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
redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Please don't spoil me by telling me what enemies to expect, just a general idea of the amount: I have finished the game twice on classic ironman and just bought the slingshot dlc. Playing classic iron man. I just saved and quit at the start of the third (final?) slingshot dlc mission before bed last night. Question about that mission within: so I only just managed to rush through the second mission on time, and now I have 2 laser rifles, no carapace, 3 heavies, 1 squadsight sniper, 1 assault, 1 support with revive and 3 medical packs. Most of my guys are lieutenant/captain. I'm near the end of month two, so only seen mutons inside the slingshot DLC. So! the last 2 slingshot DLC missions had like 8 bad guys, but I'm on a battleship. All I really want to know is : I am not equipped for a normal battleship assault since it's so early-game. Will this be a bit like a normal 'hard' council mission or is this more like a battleship mission? If it's harder than the alien base, I'm screwed since I wouldn't consider myself kitted up for that, enough.

Adbot
ADBOT LOVES YOU

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Yeah, the final mission of the slingshot DLC wrecked my squad including the slingshot guy, and I started a new game. Next time I'll make sure I have carapace armour and laser shotguns/snipers, or at LEAST carapace.

edit: in my new game I am doing the satellite rush, and I sold all of my alien alloys... now I can't get lasers. Hurf Durf.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Brainamp posted:

Two suppression shots from a regular LMG will. Laser and higher will do it in one most of the time. Plus you get more than one use out of suppression in a mission, which is pretty much the main thing for me.

I almost never used suppression before now but suddenly I understand the point. This makes it WAY more useful.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
In my current game I started the satellites 20.5 days before the report. I did this before and got the council report before I got the 'satellites built' screen. Is there any way to prevent this, or anything?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Orgophlax posted:

Do it with 21 days showing?

EDIT: I don't know if the counsel report shows up at a certain time of the last day of the month, but you basically start the satellites at 21 days left so the satellites will definitely be done in time. There's no reason to push it as close as possible. The only reason you're holding off is so you don't get a random mission between launching them and the counsel report. A 1 day span is pretty safe.

yeah I only ever realise it's 20.5 days when I do it. I don't plan to do it that late.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
All three of the satellites I built in month 1 of my latest run, were built hours before the council mission so I was able to get them up and running in time :getin:

Apart from that, I was unable to research beam weapons early because I had no alloys 'cos I'd sold them all... but lots of money, early research on interrogation, faster research due to more scientists, more officer training school upgrades than before, and more soldiers promoted past rookie are making this second slingshot run look better. I turned down the second slingshot mission this time and am not sure if/when it will show up again. I only made it by accident last time and was more teched up at the time when I was offered it.


Damage roulette: it seems like it always makes damage lower... not higher. At least this is on classic. Thoughts?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I fondly remember a squad wipe on classic due to "well, I've already killed the sectopod, now I can relax a little". I discovered the second one immediately after that.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Orgophlax posted:

OOOOO... This I did not know and none of the tech trees I found mentioned it. Guess that explains it.

Just play the game the first time instead of sperging over tech trees. it's what I did. It's more fun. It's not like this xcom even has a complicated tree.

And about the teleporting bug: I've only seen it once. This is when suddenly bad guys appear and activate in the middle of your squad, during their turn, right? Yeah if it happens a lot it could suck but also, it may be hard for them to reproduce in order to fix/test it?

redreader fucked around with this message at 23:12 on May 20, 2013

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Execu-speak posted:

Is there a limit to promotion lvels you can get per mission?

I just had a squaddie heavy kill 7 thin men with one rocket. Only got promoted one rank.

I've had lower-level soldiers promoted twice in a mission before, so you just had bad luck.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Last time I was at the alien base in my now-abandoned game, it was a bunch of rookies 'cos everyone else had died. They did really well! In the last section through the final door, I activated some chryssalids and my 'damage roulette' made me unable to kill them, they killed 3 of my guys then the final sectoid killed the last 3.

