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Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
I'm imagining a Sectopod hiding under an overturned car and springing out like a trap-door spider to drag some poor rookie to their doom.

It's magical.

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Megazver
Jan 13, 2006

Roctavian posted:

It could be the time for them to try and launch the wiggling black booger aliens from the failed/comatose FPS. Those could play to the lovecraft angle despite the whole booger thing -- I actually really liked them in that one trailer especially the part where they hop on some guy's head and it made a freaky digitalized scream sound.

That game is reportedly being rebranded into its own franchise, The Bureau. Good. I actually thought it looked fun, as long as it didn't poo poo all over the possibility of a proper XCOM remake.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!

Megazver posted:

That game is reportedly being rebranded into its own franchise, The Bureau. Good. I actually thought it looked fun, as long as it didn't poo poo all over the possibility of a proper XCOM remake.

The game is becoming more interesting and also unrelated to XCOM, sounds like everybody wins.

HaitianDivorce
Jul 29, 2012
Just started up a new game after a long while and my first mission had two German rookies named Maximilian. :xcom:

RNG hilarity aside this should be my first taste of the new Second Wave stuff. Hoping it'll spice the game up for me a little, though I'm really looking forward to the expansion we're apparently getting. New aliens'll be fun, especially if they're all Lobstermen :v:

Edit: Oh and then on the first abduction mission my sniper misses two 64% shots and then an 84% one thanks game

HaitianDivorce fucked around with this message at 04:48 on Mar 30, 2013

Spacedad
Sep 11, 2001

We go play orbital catch around the curvature of the earth, son.
One thing I've not seen explored that I'd be interested in seeing is getting tech that grants the ability to board alien ships in flight (after a firefight where you disable them, and have an incoming troop transport on standby) and conduct a mission where you try to either sabotage/timebomb it midair before bailing out (faster and safer) or you try to wrest control away from the crew and land the intact ship yourself. (This would mean you have the tech researched to essentially alien-tech 'hotwire' and pilot the ship.)

HaitianDivorce
Jul 29, 2012

Spacedad posted:

One thing I've not seen explored that I'd be interested in seeing is getting tech that grants the ability to board alien ships in flight (after a firefight where you disable them, and have an incoming troop transport on standby) and conduct a mission where you try to either sabotage/timebomb it midair before bailing out (faster and safer) or you try to wrest control away from the crew and land the intact ship yourself. (This would mean you have the tech researched to essentially alien-tech 'hotwire' and pilot the ship.)

Stop, you're making me think of how awesome it would be to use a squad of CQB-specc'd assault troopers for some real crazy knife-fight range midair piracy so I can retrofit their ship for my own use so I can finally launch an attack on the alien moon base. :allears:

Coolguye
Jul 6, 2011

Required by his programming!

nnnotime posted:

EDIT: No, not true: the Implassic mod works with the latest XCom patch (the one released on 3-15-2013 for the teleport bug). I just tested the Implassic mod again for an hour with a new game and the mod-changes are working.

The only thing that would significantly break Implassic is if the Modpatcher utility was no longer compatible. But so far the Modpatcher bundled with Implassic is still working.

Never happier to be wrong.

jokes
Dec 20, 2012

Uh... Kupo?

Guys. Guys. Did you know.

You can snipe the poo poo out of dudes with a shotgun.

Azran
Sep 3, 2012

And what should one do to be remembered?
Which are the weapons/armours I should avoid when I start my Classic game? (Holding onto that till I get the DLC - I want helmets). I guess Titan is pretty useless - since the bonus to defence seems way preferable over health.

Ernie Muppari
Aug 4, 2012

Keep this up G'Bert, and soon you won't have a pigeon to protect!
Huh...so...I was just fiddling around with the panic settings in the DefaulGameCore.ini, and testing those changes in the game (I was contemplating a Classic Marathon game where panic only spread in nations where abductions happened, and not the whole continent), and after deciding that the panic values in each country could use some further tweaking (and realizing I hadn't backed up the original .ini like a moron) had steam re-download the .exe and quickly ran the game so it'd download a new .ini. So uh...the panic values have either carried over to the new .ini, or Firaxis dropped the continent wide panic from abductions in the last patch and I didn't notice, can anyone corroborate one of those for me?

V-Men
Aug 15, 2001

Don't it make your dick bust concrete to be in the same room with two noble, selfless public servants.

