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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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# ? Apr 19, 2024 20:17 |
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Veloxyll posted:What do you mean? You'll almost certainly bring at least 2 SHIVs back. They're pretty durable. ...and they have unlimited health regeneration.
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# ? Mar 24, 2014 22:19 |
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Alkydere posted:The best thing about Alloy SHIVs is that they count as half cover. Not for your troops, but for the enemy. They're seriously stupid enough to try to take cover against an enemy's face? Even if the reaction shot didn't kill them, you can just move the SHIV next turn and they're standing in the open!
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# ? Mar 24, 2014 22:22 |
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Alkydere posted:The best thing about Alloy SHIVs is that they count as half cover. Not for your troops, but for the enemy. What? The enemy will run troops up to cover that shoots at them and can then move away to expose them on your turn? Who the hell coded that? e:f,b
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# ? Mar 24, 2014 22:22 |
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Alkydere posted:The best thing about Alloy SHIVs is that they count as half cover. Not for your troops, but for the enemy. See the 2 posts above mine. Isn's the SHIV cover automatically flanked by the Shiv? The AI ought to catch that, since the game can make the distinction. I guess it's an edge case where if there's no unflanked cover in reach then the AI is programmed to decide that a flanked cover is better than no cover at all as long as it protects against something, so the programmers thought that having the SHIV self-flanking was good enough for the xenos to never take it.
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# ? Mar 24, 2014 22:31 |
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Operation The Incredible Sodium Yeah, you heard me. Incredible Sodium. I hope you are all happy with the new mission naming policy. I am too. Polsy Fairly standard abduction mission here, though once the aliens get detected they start coming group after group with out a break. This is when Seekers are most dangerous, and the easiest time to forget they are out there. Even still it's usually more worth while to focus on the visible aliens that guns that will kill you if they hit you with them. Predicting AI behavior can sometimes be a guessing game, and this time out I guessed wrong and messed up a capture attempt. Disappointing but there will plenty of other chances to capture aliens in the future. Lastly, all these drat missions popping up before my cool new toys and research projects get finished. Dang it. Hopefully I'll get a little break before the next one.
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# ? Mar 25, 2014 00:54 |
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Since they basically fixed the teleporting alien bug, the disappearing act that aliens pull when you blow their cover up is the WORST THING. You're all set up to get an easy kill on the enemy and then NOPE! gently caress YOU! It happens so many times, and has gotten soldiers killed. It's infuriating that bugs that change the game mechanics still persist. The cover bug has been in since day 1. Never fixed.
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# ? Mar 25, 2014 01:17 |
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Jade Star posted:Operation The Incredible Sodium This calls for... the Sodium song! https://www.youtube.com/watch?v=bqAxcs9lC1U
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# ? Mar 25, 2014 01:38 |
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The disappearing act when you destroy cover is the reason I'm okay with the overwatch glitch. The way I see it, it's not cheating if both sides are using glitches in their favour.
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# ? Mar 25, 2014 02:12 |
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Losing sight on the muton after you kill the cover isn't QUITE a bug, just a weird (but internally consistent) quirk of the LOS system. When the cover was still there, the game draws line of sight to the square the muton is in and also the next square out, the 'leaning out of cover' rule. When the cover's gone, it only considers the exact square the muton is in, which happened to be blocked.
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# ? Mar 25, 2014 02:32 |
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Except jade had a clear line of sight to the muton. Like there was no obstruction straight forward to it. That disappeared once the cover was blown up.
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# ? Mar 25, 2014 03:14 |
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What usually solves that for me is performing an action with another soldier. Sometimes even just swapping to another one that has a free action will fix it. In this case it was your last soldier with a free action, so you couldn't do that.
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# ? Mar 25, 2014 03:17 |
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SeaTard posted:What usually solves that for me is performing an action with another soldier. Sometimes even just swapping to another one that has a free action will fix it. In this case it was your last soldier with a free action, so you couldn't do that. Yeah, this was exactly what I was trying to do but could not since he was the last soldier with an action.
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# ? Mar 25, 2014 03:33 |
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heenato posted:Except jade had a clear line of sight to the muton. Like there was no obstruction straight forward to it. That disappeared once the cover was blown up. Looks to me like the LoS was broken up by a combination of the cover Tony White was behind, the abduction pod between him and the muton, and maybe that last crate that's against the train. Without the extra nudge of the muton peeking out, no line of sight. SeaTard posted:What usually solves that for me is performing an action with another soldier. Sometimes even just swapping to another one that has a free action will fix it. In this case it was your last soldier with a free action, so you couldn't do that. That works if the problem is the game needing to recalculate line of sight. Unfortunately, after it recalculated this time, it decided that Tony didn't have a clear shot, so no amount of dude twiddling will bring it back.
