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MechPlasma
Jan 30, 2013
So question. I'm just starting a Classic Ironman flanking-always-crits game, and I'm wondering: is there much of a point on using a Heavy for crit-flanking games?

I mean Assaults are great, because their run'n'gun lets them flank enemies easily, Snipers are great because squadsight means they get an extra angle on enemies which makes flanking easy, and they help cover Assaults that accidentally uncover enemies, Support is great because medics are always useful and smoke grenades are much more important for if your guys get flanked, but... I don't see much of a point to Heavy, other than being able to destroy cover. And at two rockets a match for post-Sergeants, that doesn't seem particularly useful.

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MechPlasma
Jan 30, 2013

Red Crown posted:

Wow, I just got completely overwhelmed. First time assaulting some kind of alien supply ship. I poke my SHIV into the door and BAM - 2 Sectoid Commanders, one of the giant robots, 2 Mutons + 1 Berserker, 3 Heavy Floaters, and then 3 further up-armored/armed Mutons.

There's just no god damned way I can possibly deal with all that at once.
That's about twice as normal at once, but you still have to get used to that. In supply ships, enemies absolutely love to group together.

I think my first time fighting a supply ship, I was facing 6 Mutons (one a berserker) right at the enterance. And this was when I just had lasers and default armour. I... was a little unprepared.

MechPlasma
Jan 30, 2013

Captain Foo posted:

Hi so I'm following the OP's directions and jumping to the last page to find out the current status of the bugs in the game - thinking about picking it up on steam.
The only significant bug I've noticed is that the game likes corrupting your Ironman saves (particularly in-battle), so you should back those up now and again.

MechPlasma
Jan 30, 2013

quiggy posted:

If it's a heavily tactical game that also happens to have you playing an on-the-ground soldier, I'm totally down for that.
If this game turns out to be a mix of SWAT and XCOM I am buying it instantly!

Kennel posted:

I'm interested to see what they will do with the plot in The Bureau, but the gameplay itself doesn't seem to be too exciting and those completely pointless waist-high walls are kind of immersion-breaking.
He said, in the XCOM topic.

(Yes, I know XCOM was actually pretty good at it compared to ones like The Last Of Us. But still, naturally forming rectangular ground?)

MechPlasma
Jan 30, 2013

Jetamo posted:

Around about the same time the Slingshot achievements were leaked, there were achievements for ANOTHER DLC leaked. Something to do with flooding a level with water, I believe.
That's one step too close to Lobstermen than I'm comfortable with.

MechPlasma
Jan 30, 2013


Playing XCOM just like every other alien-shooting shooter game - with a single space marine!


Yes, I really am. One man on his own, for every mission. Assault, Critical Flanking, Easy mode (not that it's easy). If I was particularly dedicated, I would've start-scummed Random Rookie Stats to get a higher aim, but... meh. When an Irish assault came up, I had to stick with it!




Fully ranked in 8 missions (coulda done it in 7 if I bought the exp upgrade, but that would've been pointless). Considering I'm only 45 days in, he makes more than a kill a day! He puts all your chumpy snipers to shame!


And yes, he is still using the default equipment. I just completely skipped beams in favour of Powerharding to Plasma. The train Slingshot mission gets you stunnable Mutons and proper Plasma Rifles early, which is a huge help! I expect to have a Plasma Pistol, Alloy Cannon, and Skeleton Key ready by the end of the second month.

Here's to hoping that multiple Chrysalids at once don't utterly demolish me. I can't remember: can Close Combat Specialist activate against multiple enemies in the same turn?


Edit: oh wow, I just noticed something really stupid about that armour. His shins more protected than his crotch. Those Engineers do not have their priorities straight.

MechPlasma fucked around with this message at 04:22 on Jul 21, 2013

MechPlasma
Jan 30, 2013
How.

The hell.

Does Close Combat Specialist work? And why does it only work like 1/4 of the time?

MechPlasma
Jan 30, 2013
Okay, keeping in mind that I did in fact read the description of it, let me ask again: how the hell does Close Combat Specialist work, and why does it only work like 1/4 of the time?


