Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
MadJackMcJack
Jun 10, 2009
Am I a terrible person for actually looking forward to the Bureau now?

Adbot
ADBOT LOVES YOU

MadJackMcJack
Jun 10, 2009

SirDrone posted:

Enemy Within is totally going to be Terror From The DeepV2

The only way it could match Terror from the Deep is if, when you downloaded it, it caused your monitor to explode in your face, causing you horrible agony and torment. Then it could be considered a worthy successor to that ball-buster.

MadJackMcJack
Jun 10, 2009
I've just started replaying XCOM with the Slingshot DLC and when the first Council Mission popped up it gave me the choice of the Slingshot mission or a regular mission. I went with the regular mission since I had heard that the Slingshot missions are ballbusters. Since then it's not given me that option. Have I missed out on these missions now or will they pop up at a later point?

MadJackMcJack
Jun 10, 2009

dereku posted:

Sorry mate you lost your chance until you start a new game.

You can do the first mission and then put mission 2 and 3 on hold for a little

:xcom:

Dumb way of doing it. Oh well, back to old-fashioned alien murderin'.

Speaking of old-fashioned alien murderin', the Xenonauts beta is hella good fun, if by "fun" you mean "Oh sweet christ stop shooting down my planes and killing my guys!" No wonder all of the soldiers look so miserable.

MadJackMcJack
Jun 10, 2009
So I've been trying out the Long War mod (no link since I'm in work and the Nexus site gets flagged as a porn site :ughh:) and so far it's pretty damned good. A little annoying that I have to run Steam offline to prevent it breaking the mod, but there you go. One of the changes is that in terror missions, saved civvies run to the exit zone and stay there rather then despawning (unless it's always worked like that. Never really noticed it before).

Terror mission pops up in Japan. It's the City Hall map. I run some of my guys forward and tag about 4 civvies and set up the rest behind the cars to form a firing line. That's when things unravelled. A group of Floaters and a group of Cryssalids show up, retreat into the fog, and start killing civvies. A group of Thin Men show up. Thin Men in a terror mission!? They retreat and start killing civvies. Another group of Cryssalids show up and attack me. And lastly, another group of Floaters show up and starts killing the civvies in the goddamn evac zone! By the time the slaughter is over, 19 aliens are dead, 3 XCOM soldiers are in the infirmary for almost a month each, and zero civvies are saved.

"Japan has withdrawn from the XCOM program" :doh:

MadJackMcJack fucked around with this message at 10:26 on Aug 8, 2013

MadJackMcJack
Jun 10, 2009

Slashrat posted:

It's also why I've come to avoid putting satellites over every country when I can afford not to do so. Abduction missions, while sometimes poo poo, also have more potential for interesting fights than UFO sites

I'm really hoping this new dlc that may or may not be happening includes new UFO maps that don't feature a UFO that's crashed in a North American redwood forest. That poo poo got old fast. The rest was fine since abduction, terror and council missions had a nice variety and you'd expect the big UFOs to follow a standard design. Although more maps is never bad. And maybe a map maker for community maps? :allears:

MadJackMcJack
Jun 10, 2009

Pomp posted:

Well, it took hundreds of hours spread across the year since release, but I beat Ironman Impossible. What do I do with my life now?

Play the Long War mod on Ironman Impossible. Make sure you have enough money to replace your monitor when you punch it. This loving mod is kicking my arse on a Normal run! I've completed a Classic run with no deaths and yet so far I've lost 3 men and have 9 out for almost a month. I am on my third month and yet my highest ranked soldier is a Captain because my vets keep getting hurt and spending ages in the infirmary. I'm not even close to being able to research plasma. I have virtually no Interceptor cover over my main base since they are all down for repairs. Japan has pulled out after a terror mission saw all the civvies killed. And I'm basically up poo poo creek without a paddle.

I love this mod!

MadJackMcJack
Jun 10, 2009

amanasleep posted:

Agreed, Long War (especially the new 2.0 Beta) is really amazing. You get :words:

Oh wow, I haven't tried the 2.0 version yet, and the new stuff (enforced rest, 8-man squads, alien bases in defecting countries) sounds awesome. Oh well, guess this save game is going to waste, because I'm downloading that poo poo as soon as I get home!

MadJackMcJack
Jun 10, 2009

Groetgaffel posted:

Well poo poo, Time to download this Long War thing.

