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  • Locked thread
Jolan
Feb 5, 2007

FoolyCharged posted:

Actually, on that note, has anyone ever tried using the arc thrower to remove a mc'd trooper nonlethally? Does the game even allow that and or handle it reasonably?

You can't stun your own MC'd troops, sadly.



I'm hoping they'll add in some sort of system similar to the "dispatches" of The Bureau, where you can sometimes just send some units to a battle and have it resolve automatically without you having to fight it yourself. It would be excellent for Abduction missions: fight one mission yourself, have the other two being handled by teams you can't directly control, but with similar outcomes to a "real" mission (including the possibility of losing troops or even the whole mission). It bugs me immensely that the organisation established explicitely to fight alien incursions only seems to does so when it's convenient.

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MechPlasma
Jan 30, 2013

Jolan posted:

I'm hoping they'll add in some sort of system similar to the "dispatches" of The Bureau, where you can sometimes just send some units to a battle and have it resolve automatically without you having to fight it yourself. It would be excellent for Abduction missions: fight one mission yourself, have the other two being handled by teams you can't directly control, but with similar outcomes to a "real" mission (including the possibility of losing troops or even the whole mission). It bugs me immensely that the organisation established explicitely to fight alien incursions only seems to does so when it's convenient.
I'd like something like that... but I don't see any way to handle it well. If you have it that you can do all the missions without raising panic, then it breaks the panic system. If you have it that soldiers can die, it's just a random chance of killing your guys and you can't really do anything about it. And most of all, unlike in The Bureau there's not really a reason why you wouldn't be able to command the other groups.

Ernie Muppari posted:

Also there's mention of a dam map as one of the three maps related to the scrapped DLC in the .upk files (hosed if I remember exactly where at the moment), so it's pretty close to certain that Progeny was reworked into Enemy Within (they kinda' sound similar title wise too). If that's the case then Annette (the special soldier you were supposed to get from Progeny) is probably like the Kamen Rider to YCom's Shocker.
Considering how Slingshot went, my guess is that the character's gonna be scrapped completely, and her voice and possibly facial characteristics are going to be just regular cosmetics.

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
I'm sure I read somewhere they were including the 2nd DLC in with EW with a similar "Do you want to do these missions?" prompt as Slingshot.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Tirius posted:

Holy poo poo, I just had the greatest moment of my xcom career.

Classic difficulty if you're wondering.

I messed up my build order for the month pretty bad, and was going to end the second month without launching any satellites. With around ten days left until the report, Mexico was at max panic, and the US and Canada weren't far behind. I'd pretty much resigned myself to losing at least one of them.

The first terror mission appeared, and it was in Mexico. I thought that was pretty lucky actually, I didn't have to worry about a failed terror mission pushing other countries in Asia/Europe over the edge, as they were pretty close to full blown panic themselves. I grabbed the squad size upgrades because half my A-team was in recovery, and headed out with my pro heavy, support, and 4 rooks.

Showed up in Mexico and uncovered two chrysallids on the first turn. Managed to take them both out that same turn, but uncovered 4 floaters during the process. They took out one of the rookies on their turn, and managed to get behind some heavy cover. I took a huge chance on a 43% shot with one of the rookies, and it paid off. Took out a floater behind full cover. The rest of the squad managed to take out the other three. I was all set to move on through the map when Bradford interrupted to tell me the mission was over.

6 Aliens down
1 Xcom Casualty
18/18 civilians saved.

Mexico's panic dropped by four and Canada's/America's dropped by 2-3.

I finished the month a few days later with no nations lost and an A ranking.

:xcom:

That's a pretty bizarre terror mission. Although the fact that it ended up in Mexico wasn't actually luck - it seems like they always appear in the country with the highest panic. I've had several occasions where a continent with multiple full panic nations was saved by a terror mission showing up before the month end. Terror missions seem to be a kind of balancing mechanic for the early-game panic creep - they always show up where you "need" them the most.

