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The only correct name for the international medal is the Planeteer's Ring, and the +2 Will per nationality is fairly useful throughout the entire game, while the aim option takes a while to build up steam and can be permanently gimped if things go wrong, and by the time it's any good soldiers with terrible aim should have been weeded out and Scopes will outstrip its bonus anyway.
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# ¿ Feb 10, 2014 11:03 |
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# ¿ Apr 28, 2024 22:11 |
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Zebrin posted:What do each of the classes Mec into anyways? I keep hearing things about how mecs for each class differ, but no one says anything about HOW they are different. They get one extra skill. For heavies the nearest enemy they can see suffers a minus twenty aim penalty, for assaults they resist a third of damage from any attacks made from within 4 squares of them, Snipers get +10 aim and crit if they don't move and supports give 10 defense to nearby allies in cover.
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# ¿ Feb 17, 2014 05:47 |
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I'm gonna cast my vote for Rickey "Mama Bear" Gunerson. Squadsight snipers protect the rest of their team so much that I've nicknamed one that in all of my games. Also Finn "Unpaid" Tern because I'm terrible.
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# ¿ Feb 21, 2014 02:11 |
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E-Tank posted:I rushed an MEC once, and ultimately decided the MECs were worthless. No cover? Can barely move? 2 shot minigun that has a zillion in one chance of actually doing poo poo? I can't understand how or why anyone would *ever* go for MEC when you can make your soldiers regen health with Gene modding. You must not have made a Punchymec then, because they start off a little less maneuverable than a Sprinter support and end up even more. They are also immune to poison and strangling, can one-shot every enemy up until Cyberdisks with their punches and their minigun is just s accurate as a Heavy's weapon. Also they're one of, like, two units that normally benefits from Hidden Potential. Also the Regen gene mod is terrible, Jumpylegs are so much better. Edit: Also also, if you're having trouble with the first group of thin men, make sure that the unit that discovers them does so by opening the garage in the first building on alley side. They will scatter in such a way that a well placed rocket will kill all three. Jolyne Cujoh fucked around with this message at 01:48 on Mar 23, 2014 |
# ¿ Mar 23, 2014 01:41 |
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OwlFancier posted:I also don't much see the point in MECs. Maybe it's because I like the randomizer options but a good soldier is made better by gene modding, while a good soldier is simply made into a good MEC. MECs are actually made way, way better by the randomizer options. Someone brought it up earlier in the thread, but with hidden potential MECs have the same Aim growth as supports, 2-6 per level. This means that a squaddie heavy, if MEC'd immediately, will always end up better off aim-wise than if not, and an assault will probably end up better as well. This is especially good because Assault and Heavy skills are the best for a punchymec, because they both give it some serious survivability. So a good Heavy will make an even greater MEC, and probably a good Assault too. In addition to the boost in AIM for those two classes, MECs are also the most versatile unit in the game. The only thing more maneuverable than a fully upgraded MEC is a fully upgraded Ghost Support (granted the Ghost support could have jumpylegs for a bigger boost). They also have as much health as an Assault in Titan Armor. With their Bulletswarm equivalent they can do more single turn damage than anything short of a Close and Personal, Rapid Fire Assault (rivaling or even surpassing them under certain circumstances). And then with the suit you get the choice between AoE heals or as many grenades as a Grenadier Heavy gets, granted this is minus the special grenades, and then the choice of even more explosives basically as powerful as an upgraded launcher and a way to neutralize the biggest threats in the game. I will admit that the lack of defense is a big problem, but their massive health pools mitigate this early game and by lategame they have a bunch of options to mitigate it, chief of which is Guava's favorite "kill the thing first", followed closely by "be somewhere that they can't hit you," as well as "being the only units that can receive both kinds of healing." That's not even getting into Training Roulette where you can MEC a guy that started out promising and then got ability screwed, or Absolutely Critical where the punch does 1.5x damage every time. quote:Also I disagree about regen, jumpylegs are great in urban environments and on snipers, but regen is equally good everywhere, and moreover, it means that you can literally just get shot a bunch. You can facetank with regen because you heal it off over time, and after the mission your downtime is next to