• XCOM V3: Hyphens are SO last decade
    5,000 replies, posted
Well I blew it on my TFTD play, couldn't intercept anything anymore and countries withdrew like nothing. I think my problem was not researching new subs early enough.
[QUOTE=Kommodore;48715578]first mission abort this campaign [t]http://i.imgur.com/hm5l1Rr.jpg[/t] this was the second turn[/QUOTE] [i]Goddamnit[/i] Long War
[QUOTE=Cows Rule;48717722]Well I blew it on my TFTD play, couldn't intercept anything anymore and countries withdrew like nothing. I think my problem was not researching new subs early enough.[/QUOTE] Don't feel bad. Everyone acknowledges that TFTD is overly difficult shit. You see, there used to be a bug in the very first X-com where no matter what difficulty you set, it was on easy. This led to people complaining that the game was too easy as nobody had actually played it on a harder difficulty and so the devs made TFTD's easy even worse than UFO defense's superhuman.
[QUOTE=greasemunky;48716775]W-why are you fighting Mectoids/Wraiths with ballistics? I kinda want to know the story of how things went that wrong.[/QUOTE] i'm doing a "canon" run. i imposed a bunch of masochistic limits on what i can and can't use, seeing how far i can push it. [editline]19th September 2015[/editline] two mechtoids at once are actually pretty trivial to deal with even with ballistics it's the 3 mechtoid 5 muton 1 sectoid commander pod i got on the next mission which signaled it might be over soon
[QUOTE=greasemunky;48718048]Don't feel bad. Everyone acknowledges that TFTD is overly difficult shit. You see, there used to be a bug in the very first X-com where no matter what difficulty you set, it was on easy. This led to people complaining that the game was too easy as nobody had actually played it on a harder difficulty and so the devs made TFTD's easy even worse than UFO defense's superhuman.[/QUOTE] I remember the bug. I also remember playing the variants with it fixed so superhuman actually worked. I also remember playing a Superhuman+ game. (Superhuman with another difficutly stats and stuff added literally ontop.) TFTD easy was nowhere near as difficulty as UFO Defenses superhuman.
Honestly, anyone else feel like Long War is really unfair? I think I might be the only one to think that the original games balance is superior. Like it's a alright mod, but... I dunno, I guess it's not for me?
[QUOTE=Jamie1992GSC;48718261]I remember the bug. I also remember playing the variants with it fixed so superhuman actually worked. I also remember playing a Superhuman+ game. (Superhuman with another difficutly stats and stuff added literally ontop.) TFTD easy was nowhere near as difficulty as UFO Defenses superhuman.[/QUOTE] See I felt I was puttering along OK, had sonic weapons and aqua plastic armor. Missions weren't too bad until lobstermen came in.
[QUOTE=jonu67;48718614]Honestly, anyone else feel like Long War is really unfair? I think I might be the only one to think that the original games balance is superior. Like it's a alright mod, but... I dunno, I guess it's not for me?[/QUOTE] It's encouraged to tweak/configure the settings a little. And there are a lot of 2nd wave settings.
[QUOTE=jonu67;48718614]Honestly, anyone else feel like Long War is really unfair? I think I might be the only one to think that the original games balance is superior. Like it's a alright mod, but... I dunno, I guess it's not for me?[/QUOTE] Every other page we go into long rants about long wars balance so no, you are not alone. I just got done trying to play it again and getting pissed off not at the difficulty but at how much of a boring slog it is due to the constant missions halting progress.
I think there's some FP-made custom configs too.
[QUOTE=greasemunky;48718048]Don't feel bad. Everyone acknowledges that TFTD is overly difficult shit. You see, there used to be a bug in the very first X-com where no matter what difficulty you set, it was on easy. This led to people complaining that the game was too easy as nobody had actually played it on a harder difficulty and so the devs made TFTD's easy even worse than UFO defense's superhuman.[/QUOTE] I actually really like TFTD and its difficulty. Call me crazy but I don't think its nearly as bad as everyone says.
[QUOTE=jonu67;48718614]Honestly, anyone else feel like Long War is really unfair? I think I might be the only one to think that the original games balance is superior. Like it's a alright mod, but... I dunno, I guess it's not for me?[/QUOTE] The earlier builds were okay but the latest ones are just dumb in many aspects. [QUOTE=Cows Rule;48718725]See I felt I was puttering along OK, had sonic weapons and aqua plastic armor. Missions weren't too bad until lobstermen came in.[/QUOTE] Yeah they are just really damn tanky and take some large hits to put down. [QUOTE=Broguts;48718843]I actually really like TFTD and its difficulty. Call me crazy but I don't think its nearly as bad as everyone says.[/QUOTE] Because it isn't as bad as everyone says. :v: It's difficult. But not anymore difficult than UFO Defense. At-least I never thought so.
