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Jade Star posted:Next mission will have a great boosh though, don't worry.
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# ? May 1, 2014 05:07 |
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# ? Apr 19, 2024 10:33 |
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GoatLord posted:Would you say it is mighty? No. FredMSloniker posted:It's one of the ones with a special animation, isn't it? Also no.
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# ? May 1, 2014 07:20 |
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Obviously, he booshes the 150 aim sniper. Into a car. Which wakes up some cryssalid. Who then eat her.
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# ? May 1, 2014 07:24 |
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GoatLord posted:Would you say it is mighty? Allright, fess up: You've been saving that one ever since the first boosh incident, haven't you?
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# ? May 1, 2014 13:10 |
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Shivs have a very powerful innate advantage when it comes to some specific enemies; that being said I hardly ever bothered with them since it felt like I was wasting EXP that could go to other troops for the first half of the game since I usually raise a healthy B-Team and in the latter half provided everything hasn't gone to poo poo I usually have a platoon of colonels who are overall more effective.
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# ? May 1, 2014 15:13 |
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Fabricated posted:Shivs have a very powerful innate advantage when it comes to some specific enemies; that being said I hardly ever bothered with them since it felt like I was wasting EXP that could go to other troops for the first half of the game since I usually raise a healthy B-Team and in the latter half provided everything hasn't gone to poo poo I usually have a platoon of colonels who are overall more effective. SHIVs may neuter Sectoid Commanders, but the other psionic enemy can rip them apart on account of both Psi Lance and Rift working on them, when they have a Will score of 0. Fortunately if you've played the game you'll know when each is going to show up, so you can plan accordingly. Wait, does EW ever back up Mechtoids with commanders instead of grunts? That'd be a fantastic combo.
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# ? May 1, 2014 18:28 |
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Felinoid posted:SHIVs may neuter Sectoid Commanders, but the other psionic enemy can rip them apart on account of both Psi Lance and Rift working on them, when they have a Will score of 0. Fortunately if you've played the game you'll know when each is going to show up, so you can plan accordingly. I do believe it does, yes.
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# ? May 1, 2014 18:29 |
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Yeah, you start getting pulls of Mechtoid + 2x Sectoid Commander later on, though generally by that point Commanders aren't really THAT much more survivable than generic Sectoids.
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# ? May 1, 2014 18:40 |
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God I wish I could draw. I have this crystal clear image in my head of a Mechtoid and two Commanders meeting a MEC and two psionic soldiers and going "Aha! We are evenly matched!" The soldiers naturally double over laughing, and then clean up the commanders while the MEC punches the Mechtoid into tiny pieces.
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# ? May 1, 2014 18:58 |
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Felinoid posted:SHIVs may neuter Sectoid Commanders, but the other psionic enemy can rip them apart on account of both Psi Lance and Rift working on them, when they have a Will score of 0. Fortunately if you've played the game you'll know when each is going to show up, so you can plan accordingly. I can see why the math works out, but this makes no sense. If the psionic attack is mental (that is, it can be mitigated by a strong personality) then it makes no sense for it to destroy inanimate matter. Oh well, video game logic.
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# ? May 1, 2014 19:53 |
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notZaar posted:I can see why the math works out, but this makes no sense. If the psionic attack is mental (that is, it can be mitigated by a strong personality) then it makes no sense for it to destroy inanimate matter. Oh well, video game logic. Some psionic attacks are purely mental, like the first two soldier tiers, but third tier has a defense shield and the mectoid can get its own psi-buff shield. Perhaps the rift energy is a physical effect dissipated by high-will individuals and unaffected by matter itself.
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# ? May 1, 2014 20:01 |
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notZaar posted:I can see why the math works out, but this makes no sense. If the psionic attack is mental (that is, it can be mitigated by a strong personality) then it makes no sense for it to destroy inanimate matter. Oh well, video game logic. A rock or piece of metal cannot resist the physical force that is being worked through mind power, but a dude might disrupt your poo poo by thinking about stuff. It's a thing.