Jolan
Feb 5, 2007

MechPlasma posted:

I'd like something like that... but I don't see any way to handle it well. If you have it that you can do all the missions without raising panic, then it breaks the panic system. If you have it that soldiers can die, it's just a random chance of killing your guys and you can't really do anything about it. And most of all, unlike in The Bureau there's not really a reason why you wouldn't be able to command the other groups.

Well, yeah, they'd have to rebalance the panic system a bit, but a failed mission would still raise panic, like it does now in the abduction countries you're not choosing. And they could handwave your inability to command all three groups by stating that you can't multitask such intensive military operations by yourself. It'd be a nice option, I think, to risk some troops and equipment for panic reduction and loot.

Ernie Muppari
Aug 4, 2012

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

MechPlasma posted:

Considering how Slingshot went, my guess is that the character's gonna be scrapped completely, and her voice and possibly facial characteristics are going to be just regular cosmetics.

Why would you assume that? If they've already made the character, maps, and recorded the dialogue then I'm pretty sure that they'd be looking for ways to incorporate that pre-existing work into EW with minimal effort, not just scrapping everything.

Also Darkrenown is right.

Ananda Gupta posted:

One of the new things that’s in the expansion is ‘Operation Progeny,’ another sort of side-plot, similar to [previous DLC] ‘Slingshot.’ We had intended to release it as a DLC, and then we ran into some scheduling problems, where basically they made me choose between finalizing ‘Operation Progeny and getting engineers to start working on the mechs. Well, I’d really rather get a headstart on the mechs and the gene mods, and the stuff we’re going to do in the expansion, because that’s what Firaxis is about.

But I thought, ‘since we’re in the final stages of ‘Progeny’ already, how about we put it in the expansion? And 2K Games and Jake were fine with that. And that let us put out the second wave option in December and have a nice spacing.

But it wasn’t as simple as all that. “Operation Progeny” was started separately from Enemy Within, so just plopping it into the expansion wouldn’t work.

We put it in the expansion and we decided, you know what, this is cool, but it doesn’t feel right…We need to change this a little.

So we went back, we re-recorded some of the dialogue, and we wove it into the narrative of the expansion better….I can’t talk about [the story] a huge amount, but what I can say is that we took the opportunity to take ‘Progeny,’ unraveled it a little, and then restitched it into the expansion narrative in a way that really, really works well with Enemy Within. And it’s still optional, so you can check it on and off.

The Biggest Jerk
Nov 25, 2012
Just had the supply barge horror story (luckily first time through so it was on normal). Hey sectoid commanders first enemy, first room, I didn't know they were common enemies. Then incoming waves of elites chryssalids and a sectopod burst through the wall. In the end 18 enemies down and miraculously no deaths (despite a glitched double tap that would only allow one shot). I have to say though I don't think I've ever used that many explosives in one map.

MechPlasma
Jan 30, 2013

Ernie Muppari posted:

Why would you assume that? If they've already made the character, maps, and recorded the dialogue then I'm pretty sure that they'd be looking for ways to incorporate that pre-existing work into EW with minimal effort, not just scrapping everything.
I just don't se- well, didn't see it likely that they'd keep the whole three-mission system all the same. I really didn't.

Well, guess that answers that then!

Ernie Muppari
Aug 4, 2012

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

MechPlasma posted:

I just don't se- well, didn't see it likely that they'd keep the whole three-mission system all the same. I really didn't.

Well, guess that answers that then!

I'm not trying to be confrontational, so sorry if I came off that way. All I'm really saying is that we knew they were were pretty far through development on Progeny when they decided to scrap it as a stand alone DLC, and even if it wasn't complete when that decision was made, that'd still be a fair amount of work that went to waste if it wasn't reused.

