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Furism
Feb 21, 2006

Live long and headbang
Because it's made by the Long War dudes, I thought I'd mention in this thread that I created a thread for Terra Invicta.

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uber_stoat
Jan 21, 2001



Pillbug
watch the skies

deep dish peat moss
Jul 27, 2006

Hi xcom thread, I'm quoting this post I made in the Steam thread because I only recently learned that x-com UFO Defense and TFTD have an active modding scene and many people I have told since didn't know either. The mods I have played have been great so here's a post about mods for the OG x-com games:

deep dish peat moss posted:

I've been getting into the world of mods for the original x-com and this stuff is wild. So here's a post for anyone who liked x-com but doesn't know this mod scene exists.

There's of course X-Com Files which turns it into an X-Files/X-Com Mashup, and X-Piratez which turns it into some like 80s Heavy Metal comic inspired softcore porn game about rescuing amazon princesses.

And there are expansion mods like the excellent TFTD: World of Terrifying Silence which are significant and very good expansions to the base game, TWOTS in particular is all lore friendly and bridges the gaps in tech and lore between UFO Defense and TFTD, or The Final Modpack which is something similar for UFO Defense, or Reaver's Harmony which is a massive content expansion for UFO Defense

But then there's Rebel: No Remorse which is a total conversion of the X-Piratez total conversion into something that's not someone's weird sex fantasy and is about a squad of rebels liberating the world from dystopian corporate control

And there's the obligatory Hybrid Mod that merges UFO Defense and TFTD into a single contiguous game

But that's not enough because then there's Hybrid Mod With Expansions that merges UFO Defense, TFTD, and their respective community expansions all into one gigantic game that is the ultimate pure x-com experience

Oh, and there's a Terminator total conversion.

And a Halo total conversion

And a Warhammer 40k total conversion

And a Fantasy total conversion where instead of being invaded by aliens, Earth is invaded by magic and fantasy creatures.

How about a modern-day counter-terrorism military total conversion

Or a total conversion where the alien invasion takes place during the Cold War

Or a total conversion that's a prequel to the Cold War total conversion

Geeze, what about a total conversion that's a de-make of the XCOM remakes



Hell, have some a-la-carte mods. Like Playable Xenomorph Soldiers. Or Tony Stark Iron Man armor. Maybe you just want a gun that shoots reggaeton sound waves at aliens. What about a significantly expanded aresenal. Or a terrain pack that vastly improves the game's tileset and environment variety. Or combat forklifts. Or a bunch of UFO Interior variants, or hugely increased variety of terror mission maps including things like aliens terrorizing apartment blocs

Maybe you've played too much x-com and you want a randomizer

:tipshat:

Bogart
Apr 12, 2010

by VideoGames
Good effort post, thank you! Maybe I can finally find a foothold in the classic Xcom games.

TychoCelchuuu
Jan 2, 2012

This space for Rent.

Bogart posted:

Good effort post, thank you! Maybe I can finally find a foothold in the classic Xcom games.
If you're just getting into them, unmodded OpenXcom is probably the best way to start. The classics play just fine without any mods, although psychic troops get a little OP near the end of the game.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
Beware the 40k mod. It is absolutely brutally hard even on the 'easier' starts and the combat is much faster pace than more traditional xcom just due to the ranges and damage involved.

OzyMandrill
Aug 12, 2013

Look upon my words
and despair

I'm playing OXCE + FinalModPack at the moment, as it works just fine on an old android pad of my sons. OXCE is available on the play store, you just have to faff about getting the original game files and mods onto the device, but that's not very hard either.

FinalModPack is great if you know what you are doing. It ups the aliens a lot, and stretches out the tech tree. I have 6 bases now, just building psi-labs, and have only just unlocked the top laser rifles, no usable plasma in sight yet, but I have another data slate to check. I might try the fantasy one once I've finished this.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

Tom Tucker posted:

A really good game folks might like is Desperados. If you ever played the old Commando game it's like that - it's real-time but you can pause and go back as much as you want.

It's a stealth-based strategy game where you're generally working with 2-3 characters with powerful skills trying to go after guarded objectives. The trick comes from examining patrol routes, identifying weak points, timing actions, and using your limited-use skills at the right times to progress.

