Chief Savage Man posted:No, the one I'm remembering is of a squad shooting the poo poo out of a building so the entire thing explodes but I'm interested to see what you're talking about. X-COM: Apocalypse Assaulting slum blocks was the best. Bombarding slum blocks with Retribution missiles was also the best.
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# ? Jul 9, 2013 22:36 |
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# ? May 24, 2024 11:29 |
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This one?
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# ? Jul 9, 2013 23:04 |
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Those sure are some guns with hair on them.
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# ? Jul 9, 2013 23:41 |
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Yes, that's the one. Thanks.
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# ? Jul 9, 2013 23:43 |
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oh god guys I keep sending rookies out with a cattle prod to see if they can capture an alien They are dying like flies EDIT: They're fine, they just have to want it more than the other guy Tujague fucked around with this message at 00:39 on Jul 10, 2013 |
# ? Jul 9, 2013 23:56 |
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Tujague posted:oh god guys I keep sending rookies out with a cattle prod to see if they can capture an alien They won't have the distance to close in like that. I usually give my arc throwers to my supports because their Sprinter upgrade gives them enough range to safely rush an alien.
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# ? Jul 10, 2013 00:32 |
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Need a mod where its required to capture one of every alien. "XCOM: Menagerie"
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# ? Jul 10, 2013 00:32 |
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Ilustforponydeath posted:Those sure are some guns with hair on them. Yep and also a snout?
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# ? Jul 10, 2013 01:32 |
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dud root posted:Need a mod where its required to capture one of every alien. "XCOM: Menagerie" Isn't that a steam achievement? e: I'd love an XCOM: Tycoon mode.
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# ? Jul 10, 2013 01:35 |
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dud root posted:Need a mod where its required to capture one of every alien. "XCOM: Menagerie" Sweet research credits and intact weaponry. One of my favorite things about slingshot is the potential for early month 2 heavy plasma recovery/research credit from the train job.
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# ? Jul 10, 2013 01:39 |
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really enjoying this game so far, but holy poo poo I wish the lighting was better. I can't even sit that far from the TV because otherwise I won't be able to tell what the hell is what, the game is so goddamned dark.
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# ? Jul 10, 2013 01:46 |
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MinibarMatchman posted:really enjoying this game so far, but holy poo poo I wish the lighting was better. I can't even sit that far from the TV because otherwise I won't be able to tell what the hell is what, the game is so goddamned dark. At least in the PC version, you can adjust the gamma from the graphics settings menu. It's been so long since I played a console game, I don't even know if consoles have graphics settings yet or not.
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# ? Jul 10, 2013 02:06 |
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Muscle Tracer posted:This one? http://en.wikipedia.org/wiki/X-COM:_Apocalypse
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# ? Jul 10, 2013 02:23 |
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XCOM does not appear to be saving my game anymore unless i make a manual save. I deleted some saved games, but autosave still seems broken. Is there a solution for this?
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# ? Jul 10, 2013 23:53 |
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It is but it's getting lost in the mess of saves you already have because of firaxis' silly naming scheme. Go into C:\Users\UberJumper\Documents\My Games\XCOM - Enemy Unknown\XComGame\SaveData, sort it by date modified and just delete most of your old stuff.
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# ? Jul 11, 2013 00:11 |
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Fister Roboto posted:Yep and also a snout? I kind of actually still like the art direction of Apocalypse. Retro atomic age styling for the human tech, and aliens get biological weaponry that's all fuzzy or lumpy meatblobs.
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# ? Jul 11, 2013 00:33 |
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Ok, I started a new game after I learned how stuff works. I am now having a swinging time except for some crushing guilt. Sorry, 'Emo' Nakamura, I'm not going to reload the game. The new guy with the cattle prod bagged an outsider, so you are just going to have to stay dead. I also have a keener perspective on how lovely the starting weapons are - now that I have enough lasers to go around, chrysalids aren't the show-stopper they used to be. I am still having problems with terror missions - the chrysalids skitter off at speeds I can't match and eat civilians. I can usually only save the ones near my deployment zone and one or two others. I am also a little baffled about the 'pace' or level of response that the game ramps up to fight you. In my last game, which terminated in a death spiral, I did not get around to bagging an Outsider, and I sort of "lost" on a "UFO LANDING" with like six of those Mutoid guys onboard. I also remember running into an early flying UFO during the next game which effortlessly swatted down two interceptors before moving on. Does anyone know what sorts of things specifically cause the invaders to raise the stakes? I feel like this game, if played badly or unwittingly, leads to a death spiral.
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# ? Jul 11, 2013 02:45 |
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Time increases the difficulty of regular enemies. e.g., you get chryssalids in the second month and mutons in the third month Eventually you'll see sectopods and muton elites. Completing the story increases the difficulty of the "boss" enemies. e.g., if you complete the base mission then the outsiders are replaced by sectoid commanders If you delay, you'll keep getting what you're fighting now.
