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Segmentation Fault
Jun 7, 2012
Is there a tool like Xcom Toolboks for the most recent version of Enemy Within?

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Jun 7, 2012

John Dough posted:

survived three Mindfray attempts in the same turn

Pretty sure that guy is literally Batman.

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Jun 7, 2012

Dominic White posted:

Ha, yep. This guy needs to be renamed to 'Literally Batman', and given black armor with an open-mouth helmet.

Colonel Literally "Septic" Batman

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Jun 7, 2012
Just finished my first vanilla XCOM:EW game. No second wave options, had Operation Slingshot and Progeny on (I brought Zhang and Durand to the final mission). Classic was too easy (though I did do a lot of save scumming, reversing fuckups and bad decisions). What second wave options should I turn on for my next time through?

I'm definitely turning off Progeny though. WHEN DO I GET TO SHOOT AN ALIEN ahhhh shut the gently caress up, here go stand in this open field theres your aliens you gently caress

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Jun 7, 2012

Anonymous Robot posted:

How does the MEC seismec punch actually work? Does the enemy need to be on the opposite side of a wall, you can't just punch them regularly?

It's like free aiming, you can target it on any tile adjacent to the MEC (not cater-corner). Aliens only need to be right next to the MEC to be targeted, not behind a wall or whatever.

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Jun 7, 2012

Anonymous Robot posted:

When I tried this it just told me there weren't any targets available.

Are you next to an alien and/or some cover?

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Jun 7, 2012
I haven't gotten into Long War yet (though it's tempting... How buggy is the EW version anyway?) but I'd definitely like to see some more weapon variety. Perhaps more "light" weapons like the Light Plasma Rifle in vanilla. A PDW and Light Laser Rifle would be nice to see: a +10 Aim bonus but lower overall damage.

Also similar alternatives for shotguns/LMGs/Sniper rifles. A full-auto shotgun with a steeper range penalty but more destructive power (and the ability to chew up cover)? A miniaturized chaingun that offers a higher base crit chance but slightly lower damage? A scout rifle that can be used after moving, but lacks the stopping power of its larger cousin?

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Jun 7, 2012
I'm glad that the air game is getting changed in Long War but it sounds really really difficult now.

The second episode of Long War Ironman Impossible on Beagle's channel just made it look like a huge pain, it took him four fighters to take down a single small UFO, and he missed the first two.

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Jun 7, 2012
What's up with gauss technology? Does it replace lasers or is it a new level altogether?

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Jun 7, 2012
Oh that sounds neat. I definitely welcome more options to the pool, and I'd definitely like different options that aren't linear upgrades.

Though IIRC the Alloy Cannon is basically a gauss weapon in its design (plasma weapons as they work in xcom are practically gauss weapons except they fire ion gas instead of solid matter).

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Jun 7, 2012

Joebungaloe posted:

I looked at the first few pages of the thread and saw some debate, but nothing resolved on the issue of where the primo start location is. Is there a concensus on this?

Also, I see recommendations for 3/4 sats in the first month, but on Classic I'm barely managing one. What build order / abduction rewards do you take in order to mass produce these things?

North America is pretty good since you start in the US, which gives you the largest cash bonus every month and at the beginning automatically (assuming you're not running New Economy). Air and Space also cuts satellite costs in half which helps with early satellite deployment, meaning faster satellites (and faster We Have Ways).

Africa's All In means a larger monthly earning which is also useful early game.

Asia's Future Combat is a useful bonus to have at the start since getting enough satellites out for both We Have Ways and Future Combat while managing panic can be really difficult.

Europe's bonus is of questionable value since it only comes in handy if you use a lot of workshops and labratories.

South America's bonus is the easiest to get, so it's not worth starting there at all.

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Jun 7, 2012
Is the Van Doorn mission statistically more likely to happen than the other ones? Out of all the hostage rescue missions (there's Van Doorn, the astronomer, the diplomat, and the abductee, right?) I feel like I've played the Van Doorn mission more often than all the others combined. Maybe I'm just really unlucky.

Also I developed a serious dislike for the mission because A) that awful voice acting on the soldier you find before Van Doorn and B) that loving huge ledge behind Van Doorn with like eight tiles worth of space of "trench" before it.

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Jun 7, 2012

dyzzy posted:

There's some stuff you just can't shut off afaik, like Van Horn blaring at you every turn. If there is a mod for that I would love to know as well.

