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reignofevil
Nov 7, 2008

Khisanth Magus posted:

I had someone standing point blank with a berserker with like a 80% chance to hit, and in order to miss they actually pointed their gun at the ground in front of them before firing.

Who hasn't wanted to recreate that classic action movie troupe? What comes next isn't usually in the movies though.


"What do you mean I'm out of X-Com Commander? My contract isn't up for another s-"

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reignofevil
Nov 7, 2008
The EVAC system needs some serious work. Between being unable to retreat on a mission with a dedicated EVAC spot one time and one of my heavies going MIA because the game doesn't register people standing ON the evac zone as ready for evac while simultaneously jerking away your controls to begin the alien turn when he runs out of actions.


drat it game; you give me the ability to EVAC with all my actions spent pretty much all the time. What the gently caress.

reignofevil
Nov 7, 2008

Orgophlax posted:

If a troop is standing in the evac zone, their turn does not end. Everytime I double move into the EVAC zone, it's never switched away to another troop. It stays on that troop with the green evac button lit up.

I figured I'd be a gentleman and not make it a bitchy-trifecta and mention that I was getting errors and had to evac some of my men from the center. My thinking is that it is displaying the zone slightly to the left of where it really is.

Apparently the game just sometimes doesn't display the evac zone properly apparently. Great.

reignofevil
Nov 7, 2008

Mr.Pibbleton posted:

I used stasis on a chrysallid egg sac and after it wore off this happened.



I think we've found our new terror unit boys.

reignofevil
Nov 7, 2008

Kooriken posted:

So for someone who's going to be doing his first Commander run, what are some prime tips from all of you who are actually good at this game? I'm aware of the increased health of enemies, but any other rules of thumb I should keep in mind other than the standard "Grenades everywhere"?

A huge part of the game is flanking.

However sometimes when you move to flank an enemy you will reveal new enemies.

The key to victory is finding places you can get a flanking shot (or an otherwise statistically likely shot) WITHOUT revealing any new parts of the map.

reignofevil
Nov 7, 2008
Mimic beacons can trigger enemy pods.

:argh:

reignofevil
Nov 7, 2008

Flopstick posted:

Anyone know: if you run right the gently caress away, out of sight of an active pod, do they have to hunt for you, or do they always know where your guys are once they're awoken? I've run into an overwhelming enemy force that is just stomping me, no matter what. Need to regroup somehow!

They will always know where you have gone.

To my knowledge from the moment you are revealed and facing an active pod; they have magic know-everything powers that let them attack an enemy who they can't have seen before their first move and had never seen before*. They don't really "hunt".

*RiP; Ranger who was standing in that perfectly closed off hallway going for an ambush next turn.

reignofevil
Nov 7, 2008
Anybody have a mod to make every piece of cover in the game destructible with the "Destruction" ability?

I don't care if it sometimes misses but a situational ability is close to no ability at all in my opinion.

reignofevil
Nov 7, 2008
Just today I was facing a full health advent officer with my last soldier who had his last hitpoint on a desperate last stand kinda mission and as a hail Mary I went for a skullmine.

We completed the mission. He died though.

reignofevil
Nov 7, 2008

Kaza42 posted:

At least in Europe, they had the Staff Sling, which is a long staff with a fork at the top to throw stones or other projectiles. It was actually used as a primitive grenade launcher, able to fling explosives a serious distance with a high arc. No idea about other places, the only reference I found was its use in Spain.

https://en.wikipedia.org/wiki/Petard

This was a french design and it left our society with a very nice phrase for "hosed himself"

*edit; though this is more the grenade design than the staff.

reignofevil
Nov 7, 2008

Backhand posted:

Every time I fire up Xenonauts I get bored waiting for something to happen. The game starts off by throwing you into base-building mode rather than combat, doesn't give you context for anything, makes you wait around for your first interception (which is very chance-based and you don't necessarily know how to do correctly).... it's just poor game design to start the player on the most boring aspect and not tell them anything about it. It's a very sour note to start on.

You aren't wrong. The big reason for this is because even the original X-com ufo defense realized that building your base was a terrible way to start the game and so it happily gave you one pre-built and I think it even had a tank?

