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George Rouncewell
Jul 20, 2007

You think that's illegal? Heh, watch this.
A few things i missed by being a dumb butt and not playing the tutorial.

1: You can launch interceptors in squadrons.
2. Suppressed enemies cannot reaction fire
3. Shields are useful holy poo poo i have never like riot cops so much

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Jabor
Jul 16, 2010

#1 Loser at SpaceChem
So restoring class loadouts is great, but I really wish there was a "load this guy up with as many grenades and c4 as he can carry without losing TUs" button, because that's always what I do after assigning someone a loadout and it's kind of a pain.

I'd like to do some all-riot-shields gimmicking on a few missions, but it's hard to want to do that when I'd have to take time setting them back up in their "real" classes when I hit a mission I want heavier firepower for.

jBrereton
May 30, 2013
Grimey Drawer

Jabor posted:

So restoring class loadouts is great, but I really wish there was a "load this guy up with as many grenades and c4 as he can carry without losing TUs" button, because that's always what I do after assigning someone a loadout and it's kind of a pain.
You know you can right-click the class icon and set current gear as default, right?

I usually change the Rifleman's loadout to include two flashbangs, a normal grenade, and a smoke grenade as well as the medkit.

It'll usually suffice, and almost never weighs them down to the point they're low on TUs.

Nordick
Sep 3, 2011

Yes.

Pimpmust posted:

I spot a Starship Troopers Helmet on that Jackal armor. Hmm, maybe changing that SWAT Blue to grey or tan would do wonders for the "military" feel?

The default armor looks sorta like a Italian/Luftwaffe field uniform + some dinky Japanese AA helmet.
Someone with graphical skills make Jackal armour look like the colonial marines' gear from Aliens so I can name my guys Hicks and Hudson and Vasquez etc and then pretend to completely lose my poo poo when Reapers show up. TIA.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

jBrereton posted:

You know you can right-click the class icon and set current gear as default, right?

Yeah, I know. But every soldier has a different weight limit, so I feel compelled to bring along as many grenades as they can carry in case I need them.

deep dish peat moss
Jul 27, 2006

Is anyone else having a hard time finding a live Commander to capture? The very second Corvette I shot down had one inside, but he died to reaction fire. I've cleared more than a dozen or two Corvettes since and every single one has just been Androns and Drones :( I feel like I've kind of been 'stuck' for a couple in-game months now because I'm not really finding any new tech or anything to research, I have more money and alloys/alenium than I really know what to do with at this point and already have three bases up and running, and all of my soldiers are decked out in Buzzard and Wolf armor with laser weapons. My soldiers are almost all Majors and Lieutenants now and make it through every mission unscathed and without even firing their weapons because Androns and Drones can't even hope to compete with Shock Grenades.

deep dish peat moss fucked around with this message at 14:38 on Jun 7, 2014

Rookersh
Aug 19, 2010
Is there a story/campaign? If so how is it?

Does it end better then the new XCOM did?

e: Like yes I realize this is an XCOM alike, and I'm not expecting masterful prose about alien murder. Does it at least set up an interesting world to fight in, and some memorable missions along the way, or is it pure emergent like the old XCOM games were.

Rookersh fucked around with this message at 14:45 on Jun 7, 2014

jBrereton
May 30, 2013
Grimey Drawer

Funnypost Collabo posted:

Is anyone else having a hard time finding a live Commander to capture? The very second Corvette I shot down had one inside, but he died to reaction fire.
Gotta go for the Long Kesh Strat. Riot shields, gas, and batons are your friend.

deep dish peat moss
Jul 27, 2006

Rookersh posted:

Is there a story/campaign? If so how is it?

Does it end better then the new XCOM did?

The "Story" is more analogous to UFO Defense. There are no "Story missions" or exposition or cutscenes. Everything story-related is learned through research reports. I haven't beat the game so I'm not sure what you see at the very end, but don't expect a narrative-based campaign like XCOM.