I want someone to make a car horn that blares Van Doorn dialogue. Imagine rush hour.

"ARE YOU THE OPS TEAM?!" "IVE NEVER SEEN GEAR LIKE THAT BEFORE" "ARE YOU COMING OR WHAT"

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Jun 7, 2012
Alien trigger cinematics are cool though. They add character to the aliens and only take like 2 or 3 seconds.

Dr. Vahlen telling me that I need to capture, not kill an Outsider is just obnoxious.

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Jun 7, 2012
I'd like to see a mod that takes the hood off of the "alien side" of the game. I wonder exactly how it works: is there an "alien base" of sorts (not the literal alien base or the mothership, I mean more in the gameplay sense like the player has)? Does the AI have to research things?

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Jun 7, 2012
C&P doesn't give you a free action, it just gives you extra critical chance. I honestly never choose it over lightning reflexes because I don't care about a +30% crit bonus when I can break an overwatch on demand.

I say go for bullet swarm.

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Jun 7, 2012

Coolguye posted:

It did that in Enemy Unknown. In Enemy Within, it gives you a free shot if you're within 4 squares of your target.

Oh.


...

Bullet swarm.

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Jun 7, 2012
Reading up I discovered that Close and Personal used with Rapid Fire means you get three shots that can kill literally anything short of a sectopod or Uber ethereal. Even the Uber can go down in one turn if you have aggression and an alloy cannon.

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Jun 7, 2012
Maybe he doesn't understand how line of sight actually works, and maybe assumes that all squadmates can see what each other sees?

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Jun 7, 2012

Deltasquid posted:

I'm downloading the game and excited to try out Long War. It's been years since I've been this giddy about a game.

If you're just jumping into XCOM now, don't play Long War. Play through the game vanilla first to get your feet wet. Long War makes the game brutally difficult, so you'll probably want to be able to beat the game on Classic first.

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Jun 7, 2012

Deltasquid posted:

I finished X-com enemy unknown on impossible on PS3 back when the EU got it free. I think I can start Long War off on easy or normal.

Oh, well in that case go right ahead!

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Jun 7, 2012
I definitely agree. Dr. Shen being more of the humanist of the two was really great. "If this is our future, I want no part of it" is like my favorite quote from the game, and EW tosses it out the window.

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Jun 7, 2012

Furism posted:

In the Heavy Class tree, what do they mean by "increases the area of effect on Suppression" in the Danger Zone skill? I don't get it since when I Suppress an enemy I need to have it in my line of sight so I don't get the area of effect part.

E: Also, does the Adrenal Neurosympathy gene mod (triggers an area of effect buff) works on the soldier himself, or just on the surrounding ones?

The Combat Rush buff works on the possessing soldier, too, though it only lasts until the beginning of the next turn so your buffing soldier won't be able to get the benefits (outside of certain cases like Close Combat Specialist or Bullet Swarm).

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Jun 7, 2012

toasterwarrior posted:

Uh, I managed to bag 34 Meld from a 3-canister mission on Not-So-Long War, and I heard that the game will boost Meld gains when you're getting your rear end kicked by the aliens on the strategic layer. Is this a dire sign of things to come, or is it par for the course?

You got 10 meld per canister, which leaves 4 extra. Mechtoids give 5 meld on death in EW, but I'm not sure if this got nerfed in LW.

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Jun 7, 2012
Anyone here play The Bureau: XCOM Declassified? I just beat it now and while it was kind of short it was a fun ride.

Mostly I liked how important positioning and using squad abilities was (and walking through XCOM headquarters doing side-jobs was really fun), but I didn't like how the progression from "only human tech" to "humans using full alien tech" was basically over the course of the first few maps. Even before I attempted the climatic mission striking into the Outsider homeworld I was making drones, spawning silacoids, and placing down rocket turrets. I was using psionic abilities on my second mission in the game.

Apart from that I liked how the game played and handled, and I wish there was more of it (though I haven't played the DLC yet).

The reveal near the end where the Carter shakes off the Ethereal's control and you discover that the player is actually an Ethereal controlling Carter was loving awesome and a wonderful example of ludonarrative.

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Jun 7, 2012
That picture's amazing. YOU CAME TO THE WRONG NEIGHBERHOOD, MOTHERFUCKER

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Jun 7, 2012

amanasleep posted:

I think there could be some tweaks coming for late game squad composition. I guess this raises an important question. What should late game LW feel like?