You may come across two guards who are staring at each other so you throw a coin to distract one. While he's turned around you creep out of a bush and knife the other guy, who is no longer watched, and drag him into the bush. The first guy looks back and comes to investigate where his buddy went so you wait and knife him too.

It gets crazy complicated as you introduce multiple overlapping fields of vision, units and squads on patrols, line of sight blockers, interactable environments, and more experienced enemies who will either not fall for your traps or see right through them and come right at you.

If you've ever activated 2 pods at once in X-COM 2 early in the game and felt that puzzle itch as you try to work out who to prioritize and how it really scratches that itch super well.

https://www.youtube.com/watch?v=G_qim8Z7FTE

This and Partisans are fantastic games that seemed to have flown under the radar. Definitely worth picking up.

RVT
Nov 5, 2003
Getting back into XCOM 2 WOTC for a bit. Anyone know a mod that makes the View Soldiers screen a bit more useful? In particular, it would be nice if it showed the Will stat X out of Y, instead of just Ready, Tired, Shaken. Any other fields would be cool too, but it just seems kinda light on info generally, and I'd like to know if a particular dude is at 100% will, or is just barely above the breakpoint for Ready/Tired.

Also, are there any mods that let you assign soldiers into squads in game. I've heard Long War 2 has this, but I don't think I have the time or interest in trying a full Long War campaign in the foreseeable future. However, I like to divide my agents up into "squads" and send them out together in regular WOTC, so if the LW2 sub-mod that does that is available separately, or there is another mod that does that, I'd be really interested.

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

RVT posted:

Getting back into XCOM 2 WOTC for a bit. Anyone know a mod that makes the View Soldiers screen a bit more useful? In particular, it would be nice if it showed the Will stat X out of Y, instead of just Ready, Tired, Shaken. Any other fields would be cool too, but it just seems kinda light on info generally, and I'd like to know if a particular dude is at 100% will, or is just barely above the breakpoint for Ready/Tired.

Detailed Soldier Lists is probably the mod you're looking for, it shows you a lot of things on the barracks screen.

RVT posted:

Also, are there any mods that let you assign soldiers into squads in game. I've heard Long War 2 has this, but I don't think I have the time or interest in trying a full Long War campaign in the foreseeable future. However, I like to divide my agents up into "squads" and send them out together in regular WOTC, so if the LW2 sub-mod that does that is available separately, or there is another mod that does that, I'd be really interested.

Try this Squad Manager that ports the LW2 squad system into WOTC. It's mostly cosmetic, but there's a link to one where it's an actual gameplay mechanic if that's more your speed.

RVT
Nov 5, 2003

Torchlighter posted:

Detailed Soldier Lists is probably the mod you're looking for, it shows you a lot of things on the barracks screen.

Try this Squad Manager that ports the LW2 squad system into WOTC. It's mostly cosmetic, but there's a link to one where it's an actual gameplay mechanic if that's more your speed.

You are the man, god drat. My searching on the Workshop was not finding anything. These look great. I'll try them out tomorrow. Thank you.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

I was about to reply “pfff who needs mods the interface is fine” before realizing this is one of like 4 games I use mods for almost exclusively to fix the busted interface (along with cool hats)

deep dish peat moss
Jul 27, 2006

OzyMandrill posted:

I'm playing OXCE + FinalModPack at the moment, as it works just fine on an old android pad of my sons. OXCE is available on the play store, you just have to faff about getting the original game files and mods onto the device, but that's not very hard either.

FinalModPack is great if you know what you are doing. It ups the aliens a lot, and stretches out the tech tree. I have 6 bases now, just building psi-labs, and have only just unlocked the top laser rifles, no usable plasma in sight yet, but I have another data slate to check. I might try the fantasy one once I've finished this.

Have you played X-Com Files and am I understanding right that it has all of the content from Final Mod Pack? Or is it just built on the same framework? I'm planning on playing it next either way.

