• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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[QUOTE=Mr. Someguy;49700032]Also "100% chance to hit; Miss" is still a thing :vs: Never change, XCOM.[/QUOTE] I had my sniper use Kill Zone, shoot once and then not bother to do anything about the remaining guys. Kinda made the whole skill a little bit useless.
[QUOTE=Linda,Octopus;49699966]Well that ending was just about as much of a cliffhanger as the XCOM EU one was.[/QUOTE] Don't worry, it won't matter in xcom 3 where the resistance fails.
[QUOTE=I am Error;49700094]I had my sniper use Kill Zone, shoot once and then not bother to do anything about the remaining guys. Kinda made the whole skill a little bit useless.[/QUOTE] they nerfed sharpshooters so fucking bad its stupid. kill zone sounds amazing on paper, but then you remember that overwatch bugs out sometimes and enemies will literally run straight through with your sniper sitting with a thumb up his ass. They replaced in the zone with a really shitty active ability that requires you to kill the person, instead of just getting extra shots on flanked enemies. Overall it feels like they didnt want them to be nearly as useful as they were in EU and just gave them shitty abilites or stats. Shit, their pistol skill tree is 100x cooler and more useful than the sniper one (gain a free move when shooting from above, woooooooo i get to reload the one shot or move closer for some reason).
Can anyone prove this? [url]https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/[/url]
I have a new scapegoat. [t]http://i.imgur.com/bn8SgKo.jpg[/t]
[QUOTE=Hogie bear;49700170]Can anyone prove this? [url]https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/[/url][/QUOTE] doesn't seem to make a difference for me
[QUOTE=Kindlinho;49700173]I have a new scapegoat. [t]http://i.imgur.com/bn8SgKo.jpg[/t][/QUOTE] Well at least you have a better decoy.
so does that statement hold true that Firaxis said about ADVENT growing with you in your game and pretty much becoming your "own ADVENT" based on the way you played the game? [editline]8th February 2016[/editline] [QUOTE=Kindlinho;49700173]I have a new scapegoat. [t]http://i.imgur.com/bn8SgKo.jpg[/t][/QUOTE] Psi soldier in the making
Man that ending was fucking weird, pretty much the last thing I would've expected was for [sp]you, the commander to go super saiyan, gatecrash the alien's underwater party and 1v3 some ethereals in a psionic slam jam, complete with an energy beam tug of war[/sp]
[QUOTE=Alrækinn;49699790]How the hell'd you get Bradford?[/QUOTE] The default Demos & Replays Pool includes all the characters from demos and replays and this in includes Peter Osei and Ana Ramirez (Gatecrasher 1 and 2), Jane Kelly, and Bradford all from the tutorial. Import them and bam you have them.
I'm proud of this one: [IMG]http://i.imgur.com/ebxyarU.jpg?1[/IMG] also: [t]http://i.imgur.com/jmuIG3J.jpg[/t]
Has anyone figured out how to increase the max length of character bios? I've suddenly discovered I really, really like writing them, at the character limit's pretty tiny.
[QUOTE=codemaster85;49700140]they nerfed sharpshooters so fucking bad its stupid. kill zone sounds amazing on paper, but then you remember that overwatch bugs out sometimes and enemies will literally run straight through with your sniper sitting with a thumb up his ass. They replaced in the zone with a really shitty active ability that requires you to kill the person, instead of just getting extra shots on flanked enemies. Overall it feels like they didnt want them to be nearly as useful as they were in EU and just gave them shitty abilites or stats. Shit, their pistol skill tree is 100x cooler and more useful than the sniper one (gain a free move when shooting from above, woooooooo i get to reload the one shot or move closer for some reason).[/QUOTE] To be fair, snipers were [I]wildly [/I]overpowered in EU and EW, so I can see why they'd nerf them.
[QUOTE=Rahkshi lord;49700294]To be fair, snipers were [I]wildly [/I]overpowered in EU and EW, so I can see why they'd nerf them.[/QUOTE] And now we have gunslingers shooting down everyone at the same time :v: And although a lot of armour is a pretty good counter against it, taking out armour isn't particularly hard.
