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DrManiac posted:I remember in the last thread somebody posted a mod that removed the Hit percentage and crit bump enemies got on classic, anyone got that? Dush posted:I've also been wondering about why heavies seem to kind of suck a lot. <snip> I think they're less useful than Assault, who are tough as nails and complete loving slayers, but I am an idiot. XCOM Classes, in MMO terms: Assault = Tank / DPS Sniper = Artillery DPS Support = Healer / Buffs Heavy = CC / Debuffs Here's a thing I wrote about scopes on heavies in the last thread: Klyith posted:Heavies definitely appreciate the scope if you want to hit things more consistently with their guns. On the other hand, if you use suppression a lot with your heavy, a scope is not very valuable. AI won't move when suppressed, so an aim bonus is useless in that circumstance. Basically, a scope makes a heavy into an assault with no run and gun and no item slot. The way I'd describe it is a completely reasonable option that should never be an unthinking default, because you are compensating for the heavies' weaknesses instead of playing to their strength.
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# ¿ Jan 19, 2013 18:03 |
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# ¿ Apr 27, 2024 06:09 |
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1337JiveTurkey posted:So if aliens won't move when they know a soldier is overwatching, does this make Rapid Reaction and Sentinel comparatively worthless? Or does Covering Fire + Sentinel make some sort of sense? Rapid Reaction is pretty meh just because heavies have low aim and they have to hit the first shot in order to get a second. I never take it because HEAT ammo is just so good against the two bitchiest enemies in the game. I'd put Sentinel on a pure tactical/scout support who doesn't have either of the other medkit skills. I've built guys for that, but never leveled one all the way to Colonel level though. 1stGear posted:An alien ran into my field of view while I was Overwatching and didn't get shot! SOLOMONNNNNNNNN! This is also why you frequently don't get an overwatch reaction shot on thin men in council missions, who drop from the sky into nasty flanking positions. The thinman is spawned on a square at max elevation, then moves 1 space and drops to the ground level. Quite often that initial square is out of LOS unless your units are out in the open. Klyith fucked around with this message at 19:15 on Jan 19, 2013 |
# ¿ Jan 19, 2013 19:02 |
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Coolguye posted:If someone can vouch that this works with the most recent patch I will add it to the mods post. I could make some new versions of hybrid normal-classic gamecores for the thread based on the latest patch. RBA Starblade posted:Is there any way to handle supply barges that doesn't suck? It's one big open area. I inch forward, and trigger 3 heavy mutons, cyberdiscs, and drones at the same time, moving one tile. If the latter, the backside of the ship is nasty. There are likely to be multiple groups in there. On the maps that set you down in the rear, you can try to flank around to either the side doors or the "head" of the ship.
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# ¿ Jan 19, 2013 22:28 |
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Coolguye posted:Africa is amazing to pick up later when +30% funding is a matter of a couple hundred bucks, but early on it will be worth roughly 30-50$/mo to you. The Asia bonus is, financially, the worst bonus. Yes, even worse than Europe. If you bought everything from the foundry and OTS, it would be worth $1550. But you can't buy everything from the foundry because it doesn't reduce the cost in alloys or fragments. It does let you rush some OTS upgrades faster than normal in the early game, which is nice. But it's completely outclassed as a starting location by Africa's bonus or NA's starting cash.
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# ¿ Jan 19, 2013 22:56 |
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Coolguye posted:By the end of month 3 you should reasonably have enough of an infrastructure going to cover most of the map. 3 satellite control centers with adjacency bonuses is 8 sat capacity, which is more than enough to cover both Africa and Asia (presuming an NA start), plus a spare to fight panic. I'm not against the Asia start, but to use it to the same effectiveness as Africa or NA, I feel you have to blitz on both the OTS and the foundry. The other thing is the benefits are all about the battlescape. I have the impression that most people think that in Impossible difficulty, the geoscape is a harder problem than the battlescape. ChronoReverse posted:I personally dislike the EU start the most. You don't even get to have Russia for free! The interesting thing about the Europe bonus is, it's actually the second best, money-wise, after Africa. Half price workshops mean you can poop them out as fast as you can dig the space and power them. Lots of engineers mean all the equipment you buy is cheaper, saving you more money. But it takes a while to spool up, so you don't really get the ROI until the mid-game. By then most people have their finances in hand, so it's not as big a deal. I have spreadsheets for xcom.
