• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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You could also finish the letters :v:
[QUOTE=Chickens!;49755898]You could also finish the letters :v:[/QUOTE] It's alien-lite, I think it looks alright.
[QUOTE=Chickens!;49755898]You could also finish the letters :v:[/QUOTE] Actually, Advent really does that. [t]http://vignette2.wikia.nocookie.net/xcom/images/d/d9/ADVENT_logo.png/revision/latest?cb=20150604012203[/t] Part of me likes to believe that that's not a font and the ayys are actually trying to re-invent the latin alphabet :v:.
[QUOTE=Pilotguy97;49755913]Actually, Advent actually does that. Part of me likes to believe that that's not a font and the ayys are actually trying to re-invent the latin alphabet :v:.[/QUOTE] Hey man dont make fun of the sectoids that are still learning our alphabet.
Just finished my first playthrough of XCOM 2. I made it through most of the last level barely taking any damage, thinking "what exactly is supposed to be so hard about this?". Then the boss area happened. Man, those [sp]3 avatars[/sp] are some serious fucking bullshit. [sp]The first time I fought one after skulljacking a codex it wasn't that hard of a fight, I had the proper equipment to deal with it and no other threats to worry about. But when there's 3 of them and a bunch of extra enemies teleporting in every single round it feels completely unfair. You get overwhelmed really quickly, then the avatars pull their guaranteed mind control and teleport to safety in this huge fucking arena every time you shoot them. I already wasn't a fan of the "get punished because you took one step too far and accidentally triggered 5 enemies" situations that happen all the time in this game, but this level took the concept to the extreme and made it even more obvious how stupid it is. So I had to resort to playing everything ultra carefully, moving on only a few steps after clearing all the enemies in my visual range, and saving after every single avatar kill. Because there's no way I want to replay the whole fight again after I already got destroyed multiple times. One particular highlight was when I had my whole squad in overwatch, they proceed to miss every single shot on enemy's turn, and on my turn, I take several 95%+ shots in a row and they all get fucking dodged. At that point I just wanted to grab my monitor and smash it straight through the window. The funny thing is, once you play it super slow, careful and get a little lucky at times, the whole thing seems really easy. But by the time I figured that out, I was sufficiently pissed off that it sucked out all the fun out of seeing the ending. Just another shitty boss fight I guess.[/sp] Why is it that boss fights in general are often so terrible? I've played through hundreds of games in my life, and I can barely remember a few bosses that felt genuinely challenging and enjoyable at the same time. Way too many of them fall into a just a few unfun categories: the cliche "find the weak spot" puzzle, the bullet sponge that takes ages to finish and feels downright boring, the "throw unfair bullshit at you so that you need to use extreme cheese tactics to win", or some combination of these.
I really didn't have any issues with the final fight. To be honest I had more trouble with the [sp]double sectopods[/sp] earlier in the mission than the actual [sp]avatars[/sp]. Honestly I handled them the same way I handled [sp]codex[/sp]. Hit them as hard as possible in single hits. Stuff like Rapid Fire and (I assume) Chain Fire can do some massive damage. They also [sp]won't flee until all attacks from that character are finished, so using Rapid Fire if it hits both times they'll take it in the face then take it in the face again and then teleport away.[/sp] I had my shotgun ranger with Talon Rounds kill one off in a single turn with rapid fire with 103% crit chance. Rupture also works well since its a guaranteed crit and any subsequent hits will do 3 more damage to it. That fight would have also been a lot easier if I had still held onto my shredder cannon weapons with my 2 WAR suits. Sadly I burned them earlier in the mission.