My somewhat baseless assumption is that the Operation Progeny missions are now a formal introduction to Shocker YCom. You fight a squad of enemy agents, learn why meld is being left on abduction missions (I'm still assuming the in universe excuse is that meld canisters are supply drops for YCom), rescue a possibly unindoctrinated member of YCom, and maybe destroy a base of theirs by blowing up a dam (?).

Deuce
Jun 18, 2004
Mile High Club
Fired up another I/I attempt.

Murder street and all four troopers got 55 aim from Not Created Equal. (the lowest)

Not even going to dignify that with a response, RNG. :mad:

Coolguye
Jul 6, 2011

Required by his programming!

Deuce posted:

Not even going to dignify that with a response, RNG. :mad:
When a gently caress you is that blatant that's really for the best.

MechPlasma
Jan 30, 2013

Ernie Muppari posted:

My somewhat baseless assumption is that the Operation Progeny missions are now a formal introduction to Shocker YCom. You fight a squad of enemy agents, learn why meld is being left on abduction missions (I'm still assuming the in universe excuse is that meld canisters are supply drops for YCom), rescue a possibly unindoctrinated member of YCom, and maybe destroy a base of theirs by blowing up a dam (?).
Considering it's optional, I doubt it. Unless you mean more like how the Tutorial was, where it introduced things but wasn't necessary to the game, but... I still doubt it.

(No, I didn't think you were being confrontational.)

Deuce posted:

Fired up another I/I attempt.

Murder street and all four troopers got 55 aim from Not Created Equal. (the lowest)

Not even going to dignify that with a response, RNG. :mad:
There are worse ways to start a new game.


Speaking of, is it just me or does Not Created Equal tend to get you worse average aim than without?

Either way, I'm not that big a fan of it anyway because it changes movement speed too, and that isn't tracked. I had one guy on my all-Assault squad that was just notably slower than the rest.

MechPlasma fucked around with this message at 01:10 on Sep 15, 2013

chiasaur11
Oct 22, 2012




Yeah, incompetence would make murder street even worse. Open with overwatch instead of hunkering down is questionable to start with a mob of three, but sitting back and taking potshots at 45% is even worse. Didn't even check for a shot with grenades on the first two guys.

I mean, that map's a nasty opener on impossible, but that video had all of the classic blunders, except maybe going against a Sicilian when death is on the line.

Ernie Muppari
Aug 4, 2012

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

MechPlasma posted:

Considering it's optional, I doubt it. Unless you mean more like how the Tutorial was, where it introduced things but wasn't necessary to the game, but... I still doubt it.

No yeah, I totally mean like the tutorial. You'd probably already have encountered enemy agents by that point in the game, and Shen or someone will have already been all like "oh maybe these evil super soldiers are working with the aliens :v:", and then Optimus Prime appears on the big board and says something like "we've recieved intelligence that these unknown agents are setting up a base or something in [location]", you send a squad there, shoot some guys, find a woman in one of those glowing tubes and after getting her out she's all "yeah these guys are working with the aliens also I'm on your side now". Nothing that really affects the way the game progresses.

MechPlasma posted:

Speaking of, is it just me or does Not Created Equal tend to get you worse average aim than without?

Either way, I'm not that big a fan of it anyway because it changes movement speed too, and that isn't tracked. I had one guy on my all-Assault squad that was just notably slower than the rest.

It can be a crap shoot. You're very likely to get above average guys with NCE and HP on though, even if they start out with pretty poor stats. It would be really nice if the game showed you everyone's movement rating though, a slow assault with middling-to-high aim can be useful with the right skills and equipment, but without an easy way to gauge that. :shrug:

Deuce
Jun 18, 2004
Mile High Club

MechPlasma posted:

Considering it's optional, I doubt it. Unless you mean more like how the Tutorial was, where it introduced things but wasn't necessary to the game, but... I still doubt it.

(No, I didn't think you were being confrontational.)

There are worse ways to start a new game.


Speaking of, is it just me or does Not Created Equal tend to get you worse average aim than without?

