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zylche posted:XCOM: EU was given out as a bonus for Bioshock Infinite. Steam still thinks that I haven't beaten Classic at all so I think the achievement code might be a bit buggy. That's what actually made me buy Bioshock Infinite. I figured I was paying an extra for Bioshock instead of seeing it as getting Xcom for free. And I think the code is messed up because I don't have my Classic achievement either. They're talking about better modding right? I think I'm going to be ripping sounds from BC2 and Stalker for some of my soldiers. Or go the Blood Dragon route, grab as many cheesy one liners from games as I can and mod armor to be covered in neon. Either way.
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# ¿ Nov 11, 2013 09:00 |
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# ¿ May 21, 2024 11:25 |
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I'm starting to think Xcom's in on some kind of joke with Skill Roulette. Got a rookie named Hicks, immediately slapped a helmet on him, changed his first name to Dwayne and sent him out because holy poo poo. Guy comes out as a Support, then picks up Aggression, Battle Scanner and Sprinter as well as the nickname Bishop. Tried to fit the name Animal Mother on a Heavy I picked up with Aggression, Executioner and Bullet Swarm. Zhang's turned into something hilariously effective somehow with Sentinel, Covering Fire, Shredder Rocket, Low Profile and Mayhem. I've only got a quasi-medic Assault though. Skill Roulette's seriously my favorite part of this expansion and considering how much I look forward to the Exalt missions that's saying something. My best Covert Agent's gotten pretty lucky too, Support with Lightning Reflexes, Smoke and Mirrors and Dense Smoke. He's pulled himself out of more than a few fires while I try to power through research. Surprisingly I've been finding myself using Snapshot/Opportunist snipers more often, gave them the Urban Combat badge for the bonus against full cover and they're pretty efficient. Probably helps that Skill Roulette means I don't have any HEAT ammo guys and I've seen Double Tap pop up maybe once though. Can someone tell me if the Exalt are gone for good if I base assault them? I don't want to lose out on alternate Exalt weapons and the missions themselves have been a ton of fun.
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# ¿ Nov 15, 2013 23:24 |
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Ravenfood posted:Anyone gotten a bug on the satellite VIP escort extraction? I have "kill all remaining aliens" as my only objective but there are absolutely no goddamn aliens to kill. Check inside of small buildings. Had a mission that took me an extra ten rounds until I realized I hadn't checked what I Think was a storage shed harboring three floaters that were just chilling. No idea why they didn't come out and try and attack or anything.
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# ¿ Nov 15, 2013 23:34 |
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LordNad posted:On Classic and impossible it was always a muton. The chrysalid was easy/normal difficulty. I've seen the Chrysalid drop on Classic on two separate runs actually. My original playthrough and the one I actually finished the game on. It was mentioned in the thread that it's based on when you get the mission wasn't it?
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# ¿ Nov 16, 2013 06:37 |
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oswald ownenstein posted:It was a Muton on impossible and chryssalid on every other difficulty unless something has changed very recently. It was a Muton on my classic EW run too. I think it's when you get the mission. Might run a normal game up to that point and test it tomorrow since I've got to flip my sleep schedule anyway.
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# ¿ Nov 16, 2013 06:57 |
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khy posted:XCom why do you never cease to amaze? Ran into a pretty funny situation with the comedy option fist, had a Seeker strangling a heavy and I didn't know you couldn't punch them off. The angle I was at, the game let me punch anyway and it looked like I had targeted the Seeker. Instead, it turns out my cyborg had punched the invisible Seeker without any way of knowing it was there.
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# ¿ Nov 16, 2013 08:51 |
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Brackhar posted:Man, classic ironman is not treating me nicely since the new expansion. I'm able to make it to month 2 relatively unscathed, but poo poo tends to hit the fan around the terror mission. Any advice on how to approach things? Is it better to rush Meld upgrades these days then the old rush satellite approach? I think satellite rushing still works, but meld or MEC might help out more than trying to rush Lasers out now. I've had to run a more aggressive team than I usually do early game with very few ARs, relying on the LMGs, Shotguns and snapshot Snipers. It just takes too long to get lasers now. I've found my early game actually smoother running this setup funny enough.
