• XCOM V3: Hyphens are SO last decade
    5,000 replies, posted
My first terror mission in a new LW campaign went suspiciously well. First movement triggered chrysalids and a floater pod. Lids died by excessive explosives and took out half of the floater pod. Second turn the floaters ran away like the cowards they were and did nothing. Seriously nothing, didnt even harm civilians. Killed them by overwatch 5 turns later, right after the last pod. what the frak XCOM :tinfoil:
[QUOTE=Hamaflavian;47888212]That's the biggest problem with XCOM imo, the game just doesn't know how to keep the challenge consistent after the harrowing early game. Here's something to discuss: how would you feel if XCOM 2 used some light level-scaling where it'll speed up or slow down the escalation depending on tech level/average rank?[/QUOTE] I've got to agree with this Once you're out of the early game where you've only got poorly trained scrubs who can't hit the broadside of a UFO, once you're no longer relying on shitty ballistic weapons that can't one shot Thin Men, when you've got MEC's and SHIVs available and start getting some armour and weapons that means you 1-2 shot things and don't get one shotted in turn, the game starts getting easy At least on classic, you can play a game of "how fast can I wipe out this batch of aliens" by taking risks and generally always win, and not really need to care if you don't accomplish it as fast as you want as your advanced armour means you can take a turn of beating. Then, by the time you've got Titan armour, third level MEC's and Colonels with double tapped plasma sniper rifles, you're really going to struggle to lose unless you seriously mess up a Sectopod fight. From what I've seen Long War makes the whole game pretty difficult throughout which in itself might be nice but its also filled with so much bullshit that I can't really get into it
[QUOTE=Hamaflavian;47888212]That's the biggest problem with XCOM imo, the game just doesn't know how to keep the challenge consistent after the harrowing early game. Here's something to discuss: how would you feel if XCOM 2 used some light level-scaling where it'll speed up or slow down the escalation depending on tech level/average rank?[/QUOTE] But that's half the fun of it(for me, at least), makes it feel like you've actually accomplished something. The game should be able to give you a few slaps if you get too cocky, but it should definitely get easier as you tech up.
I'd like it if the difficulty increased as you got better, but in different ways. Initially a struggle for resources and keeping your rookies alive long enough to become useful. Later the aliens recognize you as a threat and start attacking you more directly, while conducting missions to subvert allegiances; perhaps with turned human auxiliaries fighting against you. On a semi-related note, civvies in terror missions should have some fucking survival instincts. Sick of seeing them run away from me after the alien turn, right into the open towards the aliens.
[QUOTE=Dr.Critic;47890218]From what I've seen Long War makes the whole game pretty difficult throughout which in itself might be nice but its also filled with so much bullshit that I can't really get into it[/QUOTE] What kind of bullshit? I'm not sure I could even enjoy vanilla anymore [QUOTE=Sgt Doom;47890325]On a semi-related note, civvies in terror missions should have some fucking survival instincts. Sick of seeing them run away from me after the alien turn, right into the open towards the aliens.[/QUOTE] My tactic in terror missions is to do it russian-style; Fuck the civis, kill the aliens, if any civis survive they're a bonus. [editline]6th June 2015[/editline] [QUOTE=Jackald;47890792]Trying to go for those achievements in Xcom EW. 4 squaddies on classic pretty much means exploit overwatch even more than usual. I really hope Firaxis make overwatch spam less viable in Xcom2. It's pretty much the only way to play on harder difficulties.[/QUOTE]In my experience, unless you've got covering fire and opportunist, overwatch is a good way to waste an action unless you've not activated
[QUOTE=Morbo!!!;47890822]My tactic in terror missions is to do it russian-style; Fuck the civis, kill the aliens, if any civis survive they're a bonus.[/QUOTE]That's really the only viable tactic in Long War, and punishes you by accelerating panic well beyond the usual buildup. Difficult enough to prevent satellites getting shot down without worrying about procuring an entire new interceptor and satellite contingent on another continent to reduce panic.
So on long war, it gave a terror mission in brazil. No problem, launch a sat. 1 month after sat was launched. Another terror mission in brazil. Panic at highest fucking level again. fuck you too xcom
[QUOTE=Valiantttt;47890976]So on long war, it gave a terror mission in brazil. No problem, launch a sat. 1 month after sat was launched. Another terror mission in brazil. Panic at highest fucking level again. fuck you too xcom[/QUOTE] Brazil can fend for itself.