Either way, I'm not that big a fan of it anyway because it changes movement speed too, and that isn't tracked. I had one guy on my all-Assault squad that was just notably slower than the rest.

That guy just sucks. Trading shots from half cover against elevated targets on impossible. Really?

Meanwhile, I hunker down a rookie on the first mission in full cover and a sectoid still blasts him through the wall. By my math that should be impossible, but I guess there must be some minimum hit % :xcom:

Brainamp
Sep 4, 2011

More Zen than Zenyatta

MechPlasma posted:

Speaking of, is it just me or does Not Created Equal tend to get you worse average aim than without?

No. And yeah, that guy in the video really shoulda learned what hunker down was. As well as the age old strategy of running away.

Deuce
Jun 18, 2004
Mile High Club

Brainamp posted:

No. And yeah, that guy in the video really shoulda learned what hunker down was. As well as the age old strategy of running away.

There's nowhere to run in that rooftop bullshit map. For me, it seems to go better if you hook left at the start. You avoid activating that back right corner and have some semblance of cover.

Xachariah
Jul 26, 2004

Picture this, I'm on Easy for first play through, I have my best sniper with S.C.O.P.E, a spider alien thing that blundered into the open and 98% chance to hit. Basically the easiest shot I've ever taken in this game so far.

I miss. On the spider things next turn it attack/poisons one of my best soldiers and ensures their certain death because I neglected to bring a medikit. Obviously I should have brought a medikit but that miss was bullshit and I don't feel bad ragequiting without saving. gently caress you, game.

Coolguye
Jul 6, 2011

Required by his programming!

Deuce posted:

There's nowhere to run in that rooftop bullshit map. For me, it seems to go better if you hook left at the start. You avoid activating that back right corner and have some semblance of cover.

It's often a Sophie's Choice there, if you flank left to where some cover actually exists you can trigger the douchebags in the top center, so then you've got easily destructible cover while fighting from low ground. Not a good combination.

The best result I had was sneaking up the right side, hugging that half cover wall, and throwing a grenade over the top right cul-de-sac barrier to blow up the group of dickbags that are usually inside there. Hurts 'em like crazy and leaves them wide open for a follow-up pogrom. Then you at least have one corner secure to fall back to.

Even this is kind of a toss-up, though, since if they're not positioned right in the cul-de-sac, they'll see you approach and then you'll be boned. Definitely battle scanner up there first.

Uncle Jam
Aug 20, 2005

Perfect

Xachariah posted:

Picture this, I'm on Easy for first play through, I have my best sniper with S.C.O.P.E, a spider alien thing that blundered into the open and 98% chance to hit. Basically the easiest shot I've ever taken in this game so far.

I miss. On the spider things next turn it attack/poisons one of my best soldiers and ensures their certain death because I neglected to bring a medikit. Obviously I should have brought a medikit but that miss was bullshit and I don't feel bad ragequiting without saving. gently caress you, game.

This might not be the game for you, I'm thinking.

Xachariah
Jul 26, 2004

Why? Is missing a 98% chance shot a common thing in spite of what it says?

Pornographic Memory
Dec 17, 2008

Xachariah posted:

Why? Is missing a 98% chance shot a common thing in spite of what it says?

X-COM is a game where you just have to accept, even learn to enjoy, the fact that the RNG will screw you repeatedly and without mercy. If you don't like that then yeah X-COM is not the game for you probably.

Dr. Video Games 0031
Jul 17, 2004

Xachariah posted:

Why? Is missing a 98% chance shot a common thing in spite of what it says?

No. But you will miss a lot of shots that seem like sure shots because the actual secret is that there are no sure shots. Stop seeing the 95% chance to hit (hit chance actually caps at 95%, so you misread the hit chance) and start seeing the 5% chance to miss. Getting mad at missing those will ensure you'll never get very far in the game.

Catts
Nov 3, 2011

Xachariah posted:

Why? Is missing a 98% chance shot a common thing in spite of what it says?