I mean I've just had two Chrysalids walk up and clawpunch me in the face! And I've had another two come up to me in the same turn, but only the second one was shot. I don't get it at all.

MechPlasma fucked around with this message at 13:25 on Jul 21, 2013

MechPlasma
Jan 30, 2013

SUPER NEAT TOY posted:

Where is this helmet from?

Slingshot.

It also gives one new skin of each of the 6 armours too. Which allows me to show this off:



Look at this! I'm still in the third month, and I'm already teched out! The enemies don't even have Plasma Rifles yet! I think now's a good time to assault the base.

Haha christ he's psionic too!

MechPlasma
Jan 30, 2013
God drat. Sectoid Commanders do not give a CRAP about your skillz when you've got a one-man squad.

I mean I knew it was coming - it's the biggest reason why I won't try a one-man Ironman - but I wasn't expecting it to be that common! Last game, my guys only got controlled like twice!


Etherials are worse. I decided to actually cancel a mission and go grind to Psi MC on a different one just to get past the Etherial/Elite combo.

dismas posted:

I was going to try this because it seemed fun but I wasn't sure what to do about this part. What was your plan if not?
I wasn't expecting to need it.

In any case, fortunately, it's save-scummable. I ended up doing it twice.

My guy turned up psychic both times, but Mr. China didn't.

MechPlasma
Jan 30, 2013


Woop! Single-singleplayer beaten! Well, that was fun. Hard as butts, but fun.

I'd like to see if it's as doable with a Heavy. He's a little less durable, and doesn't have a pistol or overwatch immunity, but he gets two shots a turn and double overwatch and, with Slingshot, you unlock the Blaster Launcher in the second month! Which is amazing!


If, for whatever reason, anyone wants to recreate the character, here's the customisation options used.





This Sectopod owes me an explanation.

MechPlasma fucked around with this message at 00:53 on Jul 22, 2013

MechPlasma
Jan 30, 2013

Muscle Tracer posted:

or b) because they're on top of a spaceship???
Yes! Why is there a Sectopod on top of a UFO? Last time I checked, those things can't jump!

Brainamp posted:

Yes, Not Created Equally and Hidden Potential, which I've taken to using. They also effect movement surprisingly enough.
Wait, when did Not Created Equal affect health? I've never seen it affect health!

I've also never seen Hidden Potential give more than 1hp a level either.

Are you sure you started Impossible?

MechPlasma
Jan 30, 2013
Oh wow, Not Created Equally really DOES randomise soldier speed too! That's crazy!

Talkc posted:

How often should i expect to lose soldiers?
Depends on their rank. Rookies drop faster than Lemmings in that one notorious recurring level I have randomly decided to reference. And you shouldn't feel bad for them, because they're 10/15 bux a piece. Nicknamed soldiers are considerably better at surviving, and on lower difficulties it's not unreasonable to expect them to reach the end of the game (if you reach the point where it's that easy, up the difficulty. It's a lot more fun.)


Except with the Slingshot DLC. The first mission is fairly normal, but the next two can wipe out entire squads if you're not prepared enough!

MechPlasma fucked around with this message at 16:09 on Jul 22, 2013

MechPlasma
Jan 30, 2013

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?
Arc Thrower & Containment, Carcapiece Armour, maybe Skeleton Armour. You actually can have beams at this point if you captured a Sectoid early, but... it's really not necessary, I think. Your men's abilities are much more important here - Assaults need Lightning Reflexes, Snipers need Squadsight, Heavies need Bullet Storm, Supports are useless. I don't know why you're having trouble getting Squad Size II - Mr. China can get that after a single mission*, if you pretty much just use him. Either way, take him with you.

And even though you're having trouble with it, you DO want to stun one of the Mutons! This gets you access to Plasma research way earlier than normal!

...Oh, and try to minimise injuries as much as possible. You've got like a 3-day waiting period before the next mission, I think.



*Edit: actually, I might be mistaken about that. On my one-man game, I got him ranked up from Lieutenant in a single mission, but I kinda assumed that XP doesn't roll over on rank up. So it might take more than one.

