XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
5,002 replies, posted
[QUOTE=KennyAwsum;49710965][sp] For the love of god, do not take your best soldiers in there. Thank me later.[/sp]
[editline]10th February 2016[/editline]
Once you hit the objective everyone goes loud, so there really isn't a point.[/QUOTE]
[sp]Too late for that. Going for full fuck up here I guess.[/sp]
[QUOTE=PotatoArmada;49710979][sp]Too late for that. Going for full fuck up here I guess.[/sp][/QUOTE][sp]Just try not to let them get hurt too much. You can use them on the last mission, but if they get injured they'll take a health penalty like base defense[/sp]
I love the tower hack bonus that grants individual concealment to the whole squad
[QUOTE=PotatoArmada;49710979][sp]Too late for that. Going for full fuck up here I guess.[/sp][/QUOTE]
[sp] Welp. may god have mercy on you. [/sp]
[editline]10th February 2016[/editline]
[QUOTE=ScottyWired;49710991]I love the tower hack bonus that grants individual concealment to the whole squad[/QUOTE]
you get all sorts of neat shit, i got one that postponed the dark events by two weeks, so handy.
I kept a medic/hacker on my squad at all times for those kinds of bonuses.
Started new game, ironman commander.
One of the starting soldiers is Shen's bald fat ugly cousin
[t]http://i.imgur.com/zGT7C9m.jpg[/t]
[QUOTE=KennyAwsum;49710965]
Once you hit the objective everyone goes loud, so there really isn't a point.[/QUOTE]
Well, to be fair I think it's a big advantage to stealth and then do a quick evac right outside the walls of the base.
Is it just me or is the cursor really wonky on this mission? I can't click on half the tiles I'm hovering over.
[editline]10th February 2016[/editline]
[sp]Well that wasn't at all bad. I just snuck through the whole thing.[/sp]
I know some people have had performance issues, are mine any different from those?
Alien turns sometimes take a little while, or there will be 5-10 seconds upon revealing a pod before they actually do the animations/cutscene stuff. Despite being on an SSD, the load times are atrocious, and all the menu stuff switches between being stuttery as fuck one second to being smooth for a short amount of time to stuttering again. My rig is a year old, but I'm running 2x 760's, an overclocked FX 8320 and have more than enough ram. The cutscenes, too, are sometimes stuttery.
[QUOTE=Viper123_SWE;49711009]Well, to be fair I think it's a big advantage to stealth and then do a quick evac right outside the walls of the base.[/QUOTE]
provided you can just sprint your entire squad immediately after you plant/get the objective but your going to miss out on a ton of XP for your soldiers otherwise, which is why i always use concealment to take out the biggest groups first then move in for the kill on the others.
The Early/Mid game is too important to choose stealth over leveling your troops, maybe if all you've got is rookies and its late game maybe but at that point you're fighting a losing battle.
I know some people were wondering about standardised uniforms, turn out someones made a mod for it
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=619905919&searchtext=character+pool[/url]
[QUOTE=KennyAwsum;49711070]provided you can just sprint your entire squad immediately after you plant/get the objective but your going to miss out on a ton of XP for your soldiers otherwise, which is why i always use concealment to take out the biggest groups first then move in for the kill on the others.
The Early/Mid game is too important to choose stealth over leveling your troops, maybe if all you've got is rookies and its late game maybe but at that point you're fighting a losing battle.[/QUOTE]
Nah man, I got at least two squads ready with high-ranked people. Problem is that the equipment isn't strong enough to take out all the oncoming enemies fast enough which often forces me to pre-evac at least one or two folks because their Predator armor got completely shattered, leading to me losing critical fire support once one of my troops bumrush the objective, plant and rush back.
The only reason I didn't finish the facility mission last night was because I ran out of time (IRL) as I retried it several times hoping for a good map configuration.
[sp]That ending piece totally is a hint to Terror From The Deep, right? [/sp]
Awww, what the fuck. :v: I've never failed a mission until just now, where I had to download some alien data before a network shutdown. I take out a couple pods with absolutely no problem, but then I come up to the objective and there's a sectopod standing next to it, and it just stampedes straight through the objective on sight, destroying the access point and failing the mission. As a bonus, it then takes two shots at my grenadier, the first one getting dodged and then the second shot crits for 14 damage. RIP in pieces, Bessie Scott, you were one of the best I ever had.
