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FIRE BAD.
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# ? May 28, 2016 19:08 |
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# ? May 21, 2024 07:07 |
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InfinityComplex posted:A flaming vehicle is not enough of an indicator? There might be some confusion on convoy supply raid missions with those cosmetic fires there when you start the mission.
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# ? May 28, 2016 19:12 |
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friends use friends (alternatively enemies) as cover
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# ? May 28, 2016 19:18 |
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Dr Christmas posted:There might be some confusion on convoy supply raid missions with those cosmetic fires there when you start the mission. I find the confusion is what part of a big rig constitutes the "Exploding" part. I know it's on fire and it's going to explode, but I keep forgetting whether the back wheels counted or not. Same with the security vans.
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# ? May 28, 2016 19:33 |
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InfinityComplex posted:A flaming vehicle is not enough of an indicator? I really wish it was that consistent, but there are lots of vehicles that are visibly on fire that don't explode, and ones that aren't that do. Those goofy looking tricycles are the worst offenders for me. In any case, a graphical indicator like the ones for running through fire would be nice.
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# ? May 28, 2016 19:57 |
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InfinityComplex posted:You might want to look into the "Stop Wasting My Time" mod if that is still working. It does
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# ? May 28, 2016 20:23 |
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Fister Roboto posted:In any case, a graphical indicator like the ones for running through fire would be nice. I agree. You get a warning for running through fire or acid and an indicator if you're putting yourself in a flanked position. An "expolsion imminent" warning would be nice.
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# ? May 28, 2016 21:27 |
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Wheany posted:I agree. You get a warning for running through fire or acid and an indicator if you're putting yourself in a flanked position. An "expolsion imminent" warning would be nice. I was just going to ask if there was a mod for this. I have 100 hours in this game and I apparently still don't know all of the terrain pieces that can explode. Just lost a ranger to some innocuous-looking alien thing last night.
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# ? May 29, 2016 20:32 |
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I never really got to play this after release much farther than when Faceless Ones started showing up, because the performance was just too poor on my borderline rig. I've had some upgrades since, and I've been playing it on and off over the week, and I'm finally starting to form an opinion about it. 1. Maybe I'm just really bad, but I've already dropped the difficulty to Easy and I'm still getting way too many dead soldiers from Teleporting Codexes and Faceless Ones. It's like the designers thought to throw these monsters that disregard all kinds of Overwatch and positioning just to be able to circumvent the fact that the AI couldn't win in a "straight-up" fight. 2. The strategic layer is really stuttery. I wish they'd keep processing "ticks" to once per 24 hours, because it's gotten to the point where I keep having to pause multiple times before I can even do one day's worth of scanning/retrieval/construction done.
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# ? May 31, 2016 06:36 |
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Flashbangs really help make Codexes reasonable before you have the guns to blast them apart in a hit or two. Units that are disoriented cannot use Psionic powers, which includes Teleport, Clone(!!!) and the Psionic Rift Codexes use. This also means that if a Sectoid manages to mind control someone and hide behind high cover you can't get flank shots on, you can just flash bang the damned thing. Fair warning though, a flash banged Codex/Sectoid will instead just shoot at you so if you can leave a corpse out for a Sectoid to waste its turn turning into a zombie, don't flashbang the Sectoid. Battle Scanners will force Faceless to reveal themselves. Also, I'm not positive but in my experience if you rescue a civilian it will never turn into a Faceless right up on top of you, it's the civs you leave 5-8 squares away from you that you have to worry about.
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# ? May 31, 2016 06:41 |
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Magres posted:Battle Scanners will force Faceless to reveal themselves. Also, I'm not positive but in my experience if you rescue a civilian it will never turn into a Faceless right up on top of you Oh it sure will
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# ? May 31, 2016 06:44 |
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Magres posted:Flashbangs really help make Codexes reasonable before you have the guns to blast them apart in a hit or two. Units that are disoriented cannot use Psionic powers, which includes Teleport, Clone(!!!) and the Psionic Rift Codexes use. This also means that if a Sectoid manages to mind control someone and hide behind high cover you can't get flank shots on, you can just flash bang the damned thing. Fair warning though, a flash banged Codex/Sectoid will instead just shoot at you so if you can leave a corpse out for a Sectoid to waste its turn turning into a zombie, don't flashbang the Sectoid. Oh wow. Okay, time to get back into it.
