.

FairGame
Jul 24, 2001

Der Kommander

Or you can do Slingshot, capture a muton in mission 1, capture some more on the train job, and beeline to plasma rifles :getin:

Incoming Chinchilla
Apr 2, 2010
Is there any draw-back to letting civilians die?

Edmond Dantes
Sep 12, 2007

Reactor: Online
Sensors: Online
Weapons: Online

ALL SYSTEMS NOMINAL
You get better panic reduction the more civilians you save. If you manage to get "excellent" on civilians saved I think you get a panic reduction in the whole continent instead of just the country.

animatorZed
Jan 2, 2008
falling down

Brainamp posted:

You should at least have laser rifles by the first terror mission. Bee-lining straight to them gives you a lot of breathing room.

Yes, bee-lining towards lasers usually lets you unlock them close to the start of the second month.
Note, if you researched weapons fragments first (you should have), it usually completes before the first ufo mission, which is needed to start lasers. That means you're probably in the middle of researching alien materials or something when the first ufo mission hits.
At this point, immediately switch research over to lasers. The progress on alien materials will be saved, so you can just pick it up later.

If you take scientists as the second abduction mission reward, it can be possible to have both lasers and carapace before the terror mission, but I don't think this is really necessary, and I'd rather have more engineers.


On a different note, I thought that heavy rockets always had a fixed accuracy of 90% (aside from the blaster launcher).
However, I've noticed that one of my heavies, and only him, seems to have a variable rocket accuracy:




The actual number appears to vary continuously from 90 - 99, depending on the range, with further distances displaying a higher accuracy. These are normal rockets, no blaster bomb. My other heavy doesn't do this. Anyone seen this before?

Roumba
Jun 29, 2005
Buglord
A Muton group walked out of the fog without being surprised and proceeded to kill my medic and heavy who were out of cover since there were no aliens active. This caused the other 3 to panic and take cover near a car that the next muton lit on fire. The bits of taxi shredded all my boys, fin.

Is this one of those things they are trying to patch out?

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Henry Scorpio
Mar 20, 2006

Maybe it just collapsed on its own?
No, the bug they patched out would have had those Mutons warp on top of your crew and then do their pod activation. If enemies can actually get the jump on you like you described, that sounds pretty cool. Minus the losing all your squad part.

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