The bad news was the design was literally so crappy that 90% of everyone who had played before would just sell half the buildings right off the bat and build a more defensible design; which meant they were basically doing the base building portion first.

Fast forward and Xenonauts decides to fix the problem by letting you build your base properly the first time without realizing that it is actually solving the wrong problem.

reignofevil
Nov 7, 2008

Nordick posted:

Huh? Xenonauts starts with a pre-built base just like the original X-COM. The difference is that in Xenonauts the layout isn't hot garbage.

Anyways, I started a new Xenonauts game, with a simple mod that replaces some music and soundeffects with OG X-COM's ones. I'm also doing something I've never done before: playing Ironman. And instead of the usual eastern Mediterranean, I put my HQ down in Florida so in addition to Iron Man I'm also Florida Man. Those aliens won't know what hit them. :madmax:

Whoops it's been a while since I played.

reignofevil
Nov 7, 2008
One thing I kinda miss from waaaay back when is the little tiny 1 alien saucer. Obviously it wouldn't make any sense for xcom 2 but it really helped make it feel like the aliens had more goals than just world domination.

Ditto to the saucers full of cow bits.

reignofevil
Nov 7, 2008
When my soldiers miss I loudly proclaim them "out of the army" moments before they die in a hail of plasma fire.

reignofevil
Nov 7, 2008

thebardyspoon posted:

I think that people are also forgetting that anyone posting in this thread/streaming the game is probably in the upper percentile of players in Xcom 2. The average person probably doesn't kills the aliens quite as quickly as you guys do, get into slugfests with the aliens that feel a bit more to and fro and they probably also activate multiple pods by accident and poo poo.

Yeah this is me and there is this one game mechanic that is very frustrating when it happens. I won't say it's name but let's just say it rhymes with Die-mer.

reignofevil
Nov 7, 2008
The only spinoff I could really want would be a back to basics xcom ufo defense mobile game. Maybe get rid of time units if modern audiences really can't deal with them.

reignofevil
Nov 7, 2008

Or is it Sputnik posted:

Yes, in XCOM 2 your squad doesn't leave until you tell them to. Like some people pointed out, it's highly possible to overwatch, take shots or use virtually any action and still evac out of there because, like the same people pointed out, the turn doesn't end once you're out of actions if at least one PC is inside the evac zone. In fact, when they're out of actions on the evac pad, what happens is exactly what you described. So barring any bizarre unknown bug, you probably gold moved them into the zone.

One thing to note is xcom 2 shipped with a bug where if a single side of the evac zone was clear it'd happily spawn under rooftops and trees and poo poo making it impossible to evac from certain points in the zone.

Still my understanding is it got patched long ago so as long as you aren't running a really old copy of a pirated version of the game you should be good to go?

reignofevil
Nov 7, 2008

Nordick posted:

On the flip side, Xenonauts has aliens using psi powers from across the map without any line of sight, which is its own brand of horseshit.

EDIT: Although to be fair I think they might have imposed some limitations on the higher tier mindfuckery in the CE patch, I'm not sure.

Why can't we just have the compromise that psychic units can do psychic bullshit but there needs to be AN alien alive and staring at you for it to happen.

For Xenonauts obviously, this would be dumb in xcom 2

reignofevil
Nov 7, 2008
It's a neat idea but come now I'm supposed to believe the xcom resistance was fielding zombie making melee soldiers and some equivalent to a sectopod?

reignofevil
Nov 7, 2008
In original xcom if you got truly hosed by the rng then on the first alien turn an enemy with a blaster bomb would spot you and kill all twelve of your soldiers, most of which were still on the skyranger.

reignofevil
Nov 7, 2008

Sylink posted:

I dont see a Xenonauts thread since its old so I'll ask here.

I like Xenonauts but I suck at it. I am ok at XCOM but Xenonauts is just brutal.

I will be in deep cover then get sniped out of the fog of war constantly. Is there some trick to that game I'm not understanding or is it a meat grinder?

I'm gonna assume some stuff is generally the same as classic xcom here since it's been so long since I played Xeno (and it shows lol)

Generally the aliens see better than you do, especially in the dark. If it's night time lighting up the map before progressing is very important.