I'm toward the end of a run of Reaver's Harmony now and it has been excellent, both you and the aliens are much more deadly and you get tech that's pretty divergent from the vanilla game like nighttime stealth suits with NVG, power swords, support/suppression tanks that fire smoke and incendiary grenades, lots of weapon classes at each tech level, etc. The manufacturing economy is based on breaking down alien weapons, corpses and ships into component parts that are used to manufacture human tech and the research and development does a good job of feeling like you're reverse engineering alien tech to adapt it into something new instead of just figuring out how to build alien tech. It does a lot of cool thematic stuff, like there's 'illegal' research you can do that shares your research with civilian manufacturers, which pisses off the council but it lets you buy a lot of your mid-tier equipment instead of manufacture it (it's pretty expensive though) - and sometimes they develop improved versions of your designs (like the aforementioned stealth suits). Soldiers die a lot but strong replacements are easy to hire and train. It feels kind of like a UFO Defense version of Long War with overall much more fighting, but faster missions, and once you get rolling it's like playing x-com but scaled up into a big global war instead of a small secret organization guerilla squad.

deep dish peat moss fucked around with this message at 05:35 on Jun 26, 2022

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

deep dish peat moss posted:

Have you played X-Com Files and am I understanding right that it has all of the content from Final Mod Pack? Or is it just built on the same framework? I'm planning on playing it next either way.

XCF contains the entirety of FMP, yes. It's made by the same person.

As a pack it's incredibly long and if you're used to FMP should be a quick pickup.

Rynoto fucked around with this message at 05:46 on Jun 26, 2022

deep dish peat moss
Jul 27, 2006

Oh, I explained that poorly - I've already played X-Com Files but I'm planning on playing FMP next :kiddo: X-Com Files was cool but it was a bit too much, and I've appreciated Reaver's sticking to the concept of fight the aliens.

Dragonstoned
Jan 15, 2006

MR. DOG WITH BEES IN HIS MOUTH AND WHEN HE BARKS HE SHOOTS BEES AT YOU
by Roger Hargreaves

Gasmask posted:

my new favourite thing is parking an assault with Bladestorm on top of a reinforcement flare and letting him chop everyone to bits as they jump out of the landing craft

This but "doing it entirely by accident" when a random lost horde spawns in



Hell of a :stonklol: moment

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

deep dish peat moss posted:

Oh, I explained that poorly - I've already played X-Com Files but I'm planning on playing FMP next :kiddo: X-Com Files was cool but it was a bit too much, and I've appreciated Reaver's sticking to the concept of fight the aliens.

Oh in that case then yeah FMP is just Vanilla+ and very good on its own if you wanna shoot aliens.

OzyMandrill
Aug 12, 2013

Look upon my words
and despair

Yeah, Final+ is base game just fleshed out some more. More alien types/variety, much expanded tech tree, so mid-game is stretched out a fair bit. Tech-wise, not as much complexity as Reavers, but similar ideas - you need live lots of live captures again. I strongly reccomend using scout drones, even if just to get out the landing craft safely under a cover of smoke.

Panzeh
Nov 27, 2006

"..The high ground"

deep dish peat moss posted:

Have you played X-Com Files and am I understanding right that it has all of the content from Final Mod Pack? Or is it just built on the same framework? I'm planning on playing it next either way.

I'm toward the end of a run of Reaver's Harmony now and it has been excellent, both you and the aliens are much more deadly and you get tech that's pretty divergent from the vanilla game like nighttime stealth suits with NVG, power swords, support/suppression tanks that fire smoke and incendiary grenades, lots of weapon classes at each tech level, etc. The manufacturing economy is based on breaking down alien weapons, corpses and ships into component parts that are used to manufacture human tech and the research and development does a good job of feeling like you're reverse engineering alien tech to adapt it into something new instead of just figuring out how to build alien tech. It does a lot of cool thematic stuff, like there's 'illegal' research you can do that shares your research with civilian manufacturers, which pisses off the council but it lets you buy a lot of your mid-tier equipment instead of manufacture it (it's pretty expensive though) - and sometimes they develop improved versions of your designs (like the aforementioned stealth suits). Soldiers die a lot but strong replacements are easy to hire and train. It feels kind of like a UFO Defense version of Long War with overall much more fighting, but faster missions, and once you get rolling it's like playing x-com but scaled up into a big global war instead of a small secret organization guerilla squad.

