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Teleporting patrols have a nasty habit of porting directly into the fray in my current impossible game Sectopods does it nearly every time I meet them, but mutons/muton elites does it too. Had a terror mission with 2 sectopods, a cyberdisc, 2 mutons, a berserker and 6 drones active at once. The next ufo crash site activated 9 muton elites, 2 mutons and a berserker. My two heavies with fusion launchers and an ITZ sniper saved the day twice - barely
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# ? May 24, 2013 00:34 |
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# ? May 23, 2024 04:12 |
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How do you guys like to deal with Abductor and Supply Ships? Abductors, I like to clear their loading bay section using a squad sight sniper set up on the rock ridge out in the distance. You can take hard cover and spot on the corner of the ship, and you can always use the soft cover + smoke if you want to approach the little stasis units. Afterwards, I like to take the roof (and its hard cover) and drop down on one of the power sources and use that to breach the surgery bay. Unfortunately, there's only one entrance to the bridge, so everyone just bumrushes it. Supply ships, you start on either the bridge side or the hangar side. But they're sealed from one another so they can be taken independently. I never go down the middle of the hangar, it looks like a deathtrap of intercrossing fire. I usually take the roof of the hangar clear it, and then drop down on one side of it, and works from the hard cover doors. I've tried breaching from both sides, but then I usually get defeated in detail every time that happens and forced to retreat to the roof again, leaving an angry activated pack roaming around somewhere. For the middle warehouse section, I've had alot of luck using the roof of the hangar section as a place to plonk squadsighters to fire down the middle of the ship, and use the roof for concealment so I can push my people close enough to flank. I've actually been thinking (but never had a chance because I haven't played for a while) of taking the middle warehouse first, that way I can double back into the killing zone that is the hangar and use the 3 doors as hard cover. The bridge, of course, is easy, because it's a small room with 4 entrances and you can breach them perpendicularly and start flanking.
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# ? May 24, 2013 00:36 |
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OGS-Remix posted:Aliens don't call for help, you just had an unusually cramped spawn/patrol pattern. It was the open end, that's why it was weird to see the Sectoid Commanders there. I was playing on classic. It would be kind of cool if leader types could call in reinforcements. They are leaders and they are psychic, they should have both the authority and the ability to command nearby troops. You'd need to one-shot leaders, or else pick off everyone else and do the leaders last.
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# ? May 24, 2013 03:14 |
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Lima posted:Teleporting patrols have a nasty habit of porting directly into the fray in my current impossible game I've noticed it gets more frequent now that I'm scouting ahead using a ghosted support with sprint. I'll see their health bars, but they won't "activate" and teleport around the map each turn. And as soon as I run into another engagement they usually pour out of the woodwork. Actually makes for some really easy captures now that I'm running two shotgun assaults with psyonic capabilities.
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# ? May 24, 2013 03:56 |
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Angela Christine posted:It was the open end, that's why it was weird to see the Sectoid Commanders there. I was playing on classic. The Sectoid Commander alien is really just a holdover from UFO Defense, where, as we were talking about before, there were a bunch of different classes inside each alien race. Most didn't matter, they were Medics, Soldiers, Navigators, etc and it made absolutely no difference between them, other what you'd get out of them during an interrogation. The one big difference was the Sectoids. Leader and Commander class Sectoids were psychic, while the other classes were not. Psychic power was just as powerful if not more so in UFO Defense, so your punk enemies suddenly becoming psychic was a BIG DEAL. It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base.
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# ? May 24, 2013 05:52 |
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Coolguye posted:It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base. Eh, it's the same naming scheme that leads to Xcom operating a 6-Colonel death squad.
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# ? May 24, 2013 13:00 |
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nimby posted:Eh, it's the same naming scheme that leads to Xcom operating a 6-Colonel death squad.