Limp Wristed Limey posted:

Just started a Classic Ironman run through and the difference between Normal and Classic is pretty galling.

The first couple of missions were okay but then I got wiped out on a council escort mission. Having all your veterans one shotted by a couple of sectoids popping critical hits from half the map away while your men are in cover protected by smoke is not fun. I dont know if I was unlucky or what, I also missed more 75% chances than I had hits across all the missions. The only reliable way to kill things was to lob grenades everywhere. Also watching my assault lady do 2 damage with the shotgun while stood next to a target was great, thats after my support missed an 80% on the same target. I will give it another couple of shots but I dont think I will carry on.

I'm surprised how often I find flank shots completely missing. I just did failed a bomb disposal mission as I moved a guy into activation range of the first Thin Man, who immediately moved to half-cover, flank-shotting that same soldier. I had my heavy lob a grenade that did three damage, and incidentally removed some of the obstructions that actually gave another soldier a flank shot on the Thin Man. Of course, it missed, and the whole mission went to poo poo right about then.

Lyrax
Aug 17, 2008

Favorite Food: Milksteak
Hobby: Magnets
Likes: Ghouls
Dislikes: People's knees

Azran posted:

Which are the weapons/armours I should avoid when I start my Classic game? (Holding onto that till I get the DLC - I want helmets). I guess Titan is pretty useless - since the bonus to defence seems way preferable over health.
I'd say it depends on who you use it on, but I'm not deep into the metagame. All I know is that Titan Armor has saved my rear end a lot of times in Classic like when a Muton Elite critted me behind full cover for 15HP halfway across a UFO.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Ernie Muppari posted:

Huh...so...I was just fiddling around with the panic settings in the DefaulGameCore.ini, and testing those changes in the game (I was contemplating a Classic Marathon game where panic only spread in nations where abductions happened, and not the whole continent), and after deciding that the panic values in each country could use some further tweaking (and realizing I hadn't backed up the original .ini like a moron) had steam re-download the .exe and quickly ran the game so it'd download a new .ini. So uh...the panic values have either carried over to the new .ini, or Firaxis dropped the continent wide panic from abductions in the last patch and I didn't notice, can anyone corroborate one of those for me?
Firaxis did not drop the continent-wide panic from abductions. Those values have stayed the same since the game's first release (which I have confirmed).

Are you modifying the panic values directly in the game's .exe file? There is a DefaultGameCore.ini that's embedded in the .exe file ( I assume that's the one you are making changes to).

Ravenfood
Nov 4, 2011

Azran posted:

Which are the weapons/armours I should avoid when I start my Classic game? (Holding onto that till I get the DLC - I want helmets). I guess Titan is pretty useless - since the bonus to defence seems way preferable over health.
Titan is useful, but only because armor progression is mostly linear. I prefer skeleton to carapace, but then you have to get Titan before you can get Ghost armor, which is hands-down the best armor in the game. You can make a case for Archangel snipers, but by the time you get them, most crashed UFOs are large enough that you're spending significant amounts of time inside anyhow. Guaranteed crits and guaranteed damage avoidance four times a mission is just too good to pass up, and then on top of it you get +20 defense and +2 (or is it 3?) movespeed.

edit: I would definitely not try to skip to plasma on classic. I did it, but it was painful for a bit. Getting lasers asap is a great strategy.

darthbob88
Oct 13, 2011

YOSPOS

Lyrax posted:

I'd say it depends on who you use it on, but I'm not deep into the metagame. All I know is that Titan Armor has saved my rear end a lot of times in Classic like when a Muton Elite critted me behind full cover for 15HP halfway across a UFO.

:byodood:But if he'd been wearing ghost or skeleton armor, he wouldn't have gotten hit!:byodood: Personally, I wouldn't avoid any weapons or armor, I'd just be careful who I give non-ghost armor and non-plasma weapons to. As soon as I get them, though, everybody gets carapace and lasers, because they're such an improvement.

Aureon
Jul 11, 2012

by Y Kant Ozma Post
Random always fucks you.
Titan armor means you have 100% chance of surviving that hit.
Ghost means you have not-100%, sometimes.

That doesn't change that Ghost is still better, because you aren't getting shot in the first place, but still.

ChronoReverse
Oct 1, 2009
Titan is also the best for rookies because it offers full protection again poison.

