XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
5,002 replies, posted
I wish there was a tier 3 grenade launcher. Not because I feel like the tier 2 isn't strong enough, but because it looks weird to have all the tier 3 alien gear and still have the same normal looking tier 2 one.
[QUOTE=Kilgore 2nd;49700987]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).[/QUOTE]
Yeah this game can be so unfair it's near impossible at times. 8 turn mission, pod outside the building is Mech Soldier and 2 Lancers, pod inside is 2 Sectoids and a Codex, and when you reach 1 turn left the game spawns a Dropship (which since the flare comes up near the end of your turn, is basically spawning enemies in your face) with another Mech Soldier and 2 Lancers. Also why can the Codex teleport [I]and[/I] do loads of damage, generally when you balance something you give it downsides, but this need not apply to ADVENT forces apparently.
XCOM, [I]PLEASE.[/I]
So i just saw my first sectopod today.
Motherfucker tripped two overwatches, the second one fucking executed it from full health thanks to a 10% repeater.
I was fucking histerical.
Biggest fuck you to aliens in 20 years right there.
I seriously wish i wasn't too busy freaking out to take a screenshot.
[QUOTE=Mr. Someguy;49701030]Yeah this game can be so unfair it's near impossible at times. 8 turn mission, pod outside the building is Mech Soldier and 2 Lancers, pod inside is 2 Sectoids and a Codex, and when you reach 1 turn left the game spawns a Dropship (which since the flare comes up near the end of your turn, is basically spawning enemies in your face) with another Mech Soldier and 2 Lancers. Also why can the Codex teleport [I]and[/I] do ;pads of damage, generally when you balance something you give it downsides, but this need not apply to ADVENT forces apparently.
XCOM, [I]PLEASE.[/I][/QUOTE]
conversely, 12 turn assassination mission with the evac point closer to where you start than the vip is
fire one rocket at the target, leave without shooting anything else
gg
[QUOTE=Mr. Someguy;49701030]Yeah this game can be so unfair it's near impossible at times. 8 turn mission, pod outside the building is Mech Soldier and 2 Lancers, pod inside is 2 Sectoids and a Codex, and when you reach 1 turn left the game spawns a Dropship (which since the flare comes up near the end of your turn, is basically spawning enemies in your face) with another Mech Soldier and 2 Lancers. Also why can the Codex teleport [I]and[/I] do ;pads of damage, generally when you balance something you give it downsides, but this need not apply to ADVENT forces apparently.
XCOM, [I]PLEASE.[/I][/QUOTE]
Yeah I had an 8 turn mission that involved getting to a VIP which was behind a hack required door and my spawn point was on the roof of a building where my only options were to either go up or break a window and trigger an alarm. The vantage point was fine but the very first pod was a fucking codex which wasted a lot of time as it plopped my guys with the gun disable twice. Had one of those damn lancers in the pod too which required more time wasting. By the time I got to the VIP door I had 1 turn left when I was a good 2-3 turns away from extraction point. Fairly sure that was impossible. Would've been pushing it close just getting there in 8 turns, nevermind having to deal with 3 or 4 pods of enemies :c
I don't even care, I save scummed it and loaded back to the overworld map and generated a different map. Managed to get out with 1 turn remaining.
Does it ever feel like the game cheats to have one of your guys die?
It feels like after 3-4 missions, if i dont lose anyone, then the next one I'm DEFINITELY going to lose someone.
how do you get stunned troops back up?
[QUOTE=waylander;49701139]how do you get stunned troops back up?[/QUOTE]
you need to have a specialist with the gremlin revive ability. otherwise they're down for the rest of the mission, you can pick them up with another soldier and carry them to the extraction point though
this is why stun lancers are such a nightmare early on
for me troops that get stunned by lancers just get back up themselves the next turn
[QUOTE=Funktastic Dog;49701138]Does it ever feel like the game cheats to have one of your guys die?
It feels like after 3-4 missions, if i dont lose anyone, then the next one I'm DEFINITELY going to lose someone.[/QUOTE]
Every time a Faceless activates and insta-kills one of your early game squaddies/corporals I still feel like its cheating, also when a Stunlancer kills a guy with a 6 damage crit, and when I watch my 90% to hit blade swings miss 1/4 of the time
If you draw the Faceless infiltrator dark event in the first/second month just give up and start a new campaign if you're on Commander+
Do you guys think now that I am about to start up playing Xcom2, should I enable the mod that gets rid of the turn limits or should I keep it in for my first playthrough.
I always recommend vanilla first for any game.
Maybe it's because I'm on Veteran, but my Sniper has been the mvp of my campaign. Kill Zone with an extended magazine is really good, although it does like to not go off on some enemies. The ability to consistently get high-damage shots off on basically any enemy on the map is highly effective.