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# ? May 24, 2013 14:02 |
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Given the general damage and police cars in the area of many abduction missions, I suspect that the ones on the map are the ones the police or military couldn't handle before they were wiped out or retreated. After all, if you spray enough bullets at a floater they'll go down eventually. I like to think that when we discover a pack, we catch them while they're helping a dude patch up and shooting the poo poo while help arrives to pick them up (they clearly don't have a way to go anywhere given they show up in those pod things).
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# ? May 24, 2013 14:11 |
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How do abductions work anyway? Do they send out drop pods filled with aliens packed in like sardines or something? And another set of pods that spray green web gas that immobilises all humans in the vicinity? And then they wait for pickup from an abductor ship?
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# ? May 24, 2013 14:22 |
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Coolguye posted:It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base. Or gently caress it, replace the Commanders with Tasoths.
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# ? May 24, 2013 14:24 |
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Coolguye posted:It would've been better if they'd just called them Neo-Sectoid or something, the Commander moniker doesn't make any sense except for the first time you see them in the Alien Base. Eh, I just assume they are commanding the ship. They replace outsiders, and are replaced by etherials. Outsiders could very well be an autopilot or remote control for a ship, controlled by the commander+gadget in the base. Once we take out the base the outsider antennas don't work anymore, so every ship needs a living commander/pilot/navigator guy. I'm not sure why regular sectoids and thin men aren't capable of being ship Captains though. Interrogating a Thin Man reveals that they are especially good at navigation. Maybe the aliens don't use radio, so high command can only communicate with individual ships if they have a telepath or a functioning Outsider crystal on board.
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# ? May 24, 2013 22:34 |
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It's possible the ships are piloted telepathically and don't actually have any manual controls at all. Not that the fluff of this game is super important or anything, but it fits with the whole hivemind/slave race thing the Ethereals have going on.
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# ? May 24, 2013 22:54 |
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One thing I do want for the expansion/sequel is a bigger squad size, 8 or 10 would be great. Just big enough to let you use two fireteams but not big enough to become a pain to manage. The geoscape could also use some fleshing out and added complexity, right now I find it stupidly easy to win the geoscape game (its month four in my I/I game and my income is ~1k already plus I have 3/4 of the globe sat covered). Also they need to bring back base attacks and multiple bases, I like the idea of a region requiring not only full sat coverage but also a base to het it's benefits.
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# ? May 25, 2013 00:24 |
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fennesz posted:I think he's just pointing out that they're not more fleshed out. If there were more of them added to the game and became a more popular enemy type this would accomplish nothing because they're underutilized possibly due to lack of development time, etc. Well sure, that's obvious. I'd love to see them become a more common/properly developed enemy via DLC or in an expansion or something so they can get some proper screen time.
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# ? May 25, 2013 06:40 |
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Does the impossible difficulty setting change how panic works as well? The very first mission I did caused full panic in the two countries I wasn't able to go to. I feel like I'm doomed before I've even began.
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# ? May 25, 2013 17:53 |
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fennesz posted:Does the impossible difficulty setting change how panic works as well? The very first mission I did caused full panic in the two countries I wasn't able to go to. I feel like I'm doomed before I've even began. All countries start at 2 panic, unchecked abductions cause 3 and raise it by 1 on the rest of the continent.
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# ? May 25, 2013 18:01 |
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fennesz posted:Does the impossible difficulty setting change how panic works as well? The very first mission I did caused full panic in the two countries I wasn't able to go to. I feel like I'm doomed before I've even began. Yep, welcome to Impossible.
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# ? May 25, 2013 18:12 |
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Started a classic game and I'm wondering where the difficulty is. I haven't lost anyone from my starting squad yet and they're all Majors already.