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# ? May 1, 2014 20:01 |
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Adding on to that, game balance reasons require it. That last dude has no gun, just a slew of psionic attacks; the closest thing it has to a primary weapon is Psi Lance. A Sectoid Commander may only have a Plasma Pistol, but it's at least something he can shoot at a SHIV with. Having your big bads be completely powerless while a SHIV wheels over and rubs their butt for three turns would be hilarious, but it'd also be a really stupid oversight. And making Rift work on robots is quite a bit less silly than having a Master of the Mind pull a pistol out of its robes to plink at a robotank.
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# ? May 1, 2014 20:32 |
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Yeah that does make sense in the game, the only thing that's weird is that rift could be affected by will. It gave me a very nasty surprise in the last mission (thankfully I wasn't playing on ironman so I could simply reload my save.)
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# ? May 1, 2014 20:55 |
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Taking a squad of nothing but hover plasma shivs on a mission is the most hilarious thing, the AI really doesn't know how to handle it. e: Of course, by the time you can put together a squad of hover plasma shivs you'll be upgraded to the point where nothing much is a threat anymore. Doctor Zaius fucked around with this message at 22:44 on May 1, 2014 |
# ? May 1, 2014 22:37 |
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Felinoid posted:Adding on to that, game balance reasons require it. That last dude has no gun, just a slew of psionic attacks; the closest thing it has to a primary weapon is Psi Lance. A Sectoid Commander may only have a Plasma Pistol, but it's at least something he can shoot at a SHIV with. Having your big bads be completely powerless while a SHIV wheels over and rubs their butt for three turns would be hilarious, but it'd also be a really stupid oversight. And making Rift work on robots is quite a bit less silly than having a Master of the Mind pull a pistol out of its robes to plink at a robotank. I don't even know about that though; I don't recall any situation where you ever face them without any kind of Muton backup, so if they ever got into a situation where they were going to get wrecked by a SHIV, it'd be more a case of someone sacrificing a slot on their team to employ an EXTREMELY hard counter to psionic specialists. Hell, based on their attitude (or what we see of it), it wouldn't even be out of character for them to consider dealing with machines beneath them; a task fit for the menials while they go poking around inside the apes' heads. Maybe if they made SHIVs a little worse at killing the non-psionic aliens, but isn't their aim already pretty low? Keeshhound fucked around with this message at 23:11 on May 1, 2014 |
# ? May 1, 2014 23:07 |
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They get 95 Aim with plasma. It's not fantastic like a 120 Aim sniper, but then nothing else is. If you haven't watched the SHIVcom video yet, you should. Those 6 SHIVs tear through everything.
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# ? May 1, 2014 23:28 |
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Felinoid posted:They get 95 Aim with plasma. It's not fantastic like a 120 Aim sniper, but then nothing else is. If you haven't watched the SHIVcom video yet, you should. Those 6 SHIVs tear through everything. Ok, maybe a little much for total psi immunity then. I do like that idea though, maybe they could have made an anti-psy SHIV with a psionic shield but only armed with a pistol equivalent.
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# ? May 1, 2014 23:34 |
Felinoid posted:They get 95 Aim with plasma. It's not fantastic like a 120 Aim sniper, but then nothing else is. If you haven't watched the SHIVcom video yet, you should. Those 6 SHIVs tear through everything. How did they get so many crits?! 70% crit chance the entire mission. Sadly the video has enemy and research spoilers.
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# ? May 1, 2014 23:45 |
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Gamerofthegame posted:
Probably has something to do with the constant flanking.
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# ? May 1, 2014 23:46 |
Even without it, though.
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# ? May 1, 2014 23:49 |
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Well according to the XCOM wiki a SHIV with a plasma cannon has a 20% base crit chance and a foundry project can boost that up to 40%, so I'm not sure where the other 30% comes from other than a flanking/close quarters bonus. http://xcom.wikia.com/wiki/S.H.I.V.
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# ? May 1, 2014 23:51 |
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Gamerofthegame posted:Even without it, though. Luck is a hell of a thing.
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# ? May 1, 2014 23:51 |
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notZaar posted:Well according to the XCOM wiki a SHIV with a plasma cannon has a 20% base crit chance and a foundry project can boost that up to 40%, so I'm not sure where the other 30% comes from other than a flanking/close quarters bonus. More amusing to me is that a Hover SHIV ends up with an effective 60 defense while flying, and one of the foundry projects extends their flight time to 24 turns. I think SHIVCom ended in 10.