I consider this a blessing because it makes the game much less predictable. In XCOM you know "Okay, a base defense mission is coming up next in the story, time to prepare for it", whereas in this game or UFO Defense, a Base Defense mission happens when the aliens manage to find your base and send a UFO to raid it, and you don't shoot that UFO down first.

e: Didn't see your edit; yeah it's purely emergent like the old X-Com games.

jBrereton posted:

Gotta go for the Long Kesh Strat. Riot shields, gas, and batons are your friend.

I don't think I would have trouble capturing one at this point, I just can't even find one to capture :v: There are no Andron commanders (which is logical), but I'm not getting any non-Andron missions anymore.

deep dish peat moss fucked around with this message at 14:54 on Jun 7, 2014

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Funnypost Collabo posted:

Is anyone else having a hard time finding a live Commander to capture? The very second Corvette I shot down had one inside, but he died to reaction fire. I've cleared more than a dozen or two Corvettes since and every single one has just been Androns and Drones :( I feel like I've kind of been 'stuck' for a couple in-game months now because I'm not really finding any new tech or anything to research, I have more money and alloys/alenium than I really know what to do with at this point and already have three bases up and running, and all of my soldiers are decked out in Buzzard and Wolf armor with laser weapons. My soldiers are almost all Majors and Lieutenants now and make it through every mission unscathed and without even firing their weapons because Androns and Drones can't even hope to compete with Shock Grenades.

Commanders are utter rear end to capture in my experience. The riot cop method works wonders on them if you have enough TUs for at least 3 whacks as the bastards can be very stun resistant at times. The worst part is that if you fail to KO one they tend to suicide with a grenade.

Actually I take that back, the worst part is sometimes you get the "alien commander on site" pop up only to find out he was a casualty of the crash.

As for how screwed you are...no idea. I've never made it that far without taking a commander or going broke. If you don't get any more you might want to talk to the devs about it. An enemy that's required for progression shouldn't completely vanish like that, or be so rare if you only got the one.

toasterwarrior
Nov 11, 2011
Alien bases are guaranteed to have commanders, IIRC. Get your riot gear, it's time to go :bustem:

deep dish peat moss
Jul 27, 2006

toasterwarrior posted:

Alien bases are guaranteed to have commanders, IIRC. Get your riot gear, it's time to go :bustem:

How can I even find them? I was assuming this was something that happened after I captured a commander. I haven't been made aware of any and I have radar coverage of most of the landmass except Australia, which I lost. Should I build a base in Australia or something?

Alkydere posted:

Actually I take that back, the worst part is sometimes you get the "alien commander on site" pop up only to find out he was a casualty of the crash.


This might actually be what happened in the one mission where I got that popup. It was lizardmen, it told me that the commander would be wearing a hat, I didn't see a single lizardman in a hat. Three died to reaction fire on my approach to the UFO, I stunned the surviving two inside, and didn't get a commander. I haven't seen that popup since :(

e: To be clear, stunning things isn't a problem - I clear every mission against organics using solely stun grenades and don't even fire my guns at them (except reaction shots), I just can't find a commander. I've only ever had one mission with a commander in it and I didn't get that one, a few in-game months have passed and I've done dozens of missions in the meantime without ever seeing another one. I'm kinda just wondering if I'm having incredibly bad luck with a string of nothing but robot missions, or if other people are having this problem too (in which case I'll bring it up to the devs).

deep dish peat moss fucked around with this message at 15:43 on Jun 7, 2014

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



toasterwarrior posted:

Alien bases are guaranteed to have commanders, IIRC. Get your riot gear, it's time to go :bustem:

Does riot gear continue to be viable? I would imagine the 80 HP a riot shield has is worth less and less as time goes on unless the riot shields benefit from a soldier's armor resistance bonuses.

Pipski
Apr 18, 2004

How on earth do you change weapons in this game? I've searched for info on how to swap to my pistol, but I can't find anything. I've tried clicking, dragging, nothing seems to persuade my sniper to switch to his sidearm. All I've managed to do is accidentally unload the thing without actually equipping it.

deep dish peat moss
Jul 27, 2006

I think sniper rifles maybe don't fit in the backpack, so try dropping the rifle on the ground when you equip the pistol. Click and drag should be fine.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Pipski posted:

How on earth do you change weapons in this game? I've searched for info on how to swap to my pistol, but I can't find anything. I've tried clicking, dragging, nothing seems to persuade my sniper to switch to his sidearm. All I've managed to do is accidentally unload the thing without actually equipping it.

