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I use two flamer MECs and I haven't really regretted it even into endgame enemies. Advanced Servomotors gave my MECs all the mobility they ever needed to get into position and flank without horribly overextending from infantry support, so I haven't missed the movement range. Jellied Elerium pumps the flamer's damage enough that it can be used to render late-game infantry vulnerable to death by rocket or grenades(and also lets it one-shot chryssalids, which is useless in practice but fun as hell anyway. BURN THE XENOS) and the panic has saved lives/flushed enemies out of cover and to their deaths dozens of times for me. Against anything bigger/immune to it I'd honestly rather just plant my feet and put two railgun/PPC shots into it with MEC Bulletswarm instead of running up and ramming a fist into it. Both are really useful upgrades. Pick whichever one you like more, or pick one of each.
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# ? Nov 15, 2013 19:05 |
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# ? May 18, 2024 22:20 |
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I have a question about the Clormal mod. It sounds like something I REALLY want, but I'm wondering if it only affects new games, or will it also affect my existing classic game?
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# ? Nov 15, 2013 19:14 |
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Ahahaha, I went in unspoiled and just did the fishing village. With a five-man squad with laser rifles, basic armor and one guy having minor genemods. Well, I got everyone out. On the last turn. With 4/5 of them heavily wounded. And only because I'm running the ability roulette (random abilities on level-up) and had two guys with Close Combat Specialist who got drat near torn up forming the rearguard. Welp, they truly brought back the old Chryssalid horror on that one mission.
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# ? Nov 15, 2013 19:18 |
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This is the council mission where you have to save the exalt survivor and I'm having a nasty time dealing with it. Lost one early on to a lucky shot, the rest got overwhelmed by the ever increasing number of thin men dropping out of the sky. Maybe I should rush an officer school or something...(playing on classic)
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# ? Nov 15, 2013 19:23 |
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For that mission, honestly just position your guys/reload etc on one turn, then the next turn move the VIP up like one square, 3-4 at most. If you do it this way, the mission will take almost an hour but there's almost no way to lose. If you don't kill the thin men with reaction fire you'll kill them on your turn. Especially if you're keeping most of your team up high, since that's where most of them spawn. I kept a mec on the ground to keep those lines of sight open and watch for the one or two who fall way behind you to catch up. It's cheesy but if you play that mission straight up you'll probably get torn apart.
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# ? Nov 15, 2013 19:25 |
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My mec has been pretty survivable on classic so far, probably moreso than anyone but my snipers. Damage control and automated threat assessment are what I went with on my flamethrowers (+defense in overwatch and damage reduction if attacked more than once per turn), and I use them fairly conservatively. I use a lot of overwatch so they tend to chill with supports. I typically only have them run up with my assaults when I'm doing a flamethrower flush. Otherwise I usually stay back and railgun overwatch or attack (sniper/support base). I use my flamethrowers more like supports I guess and it's worked pretty well. I kind of prefer using assaults to my punchy mec most of the time, probably due to playstyle.
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# ? Nov 15, 2013 19:25 |
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On the Flamethrower vs PUNCH! argument, I really feel it's an argument between battlefield control and killing dudes. Flamethrower seems great for a long range MEC with grenade launcher and mines that's constantly laying down punishment with a high AIM score. Meanwhile, Kinetic Strike always shines but it will shine brightest when mixed with a Heavy/Assault MEC and later loaded with healing mist and an EMP module. Also, a MEC with EMP and Kinetic Strike is perhaps the easiest/fastest way to take out a Sectopod. That "take only half damage" buff Sectopods got is really loving nasty. But an EMP MEC can shut it down and cause 5 damage (ignores the half damage) and then punch it twice for 9 damage each with the kinetic strike next turn. A guaranteed 23 damage in 2 turns while the Sectopod loses its turn. Just remember that Sectopods explode when die and do 3 damage to all surrounding tiles.
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# ? Nov 15, 2013 19:31 |
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Nail Rat posted:For that mission, honestly just position your guys/reload etc on one turn, then the next turn move the VIP up like one square, 3-4 at most. If you do it this way, the mission will take almost an hour but there's almost no way to lose. If you don't kill the thin men with reaction fire you'll kill them on your turn. This right here. I've been playing on classic. Had to resstart my game but so far did Portent twice without any issues. All my VIP missions are done the same way. Very slow creep up with full overwatches. I never understood why people have a problem. If it's a VIP mission and you dash, you are wrong. There is never a timer so no need to go balls out. Just creep forward slowly and you're fine. Yeah there are 15+ thinmen, but spread out over like 6-8 spawns. It's not that bad.