[QUOTE=zipziggy;48710631]So kill every civilian? We real terrorists now[/QUOTE] And then at the end of a mission it turns out that your high ranking colonel is actually the Faceless you've been looking for.
I haven't been following news lately and now I ran into the faceless thing here on this thread page and I am not sure if I really like the idea. Like, it seems really weird for multiple reasons. - Okay so there's an infiltrative hidey unit, fair enough - why do they grow twice in size when they unmask? What non-eucleidian bullshit is this? I can get over loose science fiction with silly uber tech shit but outright just growing in size randomly? I mean, why? Would infiltrative shapeshifting goo ghouls with spike-claw hands not be spookey enough if they weren't tall like a building? - If the aliens can make perfectly shapeshifting humanoid thing, why did they bother bending the fucking snakes out of shape, giving them legs, creating Thin Mints? As we have seen in one of the trailers (there's a guy who's an obvious thin mint having a speech) thin mints are still definitely a thing even in XCOM 2 continuity so why the fuck would they make literal reptilian humans out of snakes if something that can just shapeshift into perfect human exists? - I don't know how they gonna implement it so I gonna give them benefit of the doubt but at first glance I am highly worried that this is exactly that "roguelike" RNG "HOHO, YOU HAVE OPENED BOX OF RAPEWEASEL, GAME OVER" mechanic that will maybe impress some people but at the same time I am worried it will be something one can't really prepare or do anything smart about, shy of just keeping civs away (or blowing them apart from distance).
i think you're taking the non-gameplay related aspects of XCOM too seriously
[QUOTE=Awesomecaek;48720646]I haven't been following news lately and now I ran into the faceless thing here on this thread page and I am not sure if I really like the idea. Like, it seems really weird for multiple reasons. - Okay so there's an infiltrative hidey unit, fair enough - why do they grow twice in size when they unmask? What non-eucleidian bullshit is this? I can get over loose science fiction with silly uber tech shit but outright just growing in size randomly? I mean, why? Would infiltrative shapeshifting goo ghouls with spike-claw hands not be spookey enough if they weren't tall like a building? [b] Because its a more dangerous and intimidating form to take probably[/b] - If the aliens can make perfectly shapeshifting humanoid thing, why did they bother bending the fucking snakes out of shape, giving them legs, creating Thin Mints? As we have seen in one of the trailers (there's a guy who's an obvious thin mint having a speech) thin mints are still definitely a thing even in XCOM 2 continuity so why the fuck would they make literal reptilian humans out of snakes if something that can just shapeshift into perfect human exists? [B]We know for a fact the aliens are experimenting on humans and such to create new soldiers, the faceless could just the new replacement for the Thin Mint in infiltration from the new research[/B] - I don't know how they gonna implement it so I gonna give them benefit of the doubt but at first glance I am highly worried that this is exactly that "roguelike" RNG "HOHO, YOU HAVE OPENED BOX OF RAPEWEASEL, GAME OVER" mechanic that will maybe impress some people but at the same time I am worried it will be something one can't really prepare or do anything smart about, shy of just keeping civs away (or blowing them apart from distance) [b]I don't think the reveal is going to when you're only a few tiles away, I think it'll probably be only marginally less than the normal alert range, just making you think twice if you see a group of civvies from far away. I don't think they'll be that unfair with it[/b][/QUOTE]
[QUOTE=jonu67;48718614]Honestly, anyone else feel like Long War is really unfair? I think I might be the only one to think that the original games balance is superior. Like it's a alright mod, but... I dunno, I guess it's not for me?[/QUOTE] I stopped bothering with LW earlier this year. I like the extras, i like some of the mechanics and i like the new meta with the aliens scaling in difficulty in reaction to you. But it just does not bother to read its own fucking rule book handing out squad wipes for the fuck of it because: fuck you cunt you don't need to know why you just lost all your best troops, the rest are all fatigued and oh look here's a 4th alien landing this hour so deal with it. The mod hit the point where it was close to perfect, then it just kept going, and going and going and going and going. Well you get the idea. Im waiting for the fan edits of Long War to crop up so i can cut the absolute bullshit out.