Don't rely on full cover because it's mostly meaningless. Either you are inside and have extra time units watching the available entrances or you are vulnerable to enemy fire.

Incoming fire will usually mean that your soldier dies even with tier 1 armor. Plan accordingly and don't put people you care about up front.

Search the map in groups of 2 minimum. Three if possible. (The reason for the third man is so he can get shot and the other 2 can kill whoever shot him)

If you misplaced your troops and are experiencing a bunch of accurate fire, regroup! You don't need to take any given barn under less than ideal circumstances.

reignofevil
Nov 7, 2008

fargom posted:

From a few pages ago, but the reason this happens is that Aliens start with full time units at the start of the game. Having extra time units on the other side's turn greatly increases your chances of getting a reaction shot, resulting in many many many dead XCOM soldiers on their first move out of the skyranger.

The solution is to simply End Turn as soon as you start a mission, this allows the aliens to move around and spend TU's before you move out.


Edit - Other tips for classic XCOM-

- use Open XCOm of course.
- Clear late game alien bases with full groups of rookies with Laser gun and grenade only, make them hold hands and clear the base in pairs. 24 MEN ENTER hopefully one leaves.

Generally I just had my first dude pop a smoke grenade and went in guns blazing.

reignofevil
Nov 7, 2008
A trooper has a chance on classic of missing a guy entirely exposed with no cover. Not a great chance mind you but it isn't out of the question. Not so for an officer. I'll take the 2/3rds of the pod being alive at turns end because both of them are going to miss.

reignofevil
Nov 7, 2008
If you really want to get into the theorycrafting of it losing one rookie (potentially one still holding a grenade) in one turn means that the next you have fewer shots to cut down the high hp on the officer and maybe even no possible flank. That means at least one additional turn of action which since we left the officer alive likely means another dead or injured rookie anyway. Meanwhile while we did focus on having the squad in no cover I'd point out a properly executed kill of the officer on the first turn will generally leave you at least in half cover which is a much better than a 35% chance which brings me back to my original point that they will quite probably miss. Conceding a single rookie death to the officer or praying that the high cover is close enough to trigger the grenade ai is not nearly as reliable as just lining up some decent cover and killing the officer first.

reignofevil
Nov 7, 2008

The Skeleton King posted:

...okay.

Anyway. How do you best deal with a cyberdisk?

Assuming you mean enemy unknown I'd suggest laser weapons and start the engagement with two holo targeting heavies so that you can land shots semi reliably.

reignofevil
Nov 7, 2008

FuzzySlippers posted:

These kind of stories are why OG Xcom is always first in my heart. Even when you abuse mechanics it felt rather organic and grounded in the fiction. I like the Firaxis games (and WOTC is the best yet) but Firaxis also loves board game mechanics and that makes for a rather different feeling game. The pod system in particular is just so game-y I never get as immersed in my Xcom runs as the old one. How flanking can actually gently caress you over because you might stumble into a pod makes you manage sight lines in a really weird way.

I say this as someone who really loves the newer XCOM games the decision to have the mechanics for sucessfully killing enemies also be incredibly likely to screw you over immediately is just mind boggling. At times trying not to have a pod walk in on you until the moment AFTER everyone shoots so that somehow the new enemies all forget they can use their guns is more like solving a rubik's cube than I'm playing a videogame.

reignofevil
Nov 7, 2008
Stun lancers were more of a problem before you had a dedicated building that let you choose abilities so you can reliably have both revival protocol and haywire protocol on the same support.

reignofevil
Nov 7, 2008
It might be to discourage the AI from attempting a thin man shot on anyone behind the "wall"

reignofevil
Nov 7, 2008
One big part of the learning curve for xcom 2 is knowing when reinforcements are due on the static missions (and alien base missions) In the case of the black site the 'most strategic' way that I've found to do it is have the squad clear the map and then 4/5 of the squad members go stand at the evacuation zone on overwatch. The last member waits at the vial and grabs it when ready. The turn after you grab the vial reinforcements come down and you'll generally have free shots and high ground to work with.

reignofevil
Nov 7, 2008
Skirmishers with the level 2 melee upgrade have something like a 100% chance to stun enemies when the hit is successful. This can be used with a later skirmisher ability that gives a free melee attack to anything moving in melee range to keep an alien ruler down for as many as four 'turns'.

