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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Three Sectopods in two missions almost singlehandedly destroyed my Legendary campaign. They just don't stop shooting

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Iron Crowned
May 6, 2003

by Hand Knit

RBA Starblade posted:

Three Sectopods in two missions almost singlehandedly destroyed my Legendary campaign. They just don't stop shooting

Somehow they also just make lost missions unwinnable

Dylan McKay
Oct 20, 2011

I will not shut up about the Mighty Morphin Power Rangers. I talk about them all the time and work them into every conversation. I refuse to see Black Panther because they didn't ask the Black Ranger to be in it.
I rush bluescreen rounds and generally don't fear sectopods. But that's on commander. I'm only playing my first serious legendary ironman run now and haven't gotten to that stage yet so we'll see how badly they wreck me.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Dylan McKay posted:

I rush bluescreen rounds and generally don't fear sectopods. But that's on commander. I'm only playing my first serious legendary ironman run now and haven't gotten to that stage yet so we'll see how badly they wreck me.

They show up sooner than you think. :v:

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


In enemy unknown there wasn't really a "standard chump" enemy. Sectoids were fragile but a pain in the rear end, thin men died easy but were a huge problem if not killed quickly, floaters were usually easy to deal with but were bulky enough to be a problem when you need to be killing other stuff. They all died easy but that was fine because once they had a big boy with them they become a problem. They never needed a load of health to be dangerous because they didn't need to survive long to ruin your day, they only needed to be a bitch and waste your shots and impair your dudes with poison and psionic bullshit while cyberdisk swoops in and slaughters everyone.

In long war for ew, I noticed that they changed the scaling of health to be disgustingly aggressive to the point where you would need multiple guys to flank a sectoid just to kill it in one turn, meanwhile they made crysallids and cyberdisks borderline immortal. I don't understand how people deal with swarms of bullet sponges and demigod cyberdisks. I always wanted to try longwar the way it was intended but that looks like something only a person who hates themselves would do.

So I'm wondering, if using guns and flanking is not enough, how else do I kill the aliens before they kill my guys?


Also, I guess I should mention that I have been using the "finite items" mod on XCOM 2 because the change to instant upgrade of all weapons from having to build new weapons in EU bothered me. Now I see that I can't do that anymore because this game expects you to have full squads with plasma guns pretty drat early, whereas I still only have magnetic weapons by month 5 or 6 or something. It didn't seem like a problem back before I had WOTC, but now I'm seeing different.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
One of my biggest flaws in this game is just forgetting what people are carrying or how they’re spec’d, especially given that I tend to save and quit after deploying for a mission because I like to see what’s happening next on the geoscape. I wish there was a way to check skills and loadouts in mission.

jokes
Dec 20, 2012

Uh... Kupo?

Anonymous Robot posted:

One of my biggest flaws in this game is just forgetting what people are carrying or how they’re spec’d, especially given that I tend to save and quit after deploying for a mission because I like to see what’s happening next on the geoscape. I wish there was a way to check skills and loadouts in mission.

That's why you build specific kits into the character. You know that the magic man is always carrying a gas grenade, for example.

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."
in XCOM2 I color code my guys. My medic is red and has blots camo, my sniper is blue with tundra camo, my mage is pinkish purple, that sort of thing.

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Yeah, I have all my guys colored the same and wearing different headgear depending on their build, but there’s no headgear for like, “has venom rounds,” or, “hacker build but doesn’t have x passive yet.” Maybe I’ll have to get more specific.

Iron Crowned
May 6, 2003

by Hand Knit

AppleDan posted:

in XCOM2 I color code my guys. My medic is red and has blots camo, my sniper is blue with tundra camo, my mage is pinkish purple, that sort of thing.

I did that with EW.

Heavy was Blue
Medic was White
Assault was Yellow
Sniper was green

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Iron Crowned posted:

I did that with EW.