Fake edit, Maybe not. There's a bunch of changes that I don't like, for example:
"- Arc Throwers are significatly less effective. Best case, you'll have about a 50 percent chance to stun a wounded alien. They only have one charge without the Repair perk."
Both reducing the chance to capture, and the number of charges seem really punishing.

Yea, that's the one change I really disliked, and I will freely admit to save-scumming like crazy when going for a capture. Especially since you need several plasma guns in order to research plasma weapons. Maybe if there was a foundry project to restore arc throwers to their original power....

MadJackMcJack
Jun 10, 2009

Deketh posted:

So with the Long War, can you not put Steam into online mode full stop? I tried the hosts fix but it still started downloading something when I went back online.

You can put Steam into online mode so long as you don't run XCOM. That's how it was with me, and I installed it while Steam was offline rather then piss about with all that host poo poo. I've switched Steam online, played multiplayer in another game, switched to offline and the Long War mod is still working fine.

MadJackMcJack
Jun 10, 2009
So far in my Long War 2.0 playthrough, I've been lucky to only lose two troopers. However, I may have a slight manpower problem:





Oh look, a landed UFO. Now who do I have available?



:ughh:

MadJackMcJack
Jun 10, 2009
When a soldier returns from a mission they are Tired and have to rest for 6 days. You can put them into a mission while they are Tired but then they become Exhausted, which means they are out for 15 days and can't be put into missions. Given the amount of wounded I have and the frequency of missions I'm loath to put tired troopers into any old mission in case a terror mission pops up and I'm stuck with Team Expendable.

MadJackMcJack
Jun 10, 2009

amanasleep posted:

That's why SHIVs are available from day one. I try to have two built by May. And if you think those things were good in vanilla...

I've got one. It's at the bottom of the list, damaged. drat thing is a bullet magnet.

MadJackMcJack
Jun 10, 2009
I think the 6 days could be reduced to 4 and still keep the intent (forcing the player to rotate troops) while avoiding situations where you've run out of troops because missions came thick and fast. The arc thrower should be more limited or less accurate, not both, and the Interceptor repair time is ridiculously long.

Aside from these issues, it's going great. It's difficult as hell even on Normal (I shudder to think what Impossible is like), primarily because XP gain is slower and your troops can't run multiple missions back-to-back and research is Marathon-level slow. I'm coming up to the end of May and I've only just got Laser weapons, and that's only by rushing to it. Hopefully my troops can survive not having Carapace armour for a while longer :ohdear:

MadJackMcJack
Jun 10, 2009

Groetgaffel posted:

I mean, all they have to do is give us more XCOM and I'll be happy. Them canning the second Slingshot style DLC show that at least someone realized that no one really wanted a disjointed mini-campaign that rewards you a special snowflake trooper. I still bought Slingshot because hats though. Still haven't actually played it. :v:

The second mission made me want to kill everyone involved in the making of XCOM.

MadJackMcJack
Jun 10, 2009

Flippycunt posted:

I'm playing the Long War and I'm getting my rear end kicked. I came into the first terror mission with a handful of squaddies using mostly default equipment, which led to a very quick and painful team wipe. Leads me to believe I probably didn't manage my assets correctly in the beginning.

Anyone care to share their Long War strategy over the first two/three months?

In addition to what Amanasleep said:

When in missions, be very, VERY cautious. Never dash unless there is no cover within range, never be afraid to retreat and let the aliens charge into your overwatch, use explosives liberally (there are always more aliens to get loot off) and suppress Thin Men or Outsiders who look like they may go on a flanking run. Bring medkits because Thin Men will poison you at the drop of a hat. Make sure everyone has Ceramic Plating at the very least (I've lost count of the number of times my men have been reduced to 1HP, which would've been a dead trooper without the plating). And don't be afraid to bring a SHIV. Sure, bringing one means a trooper doesn't get XP, but they are more expendable and they are tougher in this mod (they all have damage reduced by 2, similar to the Will to Survive skill).

In the base, labs and workshops are more important now. Research is glacial and you don't have the instant autopsy bonus from South America anymore, so you need that lab bonus. More troopers means a need for more equipment, plus you'll be leaning fairly on SHIVs. More rebates means more money and materials to make new poo poo.

On the geoscape, satellites are a double-edged sword. Yes, they give more money and reduce panic, but they also detect more UFOs. More UFOs means more missions (so more fatigued troopers), plus Interceptor damage takes loving ages to repair, so you'll be letting more and more UFOs escape which increases panic. Expand your network slower, and make Floater study a priority so you can get Armoured Fighters in the Foundry.