One important thing to remember about alien rulers is that they are extra vulnerable to things like burning and poison since iirc they take damage from it every time they get an action. Also keep in mind that once you've done sufficient damage the ruler is going to run away so you're just trying to maximize your hits until that happens.

Finally with the beserker queen in particular the best low-equipment no snipers method you can use is knowing roughly where she is on the map and spreading out so that with each shot taken she ends up wasting her move going back and forth across the same area. AKA shoot her from the extreme right and she rushes that way then the extreme left and she ruses back that way and then back from the right side etc. Just generally keep enough distance that even if she reaches someone she only stuns one guy.

reignofevil
Nov 7, 2008
With bending reed you can usually see where she went. From there it's about getting a grenade onto her to blow away her cover and ideally grant the rest of your squad clear shots. Being immune to overwatch basically means you have to be very selective about where you engage her and turn the aggression up to max by using as much movement as you can per turn since much of the time cover is worthless against her.

reignofevil
Nov 7, 2008

Digirat posted:

“Defense” is sort of used to imply the thing is hard to hit (floaters) or that its armor deflects a shot (robots) interchangeably, but since it’s always presented as a miss it just happens to look weird when the giant killbot is the hardest enemy to shoot in the game

a problem that does not present itself to punchbots, which actually get a unique animation for punching the sectopod :black101:

I was pretty sad when my punchy mech in XCOM 2 didnt get a similar animation for mutons or berserkers

reignofevil
Nov 7, 2008
XCom 2 WoTC has become more forgiving of taking losses as well, being able to pick up two good soldiers in resistance missions or one from the occasional covert action/ black market purchase means that you can afford to treat your soldiers as a bit more expendable and a bit more interchangeable.

reignofevil
Nov 7, 2008
My understanding is in EU the RNG was based on what actions you had already taken that turn whereas in xcom 2 it was changed to be more properly random where taking the same action wouldn't always lead to the same results.

Am I wrong about that and why would I possibly want that back?

reignofevil
Nov 7, 2008
Thanks to everyone for explaining what the deal was re: crit chance I'm gonna consider the EU mod for my next playthrough.

reignofevil
Nov 7, 2008
The vanilla strike perk is a pale comparison of the once mighty sectoid slaying fistbots of xcom1

reignofevil
Nov 7, 2008
It's hard for me to picture the adromedons as particularly threatening without their environment suit. You might say 'well they had those on their home planet' but why would they, presumably their home planet's environment is much like the inside of their armor so they could walk around just fine on their own.

reignofevil
Nov 7, 2008
I like in UFO defense when my medic gets knocked out someone else can pick up his med kit and revive him.

Edit- and units standing on the same tile as bodies is legit. Got screwed on a Lost mission because every tile was taken by lost and I couldn't drop my unconcious member to fight out of it.

reignofevil
Nov 7, 2008

Danaru posted:

On a related note, how exactly does gremlin hacking work, because I thought as long as someone on the team could see the target, the specialist could send out Hackbot but lately I've been having issues where my specialist still cant hack or haywire despite having another troop basically sitting on it

The short answer is that you can hack anything in your specialist's line of sight. The long analysis is that hacking is relatively pointless because the only way to make it reliable is to spend money researching the skullhack some more to get a kinda insufficient bonus then use that bonus to succeed in some hacks on randomly selected missions with randomly selected hack rewards and then after wrestling with the RNG you get to spend some precious training points giving the specialist haywire mode.

If you follow this path you will have your specialist ready for his new role as an actually useful hacker usually just in time for you to complete the final mission and conclude the game.

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reignofevil
Nov 7, 2008

Iron Crowned posted:

I love SPARKS but it seems like the aliens always prioritize attacking them so they get blowed up too fast.

No no no you are saying this all wrong, when the aliens shoot past your specialist directly at the spark you say it like

Iron Crowned posted:

I love SPARKS .... it seems like the aliens always prioritize attacking them! so they get blowed up too fast :( .

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