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# ¿ Jan 19, 2013 23:27 |
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WeaponBoy posted:If I try to close in and flank them (Run & Gun + Rapid Fire with an Alloy Cannon is one of the most reliable tactics) then I usually end up inviting some buddies to the fight and then I'm almost guaranteed to lose 1-2 soldiers. Should I just be trying to pull them backwards by breaking LOS? They seem perfectly happy to huddle up and snipe with their insane hit chances for-loving-ever. Coolguye posted:Yes? Any later and most of your initial crop of officers will be big liabilities against Sectoid Commanders and Ethereals. Early Iron Will saves you the effort and risk involved in training a late game A-Team. Even with early IW your first officers will be inherently inferior, but the extra Will they get is a Big Deal. I will grant you this about the Asia start: it is the most worthless continent to acquire after the fact. Two $60 countries? Hell no. The bonus feels good even if it's not the most powerful monetarily, but Asia is absolutely the first continent to throw to the wolves. Klyith fucked around with this message at 00:03 on Jan 20, 2013 |
# ¿ Jan 20, 2013 00:01 |
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3Romeo posted:I haven't even started researching the Containment Facility yet, but I'm rolling with laser weapons and carapace armor. I feel like I'm in a good spot (this is by far my most successful attempt at the game), but every time I feel that way I get 'ed. How hosed or not hosed am I? In particular, in Classic you can still trend upwards in panic even with satellite coverage if you fail some missions. Coolguye posted:I can see use cases for pretty much every other continental start. On the topic of the OP -- this bullet point: quote:Soldiers are now promoted purely based on the number of kills they have, instead of the cryptic way they were promoted in UFO. Classes are assigned completely randomly. Classes are assigned semi-randomly, lightly favoring classes with the fewest soldiers.
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# ¿ Jan 20, 2013 01:57 |
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Shalinor posted:... that said, I may feel that way mostly because I never run grenades. Does anyone run grenades? I can never convince myself to outfit a heavy (or really anyone but a flying sniper, once I have enough) with anything but the extra carapace armor. I put grenades on supports with deep pockets quite often, even just regular grenades when I don't have alien ones yet. They don't get shot at very much so extra HP isn't a priority, and using a support to blow up some cover gives the other guys free reign. e: The people saying grenades are useless once you're not fighting sectoids are wrong. Grenades take down cover, and they are 100% accurate kills on wounded but still dangerous aliens. Not a Step posted:Heavies I'm never sure how to equip though. SCOPE + Bulletswarm usually provides at least one hit out of two activations, along with a chance to destroy cover at long range, but grenades are a much more direct way to expose an enemy. Klyith fucked around with this message at 19:55 on Jan 20, 2013 |
# ¿ Jan 20, 2013 19:51 |
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Ravenfood posted:Boost will, halve damage taken, provides immunity to critical hits, and increases movement speed by 3? spaces. They'd be really good if they were instant-use, but with taking your whole turn, they're kind of limited.
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# ¿ Jan 20, 2013 19:57 |
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monkeu posted:Do you guys think it's worth finishing my normal run, or should I start a classic run instead now that I have a much better understanding of the basics of the game? quote:I'm playing on 360, and so far I haven't seen any of the teleporting or whatever. I did have one mission where a muton had its turn and then the mission froze up. I couldn't have my turn, I couldn't get to the pause menu, and I ended up having to go back out to the Xbox dashboard and restarting the game. If I play on ironman and something like that happens am I absolutely hosed? Would that mean I'd have to start again all over from scratch? b) Most of those issues and things like uncompletable missions or disappearing skyrangers can actually be fixed by quitting to menu and reloading the current save. It's like something gets wedged in the display engine, not the code that keeps track of where things really are. Ironman runs can still be damaged by bugs, like teleports, all aliens activating on turn one, and things like that. But I think it's rare to have a truly corrupted save. Nephilm posted:And, I'm not sure how the 360 version does it but I assume that if it doesn't autosave at the start of every turn then it does so on the geoscape right before embarking on a mission.