Yeah, Harmony is really good- though my only complaint about it is the flagship grind. I get that he wants you to fight elite aliens some but i think i like it more when elites are just the game's way of telling you to pick up the pace. I usually notepad myself the flagship once i've gotten everything else done.

One of the nice things about the mod is that it actually adds some additional factors in difficulty- for example, ship combat is more challenging on superhuman. Also, your soldiers are a lot more survivable on beginner because the personal armor works a lot better(though it still provides little protection from elites).

The funniest bit is how the game has the sectoids start putting on power armor a few months into the game.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Trying to get XCom Files to run, and I am not getting where to put the files for the mod. I got Open XCom Extended, it loads up, running with the steam version of Xcom ufo defense. Help?

Edit: Nevermind, got it working.

winterwerefox fucked around with this message at 05:31 on Jun 27, 2022

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


So I’m playing Hybrid with expansions and is it me or are all the enemies way too spongy? I had a tank unload into a human mercenary and it did nothing, meanwhile they spam grenades at me and all my guys die. Yeah that’s X-Com, but should it be THAT rough or did I gently caress something up

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

HerpicleOmnicron5 posted:

So I’m playing Hybrid with expansions and is it me or are all the enemies way too spongy? I had a tank unload into a human mercenary and it did nothing, meanwhile they spam grenades at me and all my guys die. Yeah that’s X-Com, but should it be THAT rough or did I gently caress something up

It could just be the X-Com damage formula. Remember in the original game weapons could do between 0-200% of their base damage so it was always entirely possible to hit something and just completely do nothing to it.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Zore posted:

It could just be the X-Com damage formula. Remember in the original game weapons could do between 0-200% of their base damage so it was always entirely possible to hit something and just completely do nothing to it.

Could be, but it was way too consistently awful! I don’t mind a bit of fuckery but that was just too much.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Zore posted:

It could just be the X-Com damage formula. Remember in the original game weapons could do between 0-200% of their base damage so it was always entirely possible to hit something and just completely do nothing to it.

Not to mention a lot of the mods and expansions make things like damage typing resistance much more important.

Icon Of Sin
Dec 26, 2008



Night10194 posted:

Not to mention a lot of the mods and expansions make things like damage typing resistance much more important.

Hell, this got important even in TFTD. Lobstermen would shrug off sonic shots all day long, but melee or stun damage would put them straight to bed no problem.

deep dish peat moss
Jul 27, 2006

HerpicleOmnicron5 posted:

So I’m playing Hybrid with expansions and is it me or are all the enemies way too spongy? I had a tank unload into a human mercenary and it did nothing, meanwhile they spam grenades at me and all my guys die. Yeah that’s X-Com, but should it be THAT rough or did I gently caress something up

I had this exact same experience when I tried Hybrid Mod - the first UFO I shot down was full of human mercs and two tanks - I savescummed that battle for like 30 minutes straight and even when my entire squad focused fire on them they (both the mercs and the tanks) would still be unscathed - I didn't stick around long enough to find out but I am pretty sure that you essentially have to hit them in the back (or with grenades maybe) when using early conventional weapons or else their armor is going to absorb 100% of the damage. At least that's how tanks in Harmony work - my Guardian tank can eat 30 shots of plasma pistol to the face without taking a scratch but one shot to the back and it's down.

Realistically you should probably just avoid fighting mercs early on, because unlike sectoids they come armored and with tanks.

deep dish peat moss fucked around with this message at 18:54 on Jun 27, 2022

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


deep dish peat moss posted:

Realistically you should probably just avoid fighting mercs early on, because unlike sectoids they come armored and with tanks.

mate im not even facing tanks, the mercs take hits like they have power armour

why are the loving humans, peer adversaries, harder than the aliens

why do my troops get wounded for infinity time before any engagements

HerpicleOmnicron5 fucked around with this message at 19:20 on Jun 27, 2022

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

HerpicleOmnicron5 posted:

mate im not even facing tanks, the mercs take hits like they have power armour

why are the loving humans, peer adversaries, harder than the aliens

why do my troops get wounded for infinity time before any engagements

One of the classic issues with fan-made games like this is that the folks who make it assume that all players will follow their hyper-optimized and very specific strategies and still want to be challenged. I'd assume there's some meta tactic out there to deal with the issue, but frankly it just sounds like janky design because playing the game first requires you to read the mind of the designer.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Kaal posted:

One of the classic issues with fan-made games like this is that the folks who make it assume that all players will follow their hyper-optimized and very specific strategies and still want to be challenged. I'd assume there's some meta tactic out there to deal with the issue, but frankly it just sounds like janky design because playing the game first requires you to read the mind of the designer.