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# ? May 25, 2013 18:17 |
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The aliens definitely do call for help, the logic for that is managed by the 'over mind' layer of the game that guides mobile pods around the map. If you watch carefully sometimes when you get down to the last few aliens in a group they will call for help. You won't get it if the aliens are beating you, or if you wipe the aliens out in single turn (which is how you handle pods optimally). This is an action they take during their turn, and it looks like an animation done in place while they make some alien sounds; sectoids rear up and make chittering sounds, floaters flail around and make ... floater sounds, thin men put their hand to their ear and make a weird artificial noise, sectopods open up their front and make inception horn sounds. Aliens that take this action will 'wake up' pods that are set to lurk (ie. just sit there) and attract any pods set to patrol. Similar things will happen if you run around breaking windows and busting down doors ( including running through alien doors ) - these actions create points of interest for patrolling pods to go to, and will wake up nearby lurking pods. In reference to all the aliens clustering together - I don't know if that sounds like the call for help system though. Unless you encountered a lone commander and then ran away, in which case the alien's call for help logic could have run if they were outnumbered badly by you. Henry Scorpio fucked around with this message at 18:22 on May 25, 2013 |
# ? May 25, 2013 18:18 |
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Revener posted:Started a classic game and I'm wondering where the difficulty is. I haven't lost anyone from my starting squad yet and they're all Majors already. Then play impossible now.
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# ? May 25, 2013 18:43 |
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Revener posted:Started a classic game and I'm wondering where the difficulty is. I haven't lost anyone from my starting squad yet and they're all Majors already. Try ironman impossible. Also, I have to say, I've never been so disappointed that a game doesn't have a ton of DLC. I want more X-Com Enemy Unknown content really badly.
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# ? May 25, 2013 22:06 |
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I've hit a frustrating bug. Large-ish UFO landing mission, I send my guys in, kill a cyberdisk + drones. Get jumped by two squads of mutons, who after their arrival cinematic and initial moves finish their turn, and then nothing. The game just sits on Alien Activity with everyone stood still and won't budge. This happens every single time, and I've never had this sort of trouble before. Any way round this? It's the only recent save I have, stupidly.
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# ? May 26, 2013 00:23 |
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FordPRefectLL posted:Try ironman impossible. Truly. I'd pay $5 for 5 new maps. I'd pay $10 for some new armor kits to play soldier dressup. JUST TAKE MY MONEY
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# ? May 26, 2013 03:36 |
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nacon posted:Truly. I'd pay $5 for 5 new maps. I'd pay $10 for some new armor kits to play soldier dressup. JUST TAKE MY MONEY Word. I already bought Slingshot just for a bunch of hats.
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# ? May 26, 2013 04:41 |
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Holy poo poo, I am finally off to a good midgame in Ironman Impossible. I lost a few good men and had seriously lucky breaks dodging enemy fire (along with unlucky breaks, aka Council mission defusing bombs in the graveyard map with a total of 16 Thin Men killed), but now I beat the alien base without stunning the psychic since my Arc Thrower carrier got offed and have put satellites in every surviving country. I also haven't used the overwatch bug, for once, but I have used Suppression in exposed aliens since I believe that counts (e.g. they could fire back with an aim penalty and I expend ammo anyway). Crossed fingers I'll keep succeeding.
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# ? May 26, 2013 04:52 |
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nacon posted:Truly. I'd pay $5 for 5 new maps. I'd pay $10 for some new armor kits to play soldier dressup. JUST TAKE MY MONEY Totally. I'd pay $15 for a bunch of new maps that were more "global" looking and matched to appropriate continents. Or $5 for regional accents.
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# ? May 26, 2013 06:17 |
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ThomasPaine posted:I've hit a frustrating bug. Large-ish UFO landing mission, I send my guys in, kill a cyberdisk + drones. Get jumped by two squads of mutons, who after their arrival cinematic and initial moves finish their turn, and then nothing. The game just sits on Alien Activity with everyone stood still and won't budge. This happens every single time, and I've never had this sort of trouble before. Any way round this? It's the only recent save I have, stupidly. Use the dev console to 'killaliens' and instantly finish the mission or go hog wild with unlimitedmoves.
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# ? May 26, 2013 13:35 |
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Is there a limit to promotion lvels you can get per mission? I just had a squaddie heavy kill 7 thin men with one rocket. Only got promoted one rank.