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# ? Jul 11, 2013 02:57 |
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Tujague posted:Ok, I started a new game after I learned how stuff works. I am now having a swinging time except for some crushing guilt. Sorry, 'Emo' Nakamura, I'm not going to reload the game. The new guy with the cattle prod bagged an outsider, so you are just going to have to stay dead. I also have a keener perspective on how lovely the starting weapons are - now that I have enough lasers to go around, chrysalids aren't the show-stopper they used to be. I am still having problems with terror missions - the chrysalids skitter off at speeds I can't match and eat civilians. I can usually only save the ones near my deployment zone and one or two others. Time is the primary factor, although I believe they'll start ramping up faster if you beeline to a late-game tech like light plasma rifles or something early on. But if you just never research anything, the enemy will still start fielding mutons, cyberdisks, and worse as time passes, so there is definitely a lot of pressure to be on your game in the geoscape and balance your tech advancement. There are only two kinds of enemies that you can delay the appearance of which are directly tied to plot missions and it sounds like you haven't encountered yet.
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# ? Jul 11, 2013 02:58 |
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I really wish the new XCOM had some of the original's adaptive strategic-level alien AI. Their behavior on the strategic map was tied to yours - the harder you hit them, the harder they pushed back. If they lost a lot of ships to interceptors in one area they'd send in a battleship to hunt interceptors in that area, or scout for a possible base nearby. If you slaughtered their guys consistently they'd send out tougher aliens. Conversely if you were doing really awful and they didn't consider you a threat, they'd take it easy, send out smaller and weaker ships for missions with relatively poorly-armed crews, and not really bother trying to hunt you down.
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# ? Jul 11, 2013 03:26 |
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A lot of that was because the aliens' tech levels was tied to your score. I remember this was especially exploitable in Apocalypse, because you could go raid the Cult to inflate your score, and you could have devastator cannons right off the bat.
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# ? Jul 11, 2013 03:36 |
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SynthOrange posted:I kind of actually still like the art direction of Apocalypse. Retro atomic age styling for the human tech, and aliens get biological weaponry that's all fuzzy or lumpy meatblobs. MANDATED atomic age styling, apparently in-universe they gotta build like that.
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# ? Jul 11, 2013 07:59 |
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Fister Roboto posted:A lot of that was because the aliens' tech levels was tied to your score. I remember this was especially exploitable in Apocalypse, because you could go raid the Cult to inflate your score, and you could have devastator cannons right off the bat. Yeah, it's just better to have the alien progression along a relatively fixed timetable and then you either keep up or you don't or if you manage to get ahead then great, enjoy that while it lasts.
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# ? Jul 11, 2013 09:42 |
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Adrastus posted:Also, how do you deal with those ED209 lookalikes? They're tough, hit hard, attack twice every turn, and are inexplicably hard to hit as well. Seriously, my heavies get 100% shots for the tiny little drones accompanying it, but only 55% for the gigantic hulking death robot. What sense does that make. Assault with rapid fire point-blank firing the alloy cannon is a near-guaranteed kill, if you are using ghost armor, it is a guaranteed kill due to 100% crit chance.
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# ? Jul 12, 2013 03:20 |
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Can anyone tell me what exactly is going on there?
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# ? Jul 12, 2013 05:23 |
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UberJumper posted:Can anyone tell me what exactly is going on there? XCOM Apoc's real time mode, destructible terrain, and a gently caress ton of heavy weapons.
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# ? Jul 12, 2013 05:31 |
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Offscreen is a whole squad of xcom troops. In each hand they have a heavy disintergrator weapon, so their aim is terrible, but they can fire both weapons for twice the firepower! And yes, you can choose to play in real time with a whole squad just marching across the map levelling everything in its path.
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# ? Jul 12, 2013 05:32 |
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Thanks for the info earlier guys. This game is awesome, I just had an epic saga assaulting the first enemy base. I was feeling bold because of my laser weapons, but I got completely crushed the first few times. Now that I beat it, it's pretty clear I needed all the troop slots, upgraded guns and armor, a SHIV, all that kind of poo poo. Looked like a Pink Floyd laser show rolling through there. Chrysalids are still my #1 threat but staging a fighting retreat straight to their faces seems to work OK, and they are also reliably attracted to my SHIV. I'm going to reward my A team by giving them all names from Generation Kill. Let me ask you guys a few more things rather than having to read what the idiots on the steam community hub have to say: 1. Improved Pistols seems pretty worthless compared to lasers. Was I supposed to research them a long time ago? 2. It seems crazy to me to outfit every soldier with upgraded poo poo, but the game seems to want it. I have to shuffle gear a lot whenever I'm rotating troops. I can't figure out if that's just what you have to do, or if I am supposed to be able to poop out more and more lasers, or what. Maybe this is what Improved Pistols II is for - to give your newbies an edge without having to invest in new guns?? 3. Is it me, or are some of the skill choices really obvious?? How could you not take Squadsight? Or Sprint? Or Bullet Swarm?