The deal with the faceless is they're probably barely intelligent enough to hold social interaction with human beings. Just enough intelligence to wander around aimlessly like a holiday shopper. The aliens probably designed them to instill distrust of civilians in would-be rebels, or as a fast-response unit to hold out until reinforcements.
[QUOTE=Awesomecaek;48720646]I haven't been following news lately and now I ran into the faceless thing here on this thread page and I am not sure if I really like the idea. Like, it seems really weird for multiple reasons. - Okay so there's an infiltrative hidey unit, fair enough - why do they grow twice in size when they unmask? What non-eucleidian bullshit is this? I can get over loose science fiction with silly uber tech shit but outright just growing in size randomly? I mean, why? Would infiltrative shapeshifting goo ghouls with spike-claw hands not be spookey enough if they weren't tall like a building? - If the aliens can make perfectly shapeshifting humanoid thing, why did they bother bending the fucking snakes out of shape, giving them legs, creating Thin Mints? As we have seen in one of the trailers (there's a guy who's an obvious thin mint having a speech) thin mints are still definitely a thing even in XCOM 2 continuity so why the fuck would they make literal reptilian humans out of snakes if something that can just shapeshift into perfect human exists? - I don't know how they gonna implement it so I gonna give them benefit of the doubt but at first glance I am highly worried that this is exactly that "roguelike" RNG "HOHO, YOU HAVE OPENED BOX OF RAPEWEASEL, GAME OVER" mechanic that will maybe impress some people but at the same time I am worried it will be something one can't really prepare or do anything smart about, shy of just keeping civs away (or blowing them apart from distance).[/QUOTE] Who said they had the ability to field the faceless when they created the thin men? It's likely that either they hadn't created them or they hadn't incorporated them into their forces (depending on whether that's what they're naturally like or not) prior to the initial invasion. Or if you want to go even more extreme, what if the faceless aren't even affiliated with the main alien threat? What if they're some entirely new threat that is a danger to both parties? For your third point, I doubt they'll be something that can transform right next to your troops and instakill them. I trust that they'll give you a fair chance. Besides that, there'll probably be some way to detect them if you're smart about it.
Already went as far as bulding a Goloop Chamber, is this supposed to be the final mission?
Ok i tried playing Long War I'm still having problems with playing it properly, maybe another time.
Wow ok so, Ironman Impossible, I'm on the temple ship where the floaters spawn in, but for some reason the chryssalids don't and the door is still locked. I tried reloading the save and nope. [B]UNABLE TO LOAD SAVE FILE[/B] Yeah, thanks, there goes that campaign, on the very last mission too. Wonderful.
found this mod off nexus, i dunno if this has been previously posted before [t]http://images.akamai.steamusercontent.com/ugc/428196161235191484/2CFFF9DF436B907C6FA780D126EE38E0CB468944/[/t]
[QUOTE=CGNick;48723762]Wow ok so, Ironman Impossible, I'm on the temple ship where the floaters spawn in, but for some reason the chryssalids don't and the door is still locked. I tried reloading the save and nope. [B]UNABLE TO LOAD SAVE FILE[/B] Yeah, thanks, there goes that campaign, on the very last mission too. Wonderful.[/QUOTE] And that is why you never enable the ironman option. Instead you just force yourself to not savescum etc and to save after each mission. Cause your entire campaign can bug out and never progress in an instant and you've no way to fix it 99% of the time.
But, ain't faceless evolved version of seekers?
Unlike Seekers though, faceless are disguised as the people you're trying to protect and save. Who knows, maybe accidently bringing one back to base could start some kind of sabotage or base defence mission.
[QUOTE=overwatch pvt;48724654]Unlike Seekers though, faceless are disguised as the people you're trying to protect and save. Who knows, maybe accidently bringing one back to base could start some kind of sabotage or base defence mission.[/QUOTE] Then you'd have to research a scanner thing that id's them
[QUOTE=mralexs;48724669]Then you'd have to research a scanner thing that id's them[/QUOTE] just do a blood test
[QUOTE=krakadict;48724727]just do a blood test[/QUOTE] Or start an impromptu "how tall can you grow" contest.
Obviously you tie all the civilians down to chairs, take their blood and put it into an individually named petri dish. You then heat a piece of copper wire with something, for argument sake lets say a flame thrower. And then you stick the heated wire into the petri dishes one at a time till the blood jumps away. And then you use the flame thrower to burn the corresponding 'person' and save the day. Providing the flamethrower does not break for plot convenience of course.
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