[QUOTE=Morbo!!!;47890822]What kind of bullshit? I'm not sure I could even enjoy vanilla anymore My tactic in terror missions is to do it russian-style; Fuck the civis, kill the aliens, if any civis survive they're a bonus. [editline]6th June 2015[/editline] In my experience, unless you've got covering fire and opportunist, overwatch is a good way to waste an action unless you've not activated[/QUOTE] Oh lord, plenty of things just make Long War awkward to play, much less enjoy My personal biggest pet grievance I can remember is how the air war consists of sending half your hangar to try kill a UFO, still fail, and have your air capability paralysed for a month in the process because apparently your engineers are lazy bastards
[QUOTE=Dr.Critic;47891311]Oh lord, plenty of things just make Long War awkward to play, much less enjoy My personal biggest pet grievance I can remember is how the air war consists of sending half your hangar to try kill a UFO, still fail, and have your air capability paralysed for a month in the process because apparently your engineers are lazy bastards[/QUOTE] I'm currently losing Europe in the early game because 5 interceptors managed to fail at killing a small scout and were put out of commission for just over 30 days each. Long War still has some terrible balance issues.
[QUOTE=Sgt Doom;47890837]That's really the only viable tactic in Long War, and punishes you by accelerating panic well beyond the usual buildup. Difficult enough to prevent satellites getting shot down without worrying about procuring an entire new interceptor and satellite contingent on another continent to reduce panic.[/QUOTE] I just edited out the panic increase per civ killed in the .ini myself
[QUOTE=zpiscool;47891450]I just edited out the panic increase per civ killed in the .ini myself[/QUOTE]I wouldn't go that far, but i'd be interested in reducing it at least. [editline]6th June 2015[/editline] A speedup in the interceptor repair times would also be nice. Fighter jets can be created from scratch in the time it takes to repair those bloody things after a little scrape from a scout.
Anyone using any good custom namelists? I've contributed about 250 to file already but it's nowhere near enough to minimize repeats. I find it hard to memorize soldiers using the improved namelist mods, and naming them all manually in Long War is too painful.
[QUOTE=DeeCeeTeeBee;47891783]Anyone using any good custom namelists? I've contributed about 250 to file already but it's nowhere near enough to minimize repeats. I find it hard to memorize soldiers using the improved namelist mods, and naming them all manually in Long War is too painful.[/QUOTE] well there's the MGS codename namelist [url]http://a.pomf.se/iuxerl.rar[/url]
there's also the facepunch namelist which i'm p sure CGnick masterminded [editline]6th June 2015[/editline] it's in the op
[QUOTE=Sgt Doom;47890325]I'd like it if the difficulty increased as you got better, but in different ways. Initially a struggle for resources and keeping your rookies alive long enough to become useful. Later the aliens recognize you as a threat and start attacking you more directly, while conducting missions to subvert allegiances; perhaps with turned human auxiliaries fighting against you. On a semi-related note, civvies in terror missions should have some fucking survival instincts. Sick of seeing them run away from me after the alien turn, right into the open towards the aliens.[/QUOTE] Since XCOM seems to be more proactive this time around, what I'd like to see is a more self-directed difficulty curve. As an example, imagine that instead of waiting for events to happen so you can address them, there's always a bunch of missions on the worldmap that you can do any any time--there's 12 minor missions, which rotate out every 1-5 days, 8 medium missions, which rotate out every 1-5 weeks, and 4 major missions, which rotate out every 1-5 months, maybe with 1 story mission that only changes when you beat it, and that's the state of affairs for the entire game. Starting out, if you try to take on any mission higher than minor, you're going to get swamped, but as you improve XCOM, you're going to naturally move up to the more difficult medium missions--and later major missions--which will offer greater rewards and advance XCOM's goals more dramatically. Naturally, the aliens are going to crack down harder on you as cause more trouble, but will lay off a bit if they think you're no longer a threat. So if it's getting too difficult, you can always lay low and build your strength back up by taking on more minor missions, but if it's too easy, you can always advance to the tougher missions.
I do hope you get to pick the missions you want, or choose when and where to do them in XCOM 2. Makes more sense than responding to things, since you're the attackers now. Plus, it'll give you time to lay low when you need it. Could do something if you wait for too long amounts of time, though. Like civvies start becoming more apathetic or the aliens start hunting for since they don't have to worry about defense.
I'm going to guess the Officer School in Long War is a big game changer, I hope it has squad leaders or something. I've got two days to go before it's built, fingers crossed.