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# ? Jul 12, 2013 06:10 |
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1. Improved pistols carry over to laser pistols, so they are very viable for your sniper to move and shoot or when you run out of ammo & must take a shot. 2. Unfortunately thats just what you have to do, continually swap stuff around. We're all collectively wishing for equipment profiles
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# ? Jul 12, 2013 06:20 |
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Tujague posted:1. Improved Pistols seems pretty worthless compared to lasers. Was I supposed to research them a long time ago? 1. The Pistol improvement applies to the Laser and Plasma pistols as well, not just the regular pistol. 2. If by "every soldier" you mean "all six soldiers you send on the mission," then yes. But there's no reason to build more armor/weaponry than you can field at one time. Yes, you want to shuffle your equipment on each deployment so that your best gear goes out and you don't have some poor rookie running around in basic armor while your colonel sits at home smoking cigarettes in skeleton armor. 3. You'd think so, but a lot of them are more debatable than you'd think, as evidenced in this thread. Holo-Targeting, for instance, the alternative to bullet swarm is an excellent support skill that can essentially lower an enemy's high cover to low cover for a few rounds. The only abilities I really can't see any useful scenario for are the Support's overwatch-related abilities. I got a dude punched by a Berserker today for the first time ever. I did not realize they dealt fifteen loving damage. RIP, Colonel Idawara.
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# ? Jul 12, 2013 06:25 |
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Tujague posted:Thanks for the info earlier guys. This game is awesome, I just had an epic saga assaulting the first enemy base. I was feeling bold because of my laser weapons, but I got completely crushed the first few times. Now that I beat it, it's pretty clear I needed all the troop slots, upgraded guns and armor, a SHIV, all that kind of poo poo. Looked like a Pink Floyd laser show rolling through there. Chrysalids are still my #1 threat but staging a fighting retreat straight to their faces seems to work OK, and they are also reliably attracted to my SHIV. I'm going to reward my A team by giving them all names from Generation Kill. 1. Like the others said, it applies to future pistols. This is a very handy thing to have. When your sniper has just moved and can't snipe or your shotgun assault is too far out to use his shotgun, having a Plasma pistol that can do a decent amount of damage (i.e. more than the two the regular pistol does) could be the difference between finishing off that wounded enemy and that wounded enemy finishing off one of you. It's not an utmost priority but it has a lot of utility. 2. Your soldiers will die if you send them out in the default get up in the late game. You'll want to think about it as a common equipment pool. I usually go with a Sniper/Heavy/2 Assaults/2 Supports setup in most situations so I keep a sniper rifle, heavy weapon, two shotguns and four assault rifles on hand, as well as an archangel, a few titans and ghost armors as well as other assorted poo poo like Medikits, Arc Throwers, Chitin Plating, etc. Obviously your needs will vary on what is possible at the time and what your preferences are. But think of it like an armory and not a straight upgrade to each soldier. So just make sure you find a wounded/rotated out soldier and unequip all of their poo poo. It's irritating to be sure but its how it goes. 3. Again, it's personal preference. Holotargeting can be a cool support to have though I prefer the HEAT + Bullet Swarm combo for making GBS threads on Sectopods. Snapshot I hosed with on a few occasions when I had a two sniper setup, with the Snapshot sniper being more of an upfront flanker who could ghost, flank a shitload of enemies then gently caress them all up with ITZ. Really my best advice to you is to experiment. It's half the fun of the game, formulating your own tactics and seeing what works and what gets your guys killed.
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# ? Jul 12, 2013 09:52 |
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I do, however, consider Lightning Reflexes to be an essential skill.
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# ? Jul 12, 2013 10:10 |
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Me too. No other type of soldier causes as many spontaneous cheers as an assault with lightning reflexes and close combat specialist.
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# ? Jul 12, 2013 12:22 |
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Deleuzionist posted:Me too. No other type of soldier causes as many spontaneous cheers as an assault with lightning reflexes and close combat specialist. That gif makes this my favorite post of the thread.
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# ? Jul 12, 2013 17:02 |
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Deleuzionist posted:Me too. No other type of soldier causes as many spontaneous cheers as an assault with lightning reflexes and close combat specialist. My assaults look like that IRL
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# ? Jul 12, 2013 17:58 |
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redreader posted:
If he really looks like that I think you would have to call him a sexual Assault.
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# ? Jul 12, 2013 18:50 |
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All my recruits keep rolling Sniper what the hell
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# ? Jul 12, 2013 19:08 |
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Little Mac posted:All my recruits keep rolling Sniper what the hell Better than the impossible run where the game declined to give me a second sniper after the first one bit the dust until month 3! That one didn't end too well...
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# ? Jul 12, 2013 19:13 |
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I once did a downed scout training run and had four rooks come back sniper from the same mission. I figure its like Resovior Dogs where everyone wants to be Mr Black cause it sounds so butch. And Lightning Reflexes is great for council missions where you can safely spoil overwatch shots to reposition other dudes and VIPs.
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# ? Jul 12, 2013 19:20 |
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# ? May 24, 2024 11:29 |
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Little Mac posted:All my recruits keep rolling Sniper what the hell Could be worse. They could all be Heavies.
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# ? Jul 12, 2013 19:23 |