Oh god I just encountered my first [sp]faceless[/sp]. God I almost had a heart attack.
[sp]I had a ranger with the phantom ability move around while concealed to rescue as many civilians as I could. I thought it was harmless to dash to some guy off in a corner. Oh god that thing smacked the shit out of my ranger [/sp]
[QUOTE=StrawberryClock;49709623]Okay, so I've got to ask: I really need advice on what to do in certain situations.
Like for instance, what's the best order of reseach/base building?
Are there certain combos of missions that are just not even worth attempting, as in you'll see a certain map layout and know it's just better to cut your losses? I feel like if I lose a mission on Commander I should just restart the campaign.
What's the best way to progress through a map? How do you avoid triggering too many pods at once?
Are there certain items/classes that I should abuse? Mimic beacons, flashbangs?
Do you have any tips on subtle game mechanics that might be easy to miss/overlook?
When should I overwatch instead of shooting? Does it have the same 0.7 aim penalty as in EU? What about reaction shots from supressive fire?
When should I hunker down? What do I do if I need to move forward but there's only half cover everywhere?
Do you know what triggers certain AI actions? Like, I know the muton will throw a grenade if you have 2 soldiers in a 3x3 grid.
Do all the aliens have the same walk/dash distance? It's hard to tell when an alien will have enough moves to flank me.
Do you have some rule of thumb that you remind yourself every mission because it's important and easy to forget?
I feel like there are so many subtleties that are going over my head all of the time, it's frustrating.
Share your wisdom.[/QUOTE]
There isn't really something that's more important than the rest when it comes to Research or base building. Going for weapons is obviously a solid choice, but so is armor. Autopsies unlock VERY important items as well, so you shouldn't skip out on those and going for early Psi is also viable since Psi operatives can be very clutch, especially in the early game. I personally tried to focus on more on my normal research with psi being last (Which honestly I kinda wish I took it on earlier), first doing alien autopsies to get items, then on guns, then armor. Worked pretty okay for me.
Every mission is doable, albeit you have to rush like mad. I've noticed that VIP Extracts that give you 12 turns does not feel enough. Especially when at the very end there's a certain 30-something HP enemy with 7 Armor, accompanied by 3 Egyptian Gods right on your extract. The soldier's you bring can't be just anyone on each type of mission. Like for example, bringing a sniper focused sharpshooter on a VIP extract is almost suicidal. Gunslinger on the other hand is perfect, especially when combined with a grenadier for some area of denial. In any case, every mission is doable and hey, as long as you get the main objective done to counter a Dark event, you can still bug out and even though it says failed, you still countered it, so don't feel bad.
Best way to not activate pods is to scout it ahead with a Phantom Ranger. You give him battlescanners and you'll be a happy commander. Specialists' Scanning Protocol is also very good especially late game when you get a Mark III GREMLIN that increases it to 2 charges.
Now, I tried avoiding this but there is something that's just completely broken in the game. I honestly try to use them as a last resort, if I see a mission is going really bad. Mimic beacons, as long as they're in LOS of an enemy, will ALWAYS be targeted no matter what. Even if you have exposed/flanked soldiers, the enemy always goes for the decoy, and it can just breaks the difficulty of the AI at times. Usually I carry at least 2 into mid-late game, in case things go really badly for me. For regular items, it's pretty much good to have one of each on your soldiers. Acid bombs are great for late game enemies that have a ton of armor, and bluescreen rounds on Gunner grenadiers combos amazingly with the Rupture ability on Mechanical units.
Flashbangs amazingly solve a lot of problems because of the disorient debuff. When an enemy is disoriented, they can not use special abilities, so this is really good against pretty much any organic. As mentioned before, bluescreen rounds are great, on top of that they have a chance to lower the enemy's hack defence, so you can shoot them and if you see it pop up, there's an easier chance to hack it now.
If you have a Specialist with Covering fire and the perk that allows for multiple overwatch shots (and the GTS upgrade for Opportunist) and he can't do much with his GREMLIN, put him to overwatch. Snipers with Killzone or Long Watch are good no matter what. And in general, overwatch when you know the enemy will move out of its cover. If it's not already in cover, don't even bother overwatching with non specialists/snipers. Just take the shot or use another move to improve your odds of the enemy dying. Penalty wise I'm not sure, possibly 0.7 again, but that aside, I've had the game miss overwatch shots on my Specialist with 115 Aim, which is confusing when the enemy defense was only 10. Something is obviously bugging out there but I'm not too sure.