[QUOTE=Pilotguy97;49755913]Actually, Advent really does that. [t]http://vignette2.wikia.nocookie.net/xcom/images/d/d9/ADVENT_logo.png/revision/latest?cb=20150604012203[/t] Part of me likes to believe that that's not a font and the ayys are actually trying to re-invent the latin alphabet :v:.[/QUOTE] I mean, once you think about it, it's a much more efficient way of writing the letters. You can tell what each one is perfectly fine, they've essentially just eliminated all non-essential brushstrokes. Sort of reflects the whole "Super-Advanced Alien Regime" aura ADVENT has going on. [sp]DEEPEST LORE[/SP]
[QUOTE=pebkac;49755979]Just finished my first playthrough of XCOM 2. I made it through most of the last level barely taking any damage, thinking "what exactly is supposed to be so hard about this?". Then the boss area happened. Man, those [sp]3 avatars[/sp] are some serious fucking bullshit. [sp]The first time I fought one after skulljacking a codex it wasn't that hard of a fight, I had the proper equipment to deal with it and no other threats to worry about. But when there's 3 of them and a bunch of extra enemies teleporting in every single round it feels completely unfair. You get overwhelmed really quickly, then the avatars pull their guaranteed mind control and teleport to safety in this huge fucking arena every time you shoot them. I already wasn't a fan of the "get punished because you took one step too far and accidentally triggered 5 enemies" situations that happen all the time in this game, but this level took the concept to the extreme and made it even more obvious how stupid it is. So I had to resort to playing everything ultra carefully, moving on only a few steps after clearing all the enemies in my visual range, and saving after every single avatar kill. Because there's no way I want to replay the whole fight again after I already got destroyed multiple times. One particular highlight was when I had my whole squad in overwatch, they proceed to miss every single shot on enemy's turn, and on my turn, I take several 95%+ shots in a row and they all get fucking dodged. At that point I just wanted to grab my monitor and smash it straight through the window. The funny thing is, once you play it super slow, careful and get a little lucky at times, the whole thing seems really easy. But by the time I figured that out, I was sufficiently pissed off that it sucked out all the fun out of seeing the ending. Just another shitty boss fight I guess.[/sp] Why is it that boss fights in general are often so terrible? I've played through hundreds of games in my life, and I can barely remember a few bosses that felt genuinely challenging and enjoyable at the same time. Way too many of them fall into a just a few unfun categories: the cliche "find the weak spot" puzzle, the bullet sponge that takes ages to finish and feels downright boring, the "throw unfair bullshit at you so that you need to use extreme cheese tactics to win", or some combination of these.[/QUOTE] There's been quite a few games I haven't finished simply because I get bored at the last level or boss.
[QUOTE=pebkac;49755979]Just finished my first playthrough of XCOM 2. I made it through most of the last level barely taking any damage, thinking "what exactly is supposed to be so hard about this?". Then the boss area happened. Man, those [sp]3 avatars[/sp] are some serious fucking bullshit. [sp]The first time I fought one after skulljacking a codex it wasn't that hard of a fight, I had the proper equipment to deal with it and no other threats to worry about. But when there's 3 of them and a bunch of extra enemies teleporting in every single round it feels completely unfair. You get overwhelmed really quickly, then the avatars pull their guaranteed mind control and teleport to safety in this huge fucking arena every time you shoot them. I already wasn't a fan of the "get punished because you took one step too far and accidentally triggered 5 enemies" situations that happen all the time in this game, but this level took the concept to the extreme and made it even more obvious how stupid it is. So I had to resort to playing everything ultra carefully, moving on only a few steps after clearing all the enemies in my visual range, and saving after every single avatar kill. Because there's no way I want to replay the whole fight again after I already got destroyed multiple times. One particular highlight was when I had my whole squad in overwatch, they proceed to miss every single shot on enemy's turn, and on my turn, I take several 95%+ shots in a row and they all get fucking dodged. At that point I just wanted to grab my monitor and smash it straight through the window. The funny thing is, once you play it super slow, careful and get a little lucky at times, the whole thing seems really easy. But by the time I figured that out, I was sufficiently pissed off that it sucked out all the fun out of seeing the ending. Just another shitty boss fight I guess.