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Andre Banzai
Jan 2, 2012

MechPlasma posted:

Knowing XCOM's way of changing difficulty, I presume that means... Sectoids will have Thin Man aiming.

Actually, I wouldn't object to having a kind of Sectoid Leader (intermediate between the regular and the Commander) with better aim, a little extra HP and Mind Fray. A Mind Melded Sectoid Leader would be fun to face.

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euphronius
Feb 18, 2009

There are now mecha sectoids, so you got your wish.

The Midniter
Jul 9, 2001

Andre Banzai posted:

Actually, I wouldn't object to having a kind of Sectoid Leader (intermediate between the regular and the Commander) with better aim, a little extra HP and Mind Fray. A Mind Melded Sectoid Leader would be fun to face.

But we already know we'll be facting Mechtoids :getin:

Edit: gently caress, beaten. But I like my portmanteau better!

Andre Banzai
Jan 2, 2012

euphronius posted:

There are now mecha sectoids, so you got your wish.

Yeah, and I think the mind-melded Mechtoid will have a force field to protect him, right? That's really cool.

Cosmic Afro
May 23, 2011

Andre Banzai posted:

Yeah, and I think the mind-melded Mechtoid will have a force field to protect him, right? That's really cool.

And don't get killed if the sectoid giving the shield get killed. That's an important part.

Edgecase
Dec 7, 2009

Cosmic Afro posted:

And don't get killed if the sectoid giving the shield get killed. That's an important part.

Sectoid Commander Greater Mind Merge will presumably buff Mechtoids too, so that'll be interesting.

Ravenfood
Nov 4, 2011
Probation
Can't post for 15 hours!
Hey, for people playing the Long War, is there any point to Scouts? I mean, I guess if you've got enough snipers as-is, you could use one, but they seem like they're a mix of the bad sniper perks from vanilla with some assault perks, and no real way to do extra damage up until they get ITZ or rapid fire (at colonel). Basically, I'd like to try out the new classes, but with my first sniper/scout choice, am I an idiot for not grabbing a sniper asap?

animatorZed
Jan 2, 2008
falling down

"I think the Steam stats indicate that 0.7% of players have beaten the game on impossible. I don’t know how many have beaten it on impossible ironman, but anybody who does has my respect."

Aww yeah :smugdog:

Everything I've been hearing about Enemy Within so far sounds great. Can't wait for it.
Still hoping that the egregious bugs are fixed, though.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

animatorZed posted:

"I think the Steam stats indicate that 0.7% of players have beaten the game on impossible.

Really? That seems...really low. I guess most people stick to normal and classic. And there is implassic at that for the inbetweeners.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Brainamp posted:

Really? That seems...really low. I guess most people stick to normal and classic. And there is implassic at that for the inbetweeners.

Most gamers don't go for the masochistic stuff like Impossible man.

Zifnab
Aug 21, 2005

Hope Springs Eternal

Brainamp posted:

Really? That seems...really low. I guess most people stick to normal and classic. And there is implassic at that for the inbetweeners.

Usually there is a pretty good percentage of people that just straight up don't finish the game on any difficulty

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
I think statistics would also confirm that most gamers don't beat most of their games.

Away all Goats
Jul 5, 2005

Goose's rebellion

Cream-of-Plenty posted:

I think statistics would also confirm that most gamers don't beat most of their games.

Lots of them don't even play past the first level

Ugly In The Morning
Jul 1, 2010
Pillbug
Are assault skills that automatically activate just hosed or something? I had one guy get hit with by a berserker without CQC Specialist giving him that free shot, and then Lightning Reflexes didn't trigger and he got cut down by the first shot of reaction fire on the next turn. Bullshit, I say. Total bullshit.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
The craziest Steam global stat is that apparently most people only lose 4 soldiers in their entire run. Assuming three of those are from playing the tutorial, that means most players can't bear losing more than one guy. It's like the tutorial gave the opposite intended effect of being comfortable when almost your entire team is wiped out.

WarpedNaba
Feb 8, 2012

Being social makes me swell!


Kinda wish this was put into the game, random customisations, like the nicknames.