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# ? Nov 15, 2013 19:32 |
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By the way, even if the glowy indicator tells you otherwise, the flamethrower can't hit flying enemies. I just lost my first Impossible MEC to that bullshit. Definitely reloading because that is some bull.
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# ? Nov 15, 2013 19:32 |
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Meis posted:I have a question about the Clormal mod. It sounds like something I REALLY want, but I'm wondering if it only affects new games, or will it also affect my existing classic game? Testing mods in XCom is a pain because one has to slog through the very first mission in a new game, and the situation room does not open up until the next mission. It would have been nice if Firaxis added a "skip the first mission and unlock Situation Room" mode.
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# ? Nov 15, 2013 19:35 |
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Vengarr posted:By the way, even if the glowy indicator tells you otherwise, the flamethrower can't hit flying enemies. I just lost my first Impossible MEC to that bullshit. Definitely reloading because that is some bull. I have definitely swatted clusters of floaters out of the air with a flamethrower, so I don't know what happened in your game.
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# ? Nov 15, 2013 19:41 |
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Has anyone experimented with grooming 'superspies' for exalt espionage? Snipers with pistol-focused stuff seem like that they'd work the best. I haven't looked at gene mods for them yet though. Also - I'd like the next expansion to be focused on developing the aerial combat and mission control globe. I'd like the pilots to actually be soldiers you can take on missions or station in aircraft, with their abilities affecting their aerial combat performance. Adding other stuff like saving your pilot by bailing them out of their plane before it goes down and then retrieving them in the field would be cool too - pilot recovery missions, etc. Would also be cool to send out not just one plane at a time, but multiples in squadrons to deal with larger UFO fleet threats - probably later on in the game. Could even be stuff like pilots being able to opt to land themselves and contribute to the mission OR to fly over in the general region during the mission to either maintain air superiority (such as if you run the risk of UFO aerial attacks or reinforcements being dropped in) or to provide support in the form of bombardments and equipment drops. (And you could probably kit out the aircraft you want supporting your team with supplies - there might be a turn-timer on how long those orders take to take effect too.) I'd also like to be able to customize the look of the aircraft. My giant yellow-and-black bee will sting the bigass UFOs. Oh and I'd like better cosmetic options for the gene modded troops (mutant skin and features that open up for their customization when you gene mod them - as well as being able to turn sleeveless on or off FOR FUCKS SAKE), and 'light' MEC bodies for MEC troops that's more like a Ghost In The Shell kind of thing. Spacedad fucked around with this message at 19:45 on Nov 15, 2013 |
# ? Nov 15, 2013 19:43 |
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I know lots of people have been asking but there didn't seem to be a consensus: can you delay Portent and Friends in Low Places, or are they gone for good if you ignore them the first time round?
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# ? Nov 15, 2013 19:43 |
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Vengarr posted:By the way, even if the glowy indicator tells you otherwise, the flamethrower can't hit flying enemies. I just lost my first Impossible MEC to that bullshit. Definitely reloading because that is some bull. Hmm, I've taken out an entire pack of floaters in one flame burst, one of which seemed to be on a higher level than the other two. Maybe it's at a certain height or something, but I've definitely taken guys out above head level.
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# ? Nov 15, 2013 19:44 |
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Spacedad posted:Has anyone experimented with grooming 'superspies' for exalt espionage? Play with Training Roulette on, you'll get a few "superspies" naturally, and then you just have to give them Mimetic Skin to cheese the mission. I had an Assault with Gunslinger and Rapid Fire who was a beast of a cover-op dude between being able to plug two pistol shots in the back of an EXALT's skull and Run and Gun allowing him to activate objectives even after a sprint. Also, just play with Training Roulette on period. It makes your soldiers far more interesting than "this is my ideal build".
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# ? Nov 15, 2013 19:47 |
Spacedad posted:Has anyone experimented with grooming 'superspies' for exalt espionage? Snipers>=Assaults>Supports for covops stuff. You want to have the extra firepower from gunslinger, but run and gun is a legitimate contender, since it lets you dash to disable a relay and turn off the enemy team's gun (so they do boneheaded things). Mimetic Skin Regeneration for gene mods are all you need. You can put other stuff on them but those two are really the core. Regen is actually really good, because you occasionally take random explosives damage and you're not wearing armor. Similarly, no armor makes being invisible really important. Also yeah, training roulette is great.