MechPlasma fucked around with this message at 10:00 on Jul 23, 2013

MechPlasma
Jan 30, 2013

Azzip posted:

Depending on how much of the thread you've been able to read, you might or might not be aware that on normal the game is stacking the odds in your favour and helping you out behind the scenes.
You're making it sound like soldiers have an easier chance of hitting something on lower difficulties.

Edit: oh, people are actually saying that. Okay, can someone actually give me a source on that? Because this is the first time I'm hearing about it.

MechPlasma fucked around with this message at 16:03 on Jul 23, 2013

MechPlasma
Jan 30, 2013
Actually, I've been wondering, how much defense bonus does dashing give you?

MechPlasma
Jan 30, 2013

Tiny Chalupa posted:

Speaking on Xcom though I have kinda stopped playing my current match as I am just about to unlock psychic powers but I enjoy my current playstyle of rolling over everything with heavies galore and I am sorta afraid of psychic powers unleashing more aliens that will my squad rocket themselves. What to do what to do?
You're afraid of getting a very powerful ability, and progressing the story, because you're afraid of two or three specific enemies showing up on UFO missions.

Right.

Klyith posted:

Those are some crap bonuses in fact. 2K is doing that scheme on all their games now I guess, but that selection is weak. Spec Ops at this point has been on sale for single-digit dollars multiple times, anyone who wanted to play it probably has. The Xcom collection is better, but they already gave away XCOM:EU as a bonus with Bioshock Infinite.
It's not as amazing as Bioshock Infinite's preorder (which is how I got XCOM to begin with), but it's still WAY more than what most games give as preorder bonuses.

MechPlasma
Jan 30, 2013

Jetamo posted:

So, the internal firaxis_qa depot is still being updated...so they are still working on something. Just no proper announcements yet.
Oh yes, we already knew that. If they stopped working on something, they would've released the other 3 missions they already made as DLC.

Fister Roboto posted:

You know, it's almost been a year, and it still amazes me that someone actually managed to make a fun, critically acclaimed X-COM remake. That's like the Holy Grail of video games.
Yeah, it's really one of those things. Like how Loadout actually managed to make "fully customisable weapons" balanced! Or how Spacechem is a game that made pure engineering fun! And how Loadout (again) created a modern third-person-shooter without a cover system or waist-high walls. And let's not forget the grand invention of a perpetual money-making machine known as "Steam Trading Cards".

Truly, expectations have been crushed. By my narrowed interest in three games and virtual pictures. I may have to raise my expectations.

Don Tacorleone posted:

Have any other franchises from old been resurrected in such a successful fashion?
It's not just that it's old, its that it's old and every one of its sequels back in its own time was awful.

MechPlasma fucked around with this message at 22:27 on Jul 24, 2013

MechPlasma
Jan 30, 2013
If you're talking about TBSes, I am required to profess my undying love for Massive Assault.

Toussaint Louverture posted:

I started a classic game last night, had the first mission go great, but there was only one steam room and it was in the bottom right corner. Hell no. Don't save. Clicked the "Quit" button as hard as I could.
Why do people love Thermal Generators anyway? They're not as cost-efficient as stacked regular generators.

MechPlasma
Jan 30, 2013

DoctorTristan posted:

I finally got round to buying slingshot during the steam sale, been trying out the missions on Classic. I ended up a little behind the tech curve (was only able to launch 2 satellites in month 1), so went into the train mission with only laser rifles and no squad upgrades. I managed to scrape through that one (I took the thread's advice to save the transponder activations to the last possible moment), but now my whole squad's in the hospital for a week and in no shape for a battleship assault.

Am I best off replaying that loving train mission over and over until I memorise the spawn points and can avoid injuries, or was I screwed from the start by my inadequate tech?

Basically, gently caress slingshot.
The third mission is unique in that if you ignore it, it'll repeatedly pop up again every three days or so. So let your soldiers rest.

MechPlasma
Jan 30, 2013

Elman posted:

Do soldiers still panic when mind-controlled enemies die?
Not that I've noticed, anyway. It never happened for me.

MechPlasma
Jan 30, 2013

DoctorTristan posted:

Does this last forever? So I can wait to get a couple of upgrades before attempting the mission?
I believe so. Not sure why you wouldn't want to do it as soon as you can though, since the rewards are amazing!