Aid Protocol, cannot stress this enough. Have at least 1 specialist on all missions, they are really good for both objectives and your team. Not only that but with enough upgrades, they can even cancel out the tough enemies later on since their gremlin attacks go through armor.
Well, pretty much any enemy that has a grenade will be triggered to toss it when it sees 2+ soldiers bunched up. Same thing with the Andromedon's Acid AoE. Archons usually trigger Blazing pinions when it sees all of your squad I think and it hasn't been enraged, but don't quote me on that. Don't really know for the rest since I try to kill them before they can make their move.
It highly depends on the enemies. Generally all of them share the same mobility as your soldiers with a few exceptions like Chryssalids and Berserkers having huge mobility. Vipers I also think have a little extra mobility.
Don't really have a golden rule, best thing I got is to not dilly-dally for the ambush. If you've got 8 turns and you see a pod on the next turn, set up and execute, don't wait around cause you don't have the time. Don't put all of your guys on overwatch either for that ambush. Leave at least 2 guys: 1 with a grenade and 1 with good aim or a shotgun.
That's all the wisdom I got, hope it helps.
Gotta say I love waking up and checking what new XCOM mods are available.
[QUOTE=O'Neil;49711135][sp]That ending piece totally is a hint to Terror From The Deep, right? [/sp][/QUOTE]
[sp]Hell the whole ending of the last game was a reference to it as well. <_<[/sp]
[QUOTE=CGNick;49711265]
It highly depends on the enemies. Generally all of them share the same mobility as your soldiers with a few exceptions like Chryssalids and Berserkers having huge mobility. Vipers I also think have a little extra mobility.[/QUOTE]
Faceless too. On Veteran and above they have 14 mobility, but for some reason Chryssalids have 12 mobility on Veteran and 15 on Commander and Legend.
[QUOTE=Ruh-roh;49708542]thats weird
enemy within runs well on almost anything. it's a surprisingly light game
try checking your graphics card[/QUOTE]
I know that's why I'm confused. All other games run as well as I did before, but EW just randomly shits itself. Apparently it's because I'm on a laptop.
[QUOTE=Linda,Octopus;49711292]Gotta say I love waking up and checking what new XCOM mods are available.[/QUOTE]
And it has barely been out as well.
They really made a good call with making the game so modifiable. The game has enough replay value in itself, mods are just icing on the cake.
Speaking of mods, I have a rough idea for a class one and I'd like to ask the people here for help with it (if you have better ideas for it or you feel like something could be done better). Right now I don't have any plans on when I'll actually get around to it, but considering I have jack shit of a clue on how to do this, it'll probably take a while at first. However I definitely want to have this shit all planned out before I start doing anything.
So my idea is something akin to a unique [I]Commando[/I] class. I'd like to have a better name, but since Specialist is already taken I don't know.
Anyhow, the gist of it is that you could only have [B]ONE[/B] of these, and if your previous one dies you need to train a new one, which costs a lot (Supplies, Intel, time; will probably be rebalanced multiple times before it's good). They'd be trained at either the Advanced Warfare Center or the Guerrilla Tactics School after an upgrade.
Basically they'd be this one big soldier guy you would, hopefully, be upgrading the whole game through. They'd work kind of like the Psi Ops together with normal soldiers; you'd have the skill tree you can advance through promotions and then special shit you'd upgrade with the AWC or GTS upgrade I talked about. The promotion stuff would be mostly just different skills, while the training in the AWC or GTS would be more of passive stuff or even stats-related.
I haven't really thought that much about it, a rough idea as I said. The only things I've really thought through even a little bit is what I just said and the starting skill, which is kind of what started the whole idea. Basically the Commando could use any weapons and after an upgrade or a skill, could equip TWO of any weapon, as in you could be wielding an Assault Rifle AND a Shotgun and use them however necessary, however, this would probably have drawbacks as in penalties to aim or something, until you reach a certain skill or something.
I think that if it's well-enough thought out this could turn out into something really interesting, which is why I'm asking for help with ideas and feedback and so on. Anyone else interested in the idea as much as I am?
[QUOTE=I am Error;49711591]Speaking of mods, I have a rough idea for a class one and I'd like to ask the people here for help with it (if you have better ideas for it or you feel like something could be done better). Right now I don't have any plans on when I'll actually get around to it, but considering I have jack shit of a clue on how to do this, it'll probably take a while at first. However I definitely want to have this shit all planned out before I start doing anything.
