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misguided rage posted:I'd probably finish covering NA. You get a bit more money, and the SA bonus isn't too great. The SA bonus is actually way more relevant now that all the critical research takes longer, and all the autopsies now give really useful stuff instead of just being things you backfilled once you were stalled out waiting for enough weapon fragments to research the stuff you really wanted. Add that it's a really easy continent to cover (and thus stop panic from increasing in) and I think it's definitely worth putting both satellites there.
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# ? Nov 17, 2013 01:20 |
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# ? May 21, 2024 18:28 |
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Brainamp posted:Given how much it unlocks now, I'd say it's good. Course that's only for early game.
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# ? Nov 17, 2013 01:20 |
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First terror mission comes up when every non-rookie is either wounded or getting their limbs chopped off... Nice knowing you, Germany. Have fun with that because there is no way two rookies are gonna pull that one off.
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# ? Nov 17, 2013 01:22 |
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I am certain I installed Clormal correctly but the changes don't seem to have taken effect - I start a Classic game and there's no OTS in my base at the start. Is there any reason that might be happening? Any step that's commonly skipped?
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# ? Nov 17, 2013 01:24 |
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misguided rage posted:Eh it's still not that great. With everything taking so much longer it easily saves 2 months of research time. Research time that gets you research credits, Memetic Skin, Jumpy Legs, Respirator Implant, Servomotors, Shaped Armor, Chitin Plating, Secondary heart and immunity to mind control/seekers. Those are huge to get in month 2 instead od month 6. You'd be struggling to get 2 of those in addition to Beams and meld considering how long everything take now.
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# ? Nov 17, 2013 01:24 |
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Classic Ironman. While 26 Aliens doesn't sound like many, rest assured 10 of them were Mechatoids another 4 Cyberdisks. I was so lucky my Colonel Mech Squad Leader was not out in recovery or something. Result: 3 dead rookies, 4 great or severly injured.. edit: it was alsmost as bad as one downed ufo, where all aliens triggered inside the ship at the same time: 2 mechtoids, 1 cyberdisk, 3 sectoid commanders, 3 sectoids and 2 drones. Fun times.... wilbur.walsh fucked around with this message at 01:29 on Nov 17, 2013 |
# ? Nov 17, 2013 01:26 |
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The infestation mission is nuts. On the one hand it's nice to not have to give a drat about cover for a single mission, on the other hand holy jesus Chrysalids aaaaaaa. I had a single rookie survive it by just booking it towards the evac chased by a half-dozen of the fuckers.
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# ? Nov 17, 2013 01:32 |
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Dr Snofeld posted:I am certain I installed Clormal correctly but the changes don't seem to have taken effect - I start a Classic game and there's no OTS in my base at the start. Is there any reason that might be happening? Any step that's commonly skipped? I would like to know this too - I have noticed no changes from regular classic
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# ? Nov 17, 2013 01:35 |
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I've been playing through the PS3 version for about a week and there is very obviously something I'm not getting about the game because I'm playing on easy and I'm getting my rear end kicked up and down the map. It's getting worse and more frustrating as the game continues further. Until I figure out what the hell is happening I'm shelving this game for something I'll actually enjoy playing. I've been trying to take it slow and not take on too much until I'm ready for it (but I do most random missions as they come up). Regardless, the aliens seem to be getting stronger at a quicker rate than I am even though I haven't progressed the plot in quite awhile. I barely scraped through the alien base and my experience there made me decide to double down on my plot non-progression but I'm doing terribly anyway. The last battle I actually won saw ten to fifteen powerful enemies literally come out from under the fog of war at the same time, and three of them were super-tough enemies I hadn't even encountered before. The only reason I survived that battle was sheer luck; most of the enemies were unfortunate enough to have appeared directly in the line of fire of my two heavies and so they got the poo poo rocketed out of them. I've been having trouble killing much since. And I'm absolutely convinced that a lot of enemies that I can't see are teleporting around the map randomly or some other bullshit.