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# ? Mar 25, 2014 03:39 |
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No, I've definitely had enemies straight-up teleport away for one turn and then come back. Including, on one memorable occasion, when I had my whole team stormed into a UFO's bridge with no possible source of occlusion.
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# ? Mar 25, 2014 03:56 |
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Omobono posted:
It's an utterly magical edge case that can leave you laughing and grinning like an idiot all night though. Making a unit that is also cover is an obvious point for things to just go wrong in the game engine.
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# ? Mar 25, 2014 04:07 |
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Sorites posted:No, I've definitely had enemies straight-up teleport away for one turn and then come back. Including, on one memorable occasion, when I had my whole team stormed into a UFO's bridge with no possible source of occlusion. I've had it shroud the entire area of an explosion for a couple seconds while it rethought all the cover that just went away, but never a full turn. Hopeford posted:The disappearing act when you destroy cover is the reason I'm okay with the overwatch glitch. The way I see it, it's not cheating if both sides are using glitches in their favour. The activation glitches are what bug me the most. Like when a group would find my soldiers, do their activation scene, and then teleport halfway across the map to do their repositioning move there. Now I've got an activated group that's who knows where, because all I saw was a tiny bit of terrain for a quarter second before it blacked out, and then popped the camera back to my guys when they were done moving in the shadows. Or the times when a group that's just nowhere near me activates for seemingly no reason. Both of these are particularly annoying with Sectopods given the range of their barrage ability.
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# ? Mar 25, 2014 04:21 |
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Alkydere posted:It's an utterly magical edge case that can leave you laughing and grinning like an idiot all night though. Making a unit that is also cover is an obvious point for things to just go wrong in the game engine. Will they try and do the same to a mec that's using All For One to become cover? Could you fake out a thin man trying to take a potshot and have him walk into your fist?
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# ? Mar 25, 2014 04:26 |
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Tendales posted:no amount of dude twiddling will bring it back. My new favorite out of context quote.
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# ? Mar 25, 2014 06:01 |
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Now I want to trap a sectoid inside a box made of four SHIVs.
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# ? Mar 25, 2014 11:22 |
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so five MECs and a shiv: good idea, best idea?
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# ? Mar 25, 2014 16:40 |
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Sounds expensive. I'd go for three and three.
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# ? Mar 25, 2014 16:57 |
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Psion posted:so five MECs and a shiv: good idea, best idea? I had a game where I went 4/2 it was so much fun. Cover? What's that?
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# ? Mar 25, 2014 17:09 |
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I mean my A-team is six gene-engineered badasses (mimetic skin is so good, seriously, so good) but I've decided now that I'm past the "barely hanging on from crisis to crisis" difficulty spike of the first few months of Impossible, I should look into more than one punchy-MEC so I can have a Robocop A-team as well. My primary sniper is ITZ so I want some cover-destroying badasses on demand. hm, that's an idea for a gimmick squad. Five MECs and an ITZ sniper in Archangel armor. Just blow up all the cover, everywhere. also I gave my covert ops specialist the Guile hair, because that way he's extremely inconspicuous. Just promoted to Major so he got low profile, and now I can go for Max Remington. Fighting EXALT is surprisingly refreshing. EW is what expansion packs should be. speaking of, is there any reason to keep the EXALT guns aside from "they look different?" Psion fucked around with this message at 17:30 on Mar 25, 2014 |
# ? Mar 25, 2014 17:28 |
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You don't have to build them, so it's a decent way to round out your laser weapons. For the ballistics, absolutely no reason besides looking cool.
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# ? Mar 25, 2014 17:34 |
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Sometimes you'll get a council request for a bunch of one type.
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# ? Mar 25, 2014 17:35 |
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Psion posted:I mean my A-team is six gene-engineered badasses (mimetic skin is so good, seriously, so good) but I've decided now that I'm past the "barely hanging on from crisis to crisis" difficulty spike of the first few months of Impossible, I should look into more than one punchy-MEC so I can have a Robocop A-team as well. My primary sniper is ITZ so I want some cover-destroying badasses on demand. They're functionally identical to the weapons you can make. The only advantage is if you're behind on research and grab a few, e.g., Exalt laser LMGs before you've manufactured your own. You still need the research to use them, though. Also I think countries can request them. I'm not sure if you'll get more money hanging on to them in case China decides it wants 4 Exalt rocket launchers or just selling them immediately and taking the reliable but lesser sum.