nothing. The regen thing has been covered a lot already, but I'm just gonna say that the average health of any soldier that isn't a heavy is 9, which is within the crit range of a Thin Man's LPR, let alone a Muton's plasma rifle or worse. Literally max health is 12, which is within the crit range of said Mutons. Regen alone will never take you out of kill range for an unlucky crit, while Jumpylegs can basically always be used to get to a place where you either can no longer be hit or at least give you height advantage to mitigate the chances. MECs do way more damage than heavies up close and have basically the same (or better) long range options, with way more mobility and Aim if you're using second wave. A rocket will never do as much damage as unupgraded punchyfist, and is basically matched by mines. The only reasons heavies aren't completely outclassed offensively is HEAT ammo and shredder rockets, and a good Mec can give an assault a run for its money pretty often. E-Tank posted:I generally get over to the survivor fairly easily, I park a sniper on top of the disabled APC behind the turret, which gives him/her good visual range with squad sight. Its moving him back, with thin men popping up and just going "That's so cute, you think that 80% chance to hit me will actually loving hit me." *crits from across the map with a 40% chance to hit, one shotting my sniper/heavy/assault* Yeah if that's your situation you mostly just need to do what Jade did and cheese it. Have at least one (preferably two) soldiers waiting to overwatch each thin man when they spawn in, never move the survivor unless they are in position and use height as often as possible.
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# ¿ Mar 23, 2014 03:51 |
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DrOswald posted:Am I missing something that makes assaults good stun bots? They're generally already closest to the aliens and a pretty common strategy is to suppress the thing you're trying to capture to keep it immobile so your support is usually busy. Granted, this strategy has also led me many times to having a suicidal Muton try to run away only to be taken out by said supression, but
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# ¿ Mar 23, 2014 21:54 |
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Bootcha posted:So I gotta ask, with Training Roulette, would would be the best Operative build? Gunslinger is obvious, but what else would benefit a dedicated Operative? The perfect build (for my playstyle) would be Run and Gun, Aggression, Rapid Fire, Gunslinger, Close Combat Specialist, Bring 'Em On and Sprinter. Give them Chitin Plating and a Scope and they will be able to shoot three times a turn every turn with most (if not all) of the shots being huge criticals. They'll also be incredibly mobile with R*G and sprinter and so will basically always be able to flank. Not having to reload makes them really useful even not on covert ops as well! Edit: As is clear from this post, I am much more of an "aggro all of the enemies and kill them all anyway" player than a "Play carefully" player
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# ¿ Mar 23, 2014 23:02 |
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ulmont posted:I gotta say, I never ask my operatives to do anything more than sprint from transmission tower to transmission tower... I get the defend the transmitter mission way more often than the shut down the towers one, so that also affects my opinion.
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# ¿ Mar 24, 2014 00:39 |
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Peanut3141 posted:His comment is still valid for those missions. Having your operative from from the first "disable-their-weapons" tower to the 2nd, 3rd and then 4th is a good way to make the defense missions a joke. ulmont posted:There is literally never anything I would rather my operative do than shut down every EXALT unit on the map for a turn, offensive mission or defensive mission. In fact, I like the option even better on the defensive mission... I usually just camp my operative next to the transmitter with a support in case of emergencies to keep them from ever getting the chance to capture it and let them get some more exp killing all the dudes that approach it and have never really had much trouble with them that way. I guess I just like killing tons of dudes with a pistol and no armor. VV Coffeehitler posted:My current game has been the funniest by far. First encounter with Mutons had one get in the face of a stun assault who in turn shot then stunned the fucker. Fast forward to mid-July, I've just finished off the Alien Base and mere days later get Site Recon. I've had no panic build up since, so don't need the panic reduction. Is it safe to skip Site Recon? Or do I get to Railgun sharks? Not sure I really want to send half a team of rookies/lower ranking troops to farm chryssalids. If you've got a lowbie with sprinter, load them up in a Skeleton Suit and just book it to the ship and then back to evac if you don't feel like dealing with the mission. Sprinter+Skeleton Suit can outrun Chryssalids all day. You might lose him if you get unlucky with sharkalids if you do it this way though.