98% to hit is also a 2% chance to miss.

Eventually that 2% is going to show up.

Dr. Video Games 0031 posted:

No. But you will miss a lot of shots that seem like sure shots because the actual secret is that there are no sure shots. Stop seeing the 95% chance to hit (hit chance actually caps at 95%, so you misread the hit chance) and start seeing the 5% chance to miss. Getting mad at missing those will ensure you'll never get very far in the game.
I'm not sure this is accurate.

FraudulentEconomics
Oct 14, 2007

Pst...

Xachariah posted:

Why? Is missing a 98% chance shot a common thing in spite of what it says?

When you really need that 98% it'll be the 2%.

When you REALLY don't need that 28% last ditch shot because everyone else on your squad is already dead, you'll hit AND crit.

:xcom: is basically the only way to sum it up. Random is random and as stated in a nice ironman impossible playthrough I was watching, missing shots is not necessarily bad. Missing shots without a way to still kill aliens IS a bad thing. Always have a contingency plan (Grenades/Rockets/One dude hunked down to draw people out for overwatch).

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Xachariah posted:

Why? Is missing a 98% chance shot a common thing in spite of what it says?



This is XCOM, poo poo happens, and a shot is literally not guaranteed unless it says 100% (even then I've seen the game bug out once or twice due to weird angles). This is not Fire Emblem where you can have a perfect game on anything other than Easy. You are going to lose your favorite soldiers many times over, learn to live with it. The tutorial tries to teach you this by forcing you to lose a soldier, though you'll generally find you can get your guys killed quite easily on your own.

Sit back, relax, and learn to live with failures. Sometimes you can't bring them all home, especially if you have a bad panic round. At the same time, don't be afraid to reload saves in case of a total party wipe, no one's gonna judge you if you don't play Ironman (especially not with how buggy this game can be). Losing a soldier to a chrysalid ("spider alien thing") isn't something to be ashamed of, those suckers move fast and are mean. And if you quite right after he ripped your sniper's throat out, well...you haven't even seen the most terrifying feature of chrysalids... :v:

Xachariah
Jul 26, 2004

Since when did "annoyed at 98% chance to hit missing" become a reason to quit playing the game forever? I already enjoy the game quite a lot and have progressed through about a dozen missions so far.

Paingod556
Nov 8, 2011

Not a problem, sir

Xachariah posted:

Why? Is missing a 98% chance shot a common thing in spite of what it says?

No, but there is a 2% chance of missing. You got unlucky.

Hell, I've had 99% hit / 80% crit chance shotgun blasts miss. That is why you always contingency plan. And by contingency, I mean 'grenade and rocket everything to poo poo and let Chen sort it out'.

MoreLikeTen
Oct 21, 2012

The farmer's mistake was believing he had any control over his life.
I've missed most expansion chat, are they fixing teleporting bugs? I rage uninstalled a few weeks ago over that, something I don't think I've ever done before.

Dr. Video Games 0031
Jul 17, 2004

Paingod556 posted:

No, but there is a 2% chance of missing. You got unlucky.

Hell, I've had 99% hit / 80% crit chance shotgun blasts miss. That is why you always contingency plan. And by contingency, I mean 'grenade and rocket everything to poo poo and let Chen sort it out'.

Am I wrong about the game capping chance to hit at 95%? If so, what's the game that does that?

chiasaur11
Oct 22, 2012



Dr. Video Games 0031 posted:

Am I wrong about the game capping chance to hit at 95%? If so, what's the game that does that?

Fire Emblem: Thracia 776.

Makes X-Com look kindly.

Chexoid
Nov 5, 2009

Now that I have this dating robot I can take it easy.
I haven't played in a while but I pretty vividly remember having a 100% to hit 100% crit with a Archangel Sniper in the air.

Dr. Video Games 0031
Jul 17, 2004

chiasaur11 posted:

Fire Emblem: Thracia 776.