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# ¿ Jan 21, 2013 00:36 |
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Iceshade posted:Where are those mod tools already. MrXmas posted:Pretty sure it's actually two uses. [Combat Stims] ParadoxEngima posted:Are there any Mods to make the AI smarter? or any ways you guys can think of to make the game more interesting?
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# ¿ Jan 21, 2013 01:18 |
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WeaponBoy posted:I'd prefer a higher probability of hitting aliens (and a higher chance of getting hit by aliens) but with lower amounts of damage. I'd be totally ok with the enemy defense that muton elites and ethereals have meaning -X damage so shooting them with a basic pistol is pretty much never going to do damage unless you crit. So, I guess, something like this: quote:As it is now I've basically accepted that my entire offensive strategy is based around my one or two colonel snipers basically killing loving everything while anyone below Major rank can't hit the broadside of a bus. WeaponBoy posted:Oh, absolutely it wouldn't be XCOM. My point sort of spun out of control. Really, I just hate RNG seeded zero sum game design. That's what makes the difference between something like Demon's Souls and XCOM for me. In DS you're getting pounded but it's always your own fault if you die. In XCOM there's a certain point where you're not doing anything wrong but you still get hosed over and that's an essential part of the experience, but it's not what I consider good game design. (I think the thing I hate the most about the sudden popularity of the DS games -- a game that undoubtedly has good game design -- is the flood of people who seem to think that the design principles it uses are the only good way to make a game. There's more than one good rule of design, morons.) Klyith fucked around with this message at 21:54 on Jan 21, 2013 |
# ¿ Jan 21, 2013 21:52 |
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Since everyone else has it covered, I'll just add: *One containment building holds an infinite number of aliens. You don't have to do anything like finish one interrogation before nabbing the next. *As soon as you have arc throwers you can zap aliens, even if you haven't built the containment yet. It doesn't count for a real capture, but you do get their weapon intact. Good way to stock up on LPRs early from an alien that's dead easy to capture.
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# ¿ Jan 21, 2013 22:38 |
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Paingod556 posted:There are 2 main ways to play a tactical squad-based game like X-COM, or Jagged Alliance, or whatever. Note this is pretty basic and could be wrong but whatever. The platonic ideal of a 2-turn kill of an enemy group It's rarely that simple of course. But that right there is what I use as my basic gameplan for most encounters.
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# ¿ Jan 22, 2013 19:41 |
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Muscle Tracer posted:I've encountered it plenty, although I've never had it screw me over. You can observe this activity easily enough with battle scanners or ghost armor—if you reveal a patrol pack with the scanner or a ghosted unit, they won't activate, and on the alien turn, the camera will swing to them, and then swing somewhere out in the fog of war, where you'll be able to see their health bars for a moment. It will swing back to your units, and the patrol pack will no longer be visible. https://www.youtube.com/watch?v=fTt9-pRqOkU Patrolling groups of unactivated aliens move around the map by teleporting from one spawn location to another. This is normal behavior and not a bug. If a pack wanted to move from spawn A to B, and you happened to have your squad at a point C directly between them but with no sight on either spot, they would teleport right over you. Assuming you had scanners on both A & B you'd actually see them do it. If you have LOS on a spawn location and a pack wants to move there, that's when they walk in from the fog edge, do a startle animation, and run to cover (without shooting at you). The reason Firaxis did this, from a game making perspective, is that it's the easiest and best way to keep the aliens spaced out so that the player doesn't get mobbed. If they were really walking around, it would be really difficult to keep the groups well separated -- either you move them semi-randomly and run into a traveling salesman type problem, or you do something dumb like walk in regular patterns.
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# ¿ Jan 25, 2013 01:06 |
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So it turns out that Chryssalids are actually a bunch of imported Ravenous Bugblatter Beasts of Traal. If you stand with your face against a large object and your arms over your head, the Chryssalid will assume that since you can't see it, it can't see you. The beast will be rendered harmless and completely unable to attack. If only Xcom had the foresight to equip their soldiers with towels!