Carnalfex
Jul 18, 2007

Ravenfood posted:

Hey, for people playing the Long War, is there any point to Scouts? I mean, I guess if you've got enough snipers as-is, you could use one, but they seem like they're a mix of the bad sniper perks from vanilla with some assault perks, and no real way to do extra damage up until they get ITZ or rapid fire (at colonel). Basically, I'd like to try out the new classes, but with my first sniper/scout choice, am I an idiot for not grabbing a sniper asap?

Scouts start with sprinter, which is an incredible perk. I understand why they don't get shotguns, they would almost be better assaults. They make decent flankers and support troops with skills like battle scanner, holo targeting, and the like. The ability to know where enemies are without triggering them should not be underestimated. They may not be kill machines, but they are definitely useful. They also have naturally higher aim than other troops since they use the sniper stats.

Edit: Adding to this, scouts get lightning reflexes early. That combined with sprinter and high aim means they can be deadly flankers, able to move around enemy cover. Because of sprinter they can usually get into heavy cover of their own, or on higher elevation, as well. Combine that with their high aim and you have a unit that can be a very serious threat to most enemies. They also tend to be able to do this more reliably and with less risk than assaults, as they don't have to rush out into the open to be a threat. Less risky, more reliable.

Also realize that snipers in long war are not the overpowered gods of doom they are in vanilla. They fill an important role, but you could be entirely justified in not fielding any in a squad if your tactics revolve more around "tank and flank" with suppresion and overwatch units to lock down enemies and flankers to finish them.

Carnalfex fucked around with this message at 06:14 on Aug 24, 2013

Chakan
Mar 30, 2011
The idea of playing Ironman/Impossible through to completion is so draining that I'd rather play multiple games of marathon Civ V. Maybe if the mechanics of playing on impossible were inherently fun and screwing up once wasn't a big deal, but then it'd just be classic.

Arkady Fireovitch
Aug 20, 2010

I'm just happy to have you here with me.

Ugly In The Morning posted:

Are assault skills that automatically activate just hosed or something? I had one guy get hit with by a berserker without CQC Specialist giving him that free shot, and then Lightning Reflexes didn't trigger and he got cut down by the first shot of reaction fire on the next turn. Bullshit, I say. Total bullshit.

If regular overwatch had already triggered, CQC won't do anything. The game also has weird secret overwatch movement requirements, like that a unit has to move two squares to trigger overwatch, and three squares to trigger Sentinel overwatch. There could be a special requirement for CQC, but also this is the world's buggiest game.

Crusader
Apr 11, 2002

Someone on reddit is claiming that PC Gamer states the teleporting bug will be fixed:


quote:

Quality of life improvements:

Explosive weapons can target cover
Blast radius weapons will now clearly highlight anyone within the blast radius.
No more teleporting enemies!
Bugs fixed with flanking bonuses.
Squaddies not on-mission will automatically have their gear dumped in an easily accessible locker.

animatorZed
Jan 2, 2008
falling down

Crusader posted:

Someone on reddit is claiming that PC Gamer states the teleporting bug will be fixed:

Last time they said that they made it 10 times worse! I'll wait to confirm with my own eyes. :colbert:

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I've only seen it a few times... but. someone mentioned earlier in the thread that in the final slingshot mission there's an already-activated cyberdisk. I did see that issue myself, twice.

Ugly In The Morning
Jul 1, 2010
Pillbug

Arkady Fireovitch posted:

If regular overwatch had already triggered, CQC won't do anything. The game also has weird secret overwatch movement requirements, like that a unit has to move two squares to trigger overwatch, and three squares to trigger Sentinel overwatch. There could be a special requirement for CQC, but also this is the world's buggiest game.

Looking back, the Berserker was at a lower elevation, so I think the game decided it was already within 4 squares, even though it had to move ten squares up the stairs reach me, so it never crossed the magic "shoot the bastard" line. The overwatch thing pisses me off, since the game has no issue with one guy shooting three or four chrysallids in a row, as long as somebody further away doesn't move first.

It wouldn't be nearly as frustrating if the game wasn't so drat fun otherwise.

nnnotime
Sep 30, 2001

Hesitate, and you will be lost.

animatorZed posted:

Last time they said that they made it 10 times worse! I'll wait to confirm with my own eyes. :colbert:
Agreed. Actions always speak louder than words.