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# ? May 31, 2016 06:45 |
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Digirat posted:Oh it sure will Seriously? Good lord that is just such an rear end in a top hat design decision. I really hate stuff like that where the game just goes HAHA GOTCHA YOUR FAVORITE SOLDIER IS DEAD
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# ? May 31, 2016 06:50 |
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Magres posted:Seriously? Good lord that is just such an rear end in a top hat design decision. I really hate stuff like that where the game just goes HAHA GOTCHA YOUR FAVORITE SOLDIER IS DEAD faceless don't do anywhere near enough damage to kill someone themselves
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# ? May 31, 2016 07:07 |
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Magres posted:Seriously? Good lord that is just such an rear end in a top hat design decision. I really hate stuff like that where the game just goes HAHA GOTCHA YOUR FAVORITE SOLDIER IS DEAD It reveals, but it won't attack immediately
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# ? May 31, 2016 07:11 |
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Basically, you go pop civilians at the start of your turn. If it's a faceless, you then know about it and can deal with it. Alternatively, kill all the other enemies in vision range. Then if a faceless appears, sure it sucks and someone's probably hitting the sickbay, but no-one's gonna die. Chryssalids are the nasty ones...
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# ? May 31, 2016 07:19 |
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Wheany posted:It reveals, but it won't attack immediately Unless you end your turn with a soldier within a blue move of the faceless. The bottom line is that you shouldn't go near civilians unless you can deal with a potential faceless. That's not as bad as it sounds, because any civilians in visual range are safe, and activated pods will prioritize attacking your troops.
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# ? May 31, 2016 07:20 |
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Yeah I frequently just deal with retaliation missions as a map control mission. Just control the space and you will implicitly save the civvies. Faceless are forced to reveal after all the main pods are dead, at which point they will just charge you like an idiot and get turned inside out
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# ? May 31, 2016 07:37 |
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Fister Roboto posted:Unless you end your turn with a soldier within a blue move of the faceless. "Doctor, it hurts when I do this"
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# ? May 31, 2016 07:53 |
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Man, it's been a while since I played the previous XCOM and I'm so rusty it's making my first playthrough quite a challenge. I'm only just scraping by but loving every minute of it. Every mission I come back with half the team gravely wounded. I just did the mission where you get shot down by the hunter UFO and it was truly epic. For some dumb reason I decided it was a good opportunity to use the skulljack for the first time. Wasn't that a nasty surprise! Luckily by that point I had something like 10 soldiers deployed. Think it's a bit of a dick move to make the Alien Hunters DLC pop up so early. I had no idea what it was and tried the mission with only a low-level 4-man squad. Even Bradford couldn't save me!
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# ? May 31, 2016 10:11 |
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Coolguye posted:faceless don't do anywhere near enough damage to kill someone themselves I find this not to be true on higher difficulties. I've certainly lost some people to this in the past.
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# ? May 31, 2016 10:43 |
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Coolguye posted:faceless don't do anywhere near enough damage to kill someone themselves Unless you're next to a car. drat thing might miss you but the explosion wont. This specific reason is why I never take cover behind cars during retaliation missions.
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# ? May 31, 2016 10:58 |
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Kooriken posted:Unless you're next to a car. drat thing might miss you but the explosion wont. This specific reason is why I never take cover behind cars during retaliation missions. Yeah that's exactly what made me ragequit this morning. Ranger runs past a civilian to take cover behind a car - civilian turns into a Faceless - Faceless takes a swipe at Ranger - Ranger survives - car explodes (did the Faceless' attack do that?) - Ranger dies in a single inter-turn. That was probably my fault for making a "last move of the turn" that left me vulnerable to a Faceless-pop like that, but there's a lot of "tricks" to remember and keep in mind. Come to think of it, that's probably how the really good XCOM players do it - you know how this all works, it's just a matter of practicing it flawlessly, turn after turn, battle after battle.