[QUOTE=cyclocius;47892502]I'm going to guess the Officer School in Long War is a big game changer, I hope it has squad leaders or something. I've got two days to go before it's built, fingers crossed.[/QUOTE]Allows additional squad slots, and the buffs nominated officers get are rather nice; like the one reducing fatigue time.
[QUOTE=cyclocius;47892502]I'm going to guess the Officer School in Long War is a big game changer, I hope it has squad leaders or something. I've got two days to go before it's built, fingers crossed.[/QUOTE] Yes! It allows officers to be promoted (you need at least corporal rank to make a soldier an officer). It also allows you to upgrade squad size to 8, which is awesome. You'll need a lot more dudes in your roster since you'll fatigue 8 dudes every mission instead of 6, though. 40 is a good baseline, 60 is ideal once you factor in sickbay time, psi training, gene modding and other stuff. When it comes to game changing stuff the foundry has a lot more to offer though. Upgrades to the air game, for starters. Foundry projects are pretty expensive though. But they're almost always worth the cost. Except the weapon fragment salvage one, I get by fine without it.
[QUOTE=Wolfos;47892780]Yes! It allows officers to be promoted (you need at least corporal rank to make a soldier an officer). It also allows you to upgrade squad size to 8, which is awesome. You'll need a lot more dudes in your roster since you'll fatigue 8 dudes every mission instead of 6, though. 40 is a good baseline, 60 is ideal once you factor in sickbay time, psi training, gene modding and other stuff. When it comes to game changing stuff the foundry has a lot more to offer though. Upgrades to the air game, for starters. Foundry projects are pretty expensive though. But they're almost always worth the cost. Except the weapon fragment salvage one, I get by fine without it.[/QUOTE]The solution to fatigued weaklings: SHIVs.
I love how buggy this game is (visuals wise). The snipers seem to have it worst. One time my sniper used a laser pistol as his sniper rifle, and then he looked at a 90 degree angle from the alien he was aiming for, shot, and hit the alien. :v: Only bad bug I had was when I selected an action and ended the turn at the same time, ending in a softlock.
The softlocks drive me absolutely barmy. Even worse when I was on the cusp of wiping out fucking EXALT in Long War and my save was basically buggered by that point as any mission ended in softlock. Hopefully the new version's better off.
[IMG]http://images.akamai.steamusercontent.com/ugc/36373486557882158/B80084FA2A796EE2990AA726F6BE3BA9EDCE4031/[/IMG] Fuck EXALT, fuck snipers, fuck this trainyard and fuck this game [editline]6th June 2015[/editline] Like whatever I do I can't even keep my troops alive long enough to sneak the operative to the extraction point, I want to remove this map from the fucking game goddamn. Their snipers are hitting my troops through full cover, smoke, after moving and it's infuriating
[vid]http://a.pomf.se/lkikns.webm[/vid] Ok now it's getting ridiculous. It's like my X-COM soldiers have an aimbot that only works half the time.
I always get [I]super[/I] paranoid whenever Seekers show up - putting as many people on Overwatch as possible. So it's funny when one uncloaks to strangle someone and gets blown the fuck out by four or five people at once.
it's not so funny when they patrol into you during a bad situation and squad wipe you
So I was playing impossible mode for the first time and my god. My squads can't shoot for shits!
[QUOTE=Hamaflavian;47892014]Since XCOM seems to be more proactive this time around, what I'd like to see is a more self-directed difficulty curve. As an example, imagine that instead of waiting for events to happen so you can address them, there's always a bunch of missions on the worldmap that you can do any any time--there's 12 minor missions, which rotate out every 1-5 days, 8 medium missions, which rotate out every 1-5 weeks, and 4 major missions, which rotate out every 1-5 months, maybe with 1 story mission that only changes when you beat it, and that's the state of affairs for the entire game. Starting out, if you try to take on any mission higher than minor, you're going to get swamped, but as you improve XCOM, you're going to naturally move up to the more difficult medium missions--and later major missions--which will offer greater rewards and advance XCOM's goals more dramatically. Naturally, the aliens are going to crack down harder on you as cause more trouble, but will lay off a bit if they think you're no longer a threat. So if it's getting too difficult, you can always lay low and build your strength back up by taking on more minor missions, but if it's too easy, you can always advance to the tougher missions.[/QUOTE] I would really, really like this to be the case.
Bought Enemy Within from GMG for £4, nice. I'll be ready to go through it once I'll finish EU
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