And Terror missions? Rocket the entire map, it's the only way to be sure :colbert:

MadJackMcJack
Jun 10, 2009
So yea, Long War. This just happened:






loving zombies started appearing as regular spawns rather than from killed civvies. Thankfully, they didn't appear to turn into chryssalids after two turns, so instead I just had a mass wave of zombies come at me.



gently caress yea :black101:

Oh and:



:xcom:

MadJackMcJack
Jun 10, 2009

Hannibal Rex posted:

but once you understand the limits of the AI, it loses a lot of its challenge.

To be fair, this describes pretty much every game that has AI.

MadJackMcJack
Jun 10, 2009

Alchenar posted:

Snipers are half the problem. The other half is that the game punishes aggression so often and so hard that the optimal and easiest solution to virtually any fight is 'spot the enemy, squadsnipe the enemy'.

To be fair, you could replace "squadsnipe" with "mind control/blaster launch" and you'd describe the original X-COM.

Squadsight's weakness is a lack of LOS (my Snipers tend to do badly in maps with buildings), so a good solution is to have more built-up maps. Break up the LOS and you force the Sniper to relocate. Or you can just blow up the obstacles, whatever works.

MadJackMcJack
Jun 10, 2009

Paingod556 posted:

Just tried Long War, first few missions were interesting even with the few changes I actually noticed.

Is it worth continuing, or should I dump it for the Beta LW2? I just saw the first download and rolled with that one.

Dump it for the beta. It's fairly stable (only one CTD, and that is easy to avoid) and adds a few things that change the experience a lot. The enforced downtime for troopers means that rather then a single squad of super-soldiers and a few cannon fodder, your barracks has a diverse selection of troopers available because you have to rotate them in and out of the squad. Plus 8-man squads means more dakka! :orks:

(the CTD occurs if you launch a satellite that would complete a continent bonus after you've lost a country. Dunno if regaining the country fixes the bug, but the mod team know of the bug and apparently know how to fix it).

MadJackMcJack
Jun 10, 2009

revtoiletduck posted:

Speaking of which, how do you regain a country? I lost India in the first two weeks and was sort of miffed about it.

In Long War 2.0, once you get the Skeleton Key, an alien base will appear in each country lost. Successfully attack it and you regain the country. Apparently, the mod makes you lose a country early on because otherwise no base would appear at all and then you'd be proper hosed.

If it's vanilla, once gone a country is gone forever :smith:

MadJackMcJack
Jun 10, 2009
The first and third Slingshot missions are ok. The first is a basic escort mission so sticking everyone onto Overwatch will get you through the majority of it, including the surprise at the end. The third is a battleship raid with weakened enemy forces. Since you will have the high ground in most of the fights you can snipe your way to victory. And you can stun a Muton at the end to kick-start your plasma research.

Mission two......:emo: It's a bomb disposal mission that's removed any vestige of fairness in favour of just plain murdering your troops. Good luck you brave doomed bastards :patriot:

MadJackMcJack fucked around with this message at 14:29 on Aug 15, 2013

MadJackMcJack
Jun 10, 2009

fspades posted:

Judging by the teaser trailer they showed us

Wait, what trailer?

MadJackMcJack
Jun 10, 2009

Darkrenown posted:

The camera would freak out when in the top level of the huge UFOs, could get stuck so you couldn't see anything, or sometimes when clicking to go somewhere you'd click through to the level underneath, sending your mans on a crazy death race.

That was more a problem with multi-level maps then UFOs in particular, it was just that large UFOs were the most commonly seen map of this type. On the abduction map with the large meat locker at the back, that meat locker building is a nightmare to enter because it has multiple levels. So I just blow it up :black101:

MadJackMcJack
Jun 10, 2009

Doctor Reynolds posted:

It's the Scout.

XCOM: Enemy Fortress, a crossover DLC where the TF2 team raid a UFO.

"These aliens are so tiny to me. Is funny!"

MadJackMcJack
Jun 10, 2009

Hellburger99 posted:

So, was that something that can happen, or did I experience a bug?

I've had it happen a few times, it's how I got the Wet Work achievement (finish a very hard abduction in 5 turns or less). Hell, once I've got good kit and high-ranked soldiers, I try to make it happen in terror missions, as it's easier to save civvies when all the aliens are coming at you.