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# ¿ Jan 26, 2013 21:09 |
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lordbovine posted:Oof, harder than I was expecting. Thanks, giving it a shot now. Make your edits and use Modpatcher to mod the exe. Just drag and drop your edited gamecore onto modpatcher.exe and it should auto-find the xcom location. If you're going to do a lot of experimenting make an extra backup of xcom.exe somewhere so you have a known-good backup. NESguerilla posted:This is probably a dumb question, but as someone who very rarely plays PC games I have no idea. When you guys mod games to make them easier, do you still get the steam achievements? I wish there was a mod for Steam to remove or hide everything to do with cheevos. Christian Knudsen posted:Wow. This just turned the most terrifying alien in the game into a joke! I assume this is a bug?
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# ¿ Jan 26, 2013 22:37 |
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Bruceski posted:Can you still do simple ini-fiddling to remove the startup cinematics and pausing when out of focus? I've lost track of what was moved where.
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# ¿ Jan 27, 2013 21:39 |
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ChronoReverse posted:Also, someone once told me I could use a Shredder Rocket to inflict Holo-targeting. I either heard wrong or that someone is a dirty liar. 1337JiveTurkey posted:I wonder how half a dozen heavies building towards mayhem suppression would do as a gimmick squad. Sounds like the best way to re-create xcom.gif
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# ¿ Jan 29, 2013 00:14 |
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Nephilm posted:Has he participated in anything that's not social skinner boxes in the past 5 years? e: VVVVV The world of Xcom is actually a Michael Bay alien invasion movie. But don't worry, the aliens have all been watching mythbusters during their trip here too, they don't think that cars should explode either. Klyith fucked around with this message at 01:49 on Jan 31, 2013 |
# ¿ Jan 31, 2013 01:39 |
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nohopeindope posted:Hey guys, you should check this out. Great read: http://www.polygon.com/features/2013/1/31/3928710/making-of-xcoms-jake-solomon-firaxis-sid-meier For anyone having trouble reading that article what with the bad font, busy background, and excessive web-cruft, you should get the "zap style sheets" bookmarklet from here. It's my favorite thing for reading sites like that. Fintilgin posted:My biggest hope for XCOM II is a reintroduction of random maps, although from how down the article sounded on the subject it may not be technically doable/satisfactory. Here's the way to look at it: they went with Unreal, an engine that Firaxis didn't have history with and weren't experts at, because it's flexible and they could do rapid prototypes. If they had rolled their own, they would have needed to have the design much more solid at the beginning. Randomized maps or a built in map editor might have been in the design spec, but so would a much worse combat system. I'm much happier with the Xcom we got, complete with it's limitations, than an Xcom that looks and plays like one of the bad prototypes from that 100 Mistakes video. Olive Branch posted:If procedurally generated maps are impossible or too much work, could Firaxis release a kind of map builder and encourage the community to upload or download user-made maps? I would love to create my own maps and share them with some Steam buddies. It would be cool if they put out a call to modders who already know UnrealEd to send in new maps made with the assets in the base game. Firaxis would select the best n maps and put out a free patch with them added to the rotation. Lots of talented modders would be interested in that even if they weren't big fans of the game.
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# ¿ Feb 1, 2013 00:17 |
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Decrepus posted:Can I enable the other modes without having beaten the game and without installing anything? Just editing an .ini or something? Cobbsprite posted:I'm sure there is some reason why this is rarely (if ever) done by major game design studios, but I can't for the life of me figure out what it must be.
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# ¿ Feb 1, 2013 03:14 |
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modig posted:- I would really like to be able to shoot to destroy cover wether or not an alien is nearby. Unless I really missed something, this isn't currently possible but could be a good mod. quote:- I think I went way too heavy into scientists and laboratories... It kind of seems like I shouldn't build any laboratories? So a couple of labs are good, but workshops should be the bulk of your base (and the workshop adjacency bonus way more important than the lab's). quote:- I should look up the math on cover, because apparently people think low cover is a waste of time, and I never have any idea how helpful being on a roof is. Roofs are a decent advantage just because being at higher elevation gets +20% to both offense and defense, so being behind half cover on a roof is almost as good as being behind full cover and you have better hit chances against targets on the ground. The downsides are that roofs often have spawning locations, and once any alien is up there with you there's frequently no cover. Plus, as you found, elevation is a great source of LOS bugs in the game.