Coolguye
Jul 6, 2011

Required by his programming!

darthbob88 posted:

:byodood:But if he'd been wearing ghost or skeleton armor, he wouldn't have gotten hit!:byodood: Personally, I wouldn't avoid any weapons or armor, I'd just be careful who I give non-ghost armor and non-plasma weapons to. As soon as I get them, though, everybody gets carapace and lasers, because they're such an improvement.

I tend to skip Carapace unless I've got a specific reason. The alloys and money are just plain and simple better spent making sure everyone's got Skeleton, and Skeleton is only one extra tech.

e: Also yes, trying to slingshot plasma weapons is a great way to gently caress yourself. Last few times I tried it, Mutons showed up in the last 2 weeks of the second month, when my men deployed with light plasma rifles.

Ernie Muppari
Aug 4, 2012

Keep this up G'Bert, and soon you won't have a pigeon to protect!

nnnotime posted:

Firaxis did not drop the continent-wide panic from abductions. Those values have stayed the same since the game's first release (which I have confirmed).

Are you modifying the panic values directly in the game's .exe file? There is a DefaultGameCore.ini that's embedded in the .exe file ( I assume that's the one you are making changes to).

I figured out what happened and it was the "I was stupid and forgot that the DefaultGameCore.ini that gets updated by the unmodified .exe is actually in the XComGame/Config folder, and the one with the weirdass values was the backup I made" option. Bloops, problem solved. Still weird that my backup changed after resetting everything, like, there were values that weren't either the defaults or what I'd changed in there, like abduction panic in a country being +3(!) on every difficulty and the US' funding being 1000 simoleans a month! I'm going to assume that I somehow accidentally copied over some other modified .ini during the course of this because otherwise how would that even happen?

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

Aureon posted:

Random always fucks you.
Titan armor means you have 100% chance of surviving that hit.
Ghost means you have not-100%, sometimes.

That doesn't change that Ghost is still better, because you aren't getting shot in the first place, but still.

Titan also means your chance of getting hit is much higher. Mathematically, Ghost armor is far superior in long-term survivability even though it doesn't give you as much health.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
Ghost armour is much more expensive in terms of resources, money and research required.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I tend to switch over to Ghost and phase out Titan for my heavies and assaults because of all the great benefits. For assaults, the cloak and extra movement really helps out with general shotgunning and run & gunning, plus Extra Conditioning slightly makes up for the health they lose out on from downgrading to Titan. Tactical Sense also synergizes well with Ghost's native defense boost.

Heavies get the most use out of their abilities (bullet swarm, firing rockets) when they're in a static position. Ghost's movement bonus helps them get into an optimal position, so you spend less time leap-frogging them forward and more time shooting/blowing things up. Will to Survive already helps with their survivability (though crits will always be a problem).

Azran
Sep 3, 2012

And what should one do to be remembered?
I'd love to see a difficulty in-between Classic and Normal. Normal is way too easy, while in Classic the enemy aliens are professional sharpshooters. Just had a horrible mission where my men would constantly miss on %77 and would get picked off by Thin Men while under Hunker Down. :v:
Seems the Toolboks thing someone mentioned is out of date? I can only remove the intro movies.

Lyrax
Aug 17, 2008

Favorite Food: Milksteak
Hobby: Magnets
Likes: Ghouls
Dislikes: People's knees

Fangz posted:

Ghost armour is much more expensive in terms of resources, money and research required.
It's also delayed by story progress. So really, Titan's the best you'll get til the Hyperwave Relay. Not too far into the game, but if you're holding out on the base assault (like I like to do) then may as well beef up everyone to titan armour.

Aureon
Jul 11, 2012

by Y Kant Ozma Post

Muscle Tracer posted:

Titan also means your chance of getting hit is much higher. Mathematically, Ghost armor is far superior in long-term survivability even though it doesn't give you as much health.

Long-term survivability?
Personally, i often base my strategy on "Ok, i can let that guy get hit, because it's not even a wound if it's not a crit, and he won't die if it's a crit".
Without the extra hp, you lose that advantage. You cannot just tank a pair of hits light-heartedly.

As everyone who has played enough tabletop knows, the less you have to rely on dices, the better. Double hp is miles better than 50% evasion, if your deaths are permanent and the enemy's aren't.

Then again, ghost is just better due to stealth, but still.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

Ernie Muppari posted:

I'm going to assume that I somehow accidentally copied over some other modified .ini during the course of this because otherwise how would that even happen?
"An overwritten .ini file? On _my_ computer?!!! It's more likely than you think!"