Heavy was Blue
Medic was White
Assault was Yellow
Sniper was green

I still do this

Heavy/Grenadier- Orange
Support/Specialist- White
Assault/Ranger- Red
Sniper/Sharpshooter- Purple
MEC/SPARK- Black
Psi- Brown
Templar- Yellow
Skirmisher- Blue
Reaper- Green

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
Y’all might be good at the game but yer uglier than sin.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
What works for the power rangers works for XCOM

Iron Crowned
May 6, 2003

by Hand Knit
Yeah, I should get back into color coding when I'm done with my break from XCOM 2 to play Far Cry 5

Willie Tomg
Feb 2, 2006
Is this the least-bad space to talk about OpenXcom? Because I fired it up for a lark and it turns out UFO Defense was a few common sense sanity tweaks away from being just as good as it always was, just 20 years later.

Bogart
Apr 12, 2010

by VideoGames
Be free my guy. I wish you could like. Mix the aliens in all the old xcoms. Wanna see lobstermen flanked by brainsuckers with men in suits Mutons doing covering fire.

Coolguye
Jul 6, 2011

Required by his programming!

Coolguye posted:

THREAD RULES:
- Talking about XCOM 1 is okay.
- Talking about XCOM 1 mods (like Long War) is okay.
- Talking about the technical aspects of modding XCOM 2 is okay.
- Talking about OpenXCOM is okay.
- Seriously, :justpost:. We are all friends in the XCOM thread.
- Please do not engage in zealotry either for or against your favorite or least favorite mod.
- Just be a reasonable, level-headed adult.
- So basically, no Junpeis.
- If Coolguy is in your campaign and he dies be sure to post it to the thread I'm collecting my deaths. Video is preferred but an image with a funny epitaph is also good.

👍

Scikar
Nov 20, 2005

5? Seriously?

The Skeleton King posted:

In long war for ew, I noticed that they changed the scaling of health to be disgustingly aggressive to the point where you would need multiple guys to flank a sectoid just to kill it in one turn, meanwhile they made crysallids and cyberdisks borderline immortal. I don't understand how people deal with swarms of bullet sponges and demigod cyberdisks. I always wanted to try longwar the way it was intended but that looks like something only a person who hates themselves would do.

So I'm wondering, if using guns and flanking is not enough, how else do I kill the aliens before they kill my guys?

I got frustrated with this scaling in Long War because it makes activating one pod at a time even more important than it already was. And that in itself leads to an awkward repeating pattern because of the tools you have - let's say a couple of grenades and rockets, a flashbang, one guy with suppression, one assault and one sniper. You pull the first pod, try to snipe one of them, blow up the cover of any survivors so you can kill them from a distance, take potshots only when there's one enemy left so you can safely suppress. If you're running out of soldier actions on your turn and there's more than one active alien, flashbang. Repeat for the first few pods until you run out of ordnance, hopefully by this point there are only one or two pods left so the assault can run & gun without getting hosed by an unwanted activation. If at any point this process fails, break LoS and overwatch (but bear in mind that active pods out of LoS who are not in retreat call patrolling pods to your position).

I don't actually have a problem with that gameplay pattern on its own because it feels like an appropriate response to a much more powerful enemy. You die horribly in a firefight so you have to turn every engagement into an ambush. The decreasing difficulty curve in vanilla comes about because after a point it's the aliens who die horribly in a firefight instead. I was hoping that Long War would make that into more of an ebb and flow - you luck out a bit, hit lasers early and crush them for a while, so they dial back their next terror mission in favour of pumping their research a bit and then you get the occasional Muton Elite popping up earlier than expected - not a full upgrade or even a permanent thing, just them responding in a sensible way to keep you on your toes without guaranteed wrecking you if you dare to activate two pods together. Instead it feels like they want you to play that ambush pattern full time - the leaders and sprinkling abilities around on the aliens are totally fine (e.g. when a floater catches you out with covering fire), but the endless HP and stat scaling (especially the UFO aim scaling) feels really lazy by comparison and it shouldn't be needed.