That and having trap enemies that look like the easier introduction. I dunno, maybe the tipoff that they're meant to be harder is that they come in Medium craft, but they're also so easily shot down without taking any damage. I also cannot see any reason to use the Skyranger over the new transport, nor the Interceptor over the new fighter. They just add options for no good reason.

Sometimes all you need is Stun Rod vs Taser vs Pistol vs Rifle vs Auto-Cannon vs Heavy Cannon vs Rocket Launcher. That's your spectrum of weapons perfectly covered. Sure, a sniper rifle may be in scope, and shotguns are always fun, but do you need an Assault Rifle vs Rifle vs Machinegun (which is just a full auto rifle) versus a Light Machine Gun?

deep dish peat moss
Jul 27, 2006

Those issues are exactly why I bounced off Hybrid Mod but then I tried just Harmony alone and it is extremely fun :kiddo:

Negostrike
Aug 15, 2015


Just found out about all those OpenXcom mods and holy poo poo this made me learn how to play this game properly :eyepop:

RVT
Nov 5, 2003

RVT posted:

You are the man, god drat. My searching on the Workshop was not finding anything. These look great. I'll try them out tomorrow. Thank you.

Installed those mods, loving them, they are exactly what I wanted.

Is there a mod that adds more tiers of weapons? Not looking to convert the weapons into another IP's weapons, so the Long War ones look cool and make sense to me (https://www.ufopaedia.org/index.php/Weapons_(LWOTC)) , but after some searching, I can't find just the weapons as a stand alone mod and I don't really want to play full Long War.

deep dish peat moss
Jul 27, 2006

Apropos of nothing and with my full apologies today I drew a very buff sectoid, or a pectoid if you will

Torchlighter
Jan 15, 2012

I Got Kids. I need this.

RVT posted:

Installed those mods, loving them, they are exactly what I wanted.

Is there a mod that adds more tiers of weapons? Not looking to convert the weapons into another IP's weapons, so the Long War ones look cool and make sense to me (https://www.ufopaedia.org/index.php/Weapons_(LWOTC)) , but after some searching, I can't find just the weapons as a stand alone mod and I don't really want to play full Long War.

Pretty much everything from Long War 2 has been ported to vanilla WOTC at some point or another you just gotta know where to look.

Anyway, there's 2 mods that add coil and laser tiers to WOTC, the first being Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere). It's alright, comes working out the box with a Mod Config Menu seciton to help you place them in the order you prefer, although you may have to play with damage configs.

The second is [WOTC] Iridar's Five Tier Weapon Overhaul - Vanilla Balance which is far more involved, but also includes Laser and Coil weapons for Faction characters and is built of iridar's template manage which, with a little bit of pseudo-coding, is arguably more robust and allows you to do all sorts of crazy things.

Torchlighter fucked around with this message at 09:28 on Jun 30, 2022

deep dish peat moss
Jul 27, 2006

At the tail end of UFO Defense with Reaver's Harmony now and I have completely shifted the tides in my favor, and become a pacifist :v: Any time a UFO worthy of my attention shows up, I send out a Firestorm equipped with 2 Large Tractor Beams and 2 Medium Tractor Beams (and I have 3 such craft). They race over to it, blast it once or twice, and it gets grounded. Then they patrol overhead while my transport flies out, any time the ship lifts up, I ground it again.

