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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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# ? Mar 30, 2013 03:35 |
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# ? Apr 27, 2024 15:04 |
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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.
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# ? Mar 30, 2013 03:58 |
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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.
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# ? Mar 30, 2013 04:15 |
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Just started up a new game after a long while and my first mission had two German rookies named Maximilian. 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 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 |
# ? Mar 30, 2013 04:38 |
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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.)
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# ? Mar 30, 2013 04:51 |
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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.
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# ? Mar 30, 2013 05:34 |
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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. Never happier to be wrong.
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# ? Mar 30, 2013 05:37 |
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Guys. Guys. Did you know. You can snipe the poo poo out of dudes with a shotgun.
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# ? Mar 30, 2013 07:16 |
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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.
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# ? Mar 30, 2013 07:55 |
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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?
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# ? Mar 30, 2013 08:02 |
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Limp Wristed Limey posted:Just started a Classic Ironman run through and the difference between Normal and Classic is pretty galling. I'm surprised how often I find flank shots completely missing. I just
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# ? Mar 30, 2013 11:56 |
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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.
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# ? Mar 30, 2013 15:06 |
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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? 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).
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# ? Mar 30, 2013 15:55 |
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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. 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.
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# ? Mar 30, 2013 16:02 |
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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. But if he'd been wearing ghost or skeleton armor, he wouldn't have gotten hit! 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.
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# ? Mar 30, 2013 16:04 |
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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.
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# ? Mar 30, 2013 16:47 |
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Titan is also the best for rookies because it offers full protection again poison.
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# ? Mar 30, 2013 16:53 |
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darthbob88 posted:But if he'd been wearing ghost or skeleton armor, he wouldn't have gotten hit! 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.
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# ? Mar 30, 2013 16:54 |
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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). 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?
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# ? Mar 30, 2013 20:02 |
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Aureon posted:Random always fucks you. 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.
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# ? Mar 30, 2013 20:38 |
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Ghost armour is much more expensive in terms of resources, money and research required.
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# ? Mar 30, 2013 21:00 |
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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).
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# ? Mar 30, 2013 21:36 |
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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. Seems the Toolboks thing someone mentioned is out of date? I can only remove the intro movies.
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# ? Mar 30, 2013 22:15 |
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Fangz posted:Ghost armour is much more expensive in terms of resources, money and research required.
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# ? Mar 31, 2013 03:23 |
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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.
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# ? Mar 31, 2013 04:04 |
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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? 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. 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. 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
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# ? Mar 31, 2013 04:40 |
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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. I should qualify this with I've only played through one campaign on normal
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# ? Mar 31, 2013 05:27 |
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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.
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# ? Mar 31, 2013 05:42 |
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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.
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# ? Mar 31, 2013 05:47 |
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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. 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".
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# ? Mar 31, 2013 06:01 |
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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. What should I do? Leave it be? I got a Defense and Uplink Targeting Matrix for each Interceptor.
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# ? Mar 31, 2013 06:45 |
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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. 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.
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# ? Mar 31, 2013 06:50 |
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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).
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# ? Mar 31, 2013 07:13 |
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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. 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.
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# ? Mar 31, 2013 07:30 |
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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.
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# ? Mar 31, 2013 08:01 |
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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
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# ? Mar 31, 2013 15:27 |
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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
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# ? Mar 31, 2013 15:42 |
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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!
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# ? Mar 31, 2013 15:45 |
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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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# ? Mar 31, 2013 16:15 |
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# ? Apr 27, 2024 15:04 |
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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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# ? Mar 31, 2013 16:18 |