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# ? Nov 17, 2013 01:37 |
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I really like the introduction of Mechtoids. They're like mini-sectopods and they usually come with sectoids/sectodi commanders, which keep sectoids relevant in the mid game, and sectoid commanders were rarely seen in the original XCOM and were kind of a joke when they were seen (since they were sitting in a cockpit or some other easily breachable area).quote:I've been playing through the PS3 version for about a week and there is very obviously something I'm not getting about the game because I'm playing on easy and I'm getting my rear end kicked up and down the map. It's getting worse and more frustrating as the game continues further. Until I figure out what the hell is happening I'm shelving this game for something I'll actually enjoy playing. You might try watching some LPs to see how people play the game? Some general tips for the tactical layer (since you mentioned having problems winning missions): -Never dash unless you're deliberately using it to trigger an overwatch. (dashing gets a reduced chance of being hit from overwatch) -Always have your guys in full cover if possible, otherwise half cover. Never be out in the open. -Aliens don't get to shoot until they've been triggered - this is why you want to move through maps slowly until you've cleared some packs out. -Cover works by creating a line, and flanking doesn't happen until they're on the other side of that line. Unless you have aiming angles on. If you have aiming angles on, turn it off. It hurts more than it helps. oswald ownenstein fucked around with this message at 01:42 on Nov 17, 2013 |
# ? Nov 17, 2013 01:38 |
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Does anyone else feel like the first terror mission is way way easier? Granted this is only my second campaign, but both missions were like... two chrysalids and four floaters. Both times I was still rocking ballistic/basic armor and came out completely unscathed.
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# ? Nov 17, 2013 01:41 |
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I finally got some free time to play Enemy Within, finally. I don't even know what the gently caress. The game just runs like rear end, I get audio stutter, low framerate and random crashes to desktop. It's completely and utterly unplayable. Normal XCOM still runs absolutely perfect on max settings. To say I'm disappointed would be the understatement of the year. This is on PC, naturally. Any suggestions?
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# ? Nov 17, 2013 01:42 |
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I've experimented with snapshot-snipers but the results have been hugely disappointing (on Classic). Snapshot snipers are really good at long-range-but-within-sight shooting. I never want to trade shots at that distance. Either the Squad sight sniper finishes them from half a mile away, or I get closer to abuse explosives and assualt-abilities. Snapshot snipers can't close in for that 100% kill Closing in for kills just got a lot safer with mimetic skin too.nessin posted:Anyone tried going full Gene mods rather than investing some/all Meld in MECs? Just curious how powerful they are overall, it takes a lot more meld to beef up even half a squad versus maintaining one or two MECs, and while a couple of the gene mods are plain powerful, it seems the majority of them are kinda meh. Mimetic Skin is better than using ghost armor. Especially for finding Meld. My favorite strategy is using my one A-team colonel with mimetic skin rushing in front of the B-team. Dash untill I find something. Since you can stay cloaked forever your B-team can setup as they like and mow down all the aliens on your terms. And any xcom with Second heart is basicly immortal. One or two mecs are really cool for drawing fire. Aliens love damaging MECs instead of finishing off wounded soldiers. And I guess there is a window of 1-2 months where they are hugely ahead of the curve compared to the other XCOMs. Regular xcoms with gene-mods+psi+rank is going to outclass MECS badly long term. I suspect. Though one MEC is always cool for destroying cover.
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# ? Nov 17, 2013 01:48 |
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Yes, Dr. Vahlen, we should probably avoid the tentacles. What was your PH.D. in, anyway, Stating the loving Obvious?