Isn't the big problem with vanilla that the difficulty curve is inverted? Late game LW should feel like early game LW. Assaulting the temple ship is something that you NEED to do ASAP, not something that can wait until you have all the equipment and soldiers you need.

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Jun 7, 2012
Is anyone else excited for the upcoming board game?

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Jun 7, 2012
Well then.

Jake Solomon posted:

I don't think I've ever said this before, but your ultimate psi soldier in XCOM, "The Volunteer," does NOT die at the end of the game.

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Jun 7, 2012

Scapegoat posted:

Hopefully he is leading the aliens in the second game. I'll be happy with a TFTD (same game, minor engine tweaks).

You either die a rookie, or live long enough to see yourself become the Uber Ethereal.

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Jun 7, 2012

AttitudeAdjuster posted:

Presumably any (non-reset) sequel would have to give plot reasons as to why you don't start the game with 6 plasma-wielding colonels and MECs.

In TFTD several decades passed since UFO Defense happened, and all the elerium is used up. Elerium also conveniently melts when placed in water, so all the splashed UFOs you took down in the first game don't have any usable stuff. Also the geopolitical implications of releasing advanced technology to the highest bidder changed a bunch of poo poo (IIRC a bunch of laser rifle-wielding militants took over South Africa shortly before TFTD happens).

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Jun 7, 2012
Watching Beagle's Live and Impossible series made me want to reinstall Enemy Within for Long War. I forgot how huge this loving game is. 21 gigabytes!? I'm fairly certain The Sims 3 with every expansion is less. :wtc:

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Jun 7, 2012
I get a black screen whenever I try to start any missions in Long War. I press "start mission" as the loading screen, and it just goes to black and I get nothing.

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Jun 7, 2012

But Not Tonight posted:

It is tedious but I like it for bringing underlevelled troops up to speed, so long as you make sure they get the kills.

Someday you'll get those troops to colonel.

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Jun 7, 2012
I'm seriously having issues with Long War here. I have no idea how to fix this. Long War was working fine for me until I decided to modify one of the .inis to change the default rookie colors and helmet. Now the game hangs on a black screen after clicking "start mission." Anyone have any ideas?

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Jun 7, 2012

Vib Rib posted:

This is probably a dumb question, but have you tried changing it back?

I didn't. I just tried sort-of doing this (changed helmet from 67, the modern kevlar helmet, to -1), and the game suddenly works now. Weird enough all my rookies have the kevlar helmets, and while there was a serious delay in the loading screen where my soldiers didn't show up, now they pop into existence almost immediately. Fuckin weird. Thanks!

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Jun 7, 2012
I love how xcom manages to make you a fanboy for your own troops. Lieutenant Natsuko "Sunny" Yamazaki is the hardest hitting, most badass gunner I've ever had the pleasure of commanding.

I still remember some of my old troops from past playthroughs too. Colonel Yue Wan "Ice" Pan was from my first vanilla game and she was a badass sniper. Archangel low profile in the zone headshots from the loving sky all loving day long. That lady was like an orbital strike in a can, just add water.

Then there's Fatima "Whiskey" Nur, who showed up in the middle of a base defense mission wearing nothing but kevlar, an assault rifle, and a grenade. She was a reward soldier and I already had my A Team set up so I didn't bother with her, so I like to imagine her showing up to xcom headquarters right in the middle of the base getting assaulted, being all "Hey guys I just showed up where's my bunk-- HOLY gently caress" and fighting alongside the rest of xcom, until they beat the aliens back and she asks where the bar is.

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Jun 7, 2012

poptart_fairy posted:

Just out of curiosity, is there a 'We Can Rebuild Him' style mod that only allows the creation of MECs from soldiers who have been critically wounded in a mission?

Make it so that you can only create MECs from critically wounded/dead soldiers coming back from successful missions, and if you don't make a MEC out of them immediately after getting back to base you lose it entirely (dead body loses its "freshness").

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Jun 7, 2012

GlyphGryph posted:

For now, but I think they plan on changing it.

That's stupid. If that's the case there's no reason to not start in North America.

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Jun 7, 2012

amanasleep posted:

The determining factor in Panic is Will, not Health. The game is designed so that low Will troops panic regardless of the actual danger, and high will troops don't panic regardless of the danger. Troops with Steadfast don't panic, period (unless it's Psi Panic).

Wait really? I thought steadfast just prevented panic spirals, not panic from damage.

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