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# ¿ Feb 3, 2013 08:21 |
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Aureon posted:Does the final boss get any decent at classic+? Solomon has said in interviews that the final mission was intended to be a "victory lap" and not the hardest mission of the game, but it's a bit unsatisfying. I wish they had done something a little more interesting with the final showdown. An easy gimmick would be to give the Uber Ethereal an invulnerability psi-buff from his two regular minions, so you at least have to kill them first. However I suspect that they didn't do any of that because they were out of time. Also it seems they were genuinely worried before release about the game being too difficult. Garth DeAngelis got interviewed a week after it came out and was like, people have already beaten Ironman Impossible, we though it would take over a month. Coolguye posted:Especially in this game where it's not hiding anything at all by this point.
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# ¿ Feb 5, 2013 06:43 |
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SeaTard posted:You'll hear people from both camps saying their choice is the best thing ever. The real flames come out for people who suggest that a Sniper could possibly be any good with Snap Shot, or some of the other more one-sided choices. Overlord K posted:It's also kinda sad how four of my KIA soldiers are assault class. I hope my guys don't get a feeling of dread when they rank up to find themselves wielding a shotgun.
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# ¿ Feb 6, 2013 06:35 |
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doomfunk posted:The rifle assault is more or less identical to the shotgun assault, favoring rapid fire and lightning reflexes and so on. The difference is in execution: Rather than dashing up close to maximize crit chance, you're instead dashing to a really advantageous cover position to take two shots from considerably longer range. You have the tankiest forward scout, basically, who can really hold their own in a firefight. Shotgun Choices: Tactical Sense, Lightning Reflexes, Rapid Fire, Close Combat Spec, Resilience Rifle Choices: Aggression, Lightning Reflexes, Rapid Fire, Bring em On, Killer Instinct That rifle build can do some fantastic damage without having to move into dangerous spots, and is possibly even better at dealing with oh poo poo moments than a shotty assault -- bring em on is fantastic for that. Rifles are also much better for overwatch, but that takes away all those crit bonuses, so you need to take shots on your own turn to get your money out of it.
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# ¿ Feb 6, 2013 09:36 |
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Nephilm posted:Diminishing returns + Marathon is pretty brutal. He'll have to learn to build workshops. Marathon and war weariness is a nasty combo. Diminishing returns + results driven is awful, reduce panic with sat-spam to keep funding. All four? If someone told me they beat I/I with all of them on, I'd want video proof.
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# ¿ Apr 17, 2013 05:07 |
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quote:Roof in SP Furthermore, even if you take over a roof, if there is a spawn spot a patrol might just decide to move there. When that happens, as often as not they will appear by climbing over a roof edge and taking over whatever defensive positions are available. You now have either a scramble to kill all of them in one turn, or you have to get off the roof and leave aliens on it (very bad). Finally, in the game of "see no evil" that is avoiding spawn triggers when you're not ready for them, roofs are dangerous. If a spawn is sitting on a roof they're 100% safe because you can't see them without going up there. And roofs have long sight lines, easily spotting other spawns. On the Observatory map, the roof is the *last* place I clean out. I learned by experience that if I go up there early I will trigger the spawn that's invariably in the 2nd floor room plus another group halfway across the map who will make my life hell. I feel at least some of the props for roofs has come over from MP, where they are a giant tactical advantage -- way more so than in SP. ChronoReverse posted:That's because he exclusively plays Ironman Impossible. You get caution hammered into you in a hurry. It also shows understanding of odds because taking 50% odd shots because you're in hard cover is a terrible idea (you only have 40% defense in hard cover without hunkering down). We all link him because his gameplay is solid for C/I and I/I, but he's not the ultimate xcom master. Dude still thinks Asia is better than Africa. He's entertaining though, even with a vid that's not edited like the old series. I saw another I/I player at some point that I thought was tactically better, but completely unwatchable.