MadJackMcJack
Jun 10, 2009

Groetgaffel posted:

Yeah tell me about it. :sweden:
And once it does release to us filthy Europeans, Saints Row IV hits the same day. Because gently caress my free time, that's why.

And just when I'm finished with Saints Row 4 and The Bureau, along come Rome 2 to devastate what's left of my free time.

MadJackMcJack
Jun 10, 2009

chami posted:

Any tips for Marathon?

I'm not too sure about panic, but I do know that the South America bonus is awesome in Marathon. When research is measured in weeks rather then days, instant interrogations will give you a massive leg-up towards getting the good stuff.

MadJackMcJack
Jun 10, 2009

Andre Banzai posted:

There's another utility that, at least in my opinion, is priceless. Moving a SHIV straight at the enemy's face seems to wreck the computer's AI royally. They will often give top priority to the SHIV and sometimes even expose themselves in order to do that, opening their flanks in the process.

The best is when the aliens use the alloy SHIV as cover. Then you move the SHIV away while the aliens are just stood there going :ughh:

MadJackMcJack
Jun 10, 2009

wolfman101 posted:

Long War trip report #2. Grenades are no longer useful for anything beyond clearing cover. If you take more than 2 grenades you are a fool who is going to lose because you foolishly thought throwing a grenade at 2 HP sectoid hiding behind a burning car was going to prevent you from getting shot in the face.

Grenades can still badly hurt aliens and will take out most cover. Plus an Engineer with Sapper (increased damage to cover) can blow up almost anything. And then you shoot the exposed aliens.

Now alien grenades are brutal. I've killed Mutons with them. And very little cover survives for more shooty fun.

MadJackMcJack
Jun 10, 2009

Andre Banzai posted:

Also they have posted the super plot twist there

:ughh: My policy of not reading game threads coming up to release pays off again.

MadJackMcJack
Jun 10, 2009
It probably just means new mission types. In one of the preview videos there was a "Meld" counter in the top corner. Probably gonna get a mission type where the focus is grabbing that stuff before the aliens do.

MadJackMcJack
Jun 10, 2009

Christian Knudsen posted:

They said that the Meld canisters will just be part of existing mission types.

Excellent. More Meld means more genetic freaks to unleash upon the unsuspecting aliens.

MadJackMcJack
Jun 10, 2009

Fangz posted:

Haha, the Warhammer 40K comparisons get more and more apt. Guy with two hearts? HMM!

Maybe Games Workshop should just retcon XCOM into the W40K timeline.

Nah, for that to happen you'd need plasma guns to explode when used and I'm not sure if I'm ready to handle that.

MadJackMcJack
Jun 10, 2009

euphronius posted:

The one dev specifically mentioned they addressed the "too many exploding cars" problem in that one interview.

"In response to players complaining about exploding cars, we have now made everything explosive. Any other complaints?"

MadJackMcJack
Jun 10, 2009

Welmu posted:

This article, linked a few pages back, contains the pertinent details: http://www.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details

Oh hey, Squadsight no longer crits unless it's a headshot. Should balance it out a bit.

MadJackMcJack
Jun 10, 2009
^ Ah yes, the "gently caress our damage rating score" squad. Aliens can't hide in a building if you shoot it to pieces :black101:

Lotish posted:

What's that? :stare:

Apocalypse real-time mode where all the X-COM troopers are dual-wielding Devastator Cannons (think Heavy Plasma). Usually, that happened every time an enemy appeared.

MadJackMcJack
Jun 10, 2009

Flippycunt posted:

That means you installed it wrong.

Well, the number of shots per mag means it's installed wrong. The increased number of aliens.....:xcom:

MadJackMcJack
Jun 10, 2009

Demiurge4 posted:

I did feel like it was bullshitting me after I ran into 6 drones on that one UFO though. But it looks like I didn't read the install instructions about editing files.

The only reason to go messing with files is if you don't want the game to auto-update and break the mod that way. As long as you only run XCOM while Steam is in offline mode, Long War will work fine.

Adbot
ADBOT LOVES YOU

MadJackMcJack
Jun 10, 2009

Demiurge4 posted:

I've failed two missions in the first month I the long war mod already. gently caress whoever felt outsiders needed 10 health, extra armor and a self repair ability.

Outsiders are perfectly manageable if you enter the UFO from 2-3 sides and get loads of flank shots. Just take it slow and steady and they will die easily.

Unless a stray shot takes out a wall and exposes them early on :xcom: Then your best best is to spam explosives and hope for the best.

  • Locked thread