When the transport lands, I have 10 soldiers with Plasma Assault Cannons, two with Fusion Blaster Launchers, and between 6-10 psi troops who got implanted with advanced psi abilities and then spent a couple years training at a hidden base in Australia. They're all wearing the Stealth Assassin flying suits, so I buzz out of my craft and then chain-MC everything, drop their weapons, and march them right into my transport. With the Assassin armor my psychics can use MC 3 times per turn and after the implants and spending so long training they finished their training routine, even Ethereals are easy pickings for them. I just finished doing this to an Ethereal Battleship and only had to break out guns for the Sectopods. This is the much more humane solution as previously I would just MC them then prime and drop their grenades :shrug: poor mutons.

So now I'm basically Pacifist Cops arresting all the aliens and still waiting for one of their Leaders to tell me where a goddamn base is under interrogation :argh: a Commander is the last thing I need before I can head to Mars.

Side-note: Wasn't there an X-Com fanfic back in the day about just how utterly terrifying Psionic players are? Like, your ship lands, one soldier flies out, then suddenly all of these aliens start priming and eating their own grenades, one by one and popping like popcorn.

deep dish peat moss fucked around with this message at 05:23 on Jun 30, 2022

The Lone Badger
Sep 24, 2007

deep dish peat moss posted:

Side-note: Wasn't there an X-Com fanfic back in the day about just how utterly terrifying Psionic players are? Like, your ship lands, one soldier flies out, then suddenly all of these aliens start priming and eating their own grenades, one by one and popping like popcorn.

In NuXCOM isn't that the core plotline? Humans have terrifying psychic potential.

Bogart
Apr 12, 2010

by VideoGames

deep dish peat moss posted:

Apropos of nothing and with my full apologies today I drew a very buff sectoid, or a pectoid if you will



Can you draw him with a bulge haha I think it would be sooo funny

RVT
Nov 5, 2003

Torchlighter posted:

Pretty much everything from Long War 2 has been ported to vanilla WOTC at some point or another you just gotta know where to look.

Anyway, there's 2 mods that add coil and laser tiers to WOTC, the first being Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere). It's alright, comes working out the box with a Mod Config Menu seciton to help you place them in the order you prefer, although you may have to play with damage configs.


I play a lot of total warhammer and mod it, but not to a crazy degree, but just from casual observation, it does seem like there are standalone versions of all the big overhaul sub-mods available. I'm modding XCOM a bit more than I do total war, and I just search and search and I can't find what I'm looking for. Thanks again for the help. This is exactly what I was looking for.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Jesus christ this game can be brutal if you gently caress around.

I recently reinstalled xcom and had decided to do an iron-man legendary run. After maybe ten false starts (being in a poo poo position by the second month) I finally had my big break!

Solid as gently caress A Team. Width on the bench. Scientists up my rear end in a top hat. Tricked out megahacker. Early mag weapons and luck with easy supply missions. Every single soldier named after a buddy.

(Maybe one too few engineers tbh)

Clock ticks up to 2 remaining blips. I have the skulljack, I just finished off the assassin and now I'm finally doing the blacksite.

Feeling confident so I just bring 3 a teamers with a couple B siders. It's fine. It would've been fine.

It's just a shitshow from the start.
Stunlancer turns a bsider (Mox) unconscious.
Assassin showing up even though I had just killed her.
Accidentally pull a pod at the same time.
A team sniper gets critted by chosen and is bleeding out.
So already 2 down and I should be thinking about my exit strategy.
Nah.

Finally kill chosen but I miscounted the steps to go stabilise my sniper.

3 remaining dudes carry their dead and unconcious buddies towards the exit.

Panick on some bull mini pod. Complete loving wipe. Can't even escape with my reaper.

_______

Fine!

I have a good bench! It's late and I'm tired but I can rebound! I'll just do one last guerilla op and level a couple sergeans that are close to promotion and then I should have time to do the facility again!

I gently caress up. Way sloppy. Pull poo poo the wrong way. Don't decide to evac. Rage quit as my mind controlled ranger eats my team.



Love the game. I just need to have little timeouts to check myself and TO ALWAYS REMEMBER TO EVACUATE IF YOU HAVE TO! gently caress. And also. gently caress all chosen.

I'm going to try again tomorrow.

Affi fucked around with this message at 01:20 on Jul 3, 2022

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Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I thought that the blacksite was a guaranteed chosen encounter? But yea, bad luck on playing tilted and not bailing.

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