This time, I had 5 of my guys before that final door, and all of my dudes were captain/lieutenant. Carapace, laser rifles/sniper/shotguns. I heard something right where that group of cryssalids had been last time, so I sent my assault guy to activate them after setting everyone else up. He activated 2 drones and 2 groups of 3 chrysalids, and then ran the gently caress back. All of them were standing in a neat little bunch but my heavy with 2 rockets, was the guy who'd died. The other heavy had only one rocket and used it up.

Thankfully, due to the close combat perk, the suppressing fire on a group perk, and the carapace armour (took 3 cryssalid strikes to kill my assault) I was able to kill them with only losing two guys this time, and finished the mission with 3 left.

It makes a massive difference having a 'good' game where things go well, like in this current game (although the extra 3 chrysalids hosed me) The last game I played I was just losing really hard. I think playing slingshot makes the game considerably harder. This time I just refused the slingshot missions.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Dr. Stab posted:

60% shots might as well be misses, full stop. You can't rely on them to hit. It's better to hunker down and make sure your guy lives to maneuver into a better position next turn than take a low percentage shot and hope the other guy dies. A 60% shot is a 40% chance of an alien shooting at you next turn.

Also, people will die. Lots of people will die. Don't sweat one death.

What do you do when there are 3 sectoid commanders and you've used up all of your explosives? With your non-shotgun guys you basically just have to shoot, shoot, shoot. I have no idea why they have such high defense.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
re: 3 sectoid commanders

I had 2 assaults without rapid fire, with laser shotguns.
I had 2 heavies with no rockets left (5-6 mutons and a cyberdisk spawned at the same time, it was a small ufo!!! ) and heavy lasers
I had one sniper at max rank with a plasma sniper rifle, and one support with a normal plasma rifle (didn't take light because his aim was 85+) The sectoids were in a small UFO that had many of its walls (entire front wall) destroyed so they took no cover, but I had a REALLY low chance to hit them. Somehow they weren't flanked when they were standing next to the destroyed walls in the open.

My assaults came in from the side and activated the sectoids which split up to a certain extent and ran away from my assaults but towards everyone else. My sniper missed his 46% shot. Both heavies had a 25% chance to hit, one of them used suppression and the other shot and missed. The plasma rifle missed, the chance to hit was also around 50. One of my assaults hit while the other moved closer from a bad position, so no sectoids were dead. Next turn: sectoids mind frayed then mind controlled the assault, the third sectoid shot at or shot one of my guys. I killed one sectoid, the one mindcontrolling my assault.

next turn: they mindfrayed then controlled my heavy (who cares, he was out of ammo), Then I killed them. Thankfully none of my guys died but it looked super loving dicey until I had one of them killed.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Ravenfood posted:

Your sniper had a 46% chance to hit a Sectoid Commander in the open? Are you playing with any of the second wave options (specifically Red Fog) on? Or was your sniper just really close to them? Actually, I have no idea why all your percentage chances are so low, do you happen to have a screenshot?

I'm playing with a bunch of them on, but red fog is not one of them and the sniper hadn't been wounded anyway. I didn't take a ss. I do have 'not created equal' on but I tried to get rid of the terrible team members.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Dr. Video Games 0031 posted:

Sniper rifles get a big aim penalty when you're too close, how close were you?

far enough away that I had to use squad sight to shoot them. Like, just far enough away for that. The heavies could have been closer too.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Lost Generation posted:

I've just encountered an interesting variation on the teleport bug. I was clearing a crashed medium scout near the end of the game, and had encountered a sectopod with two drones. I fired a rocket at it, 3 damage numbers popped up, and when I moved in with a ghosted assault the drones were gone and the sectopod had lost 12 health. The rest of my squad stayed back to get ready to fire a rocket.