[QUOTE=Hogie bear;49700170]Can anyone prove this? [URL]https://www.reddit.com/r/Xcom/comments/44r2f5/psa_press_caps_lock_in_the_postmission_skyranger/[/URL][/QUOTE] [quote]Edit: Goddammit, I just confirmed that yes, it works. The instant I hit capslock, the loading animation seizes up for a few seconds, and then the loading is finished. If this is unintended, this might be the single most bizarre ...undocumented feature I've ever seen. Maybe it's possible that this is some kind of alternate loading method that wasn't considered reliable enough for general use? Like a devtool that wasn't meant to make it into production?[/quote] and other users are confirming that this was in EW and EU
So here we go, image dump. This extremely appropriately named operation marks the conclusion of my first playthrough, in a good XCOM tradition, as a failure. [t]http://images.akamai.steamusercontent.com/ugc/316744920737849781/C966DB8D9449883A1C60FE49CF900E28E98857CB/[/t] Leftenant Ross is indeed shedding [i]tears[/i] all [i]alone[/i], because all of his friends have perished on the field of struggle to lift the vile alien occupation. That mission was doomed from the start, and it went as it was destined to. Leftenant O'Neil failed 80% hack attempt, blew squad's cover, and gave horrible evolutionary rejects of ADVENT a substantial boost to defence and mobility. As if Lancers needed any more mobility. It quickly snowballed from there. [t]http://images.akamai.steamusercontent.com/ugc/316744920737852330/98E3289A3A8E2AA826DAAB83C49897ADD0F27DA1/[/t] [sp]yes that's Kelly there, RIP[/sp] This simple fact that he's the sole survivor, albeit heroic one, the one who invited the fire of ADVENT abominations so that VIP can reach the Skyranger, is not helped one bit by the fact that in the end he had to leave his best friend and a fellow compatriot, leftenant Fiona O'Neil, for aliens to torture. Regretting that all of the bullets sent his way by ADVENT forces have [sp]surprisingly[/sp] missed, Ross pushed the Commander to send him along with Bravo team, a squad comprised of misfits and losers, on a mission to blow up Advent black site. He has proven himself once more as a complete badass [t]http://images.akamai.steamusercontent.com/ugc/316744920737853373/891159F19A5CD2FCA46989F084E80C2DB3BB611A/[/t] seeking his last stand. Alas, death evaded him once again, despite the fact that the Bravo team wasn't quite up to the task of fighting through tons of sneks. [t]http://images.akamai.steamusercontent.com/ugc/316744920737854089/5622FF636CDF2FABC7F819C24DC482DE05AADF8A/[/t] There wasn't a single turn the squad wasn't suffering from acid, which resulted in missed shots, failed overwatches, general lack of mobility, bad positioning and constant retreats. But against all odds, brave misfits of Bravo team managed to complete the task and successfully evacuate, leaving ADVENT reinforcements to enjoy the fireworks as the [i]Fist[/i] of XCOM disappears once again into the [i]Shadows[/i]. Never to strike again. Despite the tactical success of Black site sabotage, the XCOM was left with no fighting force. The Bravo team was bedridden for quite awhile, the sole survivor of Alpha team became a broken man (he did receive "shaken" debuff, I just didn't make a screenshot) in addition to his injuries. With little to no supplies, overextended resistance was vulnerable to retaliation strikes that were mere days away. There was no one left who could stop the Avatar project. And it most likely succeeded, but the Commander didn't live to find out what it was: following failures, seeing his work coming apart, watching the team slowly losing hope, he disbanded the XCOM, let the team go and drove the Avenger into the sea. [sp]Yes I lack patience to play/wait until the game over[/sp] The best fighters humanity had to offer have failed. RIP, fallen heroes, soon no one will be there to miss you and you will enjoy the silence forever. Or get turned into zombies. [t]http://images.akamai.steamusercontent.com/ugc/316744920737885224/9912F25E04FA4F788C8CA5310B0DDE29D3559A4D/[/t]
If any of you guys get this reference I'm gonna go nuts. [t]http://i.imgur.com/LhT5KKc.jpg[/t]
Kenneth Coleman from Operation Winback, right?