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# ? Nov 17, 2013 01:50 |
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Dr Snofeld posted:I am certain I installed Clormal correctly but the changes don't seem to have taken effect - I start a Classic game and there's no OTS in my base at the start. Is there any reason that might be happening? Any step that's commonly skipped? Meis posted:I would like to know this too - I have noticed no changes from regular classic STARTING_PANIC_EASY=0 STARTING_PANIC_NORMAL=0 STARTING_PANIC_HARD=0 STARTING_PANIC_CLASSIC=16 Normally the starting panic level for Classic is 8, but for Clormal it starts off at zero, like on Normal mode. There are other settings related to panic that are also modified, but not many. Basically with Clormal events that cause or remove panic should behave just like on Normal difficulty, which should make the Classic game easier. The EXALT are also set to Normal levels for Classic difficulty in the DefaultGameData.ini file. I tested that change and it worked, and I believe the change is commented in the ini file. In the next maintenance release for Implassic I'll see about adding comments next to the parameters that were changed in the DefaultGameCore.ini file for each mod variation. I kept comments minimal to avoid issues caused by typos. On the OTS, I believe appearance of the OTS for Normal difficulty is controlled by the game's EXE or UPK files, which the mod doesn't make changes to. The Implassic mod and its variations only adjust the settings available in the INI files. I'll have to add this info about the missing OTS to the mod's FAQ section. EDIT: I just tested modifying the OTS costs and rank and it did not make the OTS appear Clormal, so scratching out all that below. This confirms the game EXE or UPK files controls the starting appearance on Normal and not Classic. If you still want the OTS to appear like in Normal then I believe you can modify the game's DefaultGameCore.ini file to reduce the minimum rank of the first OTS ability, which seemed to work in Enemy Unknown. I'll have to test that out to confirm if it still works. Here's a sample of the OTS section from the DGC.ini file: ; OTS Upgrades OTSBalance=(eTech=eOTS_Will_I, iCash=200, eRank=eRank_Sergeant) OTSBalance=(eTech=eOTS_SquadSize_I, iCash=50, eRank=eRank_Sergeant) OTSBalance=(eTech=eOTS_XP_I, iCash=125, eRank=eRank_Sergeant) Any other support questions you should post in the mod's discussion thread here at nexus: http://xcom.nexusmods.com/mods/17/?...%3D808222&pUp=1 nnnotime fucked around with this message at 02:15 on Nov 17, 2013 |
# ? Nov 17, 2013 01:54 |
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Zore posted:With everything taking so much longer it easily saves 2 months of research time. Research time that gets you research credits, Memetic Skin, Jumpy Legs, Respirator Implant, Servomotors, Shaped Armor, Chitin Plating, Secondary heart and immunity to mind control/seekers.
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# ? Nov 17, 2013 01:55 |
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Geight posted:Does anyone else feel like the first terror mission is way way easier? Granted this is only my second campaign, but both missions were like... two chrysalids and four floaters. Both times I was still rocking ballistic/basic armor and came out completely unscathed. Don't underestimate the value of experience. If you've gone in mostly blind then the sudden double whammy of Chrssies and Floaters can really sideswipe you.
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# ? Nov 17, 2013 01:56 |
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misguided rage posted:Research credits are nice but unless you're rushing containment at the expense of everything else you're not gonna have it up until sometime mid month 2 anyway. Everything else you listed comes from two autopsies (which take like 2 days each) and mechtoid autopsies, which I don't think can possibly show up that early. Mechtoids have always shown up mid month 2 for me. Thin Men, Seeker, Chryssalid and Muton autopsies are what you need for everything else I listed, plus Sectoid Commander and Cyberdiscs (who show up Alien Base). Depending on how many scientists you have that's anywhere from 7-12 days apiece for each of those, and that's after the 30 days for basic lasers (because you won't have research credits) and 16 days for weapon fragments/Meld then 21 days for Arc Thrower/Alien Containment. South America literally cuts out half of that research time for the cost of two satellites and gives you some of the best toys in the game at the point the game is most difficult. Like Laser Cannons before the ship that fucks up your basic interceptor, and better weapons for your Heavies/MECs/Assaults/Snipers.
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# ? Nov 17, 2013 02:02 |
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I wonder what would happen if you added MEC perks to the allowed list for training roulette?
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# ? Nov 17, 2013 02:03 |
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poptart_fairy posted:I'd suggest Argentina and Brazil for We Have Ways. It's a cheap, easy bonus that'll save you a lot of time and hopefully help get you back on track. Asia and Europe are probably the weakest bonuses IMO. Speak for yourself. The Asia bonus is great for cheaply grabbing up the Squad Size bonuses on a shoestring budget while rushing Sats.
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# ? Nov 17, 2013 02:10 |
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BenRGamer posted:Speak for yourself. The Asia bonus is great for cheaply grabbing up the Squad Size bonuses on a shoestring budget while rushing Sats. I can't hear you over the sound of Mutons breaking after one a few hours in Vahlen's care. I dunno...I've never really felt pressured enough that Asia or Europe's bonuses would have swung things for me. Granted I've yet to play on Impossible to any meaningful degree so it might be a bit more dramatic there.