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# ? May 1, 2014 23:57 |
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Welp, turns out the X-Com project was largely a waste of time. All the resources wasted on making better soldiers should have been spent on producing more SHIVs.
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# ? May 2, 2014 00:10 |
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Still going to need people to take on the SHIVs when they go rogue yo.
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# ? May 2, 2014 00:47 |
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The SHIVs are probably remote controlled drones, no chance of them going rogue.
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# ? May 2, 2014 00:53 |
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Galler posted:Welp, turns out the X-Com project was largely a waste of time. All the resources wasted on making better soldiers should have been spent on producing more SHIVs. Incorrect, it would have been better spent on finding a way to strap a BOOSH fist on existing SHIVs.
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# ? May 2, 2014 02:26 |
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Give an Alloy Shiv a Mechfist. Make its only purpose in life to wander out into the battlefield and punch aliens that use it as cover.
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# ? May 2, 2014 02:54 |
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Burzmali posted:Incorrect, it would have been better spent on finding a way to strap a BOOSH fist on existing SHIVs. My brain is boggling at the thought of BOOSHing plasma hover SHIVs. Throw one of those at the first small scout in place of an interceptor, and the aliens would just go home.
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# ? May 2, 2014 02:57 |
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Felinoid posted:My brain is boggling at the thought of BOOSHing plasma hover SHIVs. Throw one of those at the first small scout in place of an interceptor, and the aliens would just go home. No. BOOSHing Firestorms. Punch that overseer out of orbit.
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# ? May 2, 2014 03:02 |
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Zomborgon posted:No. BOOSHing Firestorms. Punch that overseer out of orbit. Artist's Impression.
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# ? May 2, 2014 03:12 |
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Burzmali posted:Incorrect, it would have been better spent on finding a way to strap a BOOSH fist on existing SHIVs. I don't know if RumRusher is going to post it, so here:
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# ? May 2, 2014 04:17 |
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Quote is not edit
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# ? May 2, 2014 04:19 |
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Basically, Rumrusher does the best things.
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# ? May 2, 2014 04:55 |
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Doctor Zaius posted:Taking a squad of nothing but hover plasma shivs on a mission is the most hilarious thing, the AI really doesn't know how to handle it. However, the funniest moments happen when your squad get wiped out by one attack from one enemy.
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# ? May 2, 2014 11:47 |
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Operation Bloody Bookend Polsy Our second mission against EXALT! This one shows us the other way covert operation missions can go. They're slightly harder this way... maybe? There are certainly less EXALT weapon hack terminals laying around, and your operative actually needs to do stuff! On the other side there certainly seemed to be a lot less EXALT soldiers to counter balance that. Either way an EXALT mission is a fun exercise in killing lots of stuff in amusing ways with a fairly low threshold for danger. This time out though we get to see a new thing about EXALT, and what I hope will be the greatest Boosh in history. There is still a ton of stuff happening back at the base too. The foundry is working its rear end off with all the projects I've been funding, and at the start of the video I cram three more projects into it. A lot of what comes out of the foundry will dramatically increase our soldiers capabilities. The gene lab is also working away at some of our soldiers. I have been popping them in and out for 3 days so that the chance of a mission happening while several key soldiers are out of action is lessened. MELD is still pretty limited, and with the prospect of upgrading the two MEC suits coming soon I'm being pretty stingy spending the MELD on soldiers. Even still, a few cheap gene mods are being made and I thought I'd take this moment o run a little break down on the gene mods we can select from at the moment. -Eyes- Hyper Reactive Pupils - +10 Aim bonus to any shot after a miss. Depth Perception - Height advantage grants an extra +5 Aim and +5% Critical chance. Both of these are really cheap. 