[/sp] Why is it that boss fights in general are often so terrible? I've played through hundreds of games in my life, and I can barely remember a few bosses that felt genuinely challenging and enjoyable at the same time. Way too many of them fall into a just a few unfun categories: the cliche "find the weak spot" puzzle, the bullet sponge that takes ages to finish and feels downright boring, the "throw unfair bullshit at you so that you need to use extreme cheese tactics to win", or some combination of these.[/QUOTE] [sp]I killed each Avatar the turn they came into range with repeated uses of null lance, rifts, soulfire, buffed plasma grenades from my grenadiers , rapid fire and luck I also came closer to failure with the Sectopod pair because one of them almost straight up killed my Psi Op from behind full cover at long range. Soulsteal later meant that he regained all his health though lol, because Psi Ops are OP as hell To be honest the Avatar fight is a LOT better than the joke of a boss fight we had at the end of XCOM EU where the big baddie was a basically a giant bullseye that crumpled like wet tissue paper after one casual barrage of fire. In XCOM2 at least you feel overwhelmed because you're being swarmed with aliens and having to defeat enemies that move unpredictably after each attempt to shoot them[/sp]
[QUOTE=Senscith;49756057]I really didn't have any issues with the final fight. To be honest I had more trouble with the [sp]double sectopods[/sp] earlier in the mission than the actual [sp]avatars[/sp]. Honestly I handled them the same way I handled [sp]codex[/sp]. Hit them as hard as possible in single hits. Stuff like Rapid Fire and (I assume) Chain Fire can do some massive damage. They also [sp]won't flee until all attacks from that character are finished, so using Rapid Fire if it hits both times they'll take it in the face then take it in the face again and then teleport away.[/sp] I had my shotgun ranger with Talon Rounds kill one off in a single turn with rapid fire with 103% crit chance. Rupture also works well since its a guaranteed crit and any subsequent hits will do 3 more damage to it. That fight would have also been a lot easier if I had still held onto my shredder cannon weapons with my 2 WAR suits. Sadly I burned them earlier in the mission.[/QUOTE] Funny you mentioned the part with [sp]double sectopod and a bunch of smaller mechs[/sp], I got through that super clean and easy: double shredstorm cannon, then a sniper with serial got 100% shots on everything that was left standing. If I knew what was coming up I would've saved the shredstorms though, when you're out of guaranteed huge damage dealers and enemies dodge your 100% sniper shots it feels super shitty. Oh and guess how handy the bunch of grenades I saved up were? [sp]fucking useless because you can't even launch them far enough in the last room for whatever reason.[/sp]
I brought 4 Colonels, 1 Magnus and 1 Major along for the final mission [sp]The major scored the last Avatar kill and got a promotion for it http://images.akamai.steamusercontent.com/ugc/550933212719783551/070FA7F9BE8A3ED95BCEEF4C112A3224214AE527/[/sp]
Any artist out there willing to make a logo for me for my Jagged Alliance 2 & Unfinished Business pack? If not, then I'll whip something up in Photoshop real quick. Oh, and release date for the first 18 (Wave 1) will be tomorrow, or Thursday.
[video=youtube;AvIgzYBL2Z8]http://www.youtube.com/watch?v=AvIgzYBL2Z8&feature=youtu.be[/video]
Anyone else miss the Action-Figure artstyle from EU?
Am I crazy in thinking that the problem with explosives/meme beacons is moreso that the turn timers and alien variety is poorly balanced? Late in the game almost every mission is filled with mecs, codexes, gatekeepers, andromedons, and archons. Archons, Codexes and gatekeepers have mechanics that can easily wipe squad/make the situation much worse than it already is, so you end up focusing them first which is fine, they're designed to soak up aggro. But very frequently you'll run into multiple pods and have to fight 2 or 3 of these types of enemies at once. You can maybe live using high ground and your weapons but guns can only hit single target and they have a percent chance to miss. Leaving an archon or codex alive is going to make you take heavy damage and at this stage of the game losing a guy is a huge set back, even with a B-team. You need the explosives and other guaranteed shit to actually clear out the aggro aliens and get the objective before the timer runs out. Just my thoughts after seeing some streamers like beaglerush say that the game is too easy.