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# ? May 31, 2016 11:34 |
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gradenko_2000 posted:Yeah that's exactly what made me ragequit this morning. Ranger runs past a civilian to take cover behind a car - civilian turns into a Faceless - Faceless takes a swipe at Ranger - Ranger survives - car explodes (did the Faceless' attack do that?) - Ranger dies in a single inter-turn. Melee attacks seen to be particularly prove to causing vehicle explosions, especially ones like the Faceless where it actually strikes an arc in front of them instead of a single target.
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# ? May 31, 2016 11:40 |
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That swipe basically destroys any terrain/object caught in it, so vehicles are bad but so is being caught on a roof. I can't think of any other melee attack off the top of my head that's prone to collateral damage.
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# ? May 31, 2016 12:05 |
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dyzzy posted:That swipe basically destroys any terrain/object caught in it, so vehicles are bad but so is being caught on a roof. I can't think of any other melee attack off the top of my head that's prone to collateral damage. Andromedon definitely destroyed terrain with punches a few times for me.
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# ? May 31, 2016 13:37 |
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gradenko_2000 posted:Yeah that's exactly what made me ragequit this morning. Ranger runs past a civilian to take cover behind a car - civilian turns into a Faceless - Faceless takes a swipe at Ranger - Ranger survives - car explodes (did the Faceless' attack do that?) - Ranger dies in a single inter-turn. Faceless melee attacks are neat, when they're one level below you they can melee through the floor so even if they miss you still take fall damage. You can slash them from a roof though. When it comes to retaliation missions moving forward and controlling territory is more important than touching civilians, but hey if you can grab a bunch really early on then you can advance more cautiously. Just remember to never end a turn revealing any new terrain.
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# ? May 31, 2016 15:20 |
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God I miss playing this game so bad. Finally got one night of rest from work and I'm going to the movies to watch Captain America Civil War. But I wish I'd just stay home playing XCOM. On a happier note, my Ironman Commander campaign is finally going well. Only lost one soldier so far, Archons started appearing and I have gauss weapons, 4 EXO suits, plated armor, one psi op baby and starting research on plasma weapons. Foundry projects right now: plasma grenades and the better medikit. I also have 2 mimic beacons. My squad is 2 grenadiers, 2 rangers, 1 gunslinger sniper, 1 medic specialist. Unfortunately very poor backups, which worries me. Haven't done a single story objective so far, been managing the avatar project by attacking alien facilities. I should be CAUTIOUSLY optimistic... right?
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# ? May 31, 2016 19:44 |
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Andre Banzai posted:God I miss playing this game so bad. Finally got one night of rest from work and I'm going to the movies to watch Captain America Civil War. But I wish I'd just stay home playing XCOM. You're in a good position. If you're worried about backup soldiers, don't try to train them up - just hire new high-level ones from HQ. It's far safer and keeps you from diverting precious xp away from your A-team. I'd consider not stalling on the easy plot missions. You're well buff enough to handle the early stuff, and you might as well get started at least so you can unlock the Shadow Chamber. The pre-mission enemy info you get from it is very useful to determine your layout, especially on high-intensity missions like alien retaliations. I recommend getting a lot of experimental ammo. Getting some venom or dragon rounds on that gunslinger is extremely useful - poisoned foes take a -30 aim penalty, while burning foes can't use any special abilities. And of course Gunner Grenadiers with bluescreen rounds just obliterate Sectopods, MECs, and Gatekeepers.