'a god falls' and you'll never guess what killed him
[QUOTE=Mellowbloom;49700492]'a god falls' and you'll never guess what killed him[/QUOTE] was it your own soldier of you that killed him
[QUOTE=Rahkshi lord;49700294]To be fair, snipers were [I]wildly [/I]overpowered in EU and EW, so I can see why they'd nerf them.[/QUOTE] In the zone on an archangel-plasma sniper was so overpowered it was bonkers. Solo an entire chryssalid pod? Got ya covered, m8. I'm mostly happy they actually let snipers be snipers from get get-go now, getting Squadsight as their signature ability. I can't help but wonder if they took cues from Long War. EDIT: Speaking of, how does Kill Zone stack up against the other option? I've been struggling to level up and I just got a Sharpshooter (100% long-range specced) up for that rank
[QUOTE=Kite_shugo;49700500]was it your own soldier of you that killed him[/QUOTE] falling damage
Things sure get interesting when sectopods are around And by that I mean they keep trampling over exploding shit, just had one killing a dark VIP for me [thumb]http://i.imgur.com/BNW6CAT.jpg[/thumb] When that happens you get reinforcements called on you but the AI doesn't know what the fuck to do so the game hangs for like 10 seconds after every enemy turn so long as you're concealed [img]http://i.imgur.com/HoXEaNd.png[/img]
Been spitballing a few ideas to solve the whole "Proving Ground lottery whether you'd get the grenade/ammo/weapon you want again." First and most easiest option is to just straight up add it to the "Build Items" menu once you build the first one. Lazy and lame. Second one is add a short (Autopsy length) research option to add it to the Build Items menu. Means stopping your current research, but could be worth it. Third one is to add a new type of facility, tentatively named the "Manufactory". Would allow you to build any Proving Ground items you've already built at a slightly quicker rate than the normal Proving Ground - this includes Skulljacks and E.X.O. suits. Would use a slightly different cost for the random grenade/ammo/armor/weapons. (less Elerium cores, more Alien Alloys/Elerium?) Rate of production would always be quicker than building a random item from the Proving Grounds, staffing an engineer would halve the time. Unlocked via research after building the Proving Ground/your first Skulljack.
[QUOTE=Rahkshi lord;49700294]To be fair, snipers were [I]wildly [/I]overpowered in EU and EW, so I can see why they'd nerf them.[/QUOTE] They really weren't if you played the game properly. Because except for supports every class could become wildly overpowered anyway so it didnt matter that much The problem was that people were using the pistol swap bug to get a snapshot squadsight sniper I wouldn't even mind the changes in X2 if the snipers weren't so bad at doing what they were supposed to do (hitting things far away). And you can't really take your time positioning them like you did in EW because of the timed missions so you're going to get two, max three sniper shots per mission if you're lucky. You can get all these shots in one turn with a gunslinger so...
[QUOTE=Kite_shugo;49700202]Psi soldier in the making[/QUOTE] But I'm already made :(
[QUOTE=Im Crimson;49700525]In the zone on an archangel-plasma sniper was so overpowered it was bonkers. Solo an entire chryssalid pod? Got ya covered, m8. I'm mostly happy they actually let snipers be snipers from get get-go now, getting Squadsight as their signature ability. I can't help but wonder if they took cues from Long War. [/QUOTE] Imo Double Tap is so much more powerful than in the zone late-game. We're talking about dealing 30-40 damage per sniper in one turn, without wasting explosives on cover destruction. You also can't stack multiple shots on one sectopod with in the zone.
Christ, scraping by some missions here. Had one of those hack the terminal missions, 8 turns (which again, fucking turn timers need to take into consideration the random gen of maps and enemy types). Basically had to push hard to get near the terminal, had reinforcements dropping in behind me, so practically surrounded - thankfully managed to use my specialist to hack the console with 1 turn remaining and kill the surrounding enemies, consisting of 3 mutons and 4-5 advent trooper/officer/melee cunts. Luckily a great grappling spot with the spider suit and the death from above ability softened up the enemies enough so I could finish them off, even got a falling kill on an enemy by blowing up the shitters roof that he climbed to. It was an all or nothing mission too as I'm 4 squares away from Avatar being finished and the mission was to prevent the enemy getting 2 progress pips whilst being halfway through the month. Thankfully got the access to the power suits now and shortly I will also finally have the abilities to increase squad size as I'm still being cock blocked with a squad size of 4. 1 Resistance contact away from shutting down another black site, hoping I can do it before it triggers a progress pip. I gotta say, the game is keeping it close on the edge. Not sure if intentional or I just had a shitty start but it's pretty great and terrible at the same time. So tense D:
[t]http://i.imgur.com/LMReyFi.jpg[/t] remember kids, shooting is at enemies is for losers
[QUOTE=Jetamo;49700660]Been spitballing a few ideas to solve the whole "Proving Ground lottery whether you'd get the grenade/ammo/weapon you want again." First and most easiest option is to just straight up add it to the "Build Items" menu once you build the first one. Lazy and lame. Second one is add a short (Autopsy length) research option to add it to the Build Items menu. Means stopping your current research, but could be worth it. Third one is to add a new type of facility, tentatively named the "Manufactory". Would allow you to build any Proving Ground items you've already built at a slightly quicker rate than the normal Proving Ground - this includes Skulljacks and E.X.O. suits. Would use a slightly different cost for the random grenade/ammo/armor/weapons. (less Elerium cores, more Alien Alloys/Elerium?) Rate of production would always be quicker than building a random item from the Proving Grounds, staffing an engineer would halve the time. Unlocked via research after building the Proving Ground/your first Skulljack.[/QUOTE] Manufactory would be sweet.
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