SlothfulCobra posted:

Incidentally, never try mind controlling the last enemy left in a mission. It never works out.
The annoying thing is that when it's against you, that doesn't happen. If all your team get possessed, they die on the spot.

MechPlasma fucked around with this message at 12:56 on Jul 26, 2013

MechPlasma
Jan 30, 2013

Slashrat posted:

The second and third missions can be declined indefinitely and they'll just repop the following month, but you have to accept the first slingshot mission when it appears in month one or the slingshot arc will be disabled for the rest of the game. One the slingshot arc has been completed, normal council missions will resume.
That's also wrong. You just have to say that you're using the Slingshot DLC when you're first asked, but you don't have to go on the actual mission.

In fact, you can fail it and still do it again later! The guy's basically Chinese Jesus!

MechPlasma
Jan 30, 2013

TjyvTompa posted:

I have the council mission where I'm supposed to capture one of those "glowing" enemies that appear inside downed UFOs, the problem is that they seem to be made out of paper. Every time one appears one of my soldiers instantly melt it from overwatching. I've failed to capture one in 3 missions now and I'm getting stressed out that I will lose the game or something.

I read the guide on overwatch and how to (not) use it but I'm still scouting when they appear so usually my sniper (squad sight) will take them out. I don't understand how I'm supposed to get close enough to the UFO to capture it without first being killed by the other aliens.
But... they don't even move! They're always inside the UFO! Like, the only way to uncover them is on your own turn! Are you putting your guys on overwatch before you finish moving everyone or something?

Because you really, really shouldn't do that.

MechPlasma
Jan 30, 2013

Ciaphas posted:

Also, holy poo poo I started a new game on Classic and somehow spawned six sectoids in one move and lost everyone in the first mission. That's loving demoralizing. :cry:
XCOM as usual. Welcome to not-babby mode.

Everyone you love will die. But its fine, because it costs $15 to replace them.

MechPlasma
Jan 30, 2013

Klyith posted:

Fanart from GuavaMoment's LP of the original xcom trilogy (the LP so good its main character got a nod in Enemy Unknown).
What happened to ol' Guava anyway? I was expecting him to LP this one too, just out of tradition.

thehumandignity posted:

unload their hot plasma in his face
Damnit, Huma!

MechPlasma
Jan 30, 2013
The only time you should ever skip lasers is if you have Slingshot and want to rush Plasma Rifles. And even then, you really need to be sure about what you're doing. But if you do, you can start researching Plasmas halfway through the first month!
...or whenever you get the 40 weapon fragments. Whichever first.


Regarding perks you should never take: Psi Panic and Telekinetic Field.

On Snipers, I somewhat like Snap Shot. Snipers are as good in the front lines as any other class - mostly thanks to Battle Scanner, Opportunist, Low Profile, and In The Zone. I really wouldn't say they're "obviously bad".

Leafy Wall posted:

I recently (as in, a few hours ago) tried to skip lasers and jump straight into Light Plasma rifles
I don't even understand the logic behind that.

MechPlasma
Jan 30, 2013
Seems to me like a... Mass Effect where enemies actually take cover. And your position matters. And where your men can actually die.

I have high hopes for this now!

MechPlasma
Jan 30, 2013

CharlieFoxtrot posted:

I do wonder how that story will explain how fifty years later, the US goes, "Aliens are invading again? Let's go fight them with machine guns and kevlar even though we already developed blaster rifles and telekinesis!"
In the end, the future refused to change...

MechPlasma
Jan 30, 2013

burnsep posted:

Sorry to repeat such a recent post but I'm afraid it's already lost in the Declassified talk. Can anyone comment?
There's mods that enable the dev console, but there's no cheating in vanilla outside of Named Hero soldiers.

MechPlasma
Jan 30, 2013

Fister Roboto posted:

It's about the X-COM Head Chef using low-quality ingredients. The reason your rookies' aim is so bad is they have to deal with an upset stomach on missions.
It will be like the facehuggers in Aliens, but instead of something bursting out of your chest...