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# ? Nov 15, 2013 19:49 |
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Spacedad posted:Oh and I'd like better cosmetic options for the gene modded troops (mutant skin and features that open up for their customization when you gene mod them - as well as being able to turn sleeveless on or off FOR FUCKS SAKE), and 'light' MEC bodies for MEC troops that's more like a Ghost In The Shell kind of thing. It's anime as gently caress but I'd get a kick out of seeing MEC troopers outside of the MEC suits, but still holding the suit weapons.
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# ? Nov 15, 2013 19:50 |
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Anias posted:Snipers>=Assaults>Supports for covops stuff. On the other hand, low profile that snipers normally get works great with Mimetic Skin. And I tend to put mobility over more health for my non-heavies, so I'd say thin man legs for getting the gently caress out of dodge on short notice. VVVVVVV: Low profile dude, literally hide anywhere.
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# ? Nov 15, 2013 19:54 |
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Nono, mimetic skin and rooftop leaping on a sprinter support makes the best covert operative. They'll be able to drift anywhere they want, hide anywhere they want.
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# ? Nov 15, 2013 19:54 |
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Anias posted:Snipers>=Assaults>Supports for covops stuff. I'll be sure to slap regeneration on the Fedora'd guy I renamed "Dick Tracer" and have him give those ugly alien-supporting mobster mugs the what-for. I also want to say that if there's anything I dislike about the Beaureu the most, it's that we may have been robbed of the possibility of a future Xcom sequel game (a true sequel from Firaxis) being set in the 1950s or 60s for a B-movie thing. I actually would LOVE to make/work on an Xcom-type game done in a retro B-movie setting. Possibly a bit more cartoonish for added fun - the monsters looking silly and cheesy at times. See 'Unstoppable Gorg' for something along those lines - maybe not THAT silly, but approaching that area. https://www.youtube.com/watch?v=PGweBa_n8nM
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# ? Nov 15, 2013 19:57 |
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So apparently not playing this game for a year or whatever means I'm rear end at it now. I know meld isn't that rare, but the added time pressure is making me attempt the most boneheaded moves and then die horribly. Trying to avoid spoilers for the most part, but what were the MEC trooper bonuses from the base class again?
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# ? Nov 15, 2013 19:57 |
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Vengarr posted:By the way, even if the glowy indicator tells you otherwise, the flamethrower can't hit flying enemies. I just lost my first Impossible MEC to that bullshit. Definitely reloading because that is some bull. Same with collateral damage fyi. It says you can target them but you can't.
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# ? Nov 15, 2013 19:57 |
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Finishing up my first game with the expansion, I think the one thing that stays at the front of my mind is that I wish they had done one more thing with every new feature they added. EXALT needs to do more, MECs need like one more extra upgrade at each tier or a new tier, and gene mods need a few more more actives powers rather than a number of the boring passives. All in all I feel like the most important thing I paid money for were the new and rebalanced maps, and some of the new second wave options. I feel like Operation Progeny literally just recycled Operation Slingshot's format verbatim. I have a hard time accepting EXALT as a good addition to the game as it is. EXALT related spoilers: Even the final mission EXALT mission is literally just a clean sweep of crappy mooks in a decently impressive set piece and then that's it. It feels like EXALT was also a 3-mission DLC arc but got turned into a reoccurring mechanic that just serves as an annoyance.
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# ? Nov 15, 2013 19:59 |
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madmac posted:Trying to avoid spoilers for the most part, but what were the MEC trooper bonuses from the base class again? Heavies - + 20 defence towards closest enemy Sniper - Stand still and fire and you get +10 aim and crit chance Support - + 10 defence to all nearby dudes in cover Assault - -33% damage from all enemies within 4 tiles.
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# ? Nov 15, 2013 19:59 |
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Thanks to training roulette, I got Sprinter, Low Profile, Close and Personal, and Rapid Fire on the assault I got from the Progeny storyline. I promptly slapped Mimetic Skin on her, but the only EXALT mission I got to take her on was taking out the base. Oh, the things that could have been.
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# ? Nov 15, 2013 20:10 |
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Hurray, I just got my fith assault squaddie. Anyone want to trade for a support or sniper? I guess at worst I have some decent fodder for the base defense mission.