[QUOTE=Blueridge;49756557]Am I crazy in thinking that the problem with explosives/meme beacons is moreso that the turn timers and alien variety is poorly balanced? Late in the game almost every mission is filled with mecs, codexes, gatekeepers, andromedons, and archons. Archons, Codexes and gatekeepers have mechanics that can easily wipe squad/make the situation much worse than it already is, so you end up focusing them first which is fine, they're designed to soak up aggro. But very frequently you'll run into multiple pods and have to fight 2 or 3 of these types of enemies at once. You can maybe live using high ground and your weapons but guns can only hit single target and they have a percent chance to miss. Leaving an archon or codex alive is going to make you take heavy damage and at this stage of the game losing a guy is a huge set back, even with a B-team. You need the explosives and other guaranteed shit to actually clear out the aggro aliens and get the objective before the timer runs out. Just my thoughts after seeing some streamers like beaglerush say that the game is too easy.[/QUOTE] The game is too easy though. Legendary can be difficult for sure, but it greatly depends on how you decided to ultimately position your guys and who you decided to leave alive (let's face it, not every engagement will end with the ayys not being able to shoot back). Grenadiers are cheap to deploy and are easily your most guaranteed damage dealers, also in a wide AOE. Say goodbye to only hitting one target at a time when you can just blanket an area and rain down acid and fire and whatever the hell else you want. Want literal hellfire? You can have that too! And once you get blaster launchers? GG aliens. Early game it's still difficult but you aren't up against pod after pod of Codex and Archon and Andromedon, it's mostly standard Advent grunts and the occasional Viper/Sectoid/Muton. As for multiple pod engagements, that's largely at fault of the player. Pushing out even so much as a tile beyond where you've already been is a massive no-no precisely because of that. Which is why most of the veterans don't do that. They only do it if they absolutely positively must, such as to get to a good grenade position or get a nice flank. Also, Archons and Codexes largely become non-problems late-game. Archons are almost always guaranteed to do Blazing Pinions, which gives you a turn to get away from the attack. And Codexes, while annoying, become a total non-problem when everybody is rocking autoloaders.
[QUOTE=haloguy234;49756585]The game is too easy though. Legendary can be difficult for sure, but it greatly depends on how you decided to ultimately position your guys and who you decided to leave alive (let's face it, not every engagement will end with the ayys not being able to shoot back). Grenadiers are cheap to deploy and are easily your most guaranteed damage dealers, also in a wide AOE. Say goodbye to only hitting one target at a time when you can just blanket an area and rain down acid and fire and whatever the hell else you want. Want literal hellfire? You can have that too! And once you get blaster launchers? GG aliens. Early game it's still difficult but you aren't up against pod after pod of Codex and Archon and Andromedon, it's mostly standard Advent grunts and the occasional Viper/Sectoid/Muton. As for multiple pod engagements, that's largely at fault of the player. Pushing out even so much as a tile beyond where you've already been is a massive no-no precisely because of that. Which is why most of the veterans don't do that. They only do it if they absolutely positively must, such as to get to a good grenade position or get a nice flank. Also, Archons and Codexes largely become non-problems late-game. Archons are almost always guaranteed to do Blazing Pinions, which gives you a turn to get away from the attack. And Codexes, while annoying, become a total non-problem when everybody is rocking autoloaders.[/QUOTE] I never beat EU/EW on normal, only easy. I started out xc2 on normal and quickly went to easy. Watching beagle is like watching a mastermind. I feel so stupid, rightfully. Hopefully I'll win on easy and move to veteran. Glad this game has so much replayability.
Personally I've always thought having pods of enemies activate after scouting them as shitty gameplay. Enemies should always be active from the start, though the game would need to be totally rebalanced for that approach. [editline]17th February 2016[/editline] It feels weird to be rewarded for moving through maps, scouting as little as possible because anything you don't see can't hurt you.
Well, then you run into ClassiCOM's major problem in that you might as well assume every step you take will bring you straight into an Overwatch trap. Compounded by the small squad sizes of FiraXCOM, making meat-shield recruits significantly less practical than they used to be.
Why the fuck are cannon fodder Advent dodging all my shots now?