You need to have enough room in your inventory for whatever you're currently holding, if you don't then dragging something else into your hands won't work.

Worst-case you could drop your rifle on the ground first and then drag your pistol into one of your hands.

toasterwarrior
Nov 11, 2011

Funnypost Collabo posted:

How can I even find them? I was assuming this was something that happened after I captured a commander. I haven't been made aware of any and I have radar coverage of most of the landmass except Australia, which I lost. Should I build a base in Australia or something?

I think there's a random chance or something, might be influenced by having your planes fly over suspected spots. All I know is that one day I had xeno scum squatting in Madagascar, and that poo poo would not stand.

Alkydere posted:

Does riot gear continue to be viable? I would imagine the 80 HP a riot shield has is worth less and less as time goes on unless the riot shields benefit from a soldier's armor resistance bonuses.

IIRC, riot shields are guaranteed to block anything coming from the front so they're still decent ablative armor. I haven't had time to play past Wolf armor and etc; but there might be an upgrade to shields like how your rockets and grenades can get Alenium payloads.

Pipski
Apr 18, 2004

Funnypost Collabo posted:

I think sniper rifles maybe don't fit in the backpack, so try dropping the rifle on the ground when you equip the pistol. Click and drag should be fine.

Jabor posted:

You need to have enough room in your inventory for whatever you're currently holding, if you don't then dragging something else into your hands won't work.

Worst-case you could drop your rifle on the ground first and then drag your pistol into one of your hands.

Hm. I'd try that, but unfortunately my sniper just died. I'll bear it in mind for my next one. Thanks!

Kaboom Dragoon
May 7, 2010

The greatest of feasts

Alkydere posted:

Does riot gear continue to be viable? I would imagine the 80 HP a riot shield has is worth less and less as time goes on unless the riot shields benefit from a soldier's armor resistance bonuses.

There was in previous builds. I think the second tier of shields had 180-200hp. Not sure if they've altered it in the final release (past the HP totals), but I don't see why they would.

Nordick
Sep 3, 2011

Yes.

Pipski posted:

Hm. I'd try that, but unfortunately my sniper just died. I'll bear it in mind for my next one. Thanks!

Another thing to keep in mind is that futzing around in your inventory costs time units. It's something to the effect of 12, 14 or 16 TUs depending on where you're putting stuff and pulling stuff out from. If you try to move things without enough TUs left, it'll just go "boop" and not do anything.

UberJumper
May 20, 2007
woop
I thought Foxtrots were supposed to be superior to condors in everyway? I sent a pair against a small ufo and it had a 0% chance to autoresolve.

Nordick
Sep 3, 2011

Yes.

UberJumper posted:

I thought Foxtrots were supposed to be superior to condors in everyway? I sent a pair against a small ufo and it had a 0% chance to autoresolve.
Not in every way. They don't have a cannon and the heavy torpedoes are easily dodged by the small UFOs. Their main purpose is to deal heavy damage to the larger UFOs that can't dodge.

Think WWII airplanes: Foxtrots are analogous to two-engined heavy fighters designed to gently caress up big enemy bombers, but will get eaten up by more manouverable dogfighter planes.

toasterwarrior
Nov 11, 2011

UberJumper posted:

I thought Foxtrots were supposed to be superior to condors in everyway? I sent a pair against a small ufo and it had a 0% chance to autoresolve.

They're not, man. Foxtrots may have better overall stats, but losing a cannon slot is really bad against the smallest UFOs (they can dodge missiles) and Alien Fighters.

You can mitigate it by switching their default missiles for the lighter variant since they come with heavy-hitters by default.

e;f,b drat you nordiiiiiick

UberJumper
May 20, 2007
woop
Wait, so what exactly are foxtrots good against?

The Light Scout Ufo's destroy my pairs of condors, but they also seem to destroy the foxtrots.

OwlFancier
Aug 22, 2013

UberJumper posted:

Wait, so what exactly are foxtrots good against?

