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kim jong-illin
May 2, 2011

dotster posted:

I was planning on passing on MEC troopers and only doing genetic engineering the first play though. Are MECs that OP?

The thread seems to prefer MECs on the whole. Personally I prefer genetic engineering - mimetic skin is so hilariously broken that you can spend ages carefully placing all your troops invisibly around a group of Mutons or a Sectopod before revealing them and destroying everything in one turn. A lot cheaper and more reliable than ghost grenades.

Still love that moment when the first Cyberdisk I encountered floated across the room directly into the path of my concealed mimetic skin Assault with a scatter rifle, close combat specialist, close and personal, and rapid fire.

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kim jong-illin
May 2, 2011

tarbrush posted:

Sure, but a basic mec is 40 meld and makes such a difference in month 2, whereas mimetic skin is 35 meld a pop.

Oh sure, I'm not knocking MECs at all. I just find that mimetic skin and other gene mods suit my high-stealth play-style more: I like being able to rush a concealed support unit across the map to scout out what I'm up against before carefully placing an overwatch trap with my yet-to-be-enhanced unit, then revealing my scout and using it to bait enemies into the trap.

kim jong-illin
May 2, 2011
I give them a SCOPE and Chitin Plating - they're usually my highest promoted units because of the number of kills Squadsight can give you, so I don't want to lose them to an unexpected attack.

kim jong-illin
May 2, 2011
Covert operative extraction mission on the same turn as alien abductions in three countries, all of which have panic 4/5?

:xcom:

kim jong-illin
May 2, 2011
It'll never happen but a DLC mission pack with more things like the Newfoundland mission would be awesome. Just having a group of structured missions you can throw guys into rather than the repetitive abduction/terror/UFO missions that you spend most of your time doing.

kim jong-illin
May 2, 2011
Weird, I just got the Newfoundland council mission twice in this playthrough. First time was when my squad was mostly squaddies and lieutenants, second time was after building the hyperwave beacon with a squad of colonels.

The second one was a massive cakewalk - I just had a MEC lay proximity mines along the docks so nothing could chase my squad to the evac point.

kim jong-illin
May 2, 2011

Spiffo posted:

Shotgun assaults are your friends, also bulletstorm heavies. My strategy for dealing with them so far is to have everyone fully-loaded, get in a circle, overwatch. Often the stalker will get blown away when it reveals itself, but if you miss you still get a decent amount of powerful shots you can take next turn.

I've never had both decloak and strike at the same time thankfully. Can they?

Yeah, they decloak to attack - if your overwatch attacks don't kill them (and the solider they target can't attack them) then they'll latch on and do an immediate two damage hit.

kim jong-illin
May 2, 2011
Are some Second Wave options platform-specific? I've never seen ones like High Stakes or Itchy Trigger Tentacles on PS3 or OS X.

kim jong-illin
May 2, 2011
Marathon is super disappointing: I was hoping it would be a good way to drag out the fun first half of the game before you get so overpowered that it's just a sprint through to the end-game. Instead it's just a straight-up buff to difficulty because your progress is much slower while the aliens carry on at much the same speed, forcing you to do multiple terror and council missions without lasers or carapace until you get frustrated and quit.

kim jong-illin
May 2, 2011
Oh boy are you in for a surprise in the next chamber

kim jong-illin
May 2, 2011
You can cheese the Cyberdisc on Gangplank because if you camp around the door on the right after the second generator you blow up, it'll eventually come through that door and get murdered by overwatch fire. Just note if you have any units directly by the door then they might get killed by the death explosion.

kim jong-illin
May 2, 2011

Inzombiac posted:

Closing in on the second playthrough and I've phased out heavies again. I just cannot keep them around especially since I can get others with Holo-Targeting. Their low movement and crappy aim is just too much to put up with.

Rockets, dude, rockets.

kim jong-illin
May 2, 2011
A heavy with a blaster launcher, danger zone, and mayhem is the best possible response to uncovering a pair of sectopods, especially if you have another heavy with a shredder rocket.

kim jong-illin
May 2, 2011

Zaldron posted:

It would be a good idea if you were trying to capture one.

Flashbangs.

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kim jong-illin
May 2, 2011
Does anyone know how to do .ini editing on the Mac App Store version of the game? Everything I find via Google is for Windows and for the Steam version.

I just want to do stuff like unlock all the Second Wave options and so on so I can crank up the difficulty a bit for a playthrough before I look at installing Long War.

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