Scikar fucked around with this message at 23:55 on Apr 10, 2018

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Have you ever hijacked a sectopod? Now that's a good time.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Scikar posted:

I got frustrated with this scaling in Long War because it makes activating one pod at a time even more important than it already was. And that in itself leads to an awkward repeating pattern because of the tools you have - let's say a couple of grenades and rockets, a flashbang, one guy with suppression, one assault and one sniper. You pull the first pod, try to snipe one of them, blow up the cover of any survivors so you can kill them from a distance, take potshots only when there's one enemy left so you can safely suppress. If you're running out of soldier actions on your turn and there's more than one active alien, flashbang. Repeat for the first few pods until you run out of ordnance, hopefully by this point there are only one or two pods left so the assault can run & gun without getting hosed by an unwanted activation. If at any point this process fails, break LoS and overwatch (but bear in mind that active pods out of LoS who are not in retreat call patrolling pods to your position).

I don't actually have a problem with that gameplay pattern on its own because it feels like an appropriate response to a much more powerful enemy. You die horribly in a firefight so you have to turn every engagement into an ambush. The decreasing difficulty curve in vanilla comes about because after a point it's the aliens who die horribly in a firefight instead. I was hoping that Long War would make that into more of an ebb and flow - you luck out a bit, hit lasers early and crush them for a while, so they dial back their next terror mission in favour of pumping their research a bit and then you get the occasional Muton Elite popping up earlier than expected - not a full upgrade or even a permanent thing, just them responding in a sensible way to keep you on your toes without guaranteed wrecking you if you dare to activate two pods together. Instead it feels like they want you to play that ambush pattern full time - the leaders and sprinkling abilities around on the aliens are totally fine (e.g. when a floater catches you out with covering fire), but the endless HP and stat scaling (especially the UFO aim scaling) feels really lazy by comparison and it shouldn't be needed.

Yeah, pods kinda suck with how they work. And XCOM 2 ruins those strategies due to timers. I hope they come up with a better way for AI to work than pods if they make another XCOM.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
Pods should just get as many actions on their next turn as the player had left when discovering them

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."

The Skeleton King posted:

Have you ever hijacked a sectopod? Now that's a good time.

One time i missed a 90% hack on an advent mec, that was fun. I don't wanna see what an ultra murder fucker machine would do while supercharged.

punishedkissinger
Sep 20, 2017

Pods have always felt more like a jrpg encounter than an real gunfight with they way they trigger.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

quote:

You die horribly in a firefight so you have to turn every engagement into an ambush.

Granted I just got owned on Imposible but on Classic I'm just hauling rear end through every level with my gigantic cybersoldiers and mini-megatanks and before that I did it with nuclear monstermen.

quote:

One time i missed a 90% hack on an advent mec, that was fun. I don't wanna see what an ultra murder fucker machine would do while supercharged.

This happened to me. What happens is you lose.

RBA Starblade fucked around with this message at 01:20 on Apr 11, 2018

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Do spectre's count as robots? If no, then why the gently caress not? Those assholes get to be immune to everything during their turn, so I should be able to fry the fuckers with an emp.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I wonder if my game didn't get corrupted or something because I'm getting shot from outside what should absolutely be LOS on my end a whole lot followed by the game crashing after finishing the mission.

The Skeleton King posted:

Do spectre's count as robots? If no, then why the gently caress not? Those assholes get to be immune to everything during their turn, so I should be able to fry the fuckers with an emp.

No, they don't count as robotic.

e: Wow this campaign loving hates Canada. It hits 4 panic, I calm it down with a terror mission, EXALT sets it to 5 panic, I deploy a Satellite, I have to take a mission somewhere else so two more countries don't instant bail and Canada hits 5 again.

RBA Starblade fucked around with this message at 01:45 on Apr 11, 2018

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

They do however take bonus damage from bluescreen rounds

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


RBA Starblade posted:

e: Wow this campaign loving hates Canada. It hits 4 panic, I calm it down with a terror mission, EXALT sets it to 5 panic, I deploy a Satellite, I have to take a mission somewhere else so two more countries don't instant bail and Canada hits 5 again.

Maybe Canada hates you? Taking alien bribes I bet. You can never trust those canucks.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The Skeleton King posted:

Maybe Canada hates you? Taking alien bribes I bet. You can never trust those canucks.