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# ? May 31, 2016 19:55 |
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Mzbundifund posted:You're in a good position. If you're worried about backup soldiers, don't try to train them up - just hire new high-level ones from HQ. It's far safer and keeps you from diverting precious xp away from your A-team. I'd consider not stalling on the easy plot missions. You're well buff enough to handle the early stuff, and you might as well get started at least so you can unlock the Shadow Chamber. The pre-mission enemy info you get from it is very useful to determine your layout, especially on high-intensity missions like alien retaliations. I recommend getting a lot of experimental ammo. Getting some venom or dragon rounds on that gunslinger is extremely useful - poisoned foes take a -30 aim penalty, while burning foes can't use any special abilities. And of course Gunner Grenadiers with bluescreen rounds just obliterate Sectopods, MECs, and Gatekeepers. Oh yeah, that is a very nice suggestion. Yes... the pre-mission enemy info from the Shadow Chamber... I had forgotten about that. Do I get the research for the Black Chamber from killing the Codex as well as from the Blacksite? Also, I didn't know Bluescreen worked on the Gatekeepers, wow. That's a ton of precious info right there, thank you very much!
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# ? May 31, 2016 19:59 |
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Andre Banzai posted:Oh yeah, that is a very nice suggestion. Yes... the pre-mission enemy info from the Shadow Chamber... I had forgotten about that. Do I get the research for the Black Chamber from killing the Codex as well as from the Blacksite? Also, I didn't know Bluescreen worked on the Gatekeepers, wow. That's a ton of precious info right there, thank you very much! I thought the emp grenades were pretty lovely until I learned how useful they are against gatekeepers.
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# ? May 31, 2016 20:03 |
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RBA Starblade posted:I thought the emp grenades were pretty lovely until I learned how useful they are against gatekeepers. OOOOHHHH! I SEE. Very interesting!
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# ? May 31, 2016 20:06 |
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Gatekeepers and Codices have some weird properties. They count as mechanical when damaged by Bluescreen Rounds and EMP grenades, but not by Haywire Protocol, Combat Protocol, or Capacitor Discharge. They count as organic for psi powers and flash bang grenades. Codices are invulnerable to all DoT effects, while gatekeepers are not immune to fire. I think I heard Gatekeepers are only vulnerable to Bluescreen Rounds when their shell is closed and vulnerable to poison when it's open, but I'm not sure.
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# ? Jun 1, 2016 03:30 |
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wolfman101 posted:Andromedon definitely destroyed terrain with punches a few times for me. Aha, yeah that too.
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# ? Jun 1, 2016 03:32 |
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I done did whip up a little thing. https://www.youtube.com/watch?v=R9cP8pJvKsc http://steamcommunity.com/sharedfiles/filedetails/?id=695198005
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# ? Jun 1, 2016 14:41 |
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RBA Starblade posted:I thought the emp grenades were pretty lovely until I learned how useful they are against gatekeepers. Yeah, they are very very good. EMP grenades/bombs do a bunch of damage and ignore armor of mechanical units, and also have a bonus %chance to stun/disable mechanical units, including sectopods and gatekeepers. If I know there's going to be a gatekeeper on the mission (thanks to shadow chamber) I like to bring 2 just for that reason.
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# ? Jun 1, 2016 14:46 |
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Sombrerotron posted:I done did whip up a little thing. I'm glad he still has fans after all these years.
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# ? Jun 1, 2016 14:56 |
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Thanks, thread - I played through the ragequit-inducing Retaliation mission, never left full cover, never touched a civilian, never dashed - only took blue moves, and managed to score a stunning victory of only three gravely wounded soldiers (and my first Captain!) The very next mission introduces the Archon. I can't even hit the thing in full view of everyone because its defense is so high. What do you do about such things?
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# ? Jun 1, 2016 16:19 |
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Holotargeting can help offset its large defense. Otherwise, status it and keep firing, eventually it'll die.
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# ? Jun 1, 2016 16:24 |
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# ? May 21, 2024 07:07 |
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Oh yeah, some other questions: 1. Are flashbangs guaranteed disorients, or is there a chance for enemies to "resist" or something? 2. Can you chain flashbangs one turn after another? 3. Is XP based on actual kills made by the soldier? Am I denying my Rangers promotions by having them stay in the shadows as scouts until I absolutely need that 5th/6th shot in a turn?
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# ? Jun 1, 2016 16:29 |