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# ¿ Apr 17, 2013 16:39 |
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K. Farb posted:I actually buy into the Asia start on Impossible since getting another squad member or two out sooner than later is very helpful. I'm in month 3 and money is no longer the bottleneck on anything I want to produce, so I doubt Africa would help as much. But whatever, starting continent min-maxing is dull: the best bonuses are also the most boring and have the least impact on gameplay or strategy. Asia, Europe, and SA are all more interesting because presumably you are tailoring your plan to take advantage of something besides money. ChronoReverse posted:Was he getting cute with the trying to get more flanks bit at the end of the first video? Perhaps you could make a case for it. But suppose he missed the 65% shot he didn't take or failed to kill the alien with that shot, he'd be in just a bad position because the alien now has +40% chance to hit that soldier because he wasn't hunkered down. Nevermind the cover getting destroyed by the first shot and then the soldier killed by the second, he had a high chance of SIMPLY DYING. It's not being cute to try taking a 5% chance of getting hit (but not killed) to prepare 2x 65% hits. * a 65% flank shot at the mind melder, from full cover * a 65% flank shot at the ones behind the car, from full cover * two 70+% regular shots at the ones behind the car, from rooftop half-cover Those are all good odds shots. The expected value should be 2 out of 3 kills. They're not 100% shots and they're not absolutely safe, but it's a month 1 mission and you've used all your grenades. Them's the breaks. On I/I coming out of those rookie missions with zero casualties is a bit unrealistic. My one criticism of Beagle's play is that tendency to slow-roll a group, looking for maximum safety. It's a good principle but in practice taking several extra turns to set up a "perfect" strike is extra turns for bad poo poo to happen. And when that bad poo poo does happen, it's easy to say it was unforeseeable, which it generally is. You can't know that your cover will be destroyed or a patrol will flank you, so your strategy was not to blame. The failure isn't about predicting the unpredictable, it's in waiting 4 turns for the unpredictable to happen.
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# ¿ Apr 17, 2013 19:19 |
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FoolyCharged posted:Having run the numbers the shot on the melder was 47.84% chance of killing the melder. Shot on the melder = ~.50 of 2 kills = 1 kill Shot on flank = ~.50 of 1 kill = 1/2 kill Shots from the roof = .70^2 that both shots hit one target (guaranteed damage to kill) = .50 of 1 kill Total: ~2 kills It's risky since the first shot has such a high swing, 0 or 2. In practice I would have taken that shot first, and if it had failed taken the 2nd flank shot from behind the car but not the shots from the roof. That would leave two guys in full cover with at most two shots coming at them, a very good chance that at least one survives. ChronoReverse posted:In fact, if his assumption that his cover was indestructible were true, his choice in this particular case are unambiguously better, it would have been a TERRIBLE choice to take the shot. And it's only because in that specific instance that it was the last spawn on the map that it's even a discussion.
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# ¿ Apr 17, 2013 20:34 |
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It's the world's easiest prediction that it'll be a Civ-style expansion. Firaxis knows how to make that work, and an expansion to an established game on the established consoles is a safe bet for this fall. They can repackage a combined box for retail and get sales to people who missed it last year but saw the hype, everything about that idea sounds great. A sequel on the other hand feels really dicey in 2014 -- everything about that console transition raises big questions for a game like Xcom. The last time they did interviews before going dark the past few months, Jake and Garth DeAngelis talked about how the first DLC was received. It feels like when reviews praised it for the good content and polished production, but it just wasn't Xcom, they looked at each other and said "Oh poo poo, they're right. Lets scrap this and do something better." It also helps that 2K would be ready to give them the budget for another big swing instead of 2 more bunts. Klyith fucked around with this message at 23:48 on Apr 19, 2013 |
# ¿ Apr 19, 2013 22:59 |
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chiasaur11 posted:Speaking of Australians and insanity, anyone else notice that Beagle never goes for the overwatch pin? I mean, yeah, it exposes you to more fire, but even when he's saying that the only thing he needs is the enemy to stay still, he hunkers down instead of keeping the enemy in place. Wonder if there's a reason for it. I figure he'll start using overwatch a bit more once he has a bigger squad size and teams that aren't half rookies. But in Impossible overwatch is a much weaker tool in general.