So my idea is something akin to a unique [I]Commando[/I] class. I'd like to have a better name, but since Specialist is already taken I don't know.
Anyhow, the gist of it is that you could only have [B]ONE[/B] of these, and if your previous one dies you need to train a new one, which costs a lot (Supplies, Intel, time; will probably be rebalanced multiple times before it's good). They'd be trained at either the Advanced Warfare Center or the Guerrilla Tactics School after an upgrade.
Basically they'd be this one big soldier guy you would, hopefully, be upgrading the whole game through. They'd work kind of like the Psi Ops together with normal soldiers; you'd have the skill tree you can advance through promotions and then special shit you'd upgrade with the AWC or GTS upgrade I talked about. The promotion stuff would be mostly just different skills, while the training in the AWC or GTS would be more of passive stuff or even stats-related.
I haven't really thought that much about it, a rough idea as I said. The only things I've really thought through even a little bit is what I just said and the starting skill, which is kind of what started the whole idea. Basically the Commando could use any weapons and after an upgrade or a skill, could equip TWO of any weapon, as in you could be wielding an Assault Rifle AND a Shotgun and use them however necessary, however, this would probably have drawbacks as in penalties to aim or something, until you reach a certain skill or something.
I think that if it's well-enough thought out this could turn out into something really interesting, which is why I'm asking for help with ideas and feedback and so on. Anyone else interested in the idea as much as I am?[/QUOTE]
I had a similar idea about a class focused on using all kinds of weaponry and having item related skills instead of combat ones
I'd make carrying two weapons decrease mobility instead of aim, though. You don't aim poorly when you're carrying a lot of stuff, but you surely move slower
I want a mod that lets me tell burning soldiers to stop drop and roll. Having to just watch them stand around on fire and out of ammo because being on fire stops you from reloading for a few turns is annoying.
i did a raid, killed all enemies and got "status confirmed, all hostiles cleared", yet the debrief said 11/12 killed. what?
[QUOTE=Cuel;49711617]i did a raid, killed all enemies and got "status confirmed, all hostiles cleared", yet the debrief said 11/12 killed. what?[/QUOTE]
Turrets aren't people.
[QUOTE=Rents;49711608]I want a mod that lets me tell burning soldiers to stop drop and roll. Having to just watch them stand around on fire and out of ammo because being on fire stops you from reloading for a few turns is annoying.[/QUOTE]
I honestly thought hunker down would do that. But nope you guy just cowers in the corner and keep being on fire without doing nothing
[QUOTE=Ruh-roh;49711622]I honestly thought hunker down would do that. But nope you guy just cowers in the corner and keep being on fire without doing nothing[/QUOTE]
Yeah, I wouldn't mind if you lost cover bonuses when trying to put the fire out or something to balance it out a bit. Extra fun: setting ADVENT on fire and shooting them while they're rolling on the ground and panicking.
[QUOTE=Rents;49711620]Turrets aren't people.[/QUOTE]
Don't be so heartless.
[editline]10th February 2016[/editline]
[QUOTE=Rents;49711628]Yeah, I wouldn't mind if you lost cover bonuses when trying to put the fire out or something to balance it out a bit. Extra fun: setting ADVENT on fire and shooting them while they're rolling on the ground and panicking.[/QUOTE]
Overwatching a rolling advent sounds like fun.
[QUOTE=Ruh-roh;49711606]I had a similar idea about a class focused on using all kinds of weaponry and having item related skills instead of combat ones
I'd make carrying two weapons decrease mobility instead of aim, though. You don't aim poorly when you're carrying a lot of stuff, but you surely move slower[/QUOTE]
Hmm yeah maybe it could be a mobility vs versatility thing. You could be this goddamn human machine of war, but slow.
I'm having so much fun making the game even more bullshit, it's ridiculous
My favourite change so far is being set on fire having a chance to detonate any explosives on the target and giving Dragon Rounds to ADVENT chumps after a while. Needless to say that grenadiers ain't that OP anymore
1) ADVENT commander tags my grenadier
2) ADVENT soldier with dragon rounds shoot my grenadier
3) boom there goes my grenadier. also my sharpshooter who was nearby and all the cover around them
Sorry, you need to Log In to post a reply to this thread.