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# ? Nov 17, 2013 02:12 |
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hhhmmm posted:I've experimented with snapshot-snipers but the results have been hugely disappointing (on Classic). Snapshot snipers are really good at long-range-but-within-sight shooting. I never want to trade shots at that distance. Either the Squad sight sniper finishes them from half a mile away, or I get closer to abuse explosives and assualt-abilities. Snapshot snipers can't close in for that 100% kill Closing in for kills just got a lot safer with mimetic skin too. Also, your snapshot sniper isn't going to shine until you get them ITZ and focus your MECs on supporting the sniper. Kill cover and he'll clean up really well. The grenade launcher or the ammo capability rank-up both really help, as does a heavy with grenadier (which I was hugely disappointed to find out does not get buffed by Mayhem. I wanted 9 damage grenades, dammit!). Keep him with your squad and he'll get a lot of completely bullshit kills and save your rear end. ITZ got a huge buff just from the addition of MECs and cover-destroying mechanics, along with squadsight snipers not critting. edit: Training Roulette should give you a slight xp buff when its on, since you've got a good chance of having a decent soldier turn into a dud pretty quick. On the other hand, it means I might pick rapid reaction at any point in my life, since right now while it seems like a decent skill, its up against HEAT and on the worst aim-progression class in the game. Its, in my opinion, pretty much the only utterly no-brainer choice in the game right now. Ravenfood fucked around with this message at 02:19 on Nov 17, 2013 |
# ? Nov 17, 2013 02:15 |
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The aliens finally invaded my base in early July. Thankfully, my entire roster except my MEC Colonel was on the line and ready to roll. Only lost 4 of the staffers. Not bad for Classic.
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# ? Nov 17, 2013 02:16 |
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Geight posted:Does anyone else feel like the first terror mission is way way easier? Granted this is only my second campaign, but both missions were like... two chrysalids and four floaters. Both times I was still rocking ballistic/basic armor and came out completely unscathed. 2 lids is enough to really screw you up if you can't nuke them turn 1. The floaters aren't the problem, but if you have the lids zombify about 3-4 civvies before you put them down, it's game over.
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# ? Nov 17, 2013 02:18 |
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Fintilgin posted:Yes, Dr. Vahlen, we should probably avoid the tentacles. What was your PH.D. in, anyway, Stating the loving Obvious? Hey maybe the Seekers are powered by Gatorade™ and the tentacles could be straws that you can use for mid battle refreshment.
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# ? Nov 17, 2013 02:20 |
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EDIT: Wrong thread! I've been outed! When it comes to training roulette. Does it affect snipers when they reach Corporal? Because He had to pick from Snap shot and Squadsight like you normally would. Fargin Icehole fucked around with this message at 02:31 on Nov 17, 2013 |
# ? Nov 17, 2013 02:26 |
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Ilustforponydeath posted:Is it just me, or has the rate of abductions increased 300% or something? I'm halfway through the third month and I already have five countries leaving the project. I never had this problem playing vanilla. This is ultimately what's doing me in. I routinely get missions a day or less apart. I need some breathing room XCOM! Plus it has the side effect of making me forget what exactly I was doing in the base. quote:Add a one-two minute cooldown to flying mounts specifically while levelling in draenor. There, I fixed it. I think you've got the wrong thread commander.
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# ? Nov 17, 2013 02:27 |
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Site Recon while my MECs are in the medbay. Are the "Sectopod [Weapon] explodes" thing just flavour text or can you actually capture mechanised enemy weaponry?
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# ? Nov 17, 2013 02:33 |
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After getting seven missions in one day, I had a 22 day period with no missions Of course the next mission is the train council mission, gently caress. This run really hates me, it has been pure hell and I don't have a clue how I'm still doing well. I haven't lost any high-ranked soldiers (though some of them have shot will because of all of the critical/grave wounds), I will have full satellite coverage by the end of the month, minus two nations, and no one has withdrawn (I'm towards the end of Month 3 now), I haven't failed a mission and I now have two gene mod soldiers and laser rifles online, armor in a few days. I've been getting every Meld and all of these flight computers and power sources are undamaged. This is so weird. Robocop Horney fucked around with this message at 02:40 on Nov 17, 2013 |
# ? Nov 17, 2013 02:35 |
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If you don't activate the Progeny missions, do you just never figure out how the aliens were able to mindcontrol so many of XCOM's staff?