Sorry for the meme, but, yeah, that's easy to happen to anyone unless you follow some kind of version-control system on files you modify, which can be as simple as adding version numbers to the file name each time you save it out.

Azran posted:

I'd love to see a difficulty in-between Classic and Normal. Normal is way too easy, while in Classic the enemy aliens are professional sharpshooters. Just had a horrible mission where my men would constantly miss on %77 and would get picked off by Thin Men while under Hunker Down. :v:
You could modify the embedded DefaultGameCore.ini in the game's EXE to replace all the Classic difficulty settings with the Normal settings, or vice-versa. But it would be less work just to learn strategies for playing on Classic effectively.

I believe the hard-coded game logic on Normal difficulty gives some help to the players with accuracy or to-hit chances, but I cannot remember the specifics (perhaps someone in the know can post that info again). Which is another reason to learn how to play the game on Classic.

Azran posted:

Seems the Toolboks thing someone mentioned is out of date? I can only remove the intro movies.
Yeah, apparently ToolBoks doesn't work with the latest patch. And there is no update yet from the utility's author (goes by bokauk). The last update was two weeks ago.

Here's a link to the posting board for the Toolboks mod: best to monitor that for any news updates:

http://xcom.nexusmods.com/mods/79

Kodo
Jul 20, 2003

THIS IS HOW YOUR CANDIDATE EATS CINNAMON ROLLS, KODO

nnnotime posted:

I believe the hard-coded game logic on Normal difficulty gives some help to the players with accuracy or to-hit chances, but I cannot remember the specifics (perhaps someone in the know can post that info again). Which is another reason to learn how to play the game on Classic.

I'd be surprised if this were the case, but only speaking from my personal experience playing on normal. I'd have %90 to hit with my arc thrower and still manage to fail to stun. There might be additional bonuses ascribed to certain alien classes, but yeah, it'd be nice to know the answer to this one.

Regarding titan vs. ghost armor, equipping chitin plating on an assault with the alloy cannon turns you into a walking machine of death, at least until you run into a ethereal who controls your assault and proceeds to wipe out your squad thanks to close combat specialist perk. :xcom:

I should qualify this with I've only played through one campaign on normal

animatorZed
Jan 2, 2008
falling down
Pretty sure its been brought up a few times now. The game applies several hidden bonuses on normal and easy. eg: silently increases your hit chance the more times you miss. The AI also has some additional brakes on it.

Missing a 90% chance is very possible. So is missing a 98% chance. Eventually, you'll learn to suppress the confirmation bias whispering (or yelling) in the back of your ear that this is BS.

That isn't to say only go for 100% shots, since that's not usually possible consistently/safely (until lategame flying snipers and ghost assaults). But try to have a backup plan for misses, even if its unlikely.

bobfather
Sep 20, 2001

I will analyze your nervous system for beer money
On Impossible, with the health buffs all the aliens get, it's totally worth it to take Ghost over Titan armor simply due to the ability to guarantee criticals. On my only successful I/I game I was saved numerous times by my 2 Run n Gun Rapid Fire alloy assaults that could each strategically waste a Sectopod in a single turn. In fact, late game it got to be downright comical when I would activate 2-3 Sectopods plus other assorted aliens in a single turn.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

animatorZed posted:

Missing a 90% chance is very possible. So is missing a 98% chance. Eventually, you'll learn to suppress the confirmation bias whispering (or yelling) in the back of your ear that this is BS.

That isn't to say only go for 100% shots, since that's not usually possible consistently/safely (until lategame flying snipers and ghost assaults). But try to have a backup plan for misses, even if its unlikely.

Yeah, ultimately you need to consider what happens if you miss, even if it looks like a pretty likely shot.

If the answer to what happens after you miss is "He gets to take a shot at my guy in full cover", then you're probably fine if it's a high-odds shot. You'd have to get some really bad dice for that to go horribly wrong - and if it goes to poo poo, well, that's XCOM.

On the other hand, if your answer is "He gets to run somewhere and take a flank shot on my guy, potentially killing him", you should be considering doing something safer - even if you have good odds of a hit. The thing about a 90% shot is you will miss one out of ten times, so if you take a shot like that once a mission, you're virtually guaranteed to have at least one of your soldiers die because he hosed up that shot.

