XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
5,002 replies, posted
[QUOTE=Viper123_SWE;49705735]What do you mean? Panicking no longer cause your soldiers to shoot their childhood friends while screaming and breathing heavily.[/QUOTE]
Bullshit, I've had mine throw grenades at the rest of the team.
Panicking rookies invariably turn into complete berserkers with no ability to distinguish friends from foe, or total heroes who pull off a shot that breaks alien balls from across the map. In my experience there is no in between.
[QUOTE=archival;49704330]Sniper on the 3rd floor of a building behind hard cover, misses a 98% shot, gets 1 shot crit by an advent trooper who was at the very edge of his firing range.
XCOOOOOOOOOOM[/QUOTE]
I just reload when I get that kind of crap.
[QUOTE=Trainbike;49706016]Panicking rookies invariably turn into complete berserkers with no ability to distinguish friends from foe, or total heroes who pull off a shot that breaks alien balls from across the map. In my experience there is no in between.[/QUOTE]
What about the ones that hunker down in terrible spots or run out of cover when there's an enemy on overwatch?
[QUOTE=Sammyroc;49706034]What about the ones that hunker down in terrible spots or run out of cover when there's an enemy on overwatch?[/QUOTE]
They never existed in the first place. They don't even get a spot on the memorial wall. Pussies like that got no business bein' in my X-com.
Loving the game. 21 hours already put in, and I only just recently got a psionic solider (which rock). The only thing that I really miss are the SHIVs. I have one hell of a sweet spot for those little buggers, and GREMLINs are just toys. Hope we see a DLC in the future that adds something like XCOM MECs based on ADVENTs design. I want my squad of kill-bots.
Question, did you guys get ANY critical wounds? I had a lot of guys go down and nobody was ever critically wounded, they all just die outright for me.
I've had it happen a couple times.
I've seen it a single time myself, in ~35 hours of playtime
I had it happen once and the last enemy was a shieldbearer with 1HP and a gatekeeper at half health, so I figured "well, I've got 4 turns to kill two guys and I've got plasma weapons, this'll be simple", then the gatekeeper threw its psychic ball of bullshit at me and zombified the guy I had bleeding out.
holographic decoy soldier is my squad's MVP
he is the only one who has never failed me
I just bought the XCOM EU complete pack on Steam. I'm quite excited, I've never played this series and I've wanted this game for years, I just never got around to buying it. Any quick tips before I start?
I forgot to send in my XCOM character to the FP pool. Where do I do that?
[QUOTE=Ax3l;49706308]I forgot to send in my XCOM character to the FP pool. Where do I do that?[/QUOTE]
PM to CGNick
[QUOTE=Louis;49705771]I was playing multiplayer with a friend and I made his sharpshooter panic and he pulled his pistol out and put one in the back of his allies head, so I guess thats still a thing. Just very rare because its the first I've seen of it in like 24hrs of gameplay[/QUOTE]
The only time i saw friendly fire was when i panicked an advent trooper and he shot at his captain.
[QUOTE=Sector 7;49706253]holographic decoy soldier is my squad's MVP
he is the only one who has never failed me[/QUOTE]
mimic beacons save lives, and missions.
[QUOTE=Rahkshi lord;49706178]Question, did you guys get ANY critical wounds? I had a lot of guys go down and nobody was ever critically wounded, they all just die outright for me.[/QUOTE]
Once, think a heavy went down and was waiting to be revived, however I think this was my first mission on commander difficulty and the thing he was next to exploded and killed him before I could even do anything anyway.
Is it just me or is the Shield wall ability with the WAR suits totally pointless? It doesn't actually grant the caster with any cover and the only time you'd use it is to create cover to move up, so what's the point of having someone in good cover anyway when all the aliens will do is shoot the guy standing in the open with his ass in the wind?
[QUOTE=haloguy234;49706418]Is it just me or is the Shield wall ability with the WAR suits totally pointless? It doesn't actually grant the caster with any cover and the only time you'd use it is to create cover to move up, so what's the point of having someone in good cover anyway when all the aliens will do is shoot the guy standing in the open with his ass in the wind?[/QUOTE]
Get your tanky dude to eat the bullets instead of your squishy dude, I used it a couple of times to save a squadmate stuck in the open with no cover, but it would be nice if it was a bit more useful
how far can you save the avatar project? can you let it go full bar and then do a blacksite?