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# ? Nov 17, 2013 02:40 |
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misguided rage posted:Everything else you listed comes from two autopsies (which take like 2 days each) This is with 9 Scientists 2 days, nothing.
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# ? Nov 17, 2013 02:42 |
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I'm still kind of disappointed Firaxis didn't go the extra mile and force us to fight Thin Mecs.
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# ? Nov 17, 2013 02:45 |
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Well, here's a new bug, apparently sometimes the game just forgets to give your operatives their weapons back: Takes a moment to fix but I still love the idea of her carrying an EMP canon to an abduction mission
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# ? Nov 17, 2013 02:50 |
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Fargin Icehole posted:EDIT: Wrong thread! I've been outed! Weapon specific Skills are always available, so Snipers always get those two choices and their last two are always the same, heavies always get a choice of their Rocket specific stuff as well.
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# ? Nov 17, 2013 02:51 |
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SA bonus is awesome because you can get the bonus 2 damage for your MECs immediately after your mission.
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# ? Nov 17, 2013 02:58 |
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Ravenfood posted:If you don't activate the Progeny missions, do you just never figure out how the aliens were able to mindcontrol so many of XCOM's staff? Actually is there any benefit to either of the two optional Council Mission sets, other than the soldiers they provide? I never end up using the soldiers anyway and these missions are hard and annoying as hell and the game would be more fun without them.
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# ? Nov 17, 2013 02:59 |
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Slingshot provides an early and easy Battleship assault, which is 300 kinds of useful. But that's all there is to Slingshot at least.
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# ? Nov 17, 2013 03:02 |
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Very quick modding question: I've never played around with XCOM mods but reading up on it, it seemed pretty complicated what with the various settings being baked into the .exe. I read that, with Enemy Within installed, it's no longer necessary to fiddle around with hex editors or stuff like that and that the game will read and apply all the settings from the \XEW\XComGame\Config\DefaultGameCore.ini file. Is this true? Can I just go hogwild on the file, editing values, start a new game and be set? Burning Mustache fucked around with this message at 03:08 on Nov 17, 2013 |
# ? Nov 17, 2013 03:05 |
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I got a wired xbox 360 controller for my PC a few weeks back and started playing enemy within using it - I gotta say I vastly prefer the 360 controls to the keyboard and mouse. The reason why is that it 'flows' really efficiently from menu to menu for you, and feels right. In particular, dragging the aim around for a rocket/grenade or the cursor when working out where you want a troop to move to feels a lot more intuitive on the gamepad compared to the mouse. Also, you set up your shots by pressing the right trigger button as if this were a console FPS, which adds to the gameplay feel. The controller vibration is also nice for immersion. Firaxis did an amazing job making this game work extremely well on 360 controllers - if you don't own a wired 360 controller for other games on your PC already, you really ought to as they're presently the gold standard right now of PC controls. So yeah - get a wired 360 controller - it feels GREAT. (FYI for mac users - none of these controllers will work on a mac operating system without buying third party software, but will work on a windows partition for a mac.) Spacedad fucked around with this message at 03:13 on Nov 17, 2013 |
# ? Nov 17, 2013 03:08 |
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# ? May 21, 2024 18:28 |
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Okay, so explain Clormal to me. I like Classic difficulty when I'm fighting and the research times/having to buy an OTS/etc. I just don't like how easily panicked nations are in Classic, and no matter how hard I try I can never seem to protect the whole world because (AT LEAST) one country flips its poo poo and withdraws before I can get enough sattelites in the sky. It sounds like Clormal is what I'd want but I want to hear from the people who use it or made it if it's right for me. Also, do we know the prerequisites for getting a medal during a mission yet? khy fucked around with this message at 03:13 on Nov 17, 2013 |
# ? Nov 17, 2013 03:10 |