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# ? May 26, 2013 15:09 |
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Execu-speak posted:Is there a limit to promotion lvels you can get per mission?
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# ? May 26, 2013 15:41 |
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Per mission you can only gain one level but the exp carries over so you'll get your next promotion more quickly. But 7 kills isn't really that much =P
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# ? May 26, 2013 16:09 |
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Am I a dumb for installing Warspace Extension and playing on Classic in my first game? I am usually losing half my team in every mission.
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# ? May 26, 2013 16:28 |
SplitSoul posted:Am I a dumb for installing Warspace Extension and playing on Classic in my first game? I am usually losing half my team in every mission. Sounds like you're getting a very authentic XCOM experience. Keep on going, I say.
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# ? May 26, 2013 17:06 |
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SplitSoul posted:Am I a dumb for installing Warspace Extension and playing on Classic in my first game? I am usually losing half my team in every mission. I doubt that's Warspace Extension. I don't really agree that it makes the game any more difficult, despite what the mod creator belligerently says. It changes the rules so the game has a bit more life in it, which can be cool after you've run ramshod through the vanilla game a few times, after you get the hang of the changes it plays very similarly to the base game.
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# ? May 26, 2013 18:03 |
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Are there any overhauls worth using besides Implassic/that work with Implassic? I know I need a difficulty increase, but I like shooting lots of things, so Implassic seems right up my alley. The last time I played, my best sniper units were my commandos with Alloy Cannons and my sniper couldn't hit anything important, ever. He functioned as a mind control target of choice for some reason, so some missions would be mostly getting shot at by that inept bastard. Doctor Goat fucked around with this message at 19:07 on May 26, 2013 |
# ? May 26, 2013 18:48 |
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Quick question about multiplayer! Does it have to be played live at the same time as your opponent? Or can you load up the game and take your turn, then switch the console off and go do something else while it notifies your opponent that it's their turn? Then log in a day or so later for example and be notified that your opponent has taken their turn? I've never played an XCOM game before, but I would like to check out a strategy game that has that style of multiplayer where I can log in once a day to take my turn.
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# ? May 26, 2013 19:54 |
MUFFlNS posted:Quick question about multiplayer! Does it have to be played live at the same time as your opponent? Or can you load up the game and take your turn, then switch the console off and go do something else while it notifies your opponent that it's their turn? Then log in a day or so later for example and be notified that your opponent has taken their turn? XCOM MP is live. You both have to sit in front of the game until someone wins or gives up. Given that by default there's a 90-120 second time limit on turns, the wait usually isn't too long before you get to do something again.
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# ? May 26, 2013 19:59 |
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MUFFlNS posted:Quick question about multiplayer! Does it have to be played live at the same time as your opponent? Or can you load up the game and take your turn, then switch the console off and go do something else while it notifies your opponent that it's their turn? Then log in a day or so later for example and be notified that your opponent has taken their turn? It sounds like you want Frozen Synapse.
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# ? May 26, 2013 20:11 |
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Hog Butcher posted:Are there any overhauls worth using besides Implassic/that work with Implassic? I know I need a difficulty increase, but I like shooting lots of things, so Implassic seems right up my alley. So you could try some other mod like Warspace and just migrate the Classic settings to Impossible settings in the DefaultGameCore.ini file, then you should be good to go, just that the adjustment was never playtested with the original mod. Perhaps you would be the first. Or you could play vanilla Impossible difficulty.
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# ? May 26, 2013 21:29 |
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revtoiletduck posted:It sounds like you want Frozen Synapse. Or Dominions 3 or Sword of the Stars if you want something bigger. All three are great games, but a bit rough around the edges. Frozen Synapse is probably right up your alley though.
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# ? May 26, 2013 23:18 |
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# ? May 23, 2024 04:12 |
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Execu-speak posted:Is there a limit to promotion lvels you can get per mission? I've had lower-level soldiers promoted twice in a mission before, so you just had bad luck.
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# ? May 27, 2013 00:56 |