This is why grenades are so useful (at least on difficulties < impossible) - against the early-game aliens, they basically mean that your backup plan for missing is "I use up one of my grenades and the enemy dies anyway".

Azran
Sep 3, 2012

And what should one do to be remembered?
Okay, I'm doing good progress in my Classic run. Halfway through the third month, and no one has left the project so far. But right now I've got a really big UFO on top of the United States, and I've only got two Interceptors with missiles there. :ohdear: What should I do? Leave it be? I got a Defense and Uplink Targeting Matrix for each Interceptor.

HaitianDivorce
Jul 29, 2012

Azran posted:

Okay, I'm doing good progress in my Classic run. Halfway through the third month, and no one has left the project so far. But right now I've got a really big UFO on top of the United States, and I've only got two Interceptors with missiles there. :ohdear: What should I do? Leave it be? I got a Defense and Uplink Targeting Matrix for each Interceptor.

I remember that happened to me once! The UFO shot down one of my satellites and increased panic, either in the country or across the continent I can't remember. Had tried to shoot it down but it was going to waste my Interceptor so...

Anyway after that happened I made sure to beeline for the Firestorm and get another satellite up. Ended up being no big deal. I wouldn't worry about it the first time but I'd make sure it doesn't happen again.

ChronoReverse
Oct 1, 2009

Jabor posted:

This is why grenades are so useful (at least on difficulties < impossible) - against the early-game aliens, they basically mean that your backup plan for missing is "I use up one of my grenades and the enemy dies anyway".

Yeah, this is why Classic is like a breather when you're used to the BS Impossible throws at you. Even when bad stuff happens, you can mitigate most of it with good planning (whereas I end up having to "roll the dice" as BeagleRush says).

Azran
Sep 3, 2012

And what should one do to be remembered?
Well, got a pair of extra Interceptors, so I'm now prepared for what- oh, of course I get the big gently caress off battleship now. :suicide:

Long story short, by the end of the 3rd month, I've lost Canada, South Africa and Brazil. I've got Europe covered, at least, and I'm working on Asia now.

Coolguye
Jul 6, 2011

Required by his programming!

animatorZed posted:

Pretty sure its been brought up a few times now. The game applies several hidden bonuses on normal and easy. eg: silently increases your hit chance the more times you miss. The AI also has some additional brakes on it.
It's not only been brought up a few times, it's in the OP and this conversation is EXACTLY why I advise people not to spend too much time on Normal. :bang:

immortal flow
Jun 6, 2003
boing boing boing
Is there a good difficulty mod for something between Normal and Classic? Normal is way too easy and I want to play with 'default' AI, hit% etc., but Classic shits cyberdiscs at me on the second terror mission :psyduck:

Ravenfood
Nov 4, 2011

immortal flow posted:

Is there a good difficulty mod for something between Normal and Classic? Normal is way too easy and I want to play with 'default' AI, hit% etc., but Classic shits cyberdiscs at me on the second terror mission :psyduck:
Got HEAT rocket-carrying heavies? They'll trivialize them.

immortal flow
Jun 6, 2003
boing boing boing

Ravenfood posted:

Got HEAT rocket-carrying heavies? They'll trivialize them.

I had one heavy... who the first disc threw a grenade on... and the second disc ran up and did some AoE explosion thing ;(
And that's not even counting the hordes of Chryssalids and their accompanying zombies.

And things were going alright up until this mission!

Azran
Sep 3, 2012

And what should one do to be remembered?
Okay, I've got the Alien Base coming up in my Classic game. The situation is stable and there's no fear of losing any more countries. It's a shame I lost those three so early on (I really, really wanted the NA bonus) but hey, what can you do. I'll beeline Firestorms to have one on each continent, at least.

Should I be doing the alien base as soon as possible? I've found my first Berserker already, and I have no idea just how fast the Aliens escalate.

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Ravenfood
Nov 4, 2011
Second terror mission is the end of the third month, yeah? Did you have plasma tech yet? Everyone should have at least been in skeleton armor and carrying laser weapons at this point, which should two-shot Cryssalids, and you should have a squad-size of 6. Cyberdiscs are mean, definitely, but not unbeatable, though losing a heavy like that can suck. Also, remember that on terror missions your priority is not rescuing civilians. You need to save one (1) to win the mission, others after that are basically bonuses. Don't put your men in danger to save anybody.

Keep trying, classic is a great difficulty and you'll get it pretty quick.

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