The Light Scout Ufo's destroy my pairs of condors, but they also seem to destroy the foxtrots.

Heavier things, presumably.

If the light ones can dodge missiles, you need guns to shoot them down, heavier UFOs can't dodge, so you want massive volumes of heavy missiles to blow the crap out of them, and a fast interceptor to get in and out of their range quickly.

toasterwarrior
Nov 11, 2011

UberJumper posted:

Wait, so what exactly are foxtrots good against?

The Light Scout Ufo's destroy my pairs of condors, but they also seem to destroy the foxtrots.

A Light Scout should not be wrecking your Condors, something's not right. But anyway, Foxtrots are for the plain Scouts, which are too fast and too tough for Condors to beat one-on-one. One Foxtrot should also be part of a squadron fighting a Corvette with Fighter escorts.

UberJumper
May 20, 2007
woop

toasterwarrior posted:

A Light Scout should not be wrecking your Condors, something's not right. But anyway, Foxtrots are for the plain Scouts, which are too fast and too tough for Condors to beat one-on-one. One Foxtrot should also be part of a squadron fighting a Corvette with Fighter escorts.

I send pairs of Condors, at them and typically they come back with almost no HP. Can your planes actually be shot down? Because i had a condor limp back at 0% HP.

toasterwarrior
Nov 11, 2011

UberJumper posted:

I send pairs of Condors, at them and typically they come back with almost no HP. Can your planes actually be shot down? Because i had a condor limp back at 0% HP.

Strange. Auto-resolve on mine has them come back perfectly fine, sans ammo. And this is with one Condor, which is more than enough for a dinky little Light Scout.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Yes, but they aren't straight up lost. They just sit through a lengthy repair/recovery phase - this is to prevent you from hemorrhaging materials from the late game aircraft being blown out of the sky constantly when you gently caress up.

EDIT: And the Auto-resolve is wonky as poo poo in the player's favor so that people who don't like the Air Combat can still get somewhere in the game. I think the Air Combat interface is cool as hell though

poptart_fairy
Apr 8, 2009

by R. Guyovich
Are you always able to muster a comeback, or can you 'game over' after a few mistakes? Been watching this for a while, Long War in XCOM is good but still a bit shonky for my tastes, and I'm curious how punishing it is.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

How do I stop bleeding? Health kits just restore HP.

(Also you can't shoot through soldiers, who knew? :downs:)

UberJumper
May 20, 2007
woop

toasterwarrior posted:

Strange. Auto-resolve on mine has them come back perfectly fine, sans ammo. And this is with one Condor, which is more than enough for a dinky little Light Scout.

I just had two condors limp back to base with a grand total of 2% HP, and 8% HP from a light scout encounter, after autoresolve.

Am i missing something?

Also when exactly should i start thinking about another base?

*EDIT* I mean scout, not a light scout. This guy:

http://xenonauts.wikia.com/wiki/Scout

jBrereton
May 30, 2013
Grimey Drawer

StashAugustine posted:

How do I stop bleeding? Health kits just restore HP.
They also close wounds!

Perestroika
Apr 8, 2010

UberJumper posted:

I just had two condors limp back to base with a grand total of 2% HP, and 8% HP from a light scout encounter, after autoresolve.

Am i missing something?

Also when exactly should i start thinking about another base?

*EDIT* I mean scout, not a light scout. This guy:

http://xenonauts.wikia.com/wiki/Scout

Ah yeah, the not-light scouts are generally best engaged with foxtrots carrying the heavy missiles. Even one should take it down pretty easily.

MotU
Mar 6, 2007

It was like she was evicting walking garbage.
Pillbug

UberJumper posted:

I just had two condors limp back to base with a grand total of 2% HP, and 8% HP from a light scout encounter, after autoresolve.

Am i missing something?

Also when exactly should i start thinking about another base?