5 Meld each means that any soldier you feel like keeping around probably ought to have their eyes modded at some point. The choice between the two really comes down to which class the soldier is. My rule of thumb is that everyone except snipers gets Hyper Reactive Pupils, and snipers get Depth Perception. While squadsight got nerfed a little, the extra aim to a high up or flying sniper is still always a nice benefit. The other soldiers benefit from added aim in the event of a miss. Assaults can gain extra usage from the mod when using Rapid Fire, as can Heavies with Bullet Swarm. -Chest- Secondary Heart - Causes the soldier to bleed out instead of dying the first time they are reduced to zero HP in a mission. The bleed out timer is extended by two turns. Prevents loss of Will from critical wounds. Adrenal Neurosympathy - When the soldier scores a kill they emit a cloud of pheromones that grants offensive bonuses to all nearby squadmates (and the soldier with the mod). Can not occur more than once every 5 turns. Both are cheap on Meld, but the heart costs 75 X-Com bitcoins. And either can be good choices. If you're struggling and regularly see soldiers critically wounded or killed than putting a secondary heart into someone valuable can be a great investment. If you don't need to worry about soldiers dying as much, then the combat musk of Adrenal Neurosympathy can be really nice. The bonus isn't listed in the menu when selecting the implant, but the wiki says 'Confers +10 Aim, +1 Movement, +5% Critical Chance and removes panic from nearby allies', which makes it a very nice boost to have. Multiple soldiers with the mod mean having those bonuses active more often. -Skin- Bio-electric Skin - Detects, but not activates, nearby enemies and makes the soldier immune to strangulation. Mimetic Skin - Moving into full cover from a position where the soldier was not seen by any enemy will cause the soldier to become cloaked. The destruction of the cover or firing will break the invisibility. This was one of the biggest game breaking things when the expansion came out. Mimetic skin let you run around invisible and break so much stuff. It combines with low profile to an obscene effect of constant invisibility. Recently it's been balanced, sort of, by increasing the cost. Mimetic skin now costs 150 X-Com dollar-pounds and 65 Meld, making it the most Meld intensive thing I can think of. It's still absurdly powerful, but the increase in meld costs stops players from putting Mimetic skin on every high class soldier. That leaves Bio-electric skin though, which is rather underwhelming. More underwhelming in comparison. However having one or two soldiers with Bio-electric skin can be useful for detecting enemies past walls or other obstacles before alerting them. Knowing how many enemies are on the other side of the door can be invaluable sometimes. -Legs- Muscle Fiber Density - Allows a soldier jump great heights with out aid from ladders or gadgets like the hookshot. Adaptive Bone Marrow - Wound recovery time is reduced by 66%. Soldier will regenerate 2HP a turn, until maximum HP with out armor bonus is reached. The jump legs mod is the crowd favorite here. It lets soldiers jump all over the place just like you see Thin Men do. The added mobility and access to high ground in a mission is supremely valuable. I would recommend the Muscle fiber density for all assault, across the board, by default. Heavies too, to a lesser priority if Meld is scarce. Snipers will typically have less need for mobility, though getting up on the first perch is nice they usually have other options like grappling hooks or flying armor. The only contest here comes to supports. I personally like the regenerative legs on my supports. They are usually fast enough with sprinter that I don't mind passing up the jump legs, and I want the medkits reserved for the other soldiers. If a support gets hurt, they can hang in the back for a turn or two and regen out of the danger zone and keep going and not much will be lost since supports aren't really combat skilled anyway; they can do their job from maximum rifle range as well as they can from up close on the front line. I'll say this is personal taste, and would not fault anyone for putting jump legs on their supports too.
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# ? May 3, 2014 05:26 |
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I actually liked regenerative marrow on my Assaults. I tended to send them feet-first into hell, as it were, so the reduction in healing time back at base was... appreciated. Also, it may be a failure of map design, but i never felt too terribly constrained by the height differences in levels. Having one or two soldiers with thin man legs was always plenty for my tastes?
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# ? May 3, 2014 05:40 |
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Gotta spin to get that windup. I love how Jade + Guava talk about how Exalt are a super swarmy foe. Then only gets 12 Exalt.
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# ? May 3, 2014 05:54 |
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# ? Apr 19, 2024 10:33 |
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I love those rare moments when an enemy spawns or runs right into 4 shots of overwatch fire. Of course I've also seen all 4 miss before
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# ? May 3, 2014 06:01 |