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# ? Nov 15, 2013 20:12 |
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How do the meld timers work exactly? It seems like sometimes they don't start the countdown until you spot them but then other times they're lost without you ever seeing them.
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# ? Nov 15, 2013 20:14 |
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Bunleigh posted:How do the meld timers work exactly? It seems like sometimes they don't start the countdown until you spot them but then other times they're lost without you ever seeing them. The timers start from the beginning of the mission and countdown. If you just sit in spawn and endturn, the meld will be lost. If you beat the mission before the meld timers expire, you get the meld even if you never see it. I know this because I chased a 1 hp muton I was trying to stun for like 6 turns. Cue yakety sax. I was frustrated/amused/astonished that he just kept fleeing like a bitch back to MY evac zone. I finally move my assault close enough to get him next turn and he runs up and plasmas the guy in the face for 8 damage before getting stunned. LordNad fucked around with this message at 20:19 on Nov 15, 2013 |
# ? Nov 15, 2013 20:15 |
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Brainamp posted:Heavies - + 20 defence towards closest enemy Slight correction: Heavy->MEC gives the nearest enemy -20 accuracy, which applies no matter which one of your xcoms it's shooting at. And protects itself from critcs. And the 'nearest' enemy can still be far away, as long as it's in the MEC's line of sight. This can be pretty great when there's a cyberdics or something floating overhead.
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# ? Nov 15, 2013 20:32 |
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Anyone willing to buy Enemy Within steam key from me for ? Paypal accepted. http://steamcommunity.com/id/zbychomowca/
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# ? Nov 15, 2013 20:33 |
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When I got a guy named Murphy I knew he was going in the can even if he hadn't been dealt good aim but bad training roulette abilities. Then the game gives me Lewis (Murphy's partner for uneducated plebes) as a reward from an abduction. If I hadn't nicknamed Murphy myself I'd assume I had stumbled on an easter egg instead of luck of the RNG.
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# ? Nov 15, 2013 20:39 |
Bruceski posted:
Cool! I kinda think you should go with the helmet that shows the chin for Maximum Murphy. The "skull in a can" was the evil Robocop II's shtick, ya know?
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# ? Nov 15, 2013 20:43 |
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Why would my Operative do this.
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# ? Nov 15, 2013 20:58 |
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poptart_fairy posted:
Hates his co-workers.
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# ? Nov 15, 2013 21:01 |
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poptart_fairy posted:
He's one of them now. You know what you have to do.
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# ? Nov 15, 2013 21:01 |
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LordNad posted:This right here. I've been playing on classic. Had to resstart my game but so far did Portent twice without any issues. All my VIP missions are done the same way. Very slow creep up with full overwatches. I never understood why people have a problem. Of course, it would be like XCOM to have one mission that changes this rule and has the aliens drop on increasingly large amounts on a per-round basis until you get the VIP up, but that' hasn't happened yet and I'm kind of sad. StringOfLetters posted:Slight correction: Heavy->MEC gives the nearest enemy -20 accuracy, which applies no matter which one of your xcoms it's shooting at. And protects itself from critcs. And the 'nearest' enemy can still be far away, as long as it's in the MEC's line of sight. This can be pretty great when there's a cyberdics or something floating overhead.
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# ? Nov 15, 2013 21:02 |
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Nail Rat posted:Hates his co-workers. Bruceski posted:He's one of them now. You know what you have to do. I should have paid attention to the expansion's title. Our most cunning enemies are in plain sight!
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# ? Nov 15, 2013 21:06 |
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Just started a new game on Classic and I got 2 satellite requests in the first month. if I can manage to get another uplink soon I'm gonna have so much cash. They're even both on the same continent so I won't be spreading myself thin!
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# ? Nov 15, 2013 21:07 |
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So are gene mods that necessary on an operative or can I squeak by with a sniper with a laser pistol? Because I've been lagging behind on making mutant monster men instead of cyborg monster men.
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# ? Nov 15, 2013 21:11 |
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# ? May 18, 2024 22:20 |
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RBA Starblade posted:So are gene mods that necessary on an operative or can I squeak by with a sniper with a laser pistol? Because I've been lagging behind on making mutant monster men instead of cyborg monster men. Mimetic Skin isn't required but makes their survival a lot, lot, LOT easier. Just sling them in Full Cover and make them sit on their arse until the fighting stops.
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# ? Nov 15, 2013 21:13 |