Based on Firaxis's history with this game we will have to wait until the expansion is released to see if that's true about the teleport bug fixes.

I'm not going to buy the game until I read the trip reports from those of you who already made up their minds to purchase EW.

Ravenfood
Nov 4, 2011
Probation
Can't post for 15 hours!

Carnalfex posted:

Also realize that snipers in long war are not the overpowered gods of doom they are in vanilla. They fill an important role, but you could be entirely justified in not fielding any in a squad if your tactics revolve more around "tank and flank" with suppresion and overwatch units to lock down enemies and flankers to finish them.
Yeah, I'm noticing. In addition to the penalty to hit, some enemies are getting completely inexplicable high cover against my snipers. On a related note, infantry and engineers are amazing in the early game. 4 grenades on one soldier can let you use them early and often, especially once Sapper starts adding to the cover damage, and bulletstorm early on characters that have much nicer accuracy than vanilla heavies is great.

WarpedNaba
Feb 8, 2012

Being social makes me swell!

animatorZed posted:

Last time they said that they made it 10 times worse! I'll wait to confirm with my own eyes. :colbert:

If Reddit said it, then I predict that not only will the teleport bug not be fixed, but an innocent and unrelated game being developed within the continent will also contract it.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

WarpedNaba posted:

If Reddit said it, then I predict that not only will the teleport bug not be fixed, but an innocent and unrelated game being developed within the continent will also contract it.
Well I can confirm that in the UK PC Gamer preview they definitely mentioned the bug was being fixed as making an Xpack allowed them to get deeper into the code than just making a patch.

Nephilm
Jun 11, 2009

by Lowtax
Maybe they'll make the aliens actually move along their patrol paths instead of jumping between waypoints? That'd definitely contribute towards fixing it.

Ernie Muppari
Aug 4, 2012

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

redreader posted:

I've only seen it a few times... but. someone mentioned earlier in the thread that in the final slingshot mission there's an already-activated cyberdisk. I did see that issue myself, twice.

I'm suprised more people haven't mentioned it. I haven't played through Gangplank without that 'disk just popping through the left-hand door in the middle of the battleship (without having to open the door either) and taking a shot at someone. On the plus side, it's so reliable that I can set up a pretty good overwatch trap for it, but dang is it annoying.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?

Darkhold posted:

Well I can confirm that in the UK PC Gamer preview they definitely mentioned the bug was being fixed as making an Xpack allowed them to get deeper into the code than just making a patch.

I don't know what that means but it'd be majorly lovely of Firaxis to not to patch it into vanilla. It's a major bug for gently caress's sake.

Dr. Video Games 0031
Jul 17, 2004

Ernie Muppari posted:

I'm suprised more people haven't mentioned it. I haven't played through Gangplank without that 'disk just popping through the left-hand door in the middle of the battleship (without having to open the door either) and taking a shot at someone. On the plus side, it's so reliable that I can set up a pretty good overwatch trap for it, but dang is it annoying.

It ended my last attempt at playing the game several months ago. Just walzed right through the door without opening it and sat on top of my crew, giving me no options to deal with it without losing a lot of people. Yeah. I was done with XCOM after that.

WarLocke
Jun 6, 2004

You are being watched. :allears:
I just recently got the urge to play this game again. I played the hell out of it at release but uninstalled it before the Slingshot stuff came out. Other than the DLC stuff (which I have now) has anything else major changed? Do aliens still teleport on top of your squad randomly? Should I just wait for the Enemy Within stuff before playing it again?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Yeah, the teleport bug is still there in Vanilla. BUT, theres this fuckawesome mod right here -

http://xcom.nexusmods.com/mods/88/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D88%26preview%3D&pUp=1

That not only gets rid of that particular annoyance but also makes a variety of other cool changes that you should look at. I did the same thing you did, burned myself out after about a month, then idly popped into the thread a few weeks back and saw this being discussed. Now I can't stop playing XCOM again. Admittedly, I wish they had kinda toned down the "long" aspect a bit, but eh, nothing's perfect.