*EDIT* I mean scout, not a light scout. This guy:

http://xenonauts.wikia.com/wiki/Scout

Scouts you want to send Foxtrots against, since they cannot dodge like Light Scouts can and the missiles eat em up better

deep dish peat moss
Jul 27, 2006

If you're having trouble with interceptor combat, play it manually. Turn off auto-fire on missiles by clicking them, then fire them manually by clicking them again. The most advanced ships I've seen so far are Bombers and Corvettes, but a single interceptor of any kind with two of any kind of missile should be able to take anything Corvette-or-lower down without a scratch (assuming you have Alenium Explosives researched, anyway, I can't speak for the killing power of basic missiles against Corvettes). You can bait a light scout's roll with your first missile and then connect with the second. You can also roll out of Corvette plasma shots by clicking the Evasive Maneuvers button.

It gets a little more complicated when you're facing squadrons of multiple UFOs, but both the Foxtrot and the Condor can take down single UFOs with ease and without even getting in cannon range.

deep dish peat moss fucked around with this message at 18:59 on Jun 7, 2014

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

jBrereton posted:

They also close wounds!

After a while, but it took like 3 turns. How do health kits work, exactly? They seem to heal random amounts of health and cost weird numbers of TUs.

deep dish peat moss
Jul 27, 2006

StashAugustine posted:

After a while, but it took like 3 turns. How do health kits work, exactly? They seem to heal random amounts of health and cost weird numbers of TUs.

When a soldier gets damaged, you'll notice that their health bar now consists of a red section, a light gray section, and a dark gray section. Med kits will stop any bleeding and heal up through the light gray section. The dark gray section is lost for the current map and can't be healed. I'm not sure about TU costs exactly, I assume it either has to do with the amount of HP being healed or the user's max TU.

I think it should stop bleeding immediately upon first use, I'm not sure why it took three turns. That might only happen with advanced medkits later?

UberJumper posted:

Also when exactly should i start thinking about another base?

Getting a second base up (I think in either Egypt or North America if you're min-maxing, whichever one you didn't put your first base in - I'm pretty sure these are the two biggest priority locations, Egypt because it covers 4 important nations and NA because they're the single biggest chunk of funding, someone correct me if there are better spots) should be your very first priority as soon as you can afford it. Make it a small base with just 3-4 hangars, a living quarters, a med bay and a radar. You don't want any kind of Labs or Manufacturing in your secondary bases unless you can easily afford them, and you don't need a storeroom until you want to ship over weapons and armor you manufactured in your main base. Basic equipment and most importantly grenades are infinite and don't require a storeroom or any kind of manufacturing.

deep dish peat moss fucked around with this message at 19:04 on Jun 7, 2014

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Funnypost Collabo posted:

When a soldier gets damaged, you'll notice that their health bar now consists of a red section, a light gray section, and a dark gray section. Med kits will stop any bleeding and heal up through the light gray section. The dark gray section is lost for the current map and can't be healed. I'm not sure about TU costs exactly, I assume it either has to do with the amount of HP being healed or the user's max TU.

It should stop bleeding immediately upon first use, I'm not sure why it took three turns.

From what I've seen it costs roughly 1 TU per HP healed. You can also adjust the amount you're going to heal by right clicking and "aiming" the medkit the same way you would a weapon.

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winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

StashAugustine posted:

How do I stop bleeding? Health kits just restore HP.

(Also you can't shoot through soldiers, who knew? :downs:)

You likely had multiple wounds. You cant heal more than 1 hp until all wounds are closed. Best thing to do is use minimum TUs to first bandage them, then again to make sure they dont have more wounds. Then use max TUs you can to heal as much hp as it will let you. Make sure to watch for the HP counter to stop going up when doing this, so you dont blow 50 TUs when 20 would have had the same effect. There might be a minor bug in healing as well, as I have had times where healing wouldnt let me do more than minimum the first round Ive been healing them, but was able to finish bandaging them the next round.

Edit:

I put bases in Florida, Israel, and the Philippines. Lets me cover all but South Africa and parts of Alaska. Eventually each base is independent of the others, with cargo flights making sure each base has a roughly equal share of alien mats so each can produce their own rifles, armors and tanks. Veterans from my older bases provide backbone to my new bases, until rookies can be trained up to competence.

winterwerefox fucked around with this message at 19:14 on Jun 7, 2014

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