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# ¿ Mar 24, 2014 04:26 |
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The worst thing about SHIVs is that you can neither rename them nor give them paintjobs.
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# ¿ Mar 24, 2014 22:07 |
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Onmi posted:So quick thread interview. On my latest run I managed it with 2 dodge modules, 1 aim and phoenix cannons. I at least made the cash back from all the damaged/useless poo poo I could sell after
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# ¿ Mar 31, 2014 23:21 |
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Another thing that makes the flame thrower way less useful than it should be is the fact that the panic it causes wears off immediately upon the start of the enemy's next turn, so really it's only useful for making them spread out and not be able to be hit by more area attacks.
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# ¿ Apr 1, 2014 22:43 |
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He was talking about a deep pockets heavy, so it would actually be 9 explosions, but heavies also don't have collateral damage or punching, which is sort of like an explosion!
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# ¿ Apr 5, 2014 23:08 |
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Bacchante posted:Here. This is a save right before the final mission, with a massive crop of only rookies and five SHIVs. Just in case. I think what Guava was saying is that, yes, he wanted rookies from Not Created Equally, because to be fair when he did his runs of the earlier X-Com final missions he did pick and choose the best rookies for the job.
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# ¿ May 7, 2014 14:41 |
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heenato posted:The thing about the flamethrower and panic. Hi I was the one that mentioned that thing, and my story is that every time I would flamethrower the command room full of Sectoid Commanders they would scatter, I would send my Arc-Thrower guy in to capture one and then they would mind control him immediately. This happened three separate times. Edit: Oh also because of Lead By Example he had my MEC's will of 150, so an extra layer of bullshit there
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# ¿ May 8, 2014 04:45 |
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In the video Guava mentioned that Booshing Cyberdisks gets you exploded on, which is pretty much always false. Cyberdiscs don't have a special booshing animation, so when you boosh them they go flying just like everyone else, leaving the booshmech safely out of the blast radius. The only time you ever really have to worry is if you punch them while they're against some sort of indestructible terrain.
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# ¿ Jun 9, 2014 22:36 |
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I have failed to capture the commander so many times because he keeps mind controlling my only guy with an Arc Thrower despite him having a MEC's will due to lead by example
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# ¿ Jun 28, 2014 00:28 |
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Your biggest problem is the initial group of Thin Men. Camp your heavy on the left side of the garage door in the building, and then open the door on the next turn. The thin men should all three end up in the range of one rocket. After that, they are only in packs of 1. Know where they spawn in and never advance the man until they are all dead and you hsould be good. Might lose a rookie if you're unlucky and one of the Thin Men from the initial pack isn't in rocket range.
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# ¿ Jul 5, 2014 07:54 |
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I said it waaaaaay back before Jade decided to turn her into the Covert Ops lady, but Finn "Unpaid" Terne is the only real option.
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# ¿ Jul 6, 2014 23:07 |
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Jade Star posted:Overdrive Oh huh. You know, this just made me realize that it might not be a bad idea to mech your Covert Ops sniper once you've cleared out Exalt HQ since you'll probably have two other great snipers by then, and it'll give you a MEC with a huge Aim stat and probably pretty respectable will, since you will probably have Iron Will before you start raising your Covert Ops duder. Also so glad that you went with "Unpaid"
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# ¿ Jul 12, 2014 20:45 |
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Jade Star posted:This wouldn't be a bad idea.. but having put memetic skin on Finn is a 65 meld sink that would be a loss if we MEC her. Not sure how I feel about that since Meld is getting tight. Think about it this way, once you're done with Covert Ops it would be wasted meld anyway, because you've already got Nittien and Whatshisname statted out to be the best normal snipers possible so Finne wouldn't be seeing action anyway.
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# ¿ Jul 13, 2014 00:13 |
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# ¿ Apr 28, 2024 22:11 |
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HOOLY BOOLY posted:My word either stupidly high number of booshes or almost none. Nobody has faith in Jade for moderation it seems. Hahahahahahahahahahaha, all 3 of the aliens we have yet to meet are Boosh central, and at least one of the plot missions is too.
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# ¿ Jul 14, 2014 07:56 |