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# ? Mar 25, 2014 17:39 |
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Zaldron posted:You don't have to build them, so it's a decent way to round out your laser weapons. For the ballistics, absolutely no reason besides looking cool. heh, my research is so utterly hosed up on this run because of some Bad Decisions made by me and Slingshot/Portent jumping me up the chain. I have plasma guns, while EXALT is still using ballistics. It's like fish in a barrel. Good to know EXALT will finally get lasers ... eventually. weird thing is, I didn't get plasma pistols until May, despite having rifles and snipers and whatnot before then (thanks, captured Muton) when I finally saw a sectoid again after getting arc throwers. Of course, there was also a Mechtoid involved, but either the AI on those is really weird or I'm really lucky because they tend to just sort of appear, walk around, and not shoot at me, therefore letting me obliterate them with focus fire. it also took that long to find a second Outsider because I kept going on non-stop plot missions or terror missions or both.
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# ? Mar 25, 2014 17:50 |
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Having fought EXALT with nothing but a couple of laser guns and ballistics, they're still pretty easy, at least individually. It's very much like fighting a bunch of rookies in carapace armor. You are exceptionally lucky, I ran into my first Mechtoid with a cyberdisk at the same time. That was not fun.
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# ? Mar 25, 2014 18:02 |
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That sounds gross. I've run into both on the same mission but they were separate combat encounters so I could destroy one, then reload/regroup, then moved on to the second. But I think this is three of three mechtoids where they stomp around a lot but will never actually engage. I hear they're dangerous if they stand still since they can fire those big plasma guns twice, but I sure haven't seen it.
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# ? Mar 25, 2014 18:40 |
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Yeah, I don't think the computer is terribly good at using Mechtoids. It exposes them too readily for too little effect given that they're laughably fragile compared to say a Cyberdisk.
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# ? Mar 25, 2014 19:02 |
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The only time mechtoids are remotely threatening is if they've been shielded and you can't kill the connected sectoid off. That shield is really annoying, and probably the only way they can be considered dangerous.
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# ? Mar 25, 2014 19:08 |
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Sloober posted:The only time mechtoids are remotely threatening is if they've been shielded and you can't kill the connected sectoid off. That shield is really annoying, and probably the only way they can be considered dangerous. Mechtoids have 80 aim (Classic), hit for 6-8 damage normally, crit for 10-12, and can often fire twice. They can deal some damage, but they do die relatively easily.
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# ? Mar 25, 2014 19:10 |
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Feinne posted:Yeah, I don't think the computer is terribly good at using Mechtoids. It exposes them too readily for too little effect given that they're laughably fragile compared to say a Cyberdisk. Really? I found mechtoids much more dangerous, cyberdisks are annoying certainly but they generally come with one or two drones which can be either picked off or ignored while you annihilate the cyberdisk. Mechtoids have that damnable shield thing which is harder to get rid of because the things generating it tend to hide in the back and use cover, something drones can't do. Also mechtoids tend to be really gun happy and seem like they get a couple of shots a round. I prefer cyberdisks to mechtoids honestly.
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# ? Mar 25, 2014 19:13 |
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ulmont posted:Mechtoids have 80 aim (Classic), hit for 6-8 damage normally, crit for 10-12, and can often fire twice. They can deal some damage, but they do die relatively easily. They don't typically get to shoot if they don't get shielded - their aim and damage are pointless if they blow up in a couple of shots. The shield adds a ton to their durability.
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# ? Mar 25, 2014 19:26 |
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The real problem with Mechtoid AI is they insist on moving, sometimes even twice. If they had an AI rule that said "If you can shoot, you must shoot" they'd be absolute killers.
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# ? Mar 25, 2014 20:05 |
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JadeStar posted:I think... she just shot James Dean. Hey, he needed that tumor removed anyway. I just saved him thousands on future colon surgeries.
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# ? Mar 25, 2014 20:18 |
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Everyone is forgetting the best thing about Mechtoids. They are worth 5 meld a piece for any kill that was not by an explosive. That reason only makes me want to see them in an encounter over almost anything else.
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# ? Mar 25, 2014 20:22 |
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Double Rabite posted:Everyone is forgetting the best thing about Mechtoids. They are worth 5 meld a piece for any kill that was not by an explosive. That reason only makes me want to see them in an encounter over almost anything else. Them and heavy floaters too. Keeps you sane during the late-game "everybody with limbs gets 5 gene mods" phase.
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# ? Mar 25, 2014 22:24 |
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# ? Apr 19, 2024 20:17 |
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Peanut3141 posted:Them and heavy floaters too. Keeps you sane during the late-game "everybody with limbs gets 5 gene mods" phase. I enjoy that 'has limbs' is a qualifier in the game.
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# ? Mar 25, 2014 22:56 |