MechPlasma
Jan 30, 2013

burnsep posted:

Is there a "best" [console command mod]?
Not really, no. It's actually just changing two hex values in the executable to re-enable it, supposedly. So they should be the same.

MadJackMcJack posted:

Am I a terrible person for actually looking forward to the Bureau now?
I'm looking forward to it just enough that I plan to get it in the first sale.

MechPlasma
Jan 30, 2013

SlothfulCobra posted:

the Bureau isn't going to lessen Enemy Unknown by its existence or anything.
The story might. If they mess it up.

Mess it up in such a specific way that everyone sees it as canon, but still really bad.

It could happen!

MechPlasma
Jan 30, 2013

Andre Banzai posted:

Hhhmm half the chance! Very nice, thanks!
Ignoring the extra bonus for I Don't Know What, yes. For the first guy anyway. Chance of a second psionic is a quarter of the default. A third is 1/6th etc etc.



Okay, two questions here:

Andre Banzai posted:

iChance = int(float(iTraineeWill) / class'XGTacticalGameCore'.default.PSI_GIFT_CHANCE);
iTraineeRank = arrCandidates.Find(kSoldier);

if(iTraineeRank >= 0 && (iTraineeRank < 6))
{
iChance += Max(0, 75 - iTraineeRank * 20 - iGiftedSix * 40);
}
is TraineeRank the unit's rank? Are your soldiers less likely to be gifted the higher-ranking they are?

Andre Banzai posted:

iChance = int
iChance /= float
What?

MechPlasma
Jan 30, 2013

Hannibal Rex posted:

I've got a question about the Implassic mod; does it increase the chance of aliens using grenades? I'm playing my second C/I run, but the aliens seem to almost never throw them, if you don't do something stupid like bunching up your guys. I remember reading that the aliens are supposed to be more grenade happy on impossible, can someone confirm that?
I believe Classic and Impossible use the same AI. But yes, the AI normally prefers shooting over grenading unless the odds of hitting are particularly low (usually requires smoke grenades) or if they can get multiple targets.

MechPlasma
Jan 30, 2013
Possibility: you're fighting the bureaucracy.


That's totally it! XCOM has now gone public, but it turns out the aliens are back again (That one ship was just piloted by an angsty teenager Ethereal and his gang, there's loads more). So now as well as fighting them off, you've now got to deal with lots of red tape and paperwork, while trying to get around all the alien-loving hippy protesters. It's like a difficulty above Impossible!


In a surprise plot twist, it's all deliberate and the council is run by Lobstermen.

MechPlasma
Jan 30, 2013

Ciaphas posted:

Are any of the starting base locations especially good to grab as a novice? I'm thinking Africa because in the (quickly aborted) games I've played so far I'm constantly very poor. :(
I recommend Asia. America and Europe only pay off if you're set on keeping tip-top ships or buying workshops/labs, and if you're still new then you won't be. Africa is a great bonus, but you can get it with the second Satellite Uplink (and it's not useful for the first month) so you're better off elsewhere.

MechPlasma
Jan 30, 2013
Either someone forgot a link, or I'm just completely blind:
http://forums.somethingawful.com/showthread.php?threadid=3563513
The Bureau thread.

Chomp8645 posted:

I always got a bit of a "staring into the abyss" feel from Dr. Va[h]len so I'm thinking Enemy Within is when she finally goes nuts.
A german scientist turning evil? As cheesy as XCOM's story is, I think that's one cliché too much for them.

MechPlasma
Jan 30, 2013

Muscle Tracer posted:

Six people in ghost armor can rescue, potentially, twelve civilians per turn. If you sprint desperately and invisibly into the void, and the aliens don't kill anyone in the first few turns, it's possible, but it's still mostly luck.
I don't like any plan that revolves around activating every enemy on the map at once.

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MechPlasma
Jan 30, 2013

Icon Of Sin posted:

You can send them out when they're tired, but then they're on what's essentially the injury roster for 2 weeks.
Oh, well that's not so bad after all then. Especially since the cooldown from two missions is 2 weeks total anyway.


I'm calling it 'cooldown' because 'fatigue' is just too stupid.

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