Decided to try out ironman impossible, failed the first mission completely to RNG, the sectoid panicked one of my guys, he threw a grenade at the rest of the team, killing everyone but one guy, who then panicked too, shot the guy who threw the grenade, and then he got shot by ADVENT.
ok
[QUOTE=Cuel;49706486]how far can you save the avatar project? can you let it go full bar and then do a blacksite?[/QUOTE]
you can
but that's a terrible idea
how so?
[QUOTE=Ryo Ohki;49706482]Get your tanky dude to eat the bullets instead of your squishy dude, I used it a couple of times to save a squadmate stuck in the open with no cover, but it would be nice if it was a bit more useful[/QUOTE]
It should function as full cover to the front for whoever casts it. It would be relatively balanced because then the soldier using it can't actually shoot. Then you can move up someone else if need be to get a better shot. At least that way the aliens wouldn't prioritize the Shield caster since they would be in cover.
Cool idea though using it to move to a flanked soldier and give them hard cover. I hadn't thought about using it defensively, only offensively for getting better flanks.
I think the only way you'll get any real use out of shieldwall is if you combine it with blast padding and the experimental armour that's an upgraded nanovest. That way you get 4 armour on one guy, which is fairly tanky. I'd still rather shoot someone, though.
the problem with every defensive item is that flashbangs and mimic beacons are a million times better
I mean, you could probably run 6 mimic beacons in a squad and completely ignore cover for your own soldiers
they're a little op
I know there's a couple mods out there that kind of rectify this but hopefully when we get the first patch they tone down the recovery days. My A-Team survived some hefty mission into a facility and came out in one piece, more or less, but were critically wounded by the end and thus left to recover in like 30 days, each. 30 days? Come on, that's a long, long time in XCom where everything is literally measured in days. I'd propose halfing critical wound recoveries at most since you should still feel the impact for your actions on a hairy mission.
The next mission comprised of my "second" A-Team, slightly lesser than the first, and they too came out in just about one piece but anyone critically injured were obviously out for the long haul. Ended up being left with squaddies and rookies as the left overs, ready to make a name for themselves.
Otherwise, I have no issues with the recovery system in the game. Just don't make it so goddamn long since your game can go to complete shit within a month.
[QUOTE=Sector 7;49706569]the problem with every defensive item is that flashbangs and mimic beacons are a million times better
I mean, you could probably run 6 mimic beacons in a squad and completely ignore cover for your own soldiers
they're a little op[/QUOTE]
I think the problem is that alien AI is meant to attack them no matter what. If they see one, they MUST go full retard and shoot at it. If the aliens only had a higher likelyhood of shooting them then they might be more balanced. That way if you put it in full cover then the enemy might prefer to shoot your exposed troops instead.
[QUOTE=Wolfos;49706648]I think the problem is that alien AI is meant to attack them no matter what. If they see one, they MUST go full retard and shoot at it. If the aliens only had a higher likelyhood of shooting them then they might be more balanced. That way if you put it in full cover then the enemy might prefer to shoot your exposed troops instead.[/QUOTE]
either that or they shouldn't shoot at it when they've literally just seen someone throw it in front of their faces. and it should last until it takes too much damage, not for one turn. maybe that's too much nerf though
[QUOTE=Jim_Riley;49706591]I know there's a couple mods out there that kind of rectify this but hopefully when we get the first patch they tone down the recovery days. My A-Team survived some hefty mission into a facility and came out in one piece, more or less, but were critically wounded by the end and thus left to recover in like 30 days, each. 30 days? Come on, that's a long, long time in XCom where everything is literally measured in days. I'd propose halfing critical wound recoveries at most since you should still feel the impact for your actions on a hairy mission.
The next mission comprised of my "second" A-Team, slightly lesser than the first, and they too came out in just about one piece but anyone critically injured were obviously out for the long haul. Ended up being left with squaddies and rookies as the left overs, ready to make a name for themselves.
Otherwise, I have no issues with the recovery system in the game. Just don't make it so goddamn long since your game can go to complete shit within a month.[/QUOTE]
Do you have an engineer staffed in your AWC? That halves the healing time of units.
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