Makes X-Com look kindly.

It's not that. Maybe x-com caps chance to hit from normal weapon fire at 95% but can be increased when you're really in close? I seem to remember seeing a lot of 95% chances to succeed in a game recently, but now I can't remember which game that was.

chiasaur11
Oct 22, 2012



Chexoid posted:

I haven't played in a while but I pretty vividly remember having a 100% to hit 100% crit with a Archangel Sniper in the air.

I've got 100%s with snipers and assaults, generally. Snipers are just that good, and shotguns have a really good close range aim modifier.

Should be seeing guaranteed shots reasonably often by endgame. Maybe not every mission, but enough to know they exist.

Xachariah
Jul 26, 2004

Alkydere posted:

This is XCOM, poo poo happens, and a shot is literally not guaranteed unless it says 100% (even then I've seen the game bug out once or twice due to weird angles). This is not Fire Emblem where you can have a perfect game on anything other than Easy. You are going to lose your favorite soldiers many times over, learn to live with it. The tutorial tries to teach you this by forcing you to lose a soldier, though you'll generally find you can get your guys killed quite easily on your own.

I'm not trying for a perfect game and I know how chance works, that 98% miss just made me quit and go for a smoke.

The game is great and usually my guys dying from flukes just makes me laugh but my indignation that time was enough to muscle memory alt+f4.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Xachariah posted:

I'm not trying for a perfect game and I know how chance works, that 98% miss just made me quit and go for a smoke.

The game is great and usually my guys dying from flukes just makes me laugh but my indignation that time was enough to muscle memory alt+f4.

I try to keep track of all of the times I successfully make 25-30% shots, so I don't have an aneurysm when I miss two or three 95% shots. It's the only way I can manage.

Ernie Muppari
Aug 4, 2012

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

Dr. Video Games 0031 posted:

Am I wrong about the game capping chance to hit at 95%? If so, what's the game that does that?

Fallout does that. Probably many others.

S.J.
May 19, 2008

Just who the hell do you think we are?

Chexoid posted:

I haven't played in a while but I pretty vividly remember having a 100% to hit 100% crit with a Archangel Sniper in the air.

The game will sometimes display a 100% hit chance even though it caps at 99.xx percent due to how the number is displayed. So technically yeah you can potentially miss or hit any shot.

Coolguye
Jul 6, 2011

Required by his programming!
Really the big lesson to learn there is that you should always have a backup plan. I'm less surprised about a 98% shot missing than I am the idea that you had one Chryssalid active and no plan B to either kill or contain the ravenous little bastard. If you are unable to clear the screen of active aliens, you shouldn't be attacking them. Granted in this case you were probably pretty damned certain you were gonna clear the field, but it's a good object lesson in how much you need those backup plans.

Alternately, the order of operations might've benefited from being different. Presumably your sniper had vision on the bug pretty early in the round since he doesn't have to reposition in most cases. You should take the safest shots (with things like Squadsight snipers) first, so if a critical shot is missed you have the actions left to pull back and try again next round.

Also, I think part of the strong response was the description of 'ragequitting', which can be interpreted as saying 'gently caress this save, I'm starting over' (at least that's how I parsed it). Saying "Oh good Christ I need a break after that" is quite different. Nobody's really at fault there, it was just a weird miscommunication.

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The Cheshire Cat
Jun 10, 2008

Fun Shoe

Dr. Video Games 0031 posted:

It's not that. Maybe x-com caps chance to hit from normal weapon fire at 95% but can be increased when you're really in close? I seem to remember seeing a lot of 95% chances to succeed in a game recently, but now I can't remember which game that was.

You might be thinking of the arc thrower, which does cap at 95% chance of success with the foundry upgrade. I get lots of 100% chances to hit, especially when there are bonuses like +20 aim for having high ground in effect.

If you played city of heroes, that also has hit chance capped at 95%, and boy did you ever notice that fact when you played a stalker.

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