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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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# ? Aug 23, 2013 21:17 |
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# ? May 21, 2024 01:07 |
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There are now mecha sectoids, so you got your wish.
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# ? Aug 23, 2013 21:26 |
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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 Edit: gently caress, beaten. But I like my portmanteau better!
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# ? Aug 23, 2013 21:29 |
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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.
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# ? Aug 23, 2013 21:44 |
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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.
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# ? Aug 23, 2013 21:59 |
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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.
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# ? Aug 23, 2013 22:14 |
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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?
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# ? Aug 23, 2013 22:31 |
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"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 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.
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# ? Aug 24, 2013 02:08 |
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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.
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# ? Aug 24, 2013 02:16 |
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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.
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# ? Aug 24, 2013 02:17 |
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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
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# ? Aug 24, 2013 02:38 |
I think statistics would also confirm that most gamers don't beat most of their games.
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# ? Aug 24, 2013 02:38 |
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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
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# ? Aug 24, 2013 03:32 |
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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.
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# ? Aug 24, 2013 04:16 |
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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.
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# ? Aug 24, 2013 04:22 |
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Kinda wish this was put into the game, random customisations, like the nicknames.
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# ? Aug 24, 2013 04:25 |
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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 |
# ? Aug 24, 2013 04:29 |
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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.
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# ? Aug 24, 2013 05:20 |
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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.
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# ? Aug 24, 2013 05:41 |
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Someone on reddit is claiming that PC Gamer states the teleporting bug will be fixed:quote:Quality of life improvements:
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# ? Aug 24, 2013 06:05 |
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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.
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# ? Aug 24, 2013 06:09 |
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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.
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# ? Aug 24, 2013 06:14 |
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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.
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# ? Aug 24, 2013 06:18 |
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animatorZed posted:Last time they said that they made it 10 times worse! I'll wait to confirm with my own eyes. 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.
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# ? Aug 24, 2013 06:20 |
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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.
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# ? Aug 24, 2013 06:38 |
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animatorZed posted:Last time they said that they made it 10 times worse! I'll wait to confirm with my own eyes. 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.
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# ? Aug 24, 2013 06:51 |
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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.
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# ? Aug 24, 2013 06:58 |
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Maybe they'll make the aliens actually move along their patrol paths instead of jumping between waypoints? That'd definitely contribute towards fixing it.
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# ? Aug 24, 2013 07:05 |
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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.
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# ? Aug 24, 2013 07:30 |
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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.
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# ? Aug 24, 2013 08:03 |
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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.
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# ? Aug 24, 2013 08:38 |
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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?
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# ? Aug 24, 2013 09:59 |
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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.
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# ? Aug 24, 2013 10:31 |
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PC Gamer posted:Bugs fixed with flanking bonuses. 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. Psycho Landlord posted:Yeah, the teleport bug is still there in Vanilla. BUT, theres this fuckawesome mod right here - ... 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?
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# ? Aug 24, 2013 11:02 |
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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.
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# ? Aug 24, 2013 11:12 |
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Psycho Landlord posted:Yeah, the teleport bug is still there in Vanilla. BUT, theres this fuckawesome mod right here - 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:
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# ? Aug 24, 2013 11:14 |
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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.)
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# ? Aug 24, 2013 11:18 |
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Remind me: Does anything happen to the mind melded guy if you stun the mind melder?
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# ? Aug 24, 2013 11:27 |
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Not that I'm aware of, no.
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# ? Aug 24, 2013 11:39 |
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# ? May 21, 2024 01:07 |
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Zifnab posted:Also true for squadsight snipers 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. 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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# ? Aug 24, 2013 17:17 |