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# ¿ Apr 23, 2013 03:24 |
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quiggy posted:For those interested, Joystiq just put up a video preview of The Bureau with impressions from one of their writers who played the game recently. I'm still a little apprehensive about it but it looks like it's still got the potential to turn out great. August 20 means it's going against Saint's Row 4 though. I'll probably wait for the T-giving sale. edit: Also, for anyone who enjoys xcom multiplayer, Shin Sanzuken uploaded a whole whack of videos a day ago. There are even more new ways to break the game now! Klyith fucked around with this message at 17:19 on Jul 19, 2013 |
# ¿ Jul 19, 2013 17:00 |
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Jethro posted:I watched Beaglerush's Live and Impossible yesterday. His knowledge of the maps is damned impressive, but I can't help but think he's just a bit too conservative. Well, actually I think he's way too conservative, but I've been playing all of 3 days on normal, so I know my calibration is wrong. At any rate, as much as he says "take the shot" he rarely actually does it. Like when he wiped at the end of his last Live and Impossible, he sees 61% and says "that's a bad percentage to hit." He was probably screwed anyway, but I can't imagine he'd become less screwed by running away instead of taking the only shot he'll ever get on an enemy that has flanked him but hasn't taken a shot yet. But you're totally wrong because in that specific circumstance, and probably a lot of the other places you thought he was doing the wrong thing, he was absolutely right. Taking that 61% shot means there's a 39% chance his sniper was dead, and hitting it would not improved his situation substantially. Without playing some classic or impossible yourself, I don't think you have the context for a good judgement on those things. Normal mode cheats in your favor, you get hidden boosts to shot percentage in some circumstances. MechPlasma posted:You're making it sound like soldiers have an easier chance of hitting something on lower difficulties. UFOpaedia posted:On normal with 4 or fewer soldiers, or easy with precisely 4: Klyith fucked around with this message at 16:14 on Jul 23, 2013 |
# ¿ Jul 23, 2013 16:01 |
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FairGame posted:He is still too conservative, though. And doesn't use his explosives nearly liberally enough. Beagle has hosed himself on occasion by being too conservative. If you play a more aggressive style, you've probably hosed yourself by being too ballsy. I know I have.
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# ¿ Jul 23, 2013 16:43 |
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Fintilgin posted:Nope! MechPlasma posted:Actually, I've been wondering, how much defense bonus does dashing give you?
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# ¿ Jul 23, 2013 19:41 |
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DarkAvenger211 posted:Just a quick question. I've always wondered, are there actually wandering alien groups that patrol maps? Or are they all waiting for you to come find them? Because unactivated groups move by teleportation, they can do things like move from Point A to Point C while your dudes are standing at B right between, as long as you don't have vision on A or C. Also this means that you can't safely retreat into ground you've already "cleared"; aliens might have teleported behind you after you moved on. Any part of the map that's fogged might have aliens. When an alien patrol group decides to teleport to a spawn location that you do have vision on is when they walk in from the fog edge, do their startle, and potentially get shot by soldiers you put on overwatch. Even though it's the aliens turn, they're don't get to shoot the same turn they walked in (preventing the aliens from coming in on flanks and getting unfair shots). That's how it's supposed to work. There are exceptions to this rule (chryssalids on terror missions are active are run around killing civilians) and bugs -- the teleport bug is likely some kind of broken patrol behavior.
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# ¿ Jul 23, 2013 19:59 |
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Ugly In The Morning posted:I stopped playing for a while, but I thought one of the patches was supposed to fix the teleport bug? Now that I'm playing again, I definitely have started seeing undiscovered aliens actually moving into my LoS, instead of how it was before where I would have to find them on my turn 100 percent of the time.
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# ¿ Jul 23, 2013 20:19 |
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wolfman101 posted:I really have to question why the game rules are dependent on the unreal engine instead of being an underlying base game with the unreal engine being a graphical interface to said underlying game. dud root posted:The Bureau is available for preorder, with a bunch of bonuses for doing so http://store.steampowered.com/app/65930/ Not that it's a great idea to pre-order the game right now anyways, wait until we see more.
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# ¿ Jul 24, 2013 01:13 |
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# ¿ Apr 27, 2024 06:09 |
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thehumandignity posted:I have a theory that the gaming industry isn't actually a cabal of corrupt assholes who have decided to gouge an isolated market completely arbitrarily because almost none of them are based here and can basically give the finger to our laws with impunity, no, that's not it at all.
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# ¿ Jul 24, 2013 14:54 |