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# ¿ Nov 16, 2013 10:53 |
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Dr. Video Games 0031 posted:I did it on classic with no casualties on my first attempt, so I didn't know what was coming. I entered the ship through the hole in the hull, got the thing about the airstrike, then rushed by speedy support up there to initiate it. I wasn't really set up well for a speedy retreat. I made sure everyone spent at least one movement point every turn moving as far towards the evac point as they could before shooting, if they had to shoot. I had laser weaponry and I was basically able to project enough firepower while retreating that no chrysalid ever survived longer than one turn while in my sights. This gave me a few turns where I was able to have everyone sprint safely. Once I was halfway there, I was basically able to spend the next couple turns sprinting without them catching up and got out of there with a turn to spare. That's about how I had it, though I had Hicks pop the last Chrysalid with a pistol before I was out of range for them to reach me. There's something satisfying know you escaped by the anemic pop pop pop of the standard issue pistol. On the first Progeny mission, I didn't really have a problem with it. I got my snapshot sniper up high, a Heavy on escort duty and two Assaults running point. I lost one of the Assaults and the other was close to dying, but playing aggressive with higher damage weapons really seemed to dull the edge of that mission. Mind you, I got pretty lucky with some of my shots or it could've gone worse, but that's Classic in general.
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# ¿ Nov 17, 2013 11:11 |
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Zebrasectomy posted:Ahh! That was the colour coding I used for my first classic run! Do you give your squad helmets based on rank/class as well? Snipers in berets! I did this to a degree. My medics are all wearing the dark red and what looks like the paintball masks. My original Classic run's medic was wearing that getup and she was outkilling everyone, equipped with a Medkit and Stims. I always assumed she sprayed some of the stim inside of the helmet. Them and rookies being given the bright safety yellow armor, classic X-Com haircut and as many grenades as I can stuff into their hands.
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# ¿ Nov 17, 2013 14:31 |
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Cream-of-Plenty posted:Nope. Actually, this game is one of the most stable games I've played in recent memory. This is actually an old bug. Xcom will poo poo itself after someone shoots or on the loading screen back to base and Steam immediately pops up that notifier whether you clicked it again or not. Blarghalt posted:
They'll request the basic gear too. The reasoning is something like, "Our team thinks they might have a lead on who's selling poo poo to them." in game. Finally had to restart my game. Can't say I'm upset though. Support with HEAT, Low Profile and Bring'em On as well as a 95 Aim has become some sort of German death god. His backup Heavy with Supressing Fire, Shredder and Bring'em On is trying to catch up to his kill count with 93 Aim and my sniper with 93 Aim is also rocking Bring'em On. I guess the RNG took pitty on me when my first four missions looked like something out of GI Joe meets the A-Team.
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# ¿ Nov 18, 2013 02:05 |
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Woozy posted:Go play either of the Cemetary maps in April and tell me Classic is fun. First mission out of the gate on my newest Classic run was the Van Doorn council mission with a squad of Not Created Equal/HP Rookies. It's been more than a few months since I'd done this so I didn't remember the spawns and I've got 5 Thin Men corpses sitting in my Freezer from it. Other than some A-Team GI Joe bullshit with my rookies aim, I had fun turning that map into even more of a fiery inferno with rockets and grenades after realizing shooting wasn't working. And now I've got two hilariously built, high stat monsters from Skill Roulette, HP and Not Created Equal after a recruitment drive that didn't involve the local boyscout troop. In other news, did Chrysalids get a hidden buff against ballistics? I couldn't get any of my troopers to do more than 3 damage to them even with Shotguns, LMGs and the Sniper. I've noticed snipers rarely hit for more than 4 against them too. Is this the RNG jerking me around?
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# ¿ Nov 18, 2013 08:39 |
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Vengarr posted:There's no way this is accurate. Thin Men regularly hit for 9 damage on Impossible, and can crit for 12. Their aim simply must be higher than 65 total, as well--half cover is worth 20 defense, but Thin Men shoot through it well above 45% of the time. Wonder if there's not just a straight up multiplier added somewhere else in the ini because those stats look about right for a Normal game
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# ¿ Nov 18, 2013 11:20 |
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# ¿ May 21, 2024 11:25 |
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GenericOverusedName posted:EXALT feels like it would be a lot scarier with improvements to their AI. If they did the cover busting grenade and rocket spam followed by headshots and run n gun shotguns they would be very scary. But instead they fart around running in circles healing each other. If I remember right, it was mentioned that Exalt had Assaults with shotguns in the early builds and it was pretty unfun to fight. I get the feeling that's why we're not seeing hordes all at once too.
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# ¿ Nov 18, 2013 20:06 |