Tried out that increased pod size mod. Ended up facing 20 advent (14 of them at the same time) with a 4 man squad. Surprisngly after reloading once I was able to make it out with one death and one annoying "one step away from the evac zone but no turns left" capture. [editline]16th February 2016[/editline] Also the one on the workshop is completely unbalanced. Like face 7 stun lancers at once about one month in unbalanced.
[QUOTE=Mingebox;49756782]Why the fuck are cannon fodder Advent dodging all my shots now?[/QUOTE] First time ever in my entire campaign did I figure out that Lancers had a dodge chance. I grazed a pretty important shot and was like "fuckers really?" Psi-Mop cleaned it up just nicely, though.
Watch me be bad at XCOM 2. Special guest stars are the SKULLs Parasite Unit. [video=youtube_share;U2REB83MQ_w]http://youtu.be/U2REB83MQ_w[/video]
Ranger with AWC Kill Zone + Superior Perception/Scope/Expanded Mag is insane. My goal now is a Specialist with the above, but also Covering Fire, Guardian and Cool Under Pressure with Laser Scope. That'd be fucking ludicrous
[QUOTE=certified;49756554]Anyone else miss the Action-Figure artstyle from EU?[/QUOTE] One of the main reasons I didnt like EU, I hated that artstyle.
[QUOTE=Louis;49757279]One of the main reasons I didnt like EU, I hated that artstyle.[/QUOTE] I hated it too, I really like the more detailed style we have now more.
I didn't hate the old artstyle, but it certainly wouldn't fit the theme of XCOM2.
[QUOTE=E3245;49756265]Any artist out there willing to make a logo for me for my Jagged Alliance 2 & Unfinished Business pack? If not, then I'll whip something up in Photoshop real quick. Oh, and release date for the first 18 (Wave 1) will be tomorrow, or Thursday.[/QUOTE] I've decided to make my own logo. Took me 3 hours to trace this by hand. [t]http://i.imgur.com/i9ynnoI.png[/t] Side by Side comparison: [img]http://i.imgur.com/NrY6jL2.png[/img] Voicepack is still temporary, until I can come up with something better. The logo probably needs that shadow. Any suggestions on how to improve this, or ideas?
[QUOTE=E3245;49757376]I've decided to make my own logo. Took me 3 hours to trace this by hand. [t]http://i.imgur.com/i9ynnoI.png[/t] Side by Side comparison: [img]http://i.imgur.com/NrY6jL2.png[/img] Voicepack is still temporary, until I can come up with something better. The logo probably needs that shadow. Any suggestions on how to improve this, or ideas?[/QUOTE] Just practice and screw around until you get something you like. You'll struggle more but at least you'll figure out your own style. Everyone has their own style and you want to find your own. But meh if you really want to know, see if you like what the subtitle looks like when put at the same orientation\rotation as the Jagged Alliance logo.
[QUOTE=E3245;49757376]Voicepack is still temporary, until I can come up with something better. The logo probably needs that shadow. Any suggestions on how to improve this, or ideas?[/QUOTE] The Voicepack text doesn't match well at all with the rest of the logo. Try adding the slight angle the the text has, also since you're using photoshop there use a Gradient Overlay to give the text that Orange/Red gradient. Another cool idea if you're up to something a little more involved take the XCOM logo, give it the colors from the Jagged Alliance font and mess around with the placement of the Voicepack text to see where it looks good. If you want it to look more like the Jagged Alliance logo look at taking the design from Jagged Alliance Back in Action or Jagged Alliance Flashback (maybe have that one end with hitting an XCOM logo or shattering the Ayy lmao kill head) and adding the Voicepack text instead of the original subtitle. On the text itself I'd definitely go with at lead a bold setting if not just a blockier font in general. I'm terrible with font names but you should be able to find a similar style then add some of those sharp triangles to some of the letters. [QUOTE=RaTcHeT302;49757425]Just practice and screw around until you get something you like. You'll struggle more but at least you'll figure out your own style.[/QUOTE] A lot of this. When I start on something new and especially on something I don't really have an idea where to start I try emulating something I do like. See what bits work and which ones don't and keep playing around from there until I get something I like.
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