Thats it im getting that mod to nerf stun lancers.. Its 100% bullshit that as soon i "Discover" them, they rush to my soldier thats on the other end of the map and isntantly knock them down
I wish the metallic bits on the tier 2 armor weren't so deceivingly dark when customizing them aboard the avenger. Once you hop in game they gotta glow bright white, completely changing the original look I was going for.
[t]http://images.akamai.steamusercontent.com/ugc/549806039284456866/2205A9ECFA28C12F538C8EC9354819EC13FD5650/[/t]
The white was supposed to be dark steel dammit.
I feel like these games would work better if there was some sort of campaign bonuses system. Like if you fail, depending on how far you get, you get some sort of bonus that carries over to other playthroughs, with bigger ones if you get further or actually win. Make them a toggle for people that don't want them, but I think it'd encourage a lot more people to actually just play through instead of starting over or savescumming constantly.
[QUOTE=Funktastic Dog;49701138]Does it ever feel like the game cheats to have one of your guys die?
It feels like after 3-4 missions, if i dont lose anyone, then the next one I'm DEFINITELY going to lose someone.[/QUOTE]
Well as far as enemies I've encountered so far, only the [sp]Codex[/sp] thing that teleports feels the most cheaty, mostly because it can teleport behind and flank you, without triggering overwatching for some horrible crit damage potential, that and it can duplicate.
Had one injure itself and duplicate -_-
[QUOTE=Kilgore 2nd;49701372]
Had one injure itself and duplicate -_-[/QUOTE]
Clever girl.
Most trouble I'm having are with those fucking Andromedons right now, straight up didn't know they existed because I went in mostly blind to most of the aliens.
Took me by surprise I'll tell ya.
[QUOTE=Chickens!;49689547]Operation Hot Father[/QUOTE]
[IMG]http://i.imgur.com/k3i0Pna.png[/IMG]
:excited:
[QUOTE=Funktastic Dog;49701138]Does it ever feel like the game cheats to have one of your guys die?
It feels like after 3-4 missions, if i dont lose anyone, then the next one I'm DEFINITELY going to lose someone.[/QUOTE]
unless you're playing on legendary the game is actually cheating to keep them alive by boosting your chances of hitting after several misses and by nerfing the chances of the enemies after several hits
x-com wants to help you, commander
When I saw that beret mod I couldn't resist.
[t]http://images.akamai.steamusercontent.com/ugc/320122861625983476/1B8178D886DB9835330725D5ABCA8CE5F4CE42D6/[/t]
Party Hat mod when?
Regarding Codexes, has anybody tried using a flashbang on them? We know that they prevent psi-abilities from being used, so wouldn't logic dictate that they at the very least wouldn't be able to pull their bullshit weapon disable rift?
I tried to make someone from my favourite youtube show: Beer and Boardgames
[t]http://i.imgur.com/6MOATtH.jpg[/t]
I didn't do too well.
oof, i love it when a [sp]codex[/sp] catches an [sp]archon[/sp] in its aoe ability, so the [sp]archon[/sp] AI doesn't know what to do while [sp]~weapon disabled~[/sp] and just sits there and eats the damage next turn
[sp]finished the game. was v.close at the end but i slashed up the last avatar before my mind-controlled self insert got himself killed. the whole anime energy beams part was a bit stupid but ill let it pass cause we're getting terror from the deep most definitely. also can we get exalt and/or cult of sirius?[/sp]
[QUOTE=haloguy234;49701619]Regarding Codexes, has anybody tried using a flashbang on them? We know that they prevent psi-abilities from being used, so wouldn't logic dictate that they at the very least wouldn't be able to pull their bullshit weapon disable rift?[/QUOTE]
I'm pretty sure flashbangs prevent all special actions on all enemies that aren't robotic. I know for sure codexes will try to reposition and overwatch/take a shot when flashbanged, plus they also won't clone themselves when they take damage and will rather run to cover instead of teleporting.
[QUOTE=zin908;49701283]Do you guys think now that I am about to start up playing Xcom2, should I enable the mod that gets rid of the turn limits or should I keep it in for my first playthrough.[/QUOTE]
Definitely don't disable them, they are a significant part of the new gameplay and interesting additions.
If you are worried about them, get a mod that slightly extends them rather than removing them. After a while you'll find you don't even need the extended time when you get used to the game.
If you disable a mod, it makes all the saves with that mod unusable, yeah?
I find the codex gets less cool the more you encounter it. It was pretty radical when [sp]it could only be summoned by skulljacking[/sp]
[QUOTE=ScottyWired;49701890]I find the codex gets less cool the more you encounter it. It was pretty radical when [sp]it could only be summoned by skulljacking[/sp][/QUOTE]
This thing is here to defend against network intrusions! Oh and they sometimes have to pull guard duty.
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