MechPlasma
Jan 30, 2013

PC Gamer posted:

Bugs fixed with flanking bonuses.
Oh FINALLY! God, you really don't notice how utterly prevalent that bug is until you play with the Critical Flanking option. You can stand one tile next to a giant Sectopod and it'd still think there's something in the way.

redreader posted:

I've only seen it a few times... but. someone mentioned earlier in the thread that in the final slingshot mission there's an already-activated cyberdisk. I did see that issue myself, twice.
I believe all Cyberdisks start activated... or something along those lines. But that one's the worst, because it charges straight at you from around a corner. It's the Douchiest disk in the whole game!

Psycho Landlord posted:

Yeah, the teleport bug is still there in Vanilla. BUT, theres this fuckawesome mod right here -

http://xcom.nexusmods.com/mods/88/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D88%26preview%3D&pUp=1

That not only gets rid of that particular annoyance but also makes a variety of other cool changes that you should look at. I did the same thing you did, burned myself out after about a month, then idly popped into the thread a few weeks back and saw this being discussed. Now I can't stop playing XCOM again. Admittedly, I wish they had kinda toned down the "long" aspect a bit, but eh, nothing's perfect.
Oh god, you really recommended the Long War mod to fix teleporting enemies? I mean, I know the mod is reasonably great, but... it's a bit... overkill.


...

Actually, y'know, I've been in this thread for a while now but I never thought to actually ask: what IS so bad about the Teleporting Enemies bug? I mean I've seen it happen, and at one point it did result with a Sectopod on a UFO's roof, but I'm having trouble imagining how it can completely screw you over?

Count Uvula
Dec 20, 2011

---

MechPlasma posted:

Actually, y'know, I've been in this thread for a while now but I never thought to actually ask: what IS so bad about the Teleporting Enemies bug? I mean I've seen it happen, and at one point it did result with a Sectopod on a UFO's roof, but I'm having trouble imagining how it can completely screw you over?

While they mostly skirt around the edges of where you can see (the teleportations themselves are a feature, assumably to make it so the only part of the UFO maps you actually have to seek out are the UFO itself), one side effect of being able to teleport in areas you can see is that they'll very very rarely teleport like 2 squares away from your dudes and then play their 'revealed' animation.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?

Psycho Landlord posted:

Yeah, the teleport bug is still there in Vanilla. BUT, theres this fuckawesome mod right here -

http://xcom.nexusmods.com/mods/88/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D88%26preview%3D&pUp=1

That not only gets rid of that particular annoyance but also makes a variety of other cool changes that you should look at. I did the same thing you did, burned myself out after about a month, then idly popped into the thread a few weeks back and saw this being discussed. Now I can't stop playing XCOM again. Admittedly, I wish they had kinda toned down the "long" aspect a bit, but eh, nothing's perfect.

The description says they haven't fixed it though?

quote:

Some known vanilla bugs we haven't been able to fix yet and are worth mentioning:
(...)
- Alien teleport bug (both the minor one where a pod teleports some distance away and then goes active, and the major one when an alien appears next to your squad)

Emong
May 31, 2011

perpair to be annihilated


Rinkles posted:

The description says they haven't fixed it though?

I think they "fixed" it by just disabling alien teleportation altogether.

(gently caress you, Firefox "teleportation" is a real word.)

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
Remind me: Does anything happen to the mind melded guy if you stun the mind melder?

WarpedNaba
Feb 8, 2012

Being social makes me swell!
Not that I'm aware of, no.

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Jolan
Feb 5, 2007

Zifnab posted:

Also true for squadsight snipers

Murder Street is really, really rough if it's your first or second map, it's not so bad after you have some experienced guys

I started my first Classic game yesterday, and decided to go hog wild and make it Ironman as well. First map: Murder Street.
Managed to get out of that one with a single HP left. :cool:

Other notable maps included Truck Stop (lucky Sectoid shot managed to kill my support, which prompted my sniper to panic run right next to a Floater; a turn later, I had one 3HP Assault Squaddie who managed to kill the remaining 5 enemies) and my first Terror Mission, Military Base, which I lost spectacularly and cause Russia to leave XCOM. I already have over 20 dead soldiers and my highest surviving rank is a Corporal.

On to month 3!

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