If it turns out EXALT lives here I'm letting North America take a few for the team

Anonymous Robot
Jun 1, 2007

Lost his leg in Robo War I
God drat, does the chosen hunter's grappling hook have unlimited range? I would've rez'd my guy if I'd realized he wasn't two full turns of movement away.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I don't think it's much further than your own grapple hooks. I don't know fro real though.

Paint Crop Pro
Mar 22, 2007

Find someone who values you like Rick Spielman values 7th round picks.



AppleDan posted:

The first time I saw an andromedon I loving screamed, those things are horrific. Spectres gave me the same feeling.

Edit: if sectopods and gatekeepers didn't strike fear into your heart then you aren't human

This post is 100% correct.

I remember finally surrounding and killing my first Andromedon only for it to boot back up and KIA one of my soldiers.

And to this day seeing a Sectopod walk through a building towards me is still terrifying, prepared or not.

A big portion of XCOM is seeing the new enemies and learning what they do and how to counter them, which usually ends up with dead people. Once you learn the strats they become less scary, but IMO there are some legit good enemies in this game, especially in some groups.

Bogart
Apr 12, 2010

by VideoGames
I do enjoy fighting Andromedons. Do you want to keep them as organic enemies for the psi-ops to try and mindjack, or do we kill the pilot so the gunslinger with Bluescreen ammo can bust the shell full of shots? It's a good balancing act.

dogstile
May 1, 2012

fucking clocks
how do they work?
I feel like you guys have a different definition of scary then. When the Andromedon "woke up" after I killed it, I was endlessly amused, even as it punched my Redshirt assault (they're usually red) into the ground. It was just really cool.

I still maintain the sectopod is a goofy rear end AT-ST though. The sectopods in Xcom's first remake were scarier. These ones spend so long getting set up and deployed, plus by the time you encounter them you can definitely alpha strike them.

Funnily enough, Chryssalids and reapers in xenonauts were always scarier (reapers more so) because they're just creepy and i don't like bugs.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

dogstile posted:

I still maintain the sectopod is a goofy rear end AT-ST though. The sectopods in Xcom's first remake were scarier.
The first XCOM's sectopods looked like hobbled turtle things. I couldn't stand their stupid design.

Backhand
Sep 25, 2008
Sectopods would be scary if Stasis didn't completely invalidate them just like it does everything else - and by the time sectopods show up you really should have Stasis.

Also, my playstyle involves always, ALWAYS having a gunner-specced grenadier in my team now, and Chain Shot + Shred rips sectopods apart quite handily.

The early game is still always what bothers me. I loving loathe Advent Officers until you start getting Corporals or so. Too strong to one-shot, your squad size is still too small to waste on repeated attacks, you have only grenades and maybe Combat Protocol for guaranteed hits, and holy poo poo does Mark Target piss me off when it reduces full cover to half. Also, those fuckers seem to have a gift for critical hits that instantly kill my guys off.

I've had to restart more campaigns due to Officers loving me over early on than anything else, by far.

Iron Crowned
May 6, 2003

by Hand Knit
The nice thing about Sectopods in XCOM 2 is that you hear them stomping around between turns so they're not a complete surprise

dogstile
May 1, 2012

fucking clocks
how do they work?
Sometimes they'll walk through an entire building and drop mooks through the top too, which is always funny

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Backhand posted:

The early game is still always what bothers me. I loving loathe Advent Officers until you start getting Corporals or so. Too strong to one-shot, your squad size is still too small to waste on repeated attacks, you have only grenades and maybe Combat Protocol for guaranteed hits, and holy poo poo does Mark Target piss me off when it reduces full cover to half. Also, those fuckers seem to have a gift for critical hits that instantly kill my guys off.

Kill the troopers first.

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Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME

Fangz posted:

Kill the troopers first.

That's the opposite of what you want to do. Wipe out the commander ASAP, then deal with as many troopers as possible on the remainder of your turn. Leave sectoids for last.

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