When I ended my turn, the alien turn started with a sectopod appearing in the middle of my squad, already activated, that proceeded to flank my psychic assault and send him critical. The sectopod was missing 12 hp, which all sounds like the known teleport bug, except for one thing:

The original sectopod was still up by the ghosted assault!

It stomped forward and nearly killed my medic as well. There were suddenly two sectopods, and I know I had only activated one. I don't think I could have hit him through the fog either, since I only saw 3 damage pop ups and the drones were gone. The kicker is that the end report said I had killed 14 aliens, when the hyperwave relay said there would be 13.

In short, I'm pretty sure the game cloned the sectopod I was fighting. Then teleported it, because :xcom:

In some levels (e.g. the bridge terror mission) aren't sectopods already activated?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Deleuzionist posted:

Me too. No other type of soldier causes as many spontaneous cheers as an assault with lightning reflexes and close combat specialist.




My assaults look like that IRL

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

ZoninSilver posted:

So tl;dr, if you were to specifically aim at beating that one train mission, what would be your recommendation for the early game focus leading up to it at the start of month two?

It ends when you hit the last activation (cockpit of the train) and NOT when you kill all the mans. So have one dude basically run all the way to the front, put a squadsight sniper or two on the roof and run run run with your main dude.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I don't get it, 'quitting over steam', either. It's different every time so that your playthroughs are different. I remember playing baldur's gate and re-rolling my character a zillion times to get the best stats. These days I just go with whatever I'm given and make the best of it. That makes it way more fun!

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
There's extra panic reduction when you save more people in a terror mission? :O

Also: any mods worth using yet?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I finished this game on normal, then iron man classic and done a bunch more iron man classic games stopping short of the end. I've seen that impossible is not fun with iron man, but is it fun at all without ironman, or is it just bullshit? Or should I try implassic?
Are there any good mods, apart from implassic?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I chose the 'hacked' version of the patch and started off with a 6-person squad... Is that expected?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Pomp posted:

My only customization scheme is -

1) Rookies get jack poo poo

2) Everyone else gets Guile's hair and are assigned a Power Ranger's color.

3) It's not my a-team, it's HERO SQUAD

I used to give my assaults Guile Hair once they'd graduated, but you're right. From now on, everyone ever gets Guile Hair.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I have never used a shiv. Do they not explode at all when they die?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
snap shot becomes -10 instead of -20. It was referenced right after that.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Ok, I've figured out a new fun way to play: Coin flip on rank up. Hopefully this makes for another fun run before the new game!

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I've only seen it a few times... but. someone mentioned earlier in the thread that in the final slingshot mission there's an already-activated cyberdisk. I did see that issue myself, twice.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
The most obvious and terrible thing about the mec troopers is that they'll get loving FAT because their limbs are lopped off and they'll still be eating a normal amount. Or, they'll be permanently hungry.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I can imagine the 'intro sequence' for the mec technology: a trooper lifts something heavy with their robo arms+legs. Their back breaks. "we need more testing", says The Doctor.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

TomWaitsForNoMan posted:

That's true, and I always take Gunslinger for that reason, it's just that in UFO I know I'm going to face Outsiders/Commanders and I never have a problem just Alloy Cannoning/Heavy Plasmaing them to death

It's "plasmaeing", not "plasmaing"
Source:

John plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I just bought enemy within. I started the game, turned off the tutorial, then succumbed to "PLEASE PLAY THE TUTORIAL" and it utterly hosed me in so many ways. Then I had to rescue some guy who hated me, and I know that moving the rescued-guy too much, triggers more drops. So I moved him conservatively (I thought!) and hunkered down every time. I was already down a man. Suddenly FOUR DROPS were triggered: a thin man behind me, a sectoid and 2 thin men in front of me. Killed one of that lot and then got a full squad wipe. The next mission my b-team was wiped so I just quit (classic ironman)

I'm on that mission again with my new game and I'm in a much better place. I have 2 assaults with lightning reflexes in that mission, and a dude with a medikit (which I have used already...) and everyone has a laser rifle. I did make a point of turning off slingshot because the slingshot missions are bullshit hard. This mission is the new dlc's mission? is this the hard one people are talking about? I am about to rescue the VIP now so I hope I don't get owned again. This time I'll move the VIP one square at a time... or is there a trigger point beyond which 4 bad guys are triggered, and this mission is just A Hard Mission?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

dyzzy posted:

The movement I use for Portent is this:

1: Don't move him at all, one thin man on the roof immediately next to VIP by a halfcover AC unit, one thin man on the tank in the middle

2: Take him up to the roof and up to the big full cover unit but not past it, iirc this gets you one thin man on the awning across the street

3: Short movement to the edge of the rooftop, triggers sectoid + thin man on the next building and thin man on the burnt-out semi back near where you found the VIP

4: You're mostly home free now. The next thresholds I don't know exactly but there's one more thin man on the rooftop nearest evac + two more thin men who drop in the courtyard with the skyranger.

It is all purely based on the position of the VIP (I assume it's distance to skyranger or something like it), so you can spend as many turns setting up as you like so long as you don't move the VIP.

Thanks! I don't ever savescum or anything (and I won't now), and I generally avoid guides... but gently caress the idea of wasting my playthrough to die to this mission again. I am emailing this to myself now to use as a guide tonight. From what I read in the last few pages, I'll have an impossible base defense mission later anyway.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Rooftops only give you 1/2 cover! that's instant death with thin men.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Deuce posted:

Also given how much time we spend fretting over what our people wear to work.


:stare: That's some Silent Hill poo poo right there.

Also I just realized that I've literally never used the scatter laser. I saw the gun symbol in the bottom right and had a momentary "what the gently caress is that?" moment.

The scatter laser is AMAZING. All shotgun weapons are just so great because of the 100% to hit at close range, and higher damage. It really does work very well with run+gun.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Enemy within is definitely harder, given that there are so many new unique missions, and they try hard to rush you. I just got loving destroyed at the crysalis ship mission due to rushing and activating an extra pack. Second ironman wipe, very frustrating. Time to downgrade to normal until I finish enemy within. Maybe this next game I'll get a heavy?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
So the common strategy is NOT to put satellites on the most panicked countries, but to actually do it continent by continent? I always just put satellites on the worst countries! :O

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
When do people build their first meld building by? I realise they made it cheap for a reason but if I'm doing a satellite rush for the first 3 months then it's hard to fit much more in than officer training school and the required power nodes. Do people really restart if they don't get a good steam placement in their base? I've never done that and finished classic original on ironman maybe 2-3 times. About the meld building: I've got to may twice, and still not had any meld buildings. I have given up in May on both of my EW games :)

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Fintilgin posted:

EW just came out. If we're lucky and they're going to do another we're unlikely to hear anything until at LEAST early next summer.

I thought they said they planned 2 more DLC's, when they released slingshot?

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
My exalt mission disappeared? I went back to the 'geoscape'/base screen and am not able to select my exalt mission again.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum

Torrannor posted:

I think only Canada, Argentina, Australia, Nigeria and South Africa are not among the nations you could play in Civ 5 and expansions.

Well, if you're going to count the rest then South Africa has Shaka, pretty much. http://en.wikipedia.org/wiki/Zulu_Kingdom. What does xcom itself say? Anyone?

Adbot
ADBOT LOVES YOU

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Playing on normal with slingshot+progeny turned on. Slingshot was in fact a loot pinata. I'm over the hump now (there was not much of a hump) and now that I know how the missions work I'll re-try classic. I feel dirty for having switched back to normal, but I wanted to see what mecs/gene mods do!

What's a favourite for mec 1? I'm thinking flamer. Its great to run up to dudes and punch them but in classic it seems like that's just begging for more bad guys to be activated.
edit: and tactical extra pockets just feels like cheating!

redreader